#Sun's Dusk: Needs & Survival
1 messages · Page 8 of 1
Yeah what annoys me about vanilla Morrowind is there is zero incentive to stay a werewolf or vampire, beyond becoming a vampire just to get Eltonbrand
So much wasted potential
Yeah for sure, it kinda bothers me too bc not once have I ever been like "Oh yeah, it would be cool to be a vampire" at any point in time haha
At least they put them in the game at all
Yeah for sure and there is some potential because NPCs actually react to you being a vampire and stuff, so there are some scripts there but still
And they even went out of their way to make which vampire sires you matter etc
Yeah for sure, with clans and such
But then didn't give the player any incentive to stay as vampire
I'd have to play through the clan quests / modded clan quests tbh but I could add unique things for each clan
Mods fix it up already a good bit thankfully so it's actually fun to roleplay as a vampire with some of them
As a kid I remember anything out of the ordinary felt insane
Like Vivec having a unique animation, Almalexia giving you a supervillain monologue
It's a whole new side to the game
Yeah somehow I've managed to not touch any of those mods in my playthroughs <_> even though i have most of them installed lmfao, I'll work through them on this next playthrough
Or you can even become a vampire hunter and hunt the clans in TR
Which questline is that?
Yeah vampirism in morrowind sucks lol
I can implement siesta 
I feel like dunmer are siesta enjoyers
Chad siesta enjoyers vs virgin simperial workoholics
(definitely not lore-accurate)
I wish I lived somewhere with socially acceptable siesta
Shout out to Italians for just like, taking a 4 hour lunch break in the middle of the day
Chad olive oil europe moment
Literally lmao
I guess the imperials kinda reminisce of the byzantine (roman) empire but maybe my skybaby brain just equates them to being anti fun
I grew up with Morrowind, skipped Oblivion, and played a ton of Skyrim so my knowledge of the lore is a confusing mix of Skyrim and Morrowind
Understandable haha, yeah we all kinda have a different interpretation of the races and lore and such because bethesda took such a LOTR turn
I'm not happy about anything post-TES3
Real sad mw hours
I played a good bit of Skyrim but it's just generic fantasy
Morrowind has character
Yeah for sure, very little of it actually indicates like ... elder scrolls lore haha
There’s things I like and dislike
Oblivion has really well written quests
the closest thing is the dragonborn DLC and even that's just like because it's the same area as in morrowind
Gameplay in Skyrim is fun, especially with dual wielding
TES is like pizza to me, it's all good even if some have questionable toppings like pineapple
But some is far above the rest
If pineapple is questionable, wait until you hear about chicken banana curry pizza 
Italians should be thankful that pineapple is the only "food crime" they're aware of
It is one of those things though where usually I just end up wanting to play Morrowind when I try to start a new Oblivion or Skyrim run. Same thing with Fallout. I end up just wishing I was playing NV
Yeah
Listen I’m Italian and I like Hawaiian pizza
I’d never order it myself but I’ll eat it if it’s there
Very blessed haha
I'll enjoy any kind of pizza, but eventually it makes me want an authentic pizza Margherita
It's one of my favs but understandable why people wouldn't like it haha
That shit’s bomb
People are way too hard on the sweet/savory combo
Italians eat cantaloupe with prosciutto but pineapple is a step too far ig
Modded out Skyrim is great for real though
Oblivion I have played a lot less because the super generic fantasy setting turned me off back in the day
Skyrim at least is still kind of unique
It has dragons and winter
Modded Skyrim is pretty rad but no TES game has quest mods like Morrowind
Yeah, I think mainly because not having to voice everything is a real boon
Forgotten City is sick though. Became its own game
Voiced mods are weird too because usually the quality is very noticeable
Yeah
Which I can’t complain about because it’s amateur work so of course it won’t be great but it still takes me out of it
Yeah I can’t complain too much about fan made content usually
Yeah Skywind's been doing a great job but that's an entirely different game at this point haha
Speaking of which 👀 I think Sun's Dusk caught the attention of one of the skywind devs which is hype, I asked them about some climate stuff a while ago and ended up kinda doing my own thing but that's still super hype
I got called a cult member for saying I was excited for Skywind
still remains yet to be seen, but it would be appropriate to look forward to Skywind with a cautious optimism
His argument was that it's definitely not coming out and the devs know that so they're stringing everyone along
Same with Skyblivion
I mean if anything it'll be a cool skyrim mod, I can't see them never finishing it
Skyblivion is submited on GOG already
They've been getting a lot of new volunteers lately too
Yeah his argument was that they've given a dozen release dates and it's never come out on time
it'll be done when it is done, I have no doubt that the dev team will offer full refunds to those not satisfied with their free product
Yeah Idk why he was so mad about it considering it's free and the devs straight up don't let you donate
Like one of the FAQs explicitly says they cant and wont accept donations
thats hilarious, wake up sheeple!
are either or both projects just vaporware? no one can say
I wouldn't be surprised if Skywind gets abandoned but like, there's literally no reason to believe that rn other than being pessimistic
yeah its just a popular opinion about projects like that
It's currently in active development and hasn't slowed down really so there's no reason to suspect it rn
but Skyblivion is listed on GOG as coming soon
I feel like my expectations are tempered. I'm sure it'll be cool if it comes out but I'm not going to be too broken up about it if it just never comes out
I will no doubt at least give Skyblivion an honest try, but unless Skywind appears on GOG as well, that's a no for me
i want it to come out so the devs come and work on ptr instead 
Why?
PTR is an insane project
I don't use Steam
I feel like TR will never be complete
it doesnt matter though, just look at what we already have
Like I think they will cover all of the mainland eventually but it seems like one of those things where they're just going to be constantly fucking with it forever
Im not complaining
and more will get made than ever will in skyrim engine imo
Oh yeah definitely
also, as far as TR goes, as long as they're even telling us that updating is save breaking, I'm out
I mean it's a landmass mod so I think that's inevitable
well, explain to me how a landmass mod that I barely touched unless Master Aryon forces me to, would break all of my existing saves then?
Idk how the game works but it makes sense to me that a mod that changes the game significantly and often has massive updates would be risky to update mid-game
probably because of the quest integration, its probably not as bad as it sounds
This is also Bethesda we're talking about. You look at their games funny and it breaks
In general if you've never been to the mainland it doesn't, but they say it to be safe as they're not omniscient and don't know who has done TR content and who hasn't
It could also be one of those things where they can't guarantee that it won't break your saves
Sneeze on your keyboard and get a CTD
Like it might be fine but who knows
(not with openmw but that's because it's not todd's engine at this point)
It's like how they have to warn you about salmonella on raw cookie dough even though, to my knowledge, there's not a single recorded case of that happening. It's just a risk so they have to tell you
OpenMW is also janky in some ways but only because it's replicating Bethesda's engine functionality lol
ownlyme makes fun of my initial 3+ minute load screen but I'm like ... I was there for vanilla skyrim launch day ......... this is a blessing
Lmao your skyrim takes 3 minutes to load?
especially for the nice graphics and shaders and stuff, my game looks way better than whatever bethesda put out in 2011
I would hope so
No haha my morrowind does when I first cache it for the day/session
Oh lmao. How many mods do you have installed?
Jesus. drop your cfg lmao
80% of total overhaul and then god knows what else
Mine is a modified EV right now
Some mods removed, many mods added
alright, let's say I do update to the latest, then I do venture over there willingly and do some quest content, will the next update break my saves for realz?
I would but at least 10-20 are mods that me and ownlyme have made but haven't released xD
Not to mention all the edits I've made to our mods and my gui .... shudder
Tbf i need to merge like a third of mine since a ton of them are fixes for one line of dialogue or fixing one mesh seam or something
Show us a redacted list 😂
I haven't even dared to update PfP since the new update came out, I'm gonna wait another few months lmfao
I gotta check what I’m at
I have a lot of stupid little mods
Like one that replaces all the books in the Hlaalu records with actual record books instead of random books
Oh shit you didn’t actually have to but let me check this out 👀
This is the cfg I usually play on but i have an empty one I do for most of the testing since it takes like 15 seconds to reloadlua with this cfg lmfao
Yeah not surprised lmao
Also my grass mods are kinda messed up, I installed aesthesia before I knew how to install grass mods with the BCOM patches for it and never fixed that haha
Lmao been there
My last playthrough had so much floating grass
Yeah I need to make a patch for lush and stonewood pass, I think someone did already but didn't post it
Are we counting plugins or file paths?
plugins I guess, not sure how much patches count though haha
Because I have a bunch of replacers
The day I have to create a new lua file to make a patch for sun's dusk is the day i'm reworking everything
i just nuked all the affected cells in the cs, took a few seconds and no floaters 
Alright I'm at about 700 if we're only counting plugins
Which plugins ??
There's some around Odai too yeah?
and theres not really enough ground to notice
not sure
Stonewood pass is such a great mod that has a weird amount of compatibility issues lol
yeah
This was a couple years ago but I remember the patches didn't seem to work completely
The one mod that I wish I could make work in me LO is Red Mountain Reborn
I've barely managed to make it work and it's been a struggle haha ... I still find a seam every now and then
You can see all the patches I have for it xD There are at least 5 or 6
oh man rmr is nuts to get working, so many patches..
I'm hyped to see if I finally got momento mori to work
It's part of EV now
And none of them work!
Yeah it's a great mod, I installed it on an existing save with no RMR patches and half of it was underground or in lava xD I just used tcl or godmode to explore but it was still funny
I feel like I tried every combo and I'd always find seams
did you go through the mm-rmr-rrm- patch tetris nonsense?
Yep
Always had seams or things buried
This was without MM actually
It was mostly trying to get it to play nice with BCOM
There's a whole "buried" momento mori mod that I installed which I'm hoping will help haha
It turns all of them into underground dwemer ruins, there's also a whole underground dwemer ruin mod I saw under red mountain that I was excited for too but no idea how it will play nice with everything
I was tempted to install them
Vanilla Red Mountain is so small that the Ossuaries stand out a lot
They're amazing so it's not that bad
That's also why I removed the concept art swords ghostfence mod. I like the idea but it doesn't really work with how small RM is
Yeah for sure, tbh I've never even played a lot of vanilla morrowind outside of testing (for many reasons) and it's just a struggle, i do it only for testing and I'm kinda dreading to do a showcase video in vanilla
I played the hell out of it as a kid
Yeah it doesnt work with MM though
buries one of the doors
oops, i guess ill have to make a patch 😅
@warm saddle I see you have RMR installed with a single patch for BCOM and MM. Does it work?
Also, are your ashlander dombrists not sinking into the ground? I had to remove that mod because all of them were in the ground
So far yes but I haven't tested it extensively
I really shouldn't have asked to see your load order tbh
I think installing the proper animated morrowind mod fixed that but I also haven't tested that out extensively, I had a lot of floating sitters and that fixed a ton lmfao
xD
I see so many mods I might install
Animated Morrowind was working? In OpenMW?
Yeah it needs like 3 or 4 patches though
xD
I think EV has an alternate version or something
It has a significantly cut down version
...
Care to explain this one
Like unironically though, that's the only reason I have it installed
It's a weirdly well done mod for what's essentially a gag
I also have one that adds actual schematics to those dwarven schematic books
yeah i love that stuff
Do you also have lore friendly vivec records?
no, that sounds interesting
It's a really small mod
Vivec Records (Hlaalu & Redoran) made lore friendly by replacing game novels with books of House records.
niiice
The Hlaalu and Redoran records have just a bunch of random books
This replaces them with "records"
oohhh thats so cool, i unironically am all about this shit
It's basically just a random line of 6 texts that say like [These are financial records for House Hlaalu that are of no interest to you]
Same lol
btw
What mod?
sigh am I really going to try to get animated morrowind to work again?
i dont think you have to have it for this, the patch just has some mesh replacers. i dont use AM
https://abitoftaste.altervista.org/morrowind/index.php?option=downloads&task=info&id=39&Itemid=50
https://www.nexusmods.com/morrowind/mods/48837
The BCOM patch like "Animated Morrowind Resources" or something
That weapon sheathing patch
And then idk what other mods you have installed
Yeah but that's another mod I've wanted to make work
yeah i currently have the page open too, battling compulsions..
I said fuck it
Trying these out ^
This one?
Pretty sure you want both, I think the openmw one has to overwrite the original but I forget what I did, highly recommend reading the docs and whatnot haha
Like the docs in bcom?
Like I said I had to install at least like 5 patches or something silly but I eventually got it to work 
Christ lol
That's... too much information, my friend 
It feels like playing TES LARP or sth. Definitely a different experience.
Very good game. Interesting concept. Fun stuff.
Gotcha lmao
It's the worst TES out of the "new" ones (3-5). While Skyrim often feels like generic Nordic fantasy, Oblivion is even worse because it has classic western medieval fantasy vibe and it's sth that's been done to death in gaming.
Where does Animated_Morrowind - merged-Wares.esp come from?
I waresified the original animated morrowind download to have WARES item lists so that they weren't all in their birthday suits
Some of them were xD
Lmao what
Did you just use the wares-ifier tool?
Yeah this one https://danaeplays.thenet.sk/waresifier/ although it might not be necessary for you
I just did it bc I was getting a lot of nekkies
NEKKID GRAMMAW
I also used it on anti-cheese because the guards they added to the temple of ministry never had armor in my games, couldn't figure out why
Maybe a load order skill issue but I just waresified them and it worked haha
Bizarre
Shout out to Wares
I manually wares-ified the chalk mod
It's an .... interesting way of going about it haha, it's possible to do all of WARES in lua I think but WARES has been around for a long time, it can cause compatibility problems though
It seems to work fine
Any mod that uses WARES can override mods that add or change vendor item tables, for example Simplymining lets you sell ores to blacksmiths but wares overrides that
I looked into the plugin and it seems to just be like, levelled lists on top of levelled lists lol
Ah that's a shame
Yeah the leveled lists override any other mod that touches lists
I mean it doesn’t break anything afaik, just overrides stuff
Doesn't Delta plugin help?
Maybe, I guess I’ll find out but I didn’t even know simply mining did that until yesterday
You learn sth every day
Yeah for sure
Okay that doesn't seem right
Definitely not haha, what all did you install ? You can check my cfg, I didn’t change the name of anything
Why can't discord use alt+enter like every other app
BCOM AM Resources
Original Mod
OpenMW Patch
BCOM Animated Morrowind
OpenMW Weapon Sheathing PAtch
Am I supposed to use the openMW folder from BCOM?
Nvm I think I know what I did wrong
Yeah that load order is wrong xD but seems like you got it
What is the correct load order?
I don't even wanna know what's going on here...
Whatever I have in my cfg xD
You have BCOM Resources, then the original mod, then BCOM Animated Morrowind, then the weapon sheathing patch
I don't see this patch in your CFG at all: https://www.nexusmods.com/morrowind/mods/48837
I have the openmw patch as well somewhere
Cant seem to find it
Yeah the openmw merged patch is supposed to overwrite the original
Is it supposed to overwrite the one from BCOM as well?
BeautifulCitiesofMorrowind\ResourcesAnimatedMorrowind
AnimatedMorrowind
AnimatedMorrowindOpenMWPatch\AnimatedMorrowindOpenMWPatch
BeautifulCitiesofMorrowind\Patches\05 Animated Morrowind
AnimatedMorrowindandWeaponSheathingpatchforOpenMW\MorrowindOpenMWWeaponSheathingpatch12
This is the order I currently have them in
-Animated Morrowind
-BCOM Resources: Animated Morrowind
-BCOM Animated Morrowind patch
-Weapon Sheathing AM patch
What about the other AM patch?
This one?
I forgot to mention that the openmw animated Morrowind patch has very specific installation instructions, like you have to move files around and overwrite things
Ohhh
That’s why there’s only one file in my cfg, you download the original file and then move around whatever files they tell you to in the nexus mod xD
So yeah you merge the two
I just did it a while ago so I forgot
Did you use the randompal version?
No, the first one
Okay cool
Randompal’s is incorporated into the BCOM one I believe
I thought so
If and when I get this working im gonna start screwing around with RMR
I will make it work if its the last thing I do
Best of luck my friend haha
Do you not get floaters in the eight plates?
At some point I did? But I think it fixed itself, try leaving and re entering the cell
Gotcha
Still floating
:/
By George I think I've got it
Had to put it real low in my LO. Anything that messes with chair meshes causes it to freak out
George? We call Vivec or ALMSIVI here 
False gods
BTW I'm interested in Skywind as well. It will always only have a small % of content that modded Morrowind has, but it will be interesting to play MW on Skyrim's engine. It's not 1:1 conversion so the landscape will be a bit different despite feeling Morrowindy and all dungeons will be different as well. Oh, and magic will be different, combat will be different... I think that they are doing great work with exteriors and interiors so far. Unsure about equipment. Sone of the stuff looks weird but not in a good way. Part of it may be due to design. However, armour and clothing seem to look worse in
Skyrim than in Morrowind in general. Maybe it's due to Skyrim's lighting. Hard to say.
Skywind looks like Skyrim
And Skyrim artstyle looks mid at best 
At least in vanilla
Landscapes in Skywind are great
The good thing about Skywind is that Skyrim kids who cannot play MW because it's too dated will have a chance to get to play this MW "remake" at least
Try Vanilla Oblivion. I think that it's the blandest shit ever. What amazes me, though, is that in many ways it somehow looks more dated than OMW without the modlists.
Vanilla oblivion was my first taste of TES and it was ok as a first entry for me
Given that that was basically my first non-sandbox open world game and an rpg too
It looked good back in 2006 and was hyped up to Oblivion. But how do you look at it now?
Having modded morrowind and skyrim to oblivion? Yeah, bland. But in the same vein as skyrim
Even though skyrim has better textures, they all are fuckin grey everywhere
Oblivion LOD with max view distance is so shit that unmodded OMW with max view distance looks more modern
I've played it like in 2018 or something
So I may be a little biased as I don't remember exact looks of it
The only thing I could say for sure is that once I launched Nehrim, the first thing I tried to do upon finishing the tutorial is to install ENB. And after I failed miserably, I figured vanilla might actually be not too bad 
Bloom/HDR is far too strong in OB
Btw once I put out another update or two I might go hard with KCD2 and maybe get some inspiration from that, anything to look for with that maybe ?
Am I supposed to get damaged from lava's heat right after fighting Snowy Granius?
are these rocks considered to be magma?
I would advise you to get immersed in the game and look at it as a whole instead of just some specific feature. It's worth it!
Hmm I think so ? Since they’re in Molag Amur but I don’t remember adding that terrain 
I don’t have that mod installed so I can’t check atm but is it super out of place to take damage near that lava terrain/rock there ?
I'd say yes - it's literally on the way to the dungeon with the dwemer puzzle box
I’m thinking that there might be lava underneath them or something because yeah like I said I don’t remember adding that terrain
Maybe if it was integrated with dialogue to warn the player it would be ok, but without it - no
I've looked for a bit and couldn't find any lava there 🤔
Yeah for sure, definitely too early in the game to warn them about lava but maybe some overhaul mods add lava to that Dwemer ruin, but still I think ownlyme changed it so that you have to be right next to lava to take damage from it
But either way, equipping a single piece of Bonemold armour makes you immune to it
Dunno, my whole walk to the entrance (it's a bit higher with this mod, right near Astrologians Guild) was taking heat damage
Was it the lava damage or heat damage ? They’re 2 different things although I think they have the same vfx (vignette) at the moment
Hmm
That’s very strange
Ohh ok I do match _rock but that doesn’t seem right, I can tell you the line to edit if you want to fix it asap
Wait why 
How?
Maybe that's because of some other mod
Does SD even affect diseases? I think that's a future module. Not anything that's implemented now
But on my Seyda Neen > Balmora trip I git diseased twice
And when going for the puzzle box I got hit by a diseased nix ONCE hound and got diseased immediately 
The only thing I can think of that adds diseases currently is eating raw meat if you have toxicity enabled and you’re not one of the races that can do that
But if a mod is making diseases more common, there are a lot of cooking ingredients that can be used for curing common disease 
HBFS module makes diseases far more common
I think MDMD also does as well
That dwemer ruin is so cool with SD because therws a long piece of grated hallway right over lava immediately followed by a room with a well in it to cool down,
😘👌
Lovely haha, I was thinking about taking out the Dwemer well but figured it would be good to keep around
It saved my ass for sure
Hyacinth should make a wiki website for Sun Dusk xD
Yeah he needs a project to take his mind off things 😅
Saw some Morrowind reddits already saying some good stuff about sun dusk
Oh shit I haven’t seen any of those haha
Nice, hopefully will bring in more new mw modders, a good survival mod always has draw
I’ll be doing a nice big edited showcase video … at some point haha, I already have 50% of the footage just need a bit more
Yeah eventually I’ll do something like that, I’ll also upload it to gitlab or something
You should get freezi g to death on a ship in the ghost sea during a blizzard, that happened to me recently, very atmospheroc way to go
Haha is that not already implemented? I made the sea of ghosts cold asf
I just meant for the showcase, it totally is
hmmm 
Yeah you can harvest wood right out of the fire
why not
You just have to wear gloves
Lmfao I thought ownlyme nerfed that
I wanted it so badly, he nerfed the logs right next to it I think if this is Arielle’s trade house
What’s the path of the incarnate modpack btw ?
Yeah, they're ok
I also feel like leveling up alchemy with cooking isn't compatible with NCGD - it doesn't contribute to the level ups
At least the last 3 or 4 skill point didn't contribute to it
Yeah there are a few things with that, I’m not sure what the update does but ownlyme is the expert on compatibility with that mod. Not sure what to do about the abilities not being modifiers other than recommending disabling buffs and/or debuffs
(and xp gain for each dish is way way overtuned. As if potionmaking wasn't overtuned already)
Good to know, I’ll keep that in mind when doing the cooking reworking
I think nerfing the shit out of the magnitude might help with that atm but yeah I’ll work on a better solution
this amount of soup granted me 3 or 4 alchemy levels
yep
I’ll take a look or something, maybe there’s some interaction I’m not aware of
i think that's the only mod that alters skill xp gain in my modlist
Hmm yeah I don’t think I gave altmer a modifier
But yeah not sure what to do about leveling with the abilities from Sun’s Dusk, with vanilla the abilities are removed upon resting / when the level up menu is displayed but obviously that doesn’t apply to ncgd
I guess it won't be an issue once the integration with Skill Framework is done
What does that entail ?
Since you would level up the cooking skill and not alchemy
Or... Am I missing something?
Gotcha, I think in that case yeah it would just level the cooking skill which will be based on alchemy, or have something similar to bardcraft where it gives a microscopic amount of speechcraft experience
Could just add a setting that disables alchemy xp in the meantime probably
I got RMR working I think
Nice ^^
Btw, has anyone noticed any lag spikes when going to an exterior cell ?
Ownlyme insists there’s lag but I haven’t been able to for the life of me, but we’re trying to improve performance
I had lag spikes even before installing your mod 👍
I'll check
Though when I played around on my prehistoric ThinkPad it didn't change anything going from interior to exterior or the opposite
Word thank u
If you don’t mind could you screenshot / record (even with your phone or something) the lua sync from f3 or f4 or whatever ?
https://youtube.com/shorts/Th774uQOO84?si=Gq__lHqEV8lKiAry so guys, are you playing the game like a true Nord would? 
How much night eye is too much ? Like what would we say is obnoxious
Hey Hyacinth, could you help me make a Starwind module for this? Or at least offer some suggestions?
I think there is kind of a problem in SW of having access to native fauna, but I have never really inspected super closely
Well, there are a pretty decent amount of raw food items, but there aren't any like prepped foods
And there are a bunch of various temperature extremes like Tat or Hoth
Oh if you just give me the esp I can throw together food/drink values and add them to cooking
As for temperatures ... that can be a little tricky, I'd have to think on the best way to go about that
Up to 30 pts it's definitely acceptable. Probably a bit more as well. I have some potions giving 100 pts and it doesn't look too good. It's useful but eh. I actually wish I could cap this effect.
these are all the various expansions/plugins that add ingredients/drinks/etc
There have been a bunch of standalone expanions over time so unfortunately it's not just the one 😅 But the others don't actually add a ton
I figured temperature zones would probably have an interface function or something I could use to add new ones? I have to do some reworking to make this happen anyway since there are already scripts in place for a couple of those (like Hoth)
That's .... quite a lot haha, which are the main ones would you say ? I can give food/drink/sleep(wake) values to all of them and add some cooking then show you how to do it if you want to add or change anything, it's all done through a spreadsheet
I've only done vanilla, TD and OAAB stuff for cooking so the other mods I've added support for (expanded loot, NoM) I haven't done cooking stuff for yet, but I'll show you how I do it and give you the data you'd need
Yeah, I'm down for that. Uh. The main one is probably going to be ingr.esm or StarwindRemasteredV1.15.esm
I'm a little fuzzy on their development history so I'm not sure which of the two main ESMs would have more
I can probably just massage tes3cmd into outputting the right format
Oh dw about that, I have a method for that 
I was gonna say, there's a bunch of these, prolly don't wanna do them all. 😂
I'm honestly not 100% sure this is all of it, either, I'd have to check a bit more closely
I convert them to json then print all the data to something similar to a CSV then just import that to a spreadsheet
Yeah, that's what I put into the spreadsheet, do some formula stuff with, then turn it into another CSV and that's what's parsed by the mod for food values and other data
we're getting Sun's Dusk for Starwind?
well the starwind devs ain't doing it 😄
It took me less than an hour or so to do TD, I could write up instructions but I could probably do all of these in the time it'd take me to try and explain the best way to go about it haha
I'll give you the spreadsheet when I'm done with it though because you might want to tweak stuff, like I might not know what would be considered raw meat or toxic and things like that
I can merge these together rq
Yeah sure
(had to delete a ton of records for size so this won't actually go in-game)
it's moments like these that make me wish we did starwind-data when we still had the chance
but oh well 
Yeah sure np, I'll try to have that done tonight. I'll try to think of all the other things you'd need since there's isn't an easy-to-use API for adding your own heat sources and thingsand things
Another thing is that there aren't really sources of wood or water, like, in the world
It would be cool if you could milk bantha. 
Can we make bantha a milk source? 🤔
Some planets I think could be used as lumber sources like Lok or...
dantooine. There are trees on Dant.
You can also give trees to merchants as well or any class that has the trade service
Set the price to something absurd to make it a rarity 
Starwind's economy is unbelievably broken so gold sinks always welcome 😄
The vendors in the hub space area all have zero mercantile. Not many players even figure out that there is a hub space area, let alone that there are vendors, but the instant you learn this and figure out where the rich one spawns you begin steamrolling
Yeah I'll have to go through the whole mod and figure out what all is item/static specific and whatnot but this'll be a fun project
I may or may not be able to get Ig to make some new fauna stuff towards the end if we need
Yeah sure, there isn't exactly an API set up to make registering heat sources/trees/fauna and other stuff easy to port afaik but I haven't tried to do anything like that since the mod is fairly new, I'll try to leave good notes though so that if you need to tweak anything you can find stuff easily
600 ingredients and potions
let's go
How's that stack up against vanilla, or TD?
600 ingredients and potions with duplicates, going through all the duplicates rn
But vanilla is about … 90 or so ? Including alcohol and a few other potions
Duplicate IDs in there?
Yeah, like several of those mods adding uhhh like SW_Booze
huh, that's odd. MTM should've caught those
That was the whole reason I thought merging them would be helpful 😅
I can get you a whole list of the duplicates if you want haha
nah, no worries
I do see a bunch of booze variants in here:
ALCH: sw_booze (Booze)
ALCH: sw_boozecuring (Curing Booze)
ALCH: sw_boozecuringquest (Curing Booze)
ALCH: sw_boozefatigue (Refreshing Booze)
ALCH: sw_boozefatiguequest (Refreshing Booze)
ALCH: sw_boozejungle (Jungle Booze)
ALCH: sw_boozemedicine (Medicinal Booze)
ALCH: sw_boozesensitive (Sensitivity Booze)
ALCH: sw_boozesensitivequest (Sensitivity Booze)
I think most of these are from Naboo.
229 total ingredients/potions for starwind from what you gave me
TD is around 600 or something
@warm saddle Quick question regarding SimplyCrafting, does the simplycrafting.lua file go in CF_recipes or CF_scripts?
If someone’s posting recipes with a lua file, they all go in the CF_Recipes as well
Okay thought so
@faint siren What are all the uhhh elements? Like these
Are they like solid consumable items or beverages or ... ? They have the same naming convention as some of the drinks but not sure what exactly their models look like haha
No haha
They all look like this
Oh cool terrible picture
They're like industrial chemical containers
I don't think Jawohl ever actually gave these any real purpose but in SS2 it's the entire backbone of that game's .... Version of alchemy
Gotcha
there might be something really cool to do with these hiding in there, come to think 🤔
I forgot he added all these!
manufacture drugs, maybe
Are there wood elves in starwind or any race that would have anything to do with something like the green pact ?
I track diet and stuff too and give buffs depending on what ppl eat haha
The only things that come to mind are that wookies eat a shitton and droids wouldn't eat at all
Sure thing
If you ever want to implement vegetarian/carnivore I have a whole column for that haha
I prolly would but after all the expanions and stuff we literally have like...
70 playable races or something completely insane
0.o
Well there can be as many racial abilities and modifiers as you want haha, currently I have like 80 or something
You can either slap some of those races into ones that already exist, like I just grouped the TD races with khajiit, Argonian, some of the elves, Nords, etc so they all get the same racials
But could be funny for starwind haha
Droids are an obvious one, I feel like they should probably get a penalty for even trying to eat or drink lol
I was thinking maybe they could eat those elements or something but yeah hunger can be completely omitted from them
I'm pretty sure there's something suitable as a food for them but I'd have to dig around a bit
oh, right...
repair kits?
Alcohol
oh, shit.
Yeah, booze.
Make the robots run on booze.
DUH
This would work on multiple levels because there are various futurama references up to and including the planet express
Ig would be happy if I told him we made the robots run on booze. 😂
Haha yeah alcohol has its own flag that you can set and you could have it restore both hunger and/or thirst for them, or you can just omit either haha
just to get the point across about how weird some of the SW races are 
Here lmfao sorry
https://docs.google.com/spreadsheets/d/1H9_wOHxIGiZjVPBObrXlymq9bQxk_C2rOfVnGT4R2EI/edit?usp=sharing
Staring at a spreadsheet melts my brain after some time
my god this is a spreadsheet
Where do you think the CSV comes from? xD
But yeah I have filters on because otherwise it crashes your browser, so I only have starwind ingredients/potions and vanilla ingredients/potions displayed but you can remove the filters if you want to see what I've done with modded ingredients
You have editor perms because otherwise you can't use the sorting/filtering but I backed up the spreadsheet so you can do whatever you want with the starwind stuff
Damn, there are way more ingredients than I thought.
The hunger/thirst values are mostly based on Skyrim's but a little more balanced, I think going from starving->full takes like 500 total food value or something
cool to see SD getting ported 
What are you talking about ? It's not getting ported, it'll just have full starwind compatibility haha
Huge flex for a survival mod
potato potato
just

This includes Naboo too 🤫
I haven't done any of the cooking stuff yet since I wanted to see what you thought first, since I've never seen the model for any of these ingredients in my life lmao
Some things I should mention, items with the Consumable type Raw Meat have a chance (configurable) of giving a common disease, I'd need the starwind IDs for those
But items under the Toxic column cast a poison spell when consumed, so I tend to not put anything under both since that's a bit brutal
Yeah I think I covered everything haha, and now you have a list of all the starwind ingredients and potions
For the cooking I parse the alchemy spell effects and pick and choose from there but I'll probably keep all of the alchemy effects in the other columns just for reference since I doubt there are any wikis or anything
there is a wiki but I'm not sure how complete it is in this respect
I...
Actually don't think there are any SW diseases, honestly. Maybe one or two they use in quests
vanilla diseases should be fine.
Does the SW esm have everything from the Morrowind esm, just like ... not present ?
It still depends on Morrowind
And you can actually get back to vvardenfell and stuff
sooo star wars is canon TES now?
Mundus is a backwater in the outer rim nobody goes to cause those people are crazy
its set in the merethic
Haha that's lit, are there any new or differnet spells or IDs or spell effects or anything ? Or is it all just Morrowind
Well, it is literally the future
Could be the same universe for all we know
Kirkbride
The spell effects are mostly the same, although conjuration was repurposed for summoning droids
the rest are normal but renamed like force lightning, etc
Alright that’s fine, I don’t touch conjuration at all
Hmm
Are the spell IDs the same and only the name is different ?
it's a mix of newly-added ones and renamed ones
renamed ones mostly limited to birthsigns but some basic spells like shock renamed
or maybe the past? 🤔
It is the Old Republic, so
Do I just dump this spreadsheet out as a CSV and slap it in the Sun's Dusk directory? 👀
Yeah, although I don’t have anything for cooking atm, it’s only the food/drink values
It’ll take me a bit to work through the cooking since I do it all manually :’) but yeah I’ll grab the CSV for you
The cooking can kinda be compared to Ashfall, like you can see I have categories for like eggs and meat and fish and veggies and whatnot but there's a .... lot more going on to say the least, it's more similar to legend of zelda botw/totk cooking
prolly need some food meshes too
food cubes
Currently the only mesh for food is a pot of stew haha
But you can replace the mesh if it’s too out of place, I’ll add a Starwind preset in the settings and probably swap the mesh if it’s enabled
oh, you only use the one mesh? that would probably work then
I bet Iggy P would be down to make some food assets though. I just asked him.
Very blessed, I’ll be reworking cooking a bit down the road and would like to have more meshes for food so yeah that would be great
You said that there aren’t too many like cooked foods in starwind ?
Dwemer food box
Haha using the Dwemer puzzle box mesh for starwind food would be hilarious
tbh I'm not certain there are any off the top
Canned (boxed) food
maaaaaaaaaaybe there's... like a bantha stew or something in there
But yeah sure, it’ll take me a little while to work through all the cooking since I choose the spell effects for each ingredient individually, the CSV I sent you should hold you over though
I’m not even sure how much of sun’s dusk will work for starwind in its current state haha, I’m assuming all the UI modes are the same ? It initialises on Chargen unless on an existing save, there are some other things that are specific but I don’t hardcode region names or anything and there are mechanics in place for everything that’s not directly supported, like the temperature everywhere will be 20 C in addition to modifiers which come from wind speed, shade, and a ton of other stuff
There’s special armor hardcoded for lava damage immunity, I parsed all of the starwind equipment and can send it over to ya if you want to point out anything specific but even without those special armors, just wearing light/medium/heavy armor will still give you modifiers
Interior cell detection is based on scanning statics like I said the other day (usually based on a ID name pattern), and this is also how heat sources are detected
Pretty much anything with “fire” and a few other key words will be registered as a heat source
Oh yeah, and it’s easy to add your own icons to the UI, no need to replace or overwrite files
There’s also the question of water 
beskar prolly should have lava immunity I guess but lava isn't really a thing anyway.
There's some on Korriban, maybe.
all the UI modes and everything are the same although
How do you define on chargen, exactly?
In most cases the entire planet itself will have some kind of extreme... like hoth, or tat for example. Everywhere is either fake exteriors or true ints
water also is... mostly gonna end up being planet-specific
for tatooine for example the best source of "water" is probably literally milking bantha (they're activators already)
on Hoth, uh, I guess maybe I'd have to integrate with simplymining or something
function chargenFinished()
if saveData.chargenFinished then
return true
end
if types.Player.getBirthSign(self) ~= "" then
saveData.chargenFinished = true
return true
end
if types.Player.isCharGenFinished(self) then
saveData.chargenFinished = true
return true
end
playerItems = types.Container.inventory(self):getAll()
for a,b in pairs(playerItems) do
if b.recordId == "chargen statssheet" then
saveData.chargenFinished = true
return true
end
end
return false
end```
There's also manaan which is just an ocean planet
isCharGenFinished is never true in SW so the only way to detect it is the StatReviewMenu mode closing
although birthsign check looks like it should work too, I think
Yeah it checks for both, although this is just when the UI first shows up when starting a new game, so that you don't have the whole UI in your face when you're in the Imperial Prison boat
For starwind ... I have no idea what the starting sequence looks like or anything but the UI will turn up one way or another
Also, I parsed all the starwind armor, forget which esp I got it from but if you want to take a look and let me know which armor should have additional hot/cold resistance or immunity just lmk sometime, or you can just highlight them or something
https://docs.google.com/spreadsheets/d/1Xs1KjBcrrxP1a49SU51YjHm3aaKDxnC5JFusSgZTIZ8/edit?usp=sharing
please tell me theres a dead Tonton static that can be repurposed as a tent
Btw you can use that exact thing ^ for creating recipes for crafting, although I have no idea if repair items exist in starwind but eventually crafting framework will be useable with other items/statics/activators
btw if the new tents are going to be potions, does that mean we can throw them with Potion Thrower?
nice, they should have a mild fatigue effect
I'm pretty sure the tents are in the latest update, they're just not distributed to merchants or anything
sd_campingitem_tent if you want to try it out, I think it despawns after 24 hours but when they're properly implemented you'll be able to hit them with a weapon to get rid of them
oh nice! datamined dlc
yea I was kinda thinking I would use CF for recipes...
we always wanted to do the KOTOR weapon/armor upgrade thing but I never got around to it
you can have recipes with multiple results, right?
Well hey now you have a whole list of ingredients haha
well, the gear components are in a separate plugin 
that stuff's waaaaayyyy deep in the vault
Gotcha haha, well if you need a list of anything just lmk
but I could make recipes where I have one item that spits out two, right?
or.. three, maybe, whatever
You can have whatever quantity of the same item you want but I think if you wanted to do 1 recipe -> 3 different items you'd have to do some lua wizardry but I'd have to ask ownlyme
I just did the parser and the spreadsheet/CSVs 
Oh yeah s3ctor I'll have to walk you through the temperatures sometime, it can be kinda fun haha
Ready when you are I guess 😄
I broke it immediately 
[00:18:42.098 E] L@0x1[scripts/sunsdusk/sd_p.lua] onFrame failed. Lua error: [string "scripts/sunsdusk/modules/module_temp.lua"]:834: attempt to index upvalue 'cell' (a nil value)
[00:18:42.098 E] stack traceback:
[00:18:42.098 E] [string "scripts/sunsdusk/modules/module_temp.lua"]:834: in function 'job'
[00:18:42.098 E] [string "scripts/sunsdusk/sd_p.lua"]:870: in function <[string "scripts/sunsdusk/sd_p.lua"]:808>
[00:18:42.098 E] [C]: in ?
The climate sources are all vectors, epicenter being the most extreme and then fading out to the default temperature (20) at the other end of the radius, and the magic happens when the vectors overlap
There are 2 ways I'd recommend going about it, there's a temperature widget in the environmental settings that displays your coordinates on the UI at all times, to print the exact coordinates you can use the console command lua coords which will return your x, y and z coordinates
This method I mostly used to fine-tune things or to calculate distance from one place to another
The other method I think you'd like, is the html file attached here. Basically you can overlay vectors on an image and it'll spit out the coordinates and other data that Sun's Dusk reads to calculate temperatures. There are different scales too, the default one that's shown is fine-tuned for this image of Morrowind but you can change the scale to whatever you want, the vectors should work with other images
I'll take a look but I think you said that there are no interior cells or something in starwind ?
there are no exteriors

uh, actually, it seems to... not do that after I resolved an unrelated LO conflict
Does the UI actually show up?
the exteriors it uses are all fake exts, like tribunal
am I looking for this?
seems about right.
Yup
Lmaoooo it works
That's crazy
There are a few different skins for the icons but it's very easy to add your own as well, and they'll show up in the settings menu so you don't have to override anything
I think in that case you don't have to use any vectors at all but let me check, I didn't do the mournhold stuff
Hmm
I'd have to figure something out but honestly I'm just impressed it actually works lmfao
most of the
is still in there 😄
that's not a thing
Hmm
basically there's a bed on the first planet you're expected to use and then as you do MQ stuff you get this ship, that's like
your fast travel, and also your home
So you always have a bed.
Yeah I gotcha, I'm just trying to think of the best way to consistently get water
probably in early game, bantha milk, and then a crafting recipe in the ship (or pretty much anywhere I guess) for water
like, uh
G_wellKeywords = { "well", "fountain", "pool", "trough", "aquaduct", "t_rga_setreach_x_pool_01", "furn_dwrv_well00", "keg" }```
There's also a blacklist but this only picks up statics
not activators?
Activators as well
Sorry haha I was just thinking ... for a while it was just any item, so inkwells and the unique daedric helms were infinite sources of water
sw_bantha, sw_banthamove1, sw_banthamove2 should be valid sources of bantha milk
Water and sujamma also spawn in the overworld in
local LOW_CHANCE_SUBSTRINGS = { 'vase', 'pot' }
local SUBSTRINGS = { 'flask', 'beaker', 'cup', 'goblet', 'pitcher', 'tankard', 'misc_de_glass', 'drinkinghorn' }
local INVENTORY_SUBSTRINGS = { 'bottle', 'canteen', 'misc_flask_03', 'AB_Misc_Waterskin' }
local BLACKLIST_SUBSTRINGS = { 'broken'}
as far as anything else....
Yeah I can add that, what spell effects do you want on them ?
Bantha milk I mean
idk bantha milk is a thing in the ESM already
Oh okay word I'll take a look at that, I did the same for sujamma
I can take sujamma out of starwind if you want haha
Hmm the way water and sujamma work is that it's a potion template that's then applied to those substrings, when your bottle is empty it returns to its original misc item
sw_ext_moist can be a well
I guess those items could be the template ? I'm not sure, the templates in the esp atm are all like miscbottle1 or something
these are literally space wells
if core.contentFiles.has('StarwindRemasteredPatch.esm') then
return 'sw_water'
else
return 'normalWater'
end
?
I'd have to poke around to see what the valid substrings would be
I'll add that to the next update but if you want to add it right now, you can add it to \modules\module_thirst.lua and replace wherever this is
G_wellKeywords = { "well", "fountain", "pool", "trough", "aquaduct", "t_rga_setreach_x_pool_01", "furn_dwrv_well00", "keg", "sw_ext_moist" }
Yeah the templates and swapping the meshes and caching the memory and whatnot is all a bit above me, I just created the custom templates so I have no idea how you'd do it otherwise, but you'll want to poke around in sd_g.lua and sd_p.lua
the global script is like 3000 lines of code at this point
so I'll try to point you in the right direction
Oh
I think it's just this but I think there's more to it
local LIQUIDS = {
water = {
templateId = 'sd_waterbottle_template',
displayName = 'Water',
maxVolumeQ = math.huge,
spawnChance = 1.0,
valuePerQ = 1,
},
sujamma = {
templateId = 'sd_sujamma_template',
displayName = 'Sujamma',
maxVolumeQ = 2, -- Q<=2 (<=500 ml per Q step*2) by default
spawnChance = 0.3, -- less common than water
valuePerQ = 6, -- pricier kick
},
-- ...
}```
in the global
To take effect I think you have to exit the cell, once you enter a cell the bottles are converted and don't convert again
@faint siren How common is it to get poisoned in starwind ? Or are there mods in the modpack that makes it more common to get poisoned?
mmmh. It happens. can-cells will poison you and night sisters have poison spells
maybe some stuff on endor/naboo
Gotcha
Creating the ingredients for cooking and I usually base it off of the ingredient's existing effects, like a mushroom that's poisonous when cooked cures poison
And there's a lot of poisonous stuff 0.o
this is one of those things I was thinking about when I said I wasn't really sure if the items are balanced for it
Yeah not sure but if anything is too weird or unbalanced you can just remove or change an item's cooking info in the CSV or I can give you a new one haha, I don't mind
@faint siren Sorry to keep pinging you haha, I added cooking to starwind
Just replace the Starwind.txt with this
Not sure if there are fires around to cook at but you can do player->placeatme sd_wood_5 1 1 1 in the meantime
nice switch 
is there uhhh
hm
I'll have to dig around and figure out cookin stations
Here's the list of cooking activators, it's in \module\cooking but feel free to add to it if you want
module_cooking_activators = {}
table.insert(module_cooking_activators, 'fire')
table.insert(module_cooking_activators, 'stove')
-- table.insert(module_cooking_activators, 'log')
-- table.insert(module_cooking_activators, 'table')
table.insert(module_cooking_activators, 'cook')
table.insert(module_cooking_activators, 'cauldron')
table.insert(module_cooking_activators, 'ember')
table.insert(module_cooking_activators, 'burn')
table.insert(module_cooking_activators, 'oven')
table.insert(module_cooking_activators, 'light_logpile')
table.insert(module_cooking_activators, 'furn_redoran_hearth_02')```
Also if you're currently playing, you can replace the .txt and reloadlua and it'll refresh everything 
you should be able to craft a can of water out of two cans of hydrogen and one can of oxygen
I would do that but I'll need to work out a solution for distributing the elements themselves
Starwind mods kinda tend to be very standalone experiences so the entire periodic table is available!
Only in one location, which is full of literally hundreds upon hundreds of very powerful undead with laser guns.
space fort firemoth
reprising the automated element harvester base building mechanic from starfield would be funny
That's sorta loosely what I was thinking with the moisture collectors
Does Starfield literally let you harvest elements like that?
Btw, I think the next update will have some temperatures for Starwind and ownlyme set up an API for adding custom temperatures to quasi exteriors
I haven’t investigated too much but he downloaded starwind and has been exploring haha
Nice, I noticed he was poking around at it 👍
I've been distracted messing with GRIP today but trying to do some actual playtesting tonight now that's done
Yeah for sure, I can send you the newest version in a few and he also tried to improve performance with starwind’s raycasts
I think there are a lot of raycasts with starwind least ? Quickloot and sun’s dusk were going berserk
Did you guys confirm it's actually related to the size of the assets? That was only a guess, but, I've always noticed on the odd occasion someone in starwind discord mentions QL, they talk about it running way worse than anyone here does
I've never dug into QL much but there definitely seems to be something about SW that makes it run worse, from what I've seen users say
Yeah he confirmed that and was losing his mind trying to figure it out, I think it has to do with starwind being locked into first person (or third person?) which does weird things with the raycasts from QL
it only locks perspective when you're on a mount or something
Although, our modlists do have a camera mod that locks it
Yeah no idea, idk which other mods he installed but the version of Sun’s Dusk I’ll send you should have better performance with starwind and hopefully he’ll do the same for QL
Yeah the most it does is cause 0.2ms of lag when going into an exterior cell but even that is too much of a performance cost for ownlyme, he’s been refactoring the mod each update trying to get that down
Tbh I’m just hyped to have a survival mod fully compatible with starwind, what a fucking world haha
Oh yeah, do you want new icons? The skins atm are all geared towards Tamriel but having ones that fit the starwind UI/aesthetic would be better
yeah!
I'm just not sure exactly what to use. I think there's probably something in SW that would be suitable already
Do you want to do them or do you want me to ? It’s just 64x64 white line art so that it’s easy to change the colors with the in-game settings, though I’ll have to rework a few things to allow for different background skins. But you can also do images that are colored differently for each needs stage
Each of them are separate icons yeah, you can find them in the textures\SunsDusk\Staged or Transparent folder. Most of them are in the transparent folder. Each skin has its own folder that’s loaded into the renderer/settings menu and the icons have the same name as the spell IDs, so you’ll want to follow the naming convention that’s already there
I'd like to make em but honestly I don't think I'll be able to give myself time to 😅 D'you mind?
Not at all haha, I just haven’t played starwind so I’m not sure of what a good aesthetic would be. Have anything in mind?
you're missing out
Or is there any kind of unique language/font/alphabet for starwind? Most of the default icons I made from editing the Daedric alphabet
I sorta vaguely thought I might use some of the food/drink icons for those 2
and this is the daedrid replacement we use
Damn nice that sun’s dusk UI doesn’t look too out of place but I’ll come up with something more fitting, this is the only bed you said you can sleep in yeah?
There are more, but they all at least use that model
Also funny seeing wood in space haha
a lot of the planets/civs are super low tech so it's pretty easy to make work, I think
especially Kash
I figure somehow or another that will end up being main farm planet, or Nab, but that one needs a lot more work
Do flora statics still have tree in the ID ? Or should I add a new flag for starwind trees? I can also distribute wood to more merchant classes and make it more expensive
can you do exclusions? That's the main one
they'll still be tree, but there are some trees that are gigantic structural things (Kashyyk) you deeeeeeeefffffiiiinitely can't and shouldn't be chopping down
it looks like kash, boyle, huge, wall, and house, probably
Yup, although how many swings it takes to cut a tree is dependent on how large it is haha, the vanilla Grahtwood trees in seyda neen take like … 15-30 swings at lvl 1? Depending on the build
But yeah there’s a blacklist and I’ll add those to it
Don’t want to go chopping down people’s houses? 
no this wouldn't be chopping down people's houses
It would be, like, chopping down the entire cell
Oh 
Will do then haha
Oh yeah, I’ve been working on a bathing module, it’s disabled by default but is there anything in starwind that could justify bathing ? Right now I have sload soap + TD soap but I can add any item
Bathing requires you to be submerged in water or in a bath house (added by other mods), although I could just make being wet a requirement since you can get wet from spamming wells or spam drinking water
The module is disabled by default and 100% entirely optional, it’s just what I’ve been working on aside from the starwind stuff
there's no soap already, but uhhh......
I can ask VD to sneak the TD soap into a list somewhere or something, np
definitely plenty of stuff to justify bathing, sewers, pools of blood, acid, dust storms on Korr, two whole ass sand planets, etc
can there be a covered in sand debuff? 😂
Bathing was always one of my favorite side mods in the very short time I played Skyrim 😄
oil baths for droids
Yeah for sure, I haven’t gone too hard with it since I quite literally just started working on it a few days ago, right now the only 100% working feature is just the super basic mechanic of getting dirty over time and washing off with soap and water
Sewers are added to the list of “dirty” cells, if you can get me the IDs of statics that you’d get dirty for being near I’ll add them to the list too. In vanilla Morrowind I have the pools of scum in the Bitter Coast for example
For the sand planets, I could hardcode the cells and add a modifier that makes you accumulate dirt faster but is there anything indicating sand storms ? Or is that just what the ash storm/blight storms are called in SW?
Yeah same, having a good (or even functional) bathing mod for Morrowind is just 
Oh also, I saw in your screenshots that your Sun’s Dusk UI is appearing over your inventory, you can change its UI visibility settings if you want
Hides it with your UI mode
local function refreshUiVisibility()
local newVisibility = nil
if not chargenFinished() then
newVisibility = false
elseif HUD_DISPLAY == "Always" then
newVisibility = I.UI.isHudVisible()
elseif HUD_DISPLAY == "Never" then
newVisibility = false
elseif HUD_DISPLAY == "Interface Only" then
newVisibility = currentUiMode == "Interface" and I.UI.isHudVisible()
elseif HUD_DISPLAY == "Hide on Interface" then
newVisibility = currentUiMode == nil and I.UI.isHudVisible()
elseif HUD_DISPLAY == "Hide on Dialogue Only" then
newVisibility = currentUiMode ~= "Dialogue" and currentUiMode ~= "Barter" and I.UI.isHudVisible()
end
if newVisibility ~= nil and newVisibility ~= SDHUD.layout.props.visible then
if mouseTooltip then
mouseTooltip:destroy()
mouseTooltip = nil
end
SDHUD.layout.props.visible = newVisibility
SDHUD:update()
log(3, "hud visibility = " .. tostring(newVisibility))
end
end```
I'm cool with it displaying in windows, makes the tooltips work
is it in the Windows layer so the mouse events work?
Yeah
I think all you actually have to do to fix the draw order issues like that is make a new layer that goes before windows
If you select the "Lock" setting it moves it to HUD, no tooltips but it doesn't show up during load screens
Alright I'll take a look sometime, oh but also protip
you might have these memorised but you can use the Sun's Dusk debug prints to see the current/next UI mode changes
It's how travel, jail, etc are tracked
but I've used that print for other things
Well
there is a hidden, evil engineHandler for serving jail time
_onJailTimeServed(actor, days)
Shit good to know, although I think I just disabled applying debuffs (hunger level going above 50%) if the last UI mode was jail, but good to know because my method definitely isn’t bulletproof
Do you need the droid race IDs?
Yeah sure, any other races that should have blatantly unique racials ? Eventually l’ll put the code up on gitlab for MRs but I can add anything you want in the meantime
sw_cyborg, e_protocoldroid, e_battledroid, droid
sand person should probably have resistance to heat/dirtiness
(people do actually play sand people)
maybe some others but nothing immediately comes to mind
Oh yeah, is there any gear that should be extra hot/cold resistant? I can come up with the exact numbers and whatnot, I just need to know if there's anything special
probably should do, but nothing comes to mind.
Do droids have any special abilities or anything btw ? I kinda like the idea of them restoring needs with lightning shield or shock damage and could go about that in a few different ways
protocol droids and battle droids don't, androids and assassin droids are weak to shock, cyborsg and androids can self heal
Using lightningshield/shock as a restoration source sounds neat
The ones that are weak to shock have a detect-everything spell also
Er, power
I'd have to move a few things around for that but I like that idea, it would also be funny if someone added "charging stations" for droids where if they interact with it, it gives them shock damage/lightning shield and restores their hunger 
I'm gonna have to make a plugin somehow, somewhere for this, so I'd be down for that
probably only really on big populous planets like nar, taris, or in cantinas
need an ESP to undo the Hoth script
Yeah for sure, I could check for an activator but as long as it has any kind of shock damage or lightning shield it'll work, I won't go by magnitude or anything just if the spell effect is active
What does SW_SynthFood look like and is it common ? Trying to think of what kind of food would look best for the icon
Sure np, just trying to figure out what a common food item is, like I have bread for the default icon
Sure haha
What is that dwemer scrap metal icon for ?
regular scrap metal
Not an ingredient ?
no, it's an ingredient, they just clipped dwemer off the name
Hmm I'm not seeing it in the ingredient list
Or is that just the one from morrowind ?
Alright @faint siren, let me know how this goes, I added the kash statics you mentioned to the woodcutting blacklist and threw together some icons
ownlyme added a few things as well:
- new global:
G_STARWIND_INSTALLED - improved?: simpler raycasts in first person
- added all starwind quasiExteriors (new file: lib/temp_climates_quasi_exterior.lua)
can I ask a minor favor on starwind detection?
Yeah sure
G_STARWIND_INSTALLED = false
if types.Container.records["sw_locker"] and types.Container.records["sw_crate"] and types.Potion.records["sw_medkit"] then
G_STARWIND_INSTALLED = true
--print("[SunsDusk] Starwind detected")
end```
That's what he ended up going with but if you have a better idea I'm all for it haha
Fucking beautiful, nevermind then
I haven't messed around with any of the settings or created a starwind preset yet so you'll have to do each of the icons, the bathing module I gave you is also in a super beta state but it works
I was just gonna say to add Starwind.omwaddon if you're checking raw content files but this'll go in either direction so np
okay now I been going back and forth all day, did you give me a bathing module?
Uhhh
I remember we talked about it
Yeah it's in the one I sent you, doesn't have anything too fancy yet but I did create an icon just for starwind
this?
Yeah that file
aight bet
Also I just realised that your icon will probably be the default velothi one since I only added like a few UI settings to get me through testing
so I have no idea if you'll get the default velothi one or the starwind one
Also for the bathing stuff, the bathing icon/UI might not update right away and you might have to reloadlua when you change settings since getting the whole UI to refresh correctly when changing a single setting is ... a process
But the hunger, thirst and sleep icons all update and refresh correctly
apparently I didn't even create the setting for the alpha since I always have my icon on for testing
Lmao
The one with the improved raycast ?
ye
ah, okay, no worries
I can get him on it tho haha
Because yeah his fps was dropping to like 30 or something crazy

holy fuck
oh no
Yeah ...
Idk if it's quickloot AND sun's dusk or if it's just quickloot, I can get him on it asap though
no it's 100% just Ql
I've had QL out of my rotation for a bit actually. SD, I checked immediately, and I can barely even clock it
maybe it's doing some stuff that's more costly like raycasts or w/e but op counts are really solid
Very blessed
I find this rather amusing cause we've never conclusively decided whether the gigantic assets are actually better or worse
normally nothing ever seems to actually run afoul of the asset size cause they're genuinely well deigned but... I guess the rendering raycasts hurt its feelings
Yeah no idea, he'll add the new raycast to quickloot soon hopefully so it shouldn't be as much of a problem
At least not 80 fps haha
I'd take like 10-15 for QL lol but not 80 😅
Also I just realised for bathing, since there's no soap around but the Morrowind esm is still around, you can do player->additem ingred_sload_soap_01 10 unless you can find sload soap or its equivalency at merchants
And yeah I agree haha, it was crazy
But yeah let me know what you think, not sure if I'll redo the icons and add galaxy font icons though I saw you use the colored staged ones and I can add those for starwind as well, if you want to tweak the temperatures for some place I can show you how or you can poke around lib\temp_climates_quasi_exterior.lua
So far it's going well
Trying to see if I can finish pre-taris content before I run out of resources
Actually this is great, because the pre-taris stuff has really zero way of preventing you from dicking around for a thousand hours FF style and leveling up to max or whatever, but there's stuff here you definitely wanna do before you can never come back, so nice challenge
I think I just happen to be able to get everything here, except water
I think you said there's a well somewhere in the esm right? There's only like the nord one on solstheim in vanilla, but bottles, flasks, pitchers should be converting to water when entering a cell, even exterior or quasi exteriors
and sw_bantha
Think I added that but let me check
Ah shit I forgot to, if you want I can give you the new thirst module or give you the line of code to add
Here's the list of cooking activators, it's in \module\cooking but feel free to add to it if you want
module_cooking_activators = {}
table.insert(module_cooking_activators, 'fire')
table.insert(module_cooking_activators, 'stove')
-- table.insert(module_cooking_activators, 'log')
-- table.insert(module_cooking_activators, 'table')
table.insert(module_cooking_activators, 'cook')
table.insert(module_cooking_activators, 'cauldron')
table.insert(module_cooking_activators, 'ember')
table.insert(module_cooking_activators, 'burn')
table.insert(module_cooking_activators, 'oven')
table.insert(module_cooking_activators, 'light_logpile')
table.insert(module_cooking_activators, 'furn_redoran_hearth_02')```
G_wellKeywords = { "well", "fountain", "pool", "trough", "aquaduct", "t_rga_setreach_x_pool_01", "furn_dwrv_well00", "keg", " sw_ext_moist," "sw_bantha" }
G_wellBlacklist = { "comkegrack", "t_de_setmh_x_well_01", "inkwell", "t_imp_furnr_tablepool_01", "StairWell"}```
That's in the thirst module, 492
ah, yeah
can you make the bantha give a different resource though?
I guess you probably only have just water atm
that'll work for now
Yeah but I'm going to do saltwater and suspicious water at some point so I can add something if you want
well I'm pretty sure TD has cows so like a milkable category seems to make sense
cause I remember some old dumb mod had this weird bug where it would make a bunch of creatures do the TD cow noise, because reasons
There's guar milk too I guess haha but yeah I remember you saying something about milk
Bantha milk yeah?
Yeah.
They're not implemented as creatures though, so you can probably get away with milking bantha easier than milking guar
I guess it's possible to add milking and whatnot, did you want to get bantha milk from the bantha well though ?
yea, sw_bantha
I think there's one or two more that should technically count, but idk offhand if the others are used as transports
Gotcha yeah sure, I made a note for it whenever I add more drinks/sources, making manaan have saltwater for refilling will be funny
I mean I could put saltwater anywhere haha
Yeah tbh that's the only thing that's kept me from doing it, there are a few ways to do boiling/refining and none of them would be pleasant or easy from our end
I like the idea of purifying water by placing it next to a fire/heat source in the overworld but then there's also using the cooking menu to do it
Oh, like having water take time to refine ?
Yea, kinda like how they work in fallout
Or... Probably Starfield? Idk I play the cool Bethesda space tc
In Fallout you'll build a certain tier of water purifier near a valid source, and it naturally collects water
Hmm
I'm thinking like that except instead of putting it near a water source, you just smack some saltwater in, and come back later and it's fresh
I could put a cooldown on refilling on a particular static
Hmm
Yeah that should be doable
No idea if it would be starwind exclusive or if I could translate that to vvardenfell somehow
but either way that will be cool
I'm pretty sure NOM had a cooldown on wells
tbh I just assumed there was one already
Todd knows last time I played NOM though, I wouldn't even guess
Oh yeah, how does time in starwind work?
time?
The calendar and timescale mostly, i remember you saying that you wanted to create a custom one for Starwind but I'm not sure what's already there
Simulation time, etc
oh, that. Well I completely abandoned my fully custom calendar once I realized the side effects
as-is the only thing it actually changes are the month GMSTs
It does require you have strings from ESM files have priority on in this respect, but... I could fix that
I just have literally never seen anyone complain about SW only being english so didn't seem important
It's no prob, I'm just wondering if I need to change anything with cooldowns atm or if I need to go about them differently in the future
What are the month names btw?
sMonthEveningstar: Lorea
sMonthFirstseed: Eclipsa
sMonthFrostfall: Fallia
sMonthHeartfire: Heartia
sMonthLastseed: Seedia
sMonthMidyear: Cometa
sMonthMorningstar: Primea
sMonthRainshand: Novia
sMonthSecondseed: Dwarva
sMonthSunsdawn: Solara
sMonthSunsdusk: Duskia
sMonthSunsheight: Neblia
At some point or another I'd like to make the planets have different gametimes
otherwise as long as you can account for the month names the calendar's identical
You could do something like dynamic timescale maybe and combine that with quasi exterior cell lua wizardry
Maybe something like that
I don't use dynamic timescale but it has different timescales for interiors, towns, exteriors, a ton of stuff I think, I haven't messed with timescales and lua before but definitely possible
Basically every cell is prefixed with the planet name, so it would be easy to do an onTeleported and figure out what the appropriate new gameTime should be
I hate copying though
So I would probably pregenerate the cellname list from the ESM I posted earlier 
I'm like 90% sure that's what ownlyme did for the temperatures haha, I think there's a list of all the cells at the bottom of that lua file
yea it's easy to get away with stuff like that cause our community is so much smaller
yeah for sure, there's a discord for starwind right ?
it's not like if you tried to hardcode TR names which would be stupid 😄
The mod itself doesn't get updates anymore though so von djangos and I are kinda softly the maintainers
not so much because we do it together, we're just the people who are around 
Gotcha haha
I'll make an actual presence there when sun's dusk is more refined with starwind features, idk what the community is like but I'll need to prepare myself for lots of requests haha
Nah. We're pretty niche, honestly 😅
I suspect you'll end up seeing a lot more of that traffic here than there, most of the SW players these days seem to come from MOMW lists
Gotcha haha, but still it's crazy cool to have a mod that's compatible with Starwind
The final boss of compatibility
I hope theirs blue milk, very important for survival in the star wars universe.
there's already a distillation tool in the game, that's what alembics are
filling an alembic with saltwater and placing it on a heat source could yield fresh water and a pile of salt ingredient from tamriel data
Could do that instead of water maybe, idk which is more important haha
Yeah except Tamriel data isn’t a requirement for this mod, so I have to figure out a way to do saltwater in a way that works with vanilla
Does starwind need TR though?
If so then it wouldnt be a compatability issue for the starwind module anyway 🤷
I don’t think so but also just regular saltwater for Vvardenfell haha
For vanilla Vvardenfell I mean
you could make your own salt ingredient
Yeah it would be cool, tr data is less invasive than bloodmoon, people should just get it as part of the anniversary edition
But it wouldn’t stack with TD’s 😅
I agree but some people play on hardware that doesn’t have the memory or space for TD
or you could ignore the sludge left in the boiling chamber
Fair enough. It is priority that blurpanda can use this on her gameboy 👍
And anyone who uses a 16 year old laptop
I have the means to implement saltwater and suspicious water and whatnot, that’s not difficult at all
The tricky part is finding the best way to purify it. iNeed had a cooking recipe for it but doing that would require an API/UI rework (maybe ?), an alternative is allowing you to purify it by placing it near a heat source which is a new raycast/tooltip (new UI)
Yeah tricky
Someone mentioned something about an alembic before but saltwater and suspicious water are potions, meaning you can’t use them in the alchemy window. I guess it’s possible to do a check for an alembic being in your inventory before cooking or placing water in the overworld, but that feels a little clunky especially since I don’t think you even encounter one until you reach balmora
Could do just “drinkable water” and “distilled water” I guess but that also feels a bit excessive haha
Hmm, maybe it could be hovering over an alembic gives you a tooltip to purify water ?
That would conflict with Tabletop Alchemy though, i think thats on TO
With hovering over it and doing a weapon stance like with all the other tooltips, I think it wouldn’t conflict but I have no idea what daisy’s code looks like for that mod
A slightly more chaotic but funny option would be, if you place water near an alembic in the overworld and wait for x amount of time it becomes drinkable water 
Yeah or if its between an alembic and clacinator
Could do either haha
Or both I guess
I think I’ll do just the fire and cooking menu first and then do something like that later because yeah that would be cool
Pretty cool idea, that would be an interesting way of doing crafting haha you put the ingredients on a workbench and hit with a hammer 
Yeah that seems like dlc
