#Sun's Dusk: Needs & Survival
1 messages · Page 14 of 1
Also in regards to skills this mod only adds buffs and debuffs, the only other time a skill is touched is when cooking, you gain some alchemy xp
There are a few calculations based on skills/stats but yeah that’s it
Nothing related to the rate of change of xp you get for a skill or anything, decay, etc
Thanks, I've tried it out now and it seems to work fine. I periodically get console errors about cleaning scripts (even though I deactivated the Bathing section) but Sun's Dusk is a great fit for any playthrough
I hope you eventually get to cover the Tamriel Data races as well:)
Mind sharing some of those logs with me ? And thank you, it’s been a lot of work
The TD races already have racials, for example the khajiit variants have the khajiit racials
No, no, I meant the climate expertise
Like how the Bosmer get a bonus in the wilderness
I’m pretty sure they’re covered by that as well, did you want a specific TD race to get that wilderness bonus?
Yes, the Duadri
I don’t know all the lore behind all the TD races so I didn’t do unique ones for them haha, I just lumped them together with the vanilla races
I guess one could just go from their in-game descriptions
And geographic distribution - Duadri and Reachmen should be the easiest
I can tell you the exact lines of code to edit when I get on my computer if you’d like
Thanks, I'm checking for the error log
Hmm reachmen are with the Nords and also there are plenty of large cities in skyrim 😅 although you could add them to the wilderness bonus as well I think
Most Reachmen live in tribal societies on mesas so wilderness would make sense for them:) The only true urbanised Reachmen are in High Rock and some clanless ones in SHOTN cities
Also, this is the log:
[13:53:49.132 E] L@0x1[scripts/sunsdusk/sd_p.lua] onFrame failed. Lua error: [string "scripts/sunsdusk/modules/module_clean.lua"]:842: attempt to index upvalue 'cleanData' (a nil value)
[13:53:49.132 E] stack traceback:
[13:53:49.132 E] [string "scripts/sunsdusk/modules/module_clean.lua"]:842: in function 'getDirtinessModifier'
[13:53:49.132 E] [string "scripts/sunsdusk/modules/module_clean.lua"]:1854: in function 'func'
[13:53:49.132 E] [string "scripts/sunsdusk/sd_p.lua"]:770: in function 'mainLogic'
[13:53:49.132 E] [string "scripts/sunsdusk/sd_p.lua"]:882: in function <[string "scripts/sunsdusk/sd_p.lua"]:879>
I got this when in Addamasartus, I know dungeons are supposed to increase Dirt level but the entire section is deactivated
I have a fix for this that I’m uploading later today but you can get rid of that error by restarting the game, that should fix it
And respectfully I still disagree with the reachmen and I probably won’t change their racials anytime soon 😅 but I can show you where you can add that in the code
Thanks again, the Reachmen and the Duadri are the only races I'll edit anyway:)
I'll try a restart and see what happens
Is it possible to track godmode with Lua? Because it seems you can get damaged by standing near lava even when it's ON
Hmm that definitely shouldn’t be happening, I thought I fixed that
Did you turn godmode on while you were taking damage?
nope
Interesting
Janky mod for a janky game 
Nah idfk what could even cause that because yeah you’re not supposed to take that elemental damage when in godmode
your mod is too powerful
Yeah sure, I’ll add that for this update
Sorry it took me a while to get back to you, you'll want to look at Sun's Dusk\scripts\SunsDusk\sd_p.lua and look at editing 1248-1277, those have the racials
I don't think I have something set up for TD races and bosmer though, but if you want to edit the TD races and their racials, that's where they are
There isn't a local variable set up for TD races having any of the Bosmer racial abilities but you can edit line 1322 to this:
saveData.playerInfo.isBosmer = nordRaces[name] or redguardRaces[name] or name:find("bosmer", 1, true) ~= nil or name:find("wood elf", 1, true) ~= nil
``` Keep in mind that this also gives reachmen and duadri the green pact benefits and other racials that usually only Bosmer get
the teapot can be filled with water but i cant make tea when its full, is that intentional?
Yeah, the tea only works when it's not full (not intuitive i know)
It's mostly very experimental, I was trying a few things out and decided to add it because why not haha
yeah i love it
brewing up some stoneflower tea by the campfire while i wait to dry off 
There'll be a whole barista module in the future haha but the tea module was me testing a few things out and I also just really like it
it must be stopped
just tried bathing for the first time, instructions unclear, but I did figure out you need soap. I bought some sload soap from the Balmora alchemist and figured it out from there
the cooking menu completely ignores the game pad, what's up with that?
You should be able to select ingredients but you'll have to use your mouse for the "cook" button
I have to use the mouse for selecting ingredients too
Yeah sorry I was thinking of crafting framework, you have to use your mouse mode for the cooking menu
I mean, it's only a minor inconvenience, considering that .50's big hook is game pad ui
It's not something I'm going to look at until I refactor the cooking API since I wasn't the one who created it in the first place but if you want to have a go at it feel free to submit an MR https://gitlab.com/lhya/sunsdusk
I wouldn't know how to if I tried
Me neither 😄 so I'll be learning how to when I get to doing it
yeah, your mod is amazing, so don't take me for complaining
No problem haha
I may need to look into that new "undress" mod though, bathing while fully clothed feels wrong, while at the same time unequipping everything and then reequipping is pain
incidentally Sun's Dusk synergises with the camping gear mod so beautifully
the cooking mod by the same author works pretty decently too, but the cooked food from that mod doesn't satiate hunger nearly as efficiently
like it takes upwards around 4 to 6 cooked crab to reduce hunger from worst to none for example
There's a setting to disable the "no armor" requirement but yeah the devilish undressing mod is great, that's why it's in the recommended mods haha
That's intentional although you can increase the food value of things if you want, but by default if you're playing on hard or hardcore the food and drink values are reduced
the reason I haven't removed the cooking mod, being redundant, is early game. when just starting out, publicans stocking food from it is a life saver
i got the expanded loot food mod or however it's called for that, i think it adds dishes to publicans
the major draw back to the mod author's camping and cooking mods is there is only 1 camping kit or cook pot in the entire game, if you misplace it you are kind of boned
I misplaced my cooking pot one playthrough
after that, I started permanently placing the cook pot in my home base, and just did all my cooking there
also, a strategy I've discovered for cooking that may be helpful for others, Ajira sells restocking crab meat and hound meat, the same strat for alchemy works here for buying stacks as big as you can afford at one time
Thanks! Basically I only want to give Reachmen and Duadri environmental bonuses simlar to Bosmer and Redguards respectively - I've since switched to playing with debuffs on but I really like the racial bonuses to environments
Duadri already have the same racial abilities as redguards :)
Ah really? I didn't know that, well that solves that then:))
if you use the crafting framework you can get a recipe for the Camping Gear tent
Maybe I should give it a shot
I thought I had one for the cookpot aswell but I must have got distracted 🤷
TR just featured my Sun's Dusk showcase! 🙂 https://discordapp.com/channels/132891272666021888/1126979220371943515/1455160491285413960



Hello, and thanks for the mod! Can I somehow decrease the buffs? They are too strong for me, and healing potions don't make much sense now. My alchemy skill is 6
What do you think about TESO-like approach, where food increases max health/magicka/stamina?
that's a cute river barge there, haha
you can lower the stew buffs in the mod settings. I recommend using 0.1 or 0.15 mod. By default they are far too strong IMO.
Thank you, it's much better
Right now you can only increase the debuffs but you can disable them entirely or choose which debuffs you want to receive (such as disabling debuffs from hunger but keeping them from sleep, for example)
I would’ve preferred to have food increase max health/stamina/magicka but they’re borken
and I don’t expect people to use the mods that fix that
Another update?! ❤️
Yeah this next update is finished, I’ll be uploading it soon I think
Had all the documentation done and then ownlyme ended up adding a few more things 
Oh haha

It’s not a huge or crazy update and you’re probably fine, there were some weird bugs happening for people installing the mod for the first time
Newest update for Quickloot has the event for “Searching containers makes you dirty”
be sure to install it if you want to be punished for looting tombs
oh
OH
oh?
Mmmm delicious forbidden (bone)mealy puddin
walking out of a tomb with my face covered in bonemeal
nomnom
Changelog v1.6.3
Features
- Added actorDied custom event
- Only half your liquids spill when you jump
- Equipment damage setting can be enabled independently of the bathing module
- Message boxes now state the liquids that were refilled
- Added setting to remove
Restore Magickaspell effect from being applied to the player when drinking water
NEW: Sleep Quality - Sleeping in a bed or tent gives a small xp boost (similarly to Skyrim's)
- Sleeping cycles are tracked more precisely
- Gain improved sleep quality when sleeping in your sleep cycle
NEW: Fasting - Abstain from eating to get a Fasting ability
- Reduces strength, agility and speed but improves intelligence, willpower, mysticism, and max magicka per integration
- Increases fervour gain in upcoming mod
- Death is disabled when hungry while fasting
UI - New default UI settings
- Improved widget tooltips
- Added new transparency mode
- Improved tooltip anchor on the widget
Fixes - Fixed a few issues with initialising after installing for the first time
- High quality firewood now behave the same way as regular firewood
- Fixed a few UI settings
- Fixed an error that sometimes appeared in the clean module
- Fixed traveling not being detected correctly and needs increasing at the same rate
- Fixed followers counting when they became inactive
- Renamed a few textures and icons
I don’t have an icon for it yet haha but yeah the debuff and everything else is in place
sleep quality is super cool
Yeah there’ll be more happening with that in the future, ownlyme just really wanted to add it now haha
Nice update. Good features. How does XP bonus work btw? Is it compatible with NCG/SE?
No idea, neither of us use that mod
I’ll check later since I have to download SE for something else but I’m not sure if it’s something we have to do from our end or if mym will
I remember there being a function for this or sth
But can't even check rn, lol
How do you activate fasting? How do the mod differentiates being hungry from fasting?
If you stop eating entirely then you’ll fast, it disables death from hunger though
Ok but I'm sure you have to track that smh. Do you need to get hunger lvl to some %? Avoid eating for X hours?
I still need to work out some of the logic for that but for now it works like insomniac
So when you eat again, fasting is disabled, I presume
I suppose you'll starve to death if you eat junk food
- Eats a kwama egg after 3 days of fasting. 2. Dies.
- Family sues the mine.
interesting, i'll try this out because i use both too
It shouldn’t be super noticeable, just a little incentive to sleep in beds more
Yeah, I like the concept. Basically the Well Rested bonus. Funnily enough, I proposed sth like that for NCGD maaany months ago (sleep at least for X hours in a bed, get small skill gain XP bonus for Y hours). It just got lost amongst tons of other, more important stuff. Glad to see it here.
It's easy to miss features like that in standard gameplay but they can make the game more immersive IMO.
Today I learned that Mac can rename lua files when extracting them 
Do you plan to add visibility for how many times a player can use a soap and a towel, if possible? For example, like you do for water containers, shown in parentheses?
Probably not, since water is consumed very differently from how soap and water are used. But if you want to see how many times you can use soap or a towel, you can hover over it after dropping it in the world
The problem ended up being something completely different
There was no spam but these two errors appeared in the log, do you notice the pattern?
Failed to load 'animations/xbase_anim/._xbase_anim_sh.nif': NIFFile Error: Invalid NIF header: , using marker_error instead
Can't start Global[scripts/sunsdusk/sd_g.lua]; Lua error: module not found: scripts.sunsdusk.settings.._clean_settings```
Funny enough the same error could happen to Impact Effects, Dynamic Actors, trav’s books, S3maphore, Bardcraft and who knows what else
Is there a way to fast travel long distances and not die of starvation / dehydration? (Took a trip from Skyrim to Vvardenfell and my character died on arrival) - I know, a nitpick, since I can just disable the feature during travel
Damn, I thought this was fixed
To be clear, this happened on a previous version of the mod, but since I didn't see anything about it in the changelog I thought I'd ask
that happens to me when i fly irl
So I just downloaded this and loaded into an existing game. Anvil is currently sitting at -136 Fahrenheit. Is that normal for an existing game?
Boy Solstheim's even colder at -210 F.
Starting a new game brings the temperatures to normal. It's weird that this happens to existing games.
Nevermind restarting seems to have fixed it. Looks like it was a on-time bug
I've never used this mod but if it doesnt' do it already being able to prepare special rations/long lasting things that automatically get eaten/enable you to fast travel to other regions like in Outward would be cool
Do you have the latest version?
Yeah this happens to sosnovoy once as well, I haven’t been able to reproduce it haha
In the most updated versions I do something special for skyrim and Cyrodiil
just installed Devilish Undress, bathing feels much more natural now, but I don't suggest bathing in the sea at night 😆
The “owner” Thing?
Yep
It’s a vanilla console command.
tfh
It shows owners, scripts, and some other stuff I think
Ah, thanks, I thouhgt I did something wrong with my install
Nah haha. I just turn it on when I’m bug testing mods that I’ve added
This happened to me on the previous version, but since the new changelog didn't mention anything about it being fixed, I thought I'd check first
@warm saddle can you add a feature to wash yourself near a well? I can pour water on myself, but I can't take a "shower" with soap, which feels a bit odd. Not every town has a natural water source nearby, for example, Shipal-Sharai
Outlander, please cease bathing yourself in our drinking water.
Oh, you are from this region? Can you tell me where I can get a bath?
pouring water on yourself is how you shower. when your wet and naked, use soap. dry with towel. profit
Wow, it works. Thank you!
I couldn't tell if you were shitposting 😆
those steps work in real life too
Testament to the fidelity of bathing in SD
i think you're usually supposed to pour another water over yourself after using soap, though
would need to a "greasy" condition to account for that
being wet and soapy decreases your speed and hit chance, but increases your dodge chance
Nope haha I made the requirements lax since there aren’t bathhouses everywhere
You can roleplay the village idiot too
Why does only furn_redoran_hearth_02 work for cooking, but not furn_redoran_hearth_01?
furn_redoran_hearth_01 is massive and has more attached to it than just a hearth/oven, I was going to add it but all the places I could find in vanilla had a fire in it that can be cooked with
I use furn_redoran_hearth_01 in my house because it was the only option for a two-story redoran house
Yeah it includes both a stove and part of a stairwell and so hovering over the stairs/railing shows "cook" haha
Is there not a fire or logs inside it ?
No, I put logs near the hearth)
Oh gotcha, you're making a house mod then ?
I already made it and was using for my character. I just decided to use your mod later
Oh gotcha, I was gonna say if you have a record ID I can show you how to register it (or just register it myself and give you the file) to include with your mod so that it gets picked up
Otherwise you can place a log or two down and light up a fire to cook, or I can tell you the line of code to change so that you can cook with it for yourself
Thank you, but I like the idea of just putting wood in hearth for cooking, because it feels more realistic. It's not a problem, I was just asking.
Yeah, that's why I made firewood able to be lit anywhere (other than inns) 😄 so that people can put it in their homes
But yeah the reason I excluded the hearth_01 is because it's massive and yeah covers the top of the stairwell
For Ald Iuval (TR location), maybe an empty static is a small problem for realism 😅
Haha yeah there isn't much I can do about that
You can disable that by checking if cell.record == ”ald luval” then return end
Hmm
It’s more adding a cell check to the API for people to register 
Pretty much the system from SHOP, feel free to take it ^^
Thank you haha, I might take a look but the way statics are registered now is … special
More like the recipes for crafting framework than any other lua mod, I was working on an alternative to this but the TR team itself would have to go through these statics as well
The town is only half-destroyed, just so you know
Thats bigger problem then

Does the Orc need to watch?
What happens if you bath in tea?
u smell good
never put moonsugar in your tea for this reason
Tbh my problem with tea brewing right now is that I’m not sure how to do like, adding water to the kettle in an immersive way that isn’t annoying
Just activate the kettle and choose "add water" ? Or you don't like menus?
Well that’s what I’m creating right now (or trying to), a real-time interactive menu
So far it’s just been tooltips which is fine, but how to let the player choose how much water to add and whatnot without being tedious
Btw I saw the nerf fire shield option. Interesting. What's the relation between magnitude and wetness?
Ownlyme thinks that fire shield should reduce wetness based on how strong your fire shield spell effect is
I think that if your character looks like it’s on fire, you should be immune to wetness
I like the concept but what's the impact? What's the real.difference between fire shield 1, 10, 20 etc. when it comes to wetness?
Your wetness resistance scales with the magnitude of fire shield
Ok but how? 🙂
I’m not sure of the specifics bc I didn’t do the formula for it but it’s like, a 1 fire shield spell won’t do much compared to a 50 fire shield
I mean you can try it out yourself haha
By default the magnitude setting should be on but if you disable it then you’ll get the op fire shield
10 points of fire shield are the cap when you use the "nerf fire shield" setting
if you jump into the water with 9 fireshield it would only make you 9% wet
fireShieldProtection = math.min(1.0, (1+fireShield) / 11)
and you're basically immune against becoming wet from rain at 1 point already because the drying rate is pretty high
it also helps against the windchill effect in storms and the temperature modifier from direct rain contact
frost shield doesnt do these things, it only has heat resistance and a generic temperature mod
@tepid sedge Thx for info. Seems like the setting is there to prevent cheesing the system with long-lasting 1-2 pt fire shield spells and such. Good idea IMO.
Wouldn't a shield that prevents you from getting warmer, thus receiving fire damage..... Not do that?
That's a neat idea, but it's the opposite effect I'd expect.
You become one with the essence of fire
In DN I also thought about how fire shields and frost shields should impact heat and coldness. I ended up not making a change but I think it would make sense if your temperature becomes "neutral" in such cases. Maybe even going into the extreme opposite, such as hot when you are using fire shield and cold when you are using a frost shield.
if you have the spells reforged FX its pretty clear that you're creating a frost storm / fire bubble around you
maybe the vanilla spells should grant the opposite resistances 😄
They’re talking about wetness there which fire shield gives resistance for, but both frost shield and fire shield regulate temperature
Frost shield protects from heat and cools you down, fire shield protects from cold and warms you up
Either shield protects you from taking damage in freezing water, from lava and from climbing Red Mountain
Yeah that’s what happens, they immediately bring your target temperature to … 15 I think ?
Haha yeah figured you’d probably like the nerfed one but like I said if I see my character on fire I don’t want to be wet
Utterly unplayable
Btw the books are nice
Would be good to get info about racial abilities in a book version
The top one is a dummy setting for the API guide I’m writing for making a new module but it looks like someone didn’t delete it
Yup haha it will include vampire and werewolf stuff as well
I’ll put out an update soon then bc this bothers me a lot
Oh, well. We will never know who it was, anyway. Life... life is full of mysteries.
How the mod was still running with empty metadata lua files created by Apple that were chilling in the modules folder is far beyond me
You know, it could be written from racist Dunmer scholar POV... could be funny if a scholar listed all these advantages other races have and tried to make them sound as if they are not a big deal or warn others about them. After all, Nords may be known for their resistance to cold but here on Vvardenfell there is a big volcano and plenty of hot places. No wonder they end up being petty raiders. Oh, and prospective buyers should know that Argonians need to be watched closely near water sources as they feel right at home there. A wise buyer will turn that to their own advantage, though. Less water spent on slaves means more water for crops which may end up being way more valuable 
Nah unfortunately the author is well-traveled and doesn’t have a racist persona (unfortunately) but that reminds me there are a few things I can write which would be good
Although I haven’t decided if Argonians should gain or lose stress in mines 
Gaining stress when resting there. Big stress relief for killing Dunmer there ☺️
I haven’t done anything faction so far but I think it’ll be funny adding stress to factions, like telvanni gaining a small amount of stress when entering cells of all the factions they’re hostile with
But we’ll see haha
Maybe leave such things for last. Best to get generic and wildly applied stuff first (combat, location type, darkness and light etc.).
Yeah I think I’ll just do combat for release, idk when I’ll even release this one just something I’m dicking around with
BTW what does camping gear do mechanically?
- generally better temperature while you're resting
- protection from rain when it's a tent
- rested exp boost (higher with tent)
Are single-use bedrolls an intentional choice instead of reusable or is it a limitation? 🧐
Intentional
I’ve been thinking of ways to do a reusable one though that satisfy ownlyme’s balance vision
Gotcha
Then bye-bye camping gear
Make him install Camping Gear idk
Haha well if a permanent tent/bedroll is added, it would cost and weigh a lot which wouldn’t be feasible to get at lvl 1, this is the philosophy right now
But since I’ve done charges on the soap/towels, I don’t see why it wouldn’t be possible to add them to tents and bedrolls or allow you to “repair” them or something
The goal initially was to keep players engaged with traders and publicans and whatnot, since otherwise if you just have a permanent tent there’s no incentive to talk to traders
But I’ve kinda accomplished that with soaps and towels and will be moving forward with that for cooking so idk
My guy
I always seek people to sell my junk to 
Same but apparently there are people who play Bethesda games with a 150 weight limit 
Masochists 
I didn’t know ashfall used backpacks as a way to deal with the camping gear’s weight, I thought that was interesting
We might have something similar with Devil's backpack mod
Yeah that backpack adds a feather storm effect but ashfall’s backpack and camping stuff is done through lua
No, thats just a regular adventurer bag you're talking about
I mean I guess for bedrolls you could have a toggle for degrading
oh I mean if someone really wanted one, they could get one of the old bedroll mods
If I did backpack stuff though I’d want to have it more involved, like offsetting your water + cooked food weight, firewood or something
Oh nah I was talking about Danae’s I think
I figured, yeah
Also I didn’t realise devilish had his own backpack mod
Dunno if it's really for me, but the idea is really cool
its pretty cool but needs a few things to make it right
I love the concept but hate the jank
he was talking about rebooting it with ralt's addvfx technique like i want to do but i think went other directions since
when it works "properly" without the pauldron slot thing, it will be good
Not something I’d ever use but still would be cool to add something for devilish since he made the undressing mod
And yeah it wouldn’t take up a shoulder slot
yeah we need to fix armour slots first
I assume that everybody is running with a backpack, anyway, and it's not visible for technical reasons. It would def be cool to get a visible item and a system for backpack, though, so that DD's mod has the right idea IMO.
Not me lmfao I assume everyone has their Deep Earth alteration spell that they cast and reach into the earth for their unlimited inventory
many backpacks never make sense for me as backpack is pretty much a simple item with a small-to-medium Feather effect. You get 40-60 Feather and that's it, so the impact is mostly just visual. When backpacks are not visible in-game, you don't even think about this as it's abstracted. When they are in-game, then you have to wonder why their impact is so small, lol. You shouldn't be able to carry much outside of what you have equipped as backpack is your "real" inventory. Therefore, conceptually DD's mod makes much more sense to me as it makes backpack sort of mandatory for travelling instead of being just a small (optional) bonus 🙂 .
Backpack as a container is also a nice concept. I've not made stress-testing with this, though, so I don't know whether there are issues. For example, if you put stolen goods there, will they be confiscated by guards if you commit a crime? If you have money in the backpack, can you use it for trading or to pay a fine or for services? If you have a quest item in the backpack, will it count for dialogue checks? Etc. etc. Things like that are important for seamless gameplay.
backpack should feel like an integral part of the game or it shouldn't even be there. That's my take. Others may feel differently, though.
I def saw some nice Skyrim backpack mods but it was a long time ago.
has there been any looking to get potentially infinite armor slots like mwse?
yeah there are ways, i think we need more engine work to get proper infinite slots if thats possible but we currently have all the pieces to get something good working it just needs someone of skill to apply the time, i have not abundance in either at the moment but oo it would be nice
it has issues with stolen items etc. iirc. it does add a money belt which i thought was an interesting idea. i think its the only physical belt you can wear in MW
but it doesnt use the belt slot 😭
Well, backpacks are not exactly crucial for gameplay so I guess that they simply were not high on the priority list for most modders. It's a nice-to-have thing.
yeah we needed Fartwind first
Priorities
I would love to have a hardcore inventory managment system. Anti-loot goblin, lol. https://www.nexusmods.com/skyrimspecialedition/mods/81761
Most would consider this totally insane, though 
Ownlyme might be interested in something like that but definitely not me lmfao
Yeah, I get how people may not be into that 😅 . It's not 1/0, though. There is a wide range of options between a brutal system like that and infinite carrying capacity.
yeah I have some hair mod I am (theoretically) working on. I was thinking it would be way easier to just have "ears" as an item slot you can just equip and unequip so I don't need like 30 versions of the same hair
I could put it in the "helmet" slot, but there are some helmets that show the ear (e.g. scarves). Therefore I was gonna double it up with like
options for belt or ring or helmet, and you just have to take the L at some point for the hair.
hmm yeah for doing complicated stuff with hair i think at some point its gonna take going through every hair mesh in the game and make them into seperate parts otherwise just gotta deal with wierd baldies with changing ears 
yeah basically, I can automatically merge n hairs with n ears, but that creates a fuck ton of meshes, then I can add that to the game in an automated fashion. but why. when you can just tell someone to equip ears and then only have 1 mesh per hair color.
thats what todd would do
btw hyacinth, i dont have an icon for the redware teapot when its full of water, do you have one?
Wait what do you mean ?
like the icon in my inventory, when the pot is filled it becomes the "missing icon" icon
I’ll include it with the next update
Just put that in the icons\SunsDusk folder but yeah you’re good
odd that it doesnt use the base icon, is therre a reason for that? you planning custom icons?
Yeah I was just testing things out and forgot to revert that change :’) moving forward it’ll be fine
haha coolcool no worries
btw I might have found the soolution for this
very excited to try it out bc it will be very handy
👀
Same solution for this
I don't have any mods that use getFormID tho so
wish me luck while I try to figure this out
Hmm is that my teapot? I only covered mine, a few from OAAB and TD, I didn't try to get them all since it's very experimental and not super polished
No idea. It's called teapot so I expected it to work 
player->placeatme sd_teapot_red 1 1 1
I don't want to cheat 
You can buy it at a general merchant or pawnbroker
Or just save beforehand and load back to that save if you just want to try it out
This works. So that other teapot is not covered 
Mind finding where it came from for me ? Just click on it while in the console and ori it
Looks like it came from the tea mod which is where I got mine from
Good to know, thank you
Yeah like I said I didn't do any pattern matching and only hardcoded a few things from TD and OAAB since it's not very developed yet, but I like it enough that I didn't want to remove it
Am I the only one who finds Balmora having one too many taverns? 🤔
Just have fun 
Aren't there like 3 or 4?
3 + Council club
It's not crazy. Ald'ruhn has 2 or 3 in total
And almost every other city except Vivec has just 1
Balmora is da biggest city besides Vivec
oh right, it has Rat in the Pot
completely escaped my mind
okay, then I guess it's ok
I guess sadrith mora has 2, aldruhn technically has 3 including council hall or whatever, suran has 1 but 2 if you have publicans or improved inns ... but yeah most just have 1
suran has tradehouse and earthly + the one bcom adds?
Anyway, don't see the issue as Balmora is biggest except Vivec. Some of the taverns could use more content, though
I think you should exclude this exact well behind Moth and Tiger inn in OE, as it's empty and serves as an entrance to sewers
Mind doing ori over it ?
Suspicious water it is 
I can exclude it from being a well but I like putting suspicious water places
nah, it literally has no water there
If anyone has ideas for things to add to suspicious water do let me know, that was a moment of brilliance
Also I’m so happy I found a way to exclude specific very specific statics in the world 
No longer will lighthouses be counted as wells
It could damage or restore a random attribute 
I mean like items to add haha, it already has a chance to poison you or restore magicka
Too much
just the tube then 😎
Almsivi save me from my annual skyrim itch 
It's a new year's tradition for me haha
Except last year was on console 
Try playing a bethesda game without console commands
it was rough out here
i did it once, all i had was skyrim and an xbox 360 so i did something i had never done before or since. i finished a bethesda main quest..
Same, those were dark times
And I did it again last year bc when I did it on the 360 it was on my little brother's account
Never again
Ahaha, the worst part of the game
I still save every 5 minutes in morrowind from the trauma
real
Even to this day, discovering more than 200 locations crashes the world map on ps5 if you hover over throat of the world
In vanilla

Not even kidding btw
There are a ton of mods that aren't available on PS5 too because sony doesn't allow for external assets, so no map mods 
wtf thats lame
hah!
I'll be working on the hardcoded sun's dusk recipes while I wait for gate to sovngarde to download
got my free month of nexus premium that i've been holding onto
was just looking at a mod, someone made a Numidium. modern skyrim mods are nuts
ikr
I know, right? You never know what you find on Skyrim Nexus!
Let's see what's popular now!
I bet that there are many exciting things there!
oh...

but hey, at least one landmass mod made it 
what a strange cultural phenomenon skyrim is
Yeah it’s … something
Someday we’ll have more skyrim mods backported over to Morrowind
I will do my duty in the meantime
jiggle physics when
Obviously not … those mods but the gameplay ones that I can’t live without
too much performance impact!
Not sure what to do after the religion mod tbh
thankf
I guess cooking expansions, I loved those skyrim mods
Sun's Dusk WIP list still looked big
like dynamic needs
oof
Right now everything is super modular, like you could straight up delete any of the modules and the mod will still run completely fine
Adding dynamic needs and a way to register modifiers throws that out the window

Maybe there’s a way to do it painlessly but I haven’t investigated it too much
Been working on the cooking API and recipes though so looks like that will be 1.7
Big thank you to @rotund epoch for those recipes
There’ll be an API to add new recipes if anyone wants to create mods for that as well
hey hyacinth is there any way that quickloot might break my ready weapon button? i cant ready my weapon at all anymore and it happened as i was looting a chest, idk if its actually related though just troubleshooting
It won’t break any mods but if you’re hovering over a container (as in the quickloot UI Is showing up) then yeah you won’t be able to use your ready weapon/spell keybinds since those are used for quickloot
Similarly to how you can’t use them when hovering over … tea pots and firewood I think ? Or maybe all of them, I forget
ok hmm maybe its gotten stuck then, i tried reloading and it wont go away
Oh 0.o then I don’t know then, you might need to relaunch your game
Things get funny with animations
yeah thats the thing its even persisting over closing the game. its freaking me out a bit haha
Try going back to an older save ?
Same thing happens with quickcast for me every once in a while
Not sure
ouch
Maybe try a save just prior to it ?
But yeah same thing happens with quickcast for me every now and then, some bug with animation and lua mods
thankfully i have backups so no big loss if so, just a pain
ah yeah right
i like quickcast
but damn
well no worries, its a relief to have it working again
eyyy disabling quickcast fixed it. i got my save back
Oh damn haha
yeah haha somethin goin on there
How many recipes do we want to start off with? I'm at 43 and getting kinda tired 
It already seems like a good number. Maybe just reach 45 or 50 so it will feel like a milestone.
I don't think that having insane number of recipes would be interesting if they aren't varied enough gameplay-wise and the more recipes you have, the harder it becomes to make them stand out.
Well most of them are like "mushroom stew", "meat skewer", etc
(totally didn't steal these from nintento)
Yeah but I'm thinking about effects.
Hmm
That's true
I guess I have like 16 spell effects going on
Although eh I don't mind a few duplicates since some are TD ingredients only
Yeah, that makes sense
These will keep ownlyme occupied to refactor the cooking API while I get my skyrim kick in 
It's good to have some interchangeability. IRL people often tweak some elements of the recipes and achieve same or similar results. It's just that the number count isn't really that important here.
Yup
It'll be like 3 or more ingredients are required to make one of these recipes
Well, the affresh recipes
the generic recipes will just be like 2 or more
Nvm I was able to get them all done 
over ... 60 recipes i think ?
Not the most popular skyrim modpack having no mods for brewing tea 
Canis root tea is canon ffs
What’s the most popular Skyrim mod pack these days
I think gates to sovngarde these days
I still mod for the Elysium server but it hasn’t been updated in years
But it needs a few additional small modpacks added for it to be viable imo
Like not having quickloot in 2026 ffs
Someone showcased Morrowind jiggle physics as a joke quite recently
Can’t for the life of me find it now
G7 was showing it on MMC
I then promptly lost it without eating a thing, which makes me thing it was a bug 😵💫
Hmm I’m not sure about that but I’ll see haha

Hyped to get some mod inspiration
I love seeing the morrowind mods and features they port to Skyrim
Oh no. Have we lost you to Skyrim?
It’s my annual skyrim playthrough
I couldn’t resist
I suppose it was inevitable
But I have no interest in making skyrim mods 
yet
Nah
I’m not a python enjoyer and there are already mods for everything under the sun
Could always start making horny mods. Inb4 next SD update will have some busty AI follower system
“Brewing tea” yaknow
I wish although the nsfw skyrim mods are … thorough to say the least
Hey what if we could use our victim's bodies to make soap
Just having a spouse that can be my trophy himbo would be a good Morrowind mod
“Oil’s Dusk” - immersive Caius oiling massage and soap sim 
Yeah I was thinking about what to do for recipes for soap, the reason I made soap plentiful was bc I couldn’t decide between my ideas
There are a few different materials but the most common (natural) way of making soap is from some kind of animal fat
You can also make soap out of milk, oil, and other things
Yea you kill something, extract the fat, render it in lye
But you keep some around that hasn't been through the lye for later processing

If troll fat or some equivalent was plentiful I’d just do that but alas
Hmmm
That gives me an idea
For later though
@warm saddle maybe we should collab on my in progress cooking mod.
It adds “contextual” actions, so we could do sthg like “near corpse > extract fat” and then “near whatver contraption + lye > make soap”
Yea you pretty much just mix em and leave em to sit for a couple days or so, depending on mass/mix, and then toss fragrances and shit in it.
Think you can just make soap from heating it under a candle and letting it cool, there’s an asset in OAAB which would work for something like that
So you have a nice little mid-step where you have like half-crafted soap that then specializes
Is it not redundant with my crafting and cooking mods? 😂
vanilla, homebrew or a modlist?
No, I like to have one without menus 😛
Just based on what you have in your inventory ?
What are you doing about skills?
Dunno yet, I want to keep it simple so nothing probably for a while
Oh gotcha haha
But I want to make a cooking mod where you place ingredient in a kitchen around you 😅
Gotcha
Yeah we’ve been trying to come up with something like that but they’ve been problems with everything we could try
place a cooking pot and click on nearby ingredients to add them to it? 🧐
Sthg like that
Probably like botw/totk
Good luck with the physics and rotations haha although something tells me you know how to do that in lua already
and then ckick on pot to pour soup into bowls in your inventory
The 9 custom event handlers for that 
Maybe not as many but that’s how many we have for bottles
@warm saddle out of curiosity, how bad of a nerf it would be if enemies always targeted you instead of your followers?
🤔
Well in my games they do atm 
for me that would be a very big nerf
I'm thinking on doing it next to showcase my mod util a little more :)
But yeah I was thinking about doing stews in bowls that you already have, we have the API for it already
Hmm
!
Yeah I can do stews like I want to do tea, although tea will probably come before that stew refactoring
Stews go in bowls similarly to how water goes in bottles atm and can spoil after x amount of time and only give warmth when consumed within ~30 minutes
Need a spoon or bread to eat it, you can eat it otherwise but will get wet + dirty
You can eat soup by interacting with it in the overworld and using the tooltips I have for using soap/ brewing tea
The soup itself would either be a vfx added to it or a mesh placed inside the bowl (which would be unpleasant so vfx would be preferable), I guess I could do a mesh with vfx

sounds cool and immersive. I like tea brewing even if it's basic
but you already make "stews" when cooking
so how would that be different?
It would replace stews currently
Although stews might be going away with the cooking API rework although their spell effects and whatnot will carry over
@proven nymph Did you do the crafting for cyberpunk ?
Ha no 😄
I don’t even know if we overhauled it in 2.0 
I remember tho that in the release game you could only craft one item at a time
absolute class when some recipes need like 25 chips as ingredient
Nothing like playing a button click simulator
Yeah haha it was truly an experience
I don't think anybody ever overhauled it, but someone did eventually figure out the ability to craft crafting materials with random rarities meant you could infinitely craft mats to get more mats, just, forever
I remember my first playthrough, the very last time I played it, I sat there grinding crafting mats for like 8 hours straight, and then when I was done I asked myself wtf I'd just spent my entire day on, and that was that
Mod idea: Truly Awful Morrowind Crafting Framework (TAMCF)
Dah, dah, dah, this isn't #1408674801131847702
Backporting cyberpunk crafting
Half the features that are suggested (including from me) in this channel belong in #1408674801131847702 but there are things from that channel I’ve implemented
Im getting doubled up audio when i use an audiobook. the standard audio and the player audio both play simultaneously
Do you have the latest version ? It should override the omwscripts from the other audiobooks
Try disabling both of the old omwscripts then
hm i think i messed up my install with the book mods, that might be something to do with it 😅
Did you not put them all in the same Tamriel rebuilt folder?
I think there's been a couple instances where I said something dumb as a joke and then you replied with a slight change to it that makes it into a good idea
no i had them seperate
Yeah the Tamriel data audiobooks and the Tamriel rebuilt audiobooks go both in the same folder
Same for the saint audiobook covers
The instructions are in the mod descriptions for all of retro eddy’s mods but yeah that would probably be why
should i disable the esp?
its still happening but only for the old books]
not eddys new ones
0.o
that i found anyway
Where was the esp coming from btw? I had someone make a bug report that was coming from an audiobook esp which I was unfamiliar with
i think its from the original Audiobooks of Morrowind
Gotcha
i just forgot i didnt need it with the other stuff
much better now, nice one. i love the player
Yeah the audiobook UI replaces the other omwscripts but should override them automatically if they’re enabled
Many blessings, sera
And yeah it’s a goodun
I think we're officially over 30 event handlers 
Meaning that this mod has more event handlers than openmw
New redware washbasin can be purchased from merchants so you can bathe wherever :)
Also can use movement keys instead of the mouse for controller enjoyers 
Not sure about giving the buffs that are usually from a bathhouse for just using a washbasin but ehh........ we'll see
Good idea. I think it should give limited buffs or no buffs at all. Mostly there for convenience. Baths are the proper service.
Yeah I didn't realise baths of vvardenfell is so small, as in it's not even 1 mb so there isn't any reason not to download it
Nice yeah, very happy with how this came out
Tea brewing will work similarly to how selecting soap works now btw, i just have to figure out how I want the flow to be
So yeah no crafting framework requirement for cooking and brewing tea 
Any other requests for this next update ? No major refactoring or anything
Add FDU dependency 
We already have our own way of detecting followers but yeah tbh I was just thinking of removing that and making it an addon for your mod or something
I did say "no major refactoring" tho xD
Optimize bread
Cooking stew now requires a bowl (haven't decided on this yet tbh)
as long as you get to keep the bowl I'm all for it
Yup it goes back in your inventory :)
sweet, I already like to carry a cup and bowl for rp anyway haha
Same haha
But i guess it'll be an option because ownlyme doesn't want to use an inventory slot for a bowl
yeah that kind of granularity isn't for everyone I guess haha
Idk I saw a skyrim mod that requires bottles for potions or something and I liked that a lot so I wanted to do this
Idk what to do about the icons though? I could maybe apply a vfx to the mesh i guess but idk
totally, I like the idea from the Dubious Concoctions mod (no relation) that as a travelling alchemist youd b making and reusing your own temporary flasks
ad to the mesh? like to dynamically spawn an icon?
Well idfk about an icon, like when it goes back in your inventory as a stew (potion) but adding a vfx wouldn't be bad
@half summit What do you think of my very limited nifskope knowledge 
Oh nice! Ha if you continue like this I will need to scrap my cooking mod
What's that have to do with this? haha
Nice! your at least as good as me now 
Absolutely not lmfao
it's gonna be sick, I can't wait
Second attempt 
Yeah next update will "fix" that, baths won't be wells anymore
If you haven't seen it yet
I did, but I like the immersive option more :>
Yeah for sure, that's not going away haha
But yeah now you don't have to spam a well for bathing and can choose your soap
This is helpful too though
Will definitely default to it when I won't feel like dropping stuff out of inventory 
Yeah and if things aren't laid around, dubious is active and all but I'm thinking in terms of TR, they (or me) can register statics specific to bathing
I thought the dialogue here was the stew talking shit
In morrowind, even the food is hostile smh
Random idea: unique buff (or debuff if it counts as polluting water with soap?) for washing in the Koal cave 
rather just casually washing for lulz
Washing near Dreugh gives you crabs
you... you are supposed to reenact an epic battle with the Dreugh here...
not JOIN them...
I'm trying to get past the BS in Skyrim's modding community. Basically, ignore all the boobs, anime girls and such to reach the interesting stuff. I like this concept - https://www.nexusmods.com/skyrimspecialedition/mods/167331 Maybe sth for future inspiration for artifacts, daedric gear, very strong enchanted items, excessive use of very strong potions etc.
Hmm
maybe even for the religion mod. Some deities may not like some artifacts.
Yeah
@half summit do you know of any meshes that have a nice steam vfx in them? And/or how to add it to an existing mesh in nifskope 
yeah i found one thats pretty good, its still little a bit intense for what i want but i havent figured out how to make em yet but attaching one to a mesh is simpler
trying to find the id for it, i made an edited version because it had lava in the name
this is what im trying out currently for the sauna steam, it kinda works for hot baths etc. too
i'd like something a bit gentler though
you can copy/paste nodes in nifscope to attach emitters and effects, it can be fiddly depending on what but fx like fire seem pretty straightforward but if you want to alter it you kinda have to start from scratch
you trying to make steamy soup?
because this nif definitely wouldnt be appropriate if so haha
Haha it's all good, I think I found something
yeah? what is it?
The steam from the tea mod
ahhhh ffs genius
Yeah couldn't think of a mod that adds steam that wouldn't require me editing it a ton
I was using your campfire for that demo I think
Should be able to do a negative heat source in column E
Idk if that'll work since atm there are no cold sources, only cold cells and cold water, just lmk and we can add that
What are you trying to add ?
just a cold shower for now, i tried putting in a minus number but im not sure if it worked. its getting late irl though so i might have made a mistake haha
Yeah sure np, try adding a negative to the temperatureMod column (i'd test but I'm not in game rn) but if that doesn't work just lmk and I'll add that and/or give you the code for it before I put out the update
yeah doesnt seem to do anything, i am detecting the heat sources so it is working in general
Damn alright, want me to give you the code now or later?
later is fine, ive got no brain left right now haha
i get paid to make documentation at work and i hate it, i can't imagine doing this for free
Writing was a huge part of my degree so I don't mind it much and I have plenty to write about ofc, it just gets tedious and it's hard to remember every single feature for such a large mod
Fortunately ashfall has a nice wiki that I can kinda use as a guide but I have 3x or 4x as many features to write about than Merlord has
also the more you write the more there is to keep up to date later on
Yeah, I don't expect to keep it 100% up to date all the time since I have the text for books and whatnot uploaded on the wiki but having the meat is still a good place to start
Also means i'll be able to shorten the mod description a bit since it is ... thicc
could this become a community effort?
That'd be nice haha although I'm pretty ... picky with my writing I guess haha
I mean these are my in-game books https://gitlab.com/lhya/sunsdusk/-/wikis/Books/guide-to-morrowind-I
i don't blame you
And I forgot to include some of the features in those smh
I guess the books are done for the wiki and I have the first few pages done so I guess that makes 8/40 done
Only installation, how to play, and the main page for survival mechanics are done, the rest are just super rough drafts that need to be entirely rewritten
I guess home is done too so that makes 9/40
Alrighty
Time to start on the hardcoded recipe templates 
Over 60 of them, almsivi help me
It'll be so worth it when it's done just ... it's a lot
Ownlyme really didn't want to refactor the cooking API so I was kinda expecting to do that alone but when he saw what I did with the stew he got excited
less work for me
Crafting framework is getting a big update this weekend, i want to take a break bc my work is done but since ownlyme is tied up with CF I might try my hand at implementing the dynamic recipes and whatnot
mm data
so in the new update we have to stack the ingredients on a table and hit them with a hammer? 
Nah haha you’ll be able to register tools and crafting stations
But yeah you now need a bowl to cook and its contents change depending on the ingredients you use 
Will we be able to collapse categories? 🧐
Not sure if he’s doing any UI tweaks 
But there’s a lot of refactoring I guess so who knows, it might be necessary with different crafting stations and tools

Can we toggle needing a bowl? 🙂
I think so, since ownlyme doesn't want it
I’ll try it with first 😄
I was actually gonna suggest this as a feature
Friendly reminder about old feature request: filling water at wells by filling a bar (so it takes time) 
Little bathing area in Narsis, Redwater Theatre. Not supported by bathing module!
unironically would summon animators
like there are ppl who do tiny bits for mc where you pick up and drop stuff
I suppose stepping into ash mire should make you really dirty 🤔
Suggestion: make some water sources go on a cooldown after interacting with them. Also maybe have a limited amount of water in them too. Right now I'm thinking about things like buckets which are not supposed to be that deep to fill you on 10 bottles and get you bath-ready wet as a bonus
Should be able to interact/refill with the barrel but yeah I need cell IDs in order to register as them as bathhouses haha
I’ve wanted the TR team to maintain the database like they do for ashfall since they have a whole team doing that but afaik they’re not interested
Not sure about putting capacity on things you can refill from, especially having to do that for all of the TD and OAAB ones
but I mostly just have those OAAB buckets to make bathing more convenient, that’ll be resolved in the next update
Ashfall is one of the staples of MWSE evangelists
Yeah I’ve just made wells super lax rn because it’s the only way you can bathe but I’m changing bathing and it won’t be necessary anymore
I've gotten to the last Ashlander camp, being that far inland and that far from one of the few bathhouses, my character is getting pretty ripe
Yeah personally I use multimark and have a few bathhouses as marks but having an easy way to bathe is important
I also use Multimark, and I'm down to one remaining available marks, and I still need to fetch the slave girl
Eventually I’ll probably add refilling mechanics to the washbasin so that you can’t just summon an infinite bath but I want bathing to be relatively easy
Well, not easy but convenient
what washbasin?
New bathing UI that lets you interact with baths/showers and select your soap in real-time
I also really could use a more or less permanent bathing solution in my Telvanni Tower, once he deals with Dagoth Ur, my Telvanni wizardlord intends to retire to his tower
No more using wells to bathe 
where do I get one?
Well it’s not out yet haha, it’ll be in the next update but you can get them from merchants
well, damn
Update should be out tomorrow night 
Yeah I know, some were bug fixes but trust me when I say that there would be a lot more updates if I gave ownlyme perms to the mod on nexus
and the bathhouse mod is okay, but there are too few of them and they are too hard to find organically
I've taken more baths in the sea than in a bathhouse
I have pictures on the mod page and that's dubious' domain but I can add a book or something for it
even after studying the mod page, I still had a difficult time finding the one in Balmora
and the one in Balmora is the only one I've actually found
adding baths to the greathouse strongholds would be a great boon
Huge can of worms since there are a ton of mods that mess with those areas but yeah there's a portable wash basin that you can put wherever now
Thanks so much for the great mod! It’s been the push I need to switch from mwse to OpenMW. I’m just about to start a new playthrough, will the next update be save safe with the new way of bathing?
Aww appreciate it 🫶 and yeah every update is save safe and you can install/uninstall this mod at any point in any playthrough
Right now bathing works by being in a bathhouse, being wet, which you can get wet from spamming wells, or obviously swimming
any suggestions for bathhouse are welcome #1447374211596157010 I'm currently working on 2.0 with features including asking npcs for directions 👀
and signs
Suggestion: make walking over ashpits increase your dirtiness 🧐
554 magicka? 
And I'm not even wearing the best robes 
What is "Arcane Mastery"?
not the most balanced thing, but I like it
Ah, so modded stuff
Thought I didn't remember about sth from Vanilla 
Your magicka bar looks funny next to HP bar 
Yeah rn the dirtiness and bathing is kinda ... chill since I didn't know how it would be received, especially enabling it by default but ppl really like it so I'll be adding more onto it over time
Starting with chill stuff is a good call 👌🏻
Super hyped for modders to make use of the bathing UI 
level 9 mage without any armor skills but unarmored 
You still have more HP than my last lvl 36 character
the only source of endurance... is spear 
I had 56 HP without items. 68 HP with items.
Going for Muatra? 
I actually never even seen it in TR
I saw it but I didn't get it
The only time I was in Narsis was when I played for Imperial Cult 
Might as well, but right now I'm a living items type of guy. Two gauntlets and a weapon 
Nothing except gloves? 


Hi. Just trying out the mod for the sleep feature only. So far I've ran into 3 issues. Not sure if its known or not:
-
Sleeping doesn't recover tiredness.
-
I get this error:
[17:22:59.731 E] stack traceback:
[17:22:59.731 E] [string "scripts/sunsdusk/modules/module_temp.lua"]:3586: in function 'job'
[17:22:59.731 E] [string "scripts/sunsdusk/sd_p.lua"]:1077: in function <[string "scripts/sunsdusk/sd_p.lua"]:1053>
[17:22:59.731 E] [C]: in ?```
3. The -30 flat fatigue modifier doesn't seem to work. It might've applied the very moment I got the modifier but it was temporary I think. (This last one might need more testing on my end, but it might be NCG that auto-corrects the value).
- Tiredness having a duplicate toggle setting in the options?
- Now I am stuck at the Night Owl modifier. But none of the modifiers seem to apply. Resting doesn't change anything (in fact I got it after resting).
- Try restarting your game. For some reason, only sleep isn't being initialised correctly on some new installs.
- Disabling the temperature should be fine, pretty sure you can ignore that error
- The -30 fatigue is from an ability which is reapplied, so it shouldn't be going away unless you regain your sleep. If a mod is changing how abilities are being applied or mechanics of fatigue/drain fatigue then that's out of my control
Yeah the first setting is a "dummy" setting that I was using for testing and forgot to comment out
it doesn't do anything
You'll want to look at your spell menu for your active magic effects, not the Stat Menu. I don't touch the new Stat Window Extended mod at all
Oh, that would be the new lua magic window 
NCG doesn't change Fatigue calculations btw. It's Vanilla. Sum of 4 attributes. NCG changes HP calculations.
You'll want to look at the buffs at the bottom right corner of your screen then to see what's active. The new Magic Window is still being actively worked on and we'll have to iron out some kinks, although I'm not sure why your insomniac ability isn't being applied
Can you change your debug log setting in Primary Needs to trace and send me your logs after resting and waiting?
Saved, restarted openmw & loaded into the save again:
-
Insomniac: Insomniac is now applying after loading into the save. Magic Stats Windows also showing the effects.
-
Still getting. And I get it when interacting with a Bed:
[17:44:19.757 E] stack traceback:
[17:44:19.757 E] [string "scripts/sunsdusk/modules/module_temp.lua"]:3586: in function 'job'
[17:44:19.757 E] [string "scripts/sunsdusk/sd_p.lua"]:1077: in function <[string "scripts/sunsdusk/sd_p.lua"]:1053>
[17:44:19.757 E] [C]: in ?```
A the same time the error occured, the Insomniac modifier stats disappear. As if the mod broke?
Continuing and sleeping doesn't change anything, the insomniac icon remains in the HUD, but the modifiers do not come back.
**Re-enabled the Temperature in the Environment module**
* Now the Insomniac modifier doesn't disappear anymore.
* Slept for 24 hours x2 finally removed the Insomniac and I got well rested:
Yeah I need your logs to see what’s going on, can you ctrl+a, ctrl+c in the debug log menu, then ctrl+p here? It’ll have to send as a txt which is fine, or you can grab your logs from openmw.log
Seems I isolated the error to occur only if I load into a save with Temperature disabled. If I enable->disable Temperature within a session everything seems to work (modifiers, sleeping). But if I reload this save the error re-appears upon interacting with a bed.
Enabled trace debug for Primary Needs module.
18:03:34: Reloaded last save.
18:04:07: Interacted with bed.
18:04:12: Slept 24h.
Another error when stepping in water with bath module disabled
Keeps getting relogged when I remain in water/swim/walk in shallow water. Not sure if this affects the sleep module yet.
[18:20:36.516 E] stack traceback:
[18:20:36.516 E] [string "scripts/sunsdusk/modules/module_clean.lua"]:859: in function 'getDirtinessModifier'
[18:20:36.516 E] [string "scripts/sunsdusk/modules/module_clean.lua"]:1854: in function 'func'
[18:20:36.516 E] [string "scripts/sunsdusk/sd_p.lua"]:774: in function 'mainLogic'
[18:20:36.516 E] [string "scripts/sunsdusk/sd_p.lua"]:886: in function <[string "scripts/sunsdusk/sd_p.lua"]:883>
[18:20:36.516 E] [C]: in ?```
It appears there is no option to disable this.
You can disable the tooltips in the UI settings
I was able to reproduce some of those errors, let me cook and I’ll get the fix
Oh yeah. The ´Sun's Dusk: UI´ menu... I checked it now but can't seem to find somewhere that applies to the woodcutting..
You’ll want to look for the world tooltip settings
This? I already tried the one encircled.
Yes I see it, but there is no toggle option. Or are you implying to change size to a zero value?
Yes, setting it to 0 disables it
I see.
Perhaps not the most intuitive name
. Good that it works, though.
As far as creating a UI goes, the tooltip that appears over the UI widget is the same as what appears next to your cursor
Neither of us could think of a better name 
Here I am dissecting your mod... Well... I tried to find a mod that only adds a tiredness factor. I scoured nexusmods finding only old MSWE mods. For OpenMW, there's Sun's Dusk and Devilish Needs. The latter requires a fresh playthrough / new savefile.
I think the entire package of your mod looks like a work of art and very feature rich. I would be interested in all of it eventually. But right now I just need a "need for sleep" as currently my character can just permanently stay awake with auto-leveling from NCG.
I was hoping to just use the sleep module and have the debuff force me to sleep more often... preferably once a day. At first glance the Insomniac looks a bit OP, as the negative effect is nullified once you are healed post- corprusarium. (I'll probably mod this myself at some point to nerf the Nerevarine disease immunity if it doesn't already exist).
Anyway yeah if you go into Sun's Dusk\scripts\SunsDusk\modules\module_temp.lua to removeTempBuffs(), replace it with this:
local function removeTempBuffs()
if not tempData then return end
if tempData.water.wetnessDebuff then
typesActorSpellsSelf:remove(tempData.water.wetnessDebuff)
tempData.water.wetnessDebuff = nil
end
if tempData.currentTempBuff then
typesActorSpellsSelf:remove(tempData.currentTempBuff)
tempData.currentTempBuff = nil
end
if tempData.currentSlowDebuff then
typesActorSpellsSelf:remove(tempData.currentSlowDebuff)
tempData.currentSlowDebuff = nil
end
if tempData.currentHearthfireBuff then
typesActorSpellsSelf:remove(tempData.currentHearthfireBuff)
tempData.currentHearthfireBuff = nil
end
end```
That'll fix sleep for you
One moment
If you want the mod to encourage resting, Insomniac will ruin it as it basically removes the need for sleeping at all. However, you can simply disable Sleep Patterns and it will never happen. As for the resist disease effect after healing corprus, yeah, there are a few mods like that on Nexus.
Try this if you want to change that effect
Working. 🙏
Can sleep, become rested, regain insomniac et.c. No errors observed in logs.
Good to hear :)
Ok... back to the -x Drain Fatigue. It is only applied once upon reaching the specific tiredness stage. After which it does nothing. Its basically just like taking a single punch. Thats it.
Also... I end up having a higher total fatigue at 50+% tiredness because the Willpower goes up. 
Is it supposed to work like a drain per second?
And no, I do not have any mods that alter fatigue or the drain fatigue mechanic.
That's Damage Fatigue. Different effect.
I'm testing it with this bow now (not sure if the stat is vanilla or which mod changed the bow stats), but anyway... Constant Effect Drain Fatigue doesn't do anything to my character:
Drain Fatigue 1 is nothing 😄
You following me now?
Maybe the game recalculates Fatigue due to WIL and Drain Fatigue is lost in translation
It's not an effect that applies per second. It should - in theory - lower max Fatigue once and that's it.
No, its there for sure. It just applies once. Not per second or whatever. Its like a Constant Effect Invisibility.
So, not sure if Damage Fatigue would do the intended here.
No Drain Fatigue lower current fatigue
Damage fatigue kills you or nearly kills you since it very quickly sets your fatigue to 0 and you can't get move or get up 😅
If you set it above the Fatigue regen rate - yep
Which can be altered or changed by so many things even without mods
Ok... so what is the purpose of Exhausted giving Drain Fatigue?
You're tired so you have less energy
But it doesn't do anything 😅
As for the drain part of it, I think it was the only spell effect I could find that did what I remotely intended but let me see
I'm not sure if I can demonstrate it more clearly
Nah the dmg/drain/fortify spell effects are all sorts of borked
Not even an openmw thing, that’s all Todd
I wasn’t even trying to get around it or anything, just have something in place that’s remotely realistic
Well they don't always do what one would expect but technically they work 
Not really
Fortify fatigue doesn’t do anything compared to like, skyrim for example
Ownlyme had to make a mod for that
It’s why I don’t use fortify fatigue on everything and just put endurance on everything instead
It can be very powerful but only if used when you have full bar
Because of this
It's not intuitive
Well the fortify fatigue is more like, +30 to your current fatigue and when that 30 runs out, your fatigue is no longer whatever + 30
Like if your fatigue is 60, you use a fortify fatigue and it becomes 90. Once your fatigue goes below 60, you no longer have fortify fatigue
Same thing happens with health
Correct
Which is why I don't do fortify health or fatigue on anything since not everyone uses ownlyme's mods
It works but not the way people expect
Yeah drain fatigue reduces your max fatigue which is what's intended
Are you thinking of wanting something like your fatigue takes a hit every second until you sleep ?
They say a picture tells more than a thousand words. I wonder what a video of a halfnaked elf with a dress can do? https://www.youtube.com/watch?v=x4Tpm6ciM7k
Yeah and if you sleep, your fatigue goes back to 81 or so
Spell effects from an ability behave differently than spells from enchantments
Did you ever test this yourself?
Yes, I just did
I don't want to come off as impolite. But I think you are mistaken. I hoped recording that video would show it 
You can see max fatigue going up and down as expected
Well, as I expect it to
fatigue while well-rested: 176
Fatigue while tired: 156
Idk what you're expecting ? xD
Like I can give you something that damages your fatigue and kills you when you get tired if you want
I watched the whole video. You are getting modifiers from feeding/temperature too that affects your fatigue at the same time. And the fatigue changes here are not something I am talking about.
Disregarding those your video actually proves your -45 Drain Fatigue isn't working as you say it should:
0:43 before you are sleeping your max fatigue is 150 -> 0:50 after sleeping it goes to 155 and readjusts to 142. Should we not expect the fatigue be 185 or so as you are now well rested and Drain Fatigue is gone?
If you re-watch my video and take a look at my max fatigue you can see this stat doesn't do anything impactful.
And yes I believe Damage Fatigue might actually be a better effect. But maybe not -30 -45 ! 😆
It doesn't knock you down if it goes to 0. Which is also one thing I wanted to test in my video.
Replace your omwaddon with that and you have your dmg fatigue
There's no mod that has an ability with dmg fatigue afaik so no promises that weird things won't happen
UESP says that 2.5 Fatigue/sec is base regen so I guess that 1-2 Damage Fatigue for Exhausted would be "safe", i.e. player wouldn't be stuck with 0 Fatigue
Depends on your GMSTs
So many mods touch fatigue GMSTs and anything remotely related to that
I think there are no less than 5 in expanded vanilla/total overhaul that change fatigue in some way
Which ones besides Carryweight and Fatigue Rebalance?
Any number of soltha's for sure
Ah, but it'a different
Idk if any of them touch GMSTs but they definitely overhaul how it's used in combat
Depends on the mod
Don't get me wrong. I am not saying you have to use Damage Fatigue. Just that Drain Fatigue is not doing anything for your mod right now.
If you would do a control test. Remove it. Then re-test. I bet you would see the same fatigue numbers. This is what I've been trying to say. 🙂
Imperial magicka regen, though I think one of the devs has their own version they use in the modpack
I don't think CORE is used but I have CORE which I like, I use a few of its fatigue tweaks in it
At least 7 of soltha's combat mods change how fatigue behaves in some way, not through GMSTs but through lua
Burglary Overhaul
Most birthsign mods in one way or another, if only for one or two specific birth signs
Those are the ones in my modlist which has most of EV and total overhaul but there are plenty more mods that touch fatigue in some way that I didn't mention, most of them from ownlyme's fixes
I also have no idea what happens with fatigue in NCG/SE xD
Its just NCG. And it doesn't change any formula or anything. It just automatically sets your attributes. Thats it. So if you lose/gain skills that may affect your derived attributes and thus your max fatigue value.
EV uses Pharis Magicka Regen IIRC. It's not Fatigue, though. Solthas - sure but Fatigue drain/consumption and as you said, no GMST. Burglary Overhaul -
. No Fatigue impact I know of and it's not even in the modlists :). What is CORE btw?
Nothing.
magicka regen also effects fatigue regen, at least there's some stuff in the code about it
It's what I use for unpaused menus mostly which I like a lot, it's less than like 100 lines of code total
What? O_o
How?
@warm saddle If you want a -max fatigue effect you can just replace Drain Fatigue with an equal amount endurance.
It actually affects the natural fatigue regen too 🙂
This should also be able to offset the fatigue gain from getting higher willpower while being tired. So it no longer feels contradicting.
Edit: The downside with this is lower HP for vanilla derived stats though... But it works well with NCG Health calculation.
{
key = "NMRFatigueMult",
renderer = "checkbox",
name = "Fatigue multiplier",
description =
"If checked, Fatigue will influence Magicka regeneration, up to a modifier of 0.5 at zero Fatigue. Effectively limits your ability to spam spells while running or in combat.",
default = true
},```
There's some other stuff in his code related to that
But this is imperial, the momw modpack has a different one that's not on nexus
(for good reasons)
It's the other way around here. Fatigue affects magicka regen
Magicka regen is hard to do and he kinda "fakes" it with some workarounds which also increase fatigue regen I believe, so he has to apply fatigue penalties instead
That setting disables that
If I'm understanding this correctly, idfk
I don't touch any formulas related to health, fatigue, magicka in any of my code for good reason, that's ownlyme's domain since he's had to recalculate and copy so many vanilla formulas in a lot of his mods
That part def makes sense as it's not really SD's scope.
It could easily be, and I've wanted it to but that'll probably be with perks
I wanted skyrim's survival stuff like +10% fatigue regen for well-fed, well-rested, well-hydrated, things like that
But it's uh, not that easy
not to mention all the mods that change those things
So instead I just throw endurance on most things since it's probably the worst vanilla stat to give it a little boost
Not with NCG and other mods like that
Survival skill will be based around endurance too
I don't balance my mods around NCG 
What I mean is that Endurance will directly affect HP in mods like NCG or other mods with dynamic HP system. NCG is part of the common modlists. Just saying.
But I don't mind
The endurance gained from Sun's Dusk is removed before leveling up, no idea what mym does with it though
Which is also why I make ownlyme test with it so that I don't have to 
But yeah I mean idk what mym does with endurance or abilities not being modifiers (or being modifiers ?) but there's a naming pattern to all the sun's dusk abilities so if anyone wanted to do anything related to them in lua, it's very easy
I think mym already handles any modifiers. And like you say, you don't need to think about it.
The only major difference with NCG is what Cyb posted above.
Never had any problems with SD and NCG and I never play without NCG so all good so far 
@warm saddle if you want to test sth for NCG/SE compatibility in the future I may be able to help as I play with these mods and SD turned on all the time. Obv you don't have to care about NCG/SE but your mod is very compatible with most things so if sth is noticed, it can always be fixed.
Yeah for sure, appreciate it haha
BTW unrelated but I find fasting a bit weird. It seems to apply very soon and has crazy effects. Like I'm at 25% Hunger and it gives 1.5 max magicka multipler 
If I want to modify the tiredness effects will modifying this suffice?
Also what does cared for mean?
Yup, _0 is well-rested and _5 is exhausted
_2 & _3 is Hard / Hardcore?
the _2 and _3 suffixes at the end of those are for the additional difficulties and have harsher penalties and the _c is the ability you get for having companions
Cool!
Time to go full masochist mode.
I'm thinking about adding a stronger fatigue penalty based on high -to Endurance as well as a -Blind effect with exhastion.
I'm thinking about how sleepiness works in the FPS survival shooter Stalker: Anomaly GAMMA where if you don't sleep you will in addition to being out of breath / wavy aim / can't run fast your vision actually goes blurry.
They also have yawning sounds there that your character is forced into making which can be impacting your gameplay because you are trying to be quiet while sneaking in the night. Maybe some sound effect you could implement into this mod? 😛
Maybe eventually as a setting but personally I don't like hmm sudden sound effects I guess ? and I try to mute them as much as possible which is why it isn't a priority, but yeah feel free to modify your abilities as much as you want
Just uh, no guarantees the mod will be working as intended
In KCD if you are drunk or overweight due to overeating, you may belch or fart and it alerts NPCs 
No worries. I will just post my error logs here. 
If you've worked food service or as a private chef let me know which you voted for so I can give your opinion extra weight
Mercantile. 40% Personality 30% Endurance 20% Willpower 10% Luck? (And no I just work as my own personal chef.)
Has to be an attribute
This is legit tough because nothing really fits 😅 . Conceptually Willpower, Agility and Personality may be the closest.
Agility!? What are you jumping to fetch your cooking pans?
agility is dexterity
those damn cooking moves
but I'm actually leaning towards Willpower because of overall patience required
Hard to reach into the deep storage cavities sometimes for sure
Try cooking 8 different dishes at once 
That's some finesse right there
Yeah cooking takes some mental fortitude. But I'd say IRL its a mix of a lot of attributes. Throw a little intelligence in there as well.
WIL is a mixed mental/physical attribute as it affects not just spellcasting but also Fatigue so it fits the best, I think
voted WIL
as there can only be 1 governing attribute
Personality would be my second pick
since cooking is not exactly fighting-related and PER is the non-combat attribute
cooks don't have to be that charismatic, though
unless they are influencers
Speed isn't the best because it's just movement speed in-game. It's how fast you are. Cooks are often fat fucks 
I beg to differ
I have friend who worked as waiters
Willpower in their case
that job destroys you

