#Sun's Dusk: Needs & Survival
1 messages · Page 17 of 1
https://www.nexusmods.com/morrowind/mods/53772 for backpack purposes
What I'm thinking about is mostly: travelling in extreme weather, combat, spellcasting. These things could accelerate buildup of various needs a lot and it's pretty intuitive. Oh, and some racial profiles as well for weather impact
. You could even cancel the increased buildup of needs in extreme weather when PC is near a tent.
it includes dynamic weight change
It would have to be something weird with equipping / unequipping but yeah devilish already has a backpack mod which does this
No need to make an empty cell or anything afaik
It is for sure not as straightforward as it looks like
thanks that will haunt me forever now 👍
Devilish has one?
Ohhh
I forgot about this
Overcooked but morrowind
Que? 
Overcooked is a 2016 cooking simulation game developed by Ghost Town Games and published by Team17. In a local cooperative experience, players control a number of chefs in kitchens filled with various obstacles and hazards to rapidly prepare meals to specific orders under a time limit.
Nah I already did BOTW/TOTK for cooking but I have something similar in mind for my barista module 
I wouldn't get attached to polls. The Council said Willpower and the mofos gave us Short Blade 
** Intelligence
That was the compromise
How? 
Secondary skills can't be primary attributes
Which is a bigger number? 5 or 3? 
I'm joking because I saw SB mentioned in the changelog and it made me laugh
There's a skill cap on short blade as it only helps to a certain point
After all, a Head Chef hardly touches a knife 
Gotta smash the meat with a hammer
What to work on next?
6
14
1
Dynamic Needs
Yeah, all the stuff sounds cool but I'm not surprised by the dominant choice as it sounds most impactful.
Sound cues for needs
Turn based combat is something S3ctor already created for OpenMW
What does Dynamic Needs refer to?
My backpack mod works with an invisible tiny rat using the companion share feature 😄
let's always remember this
Do you get dialogue when you interact with it?
No, you can force the companion share directly without dialogue
but it can try to defend you sometimes 😄
Lmao I love this
It works.
I was going to say, I think our API can support it
I have yet to try the latest SD updates. The backpacks look especially tempting
The Red Tower is pretty much done now, btw
All good haha no rush, I wanted to try to make your backpack carry weight overhaul work with it since we use your mesh for one of them
There's no need. I consider the mod "experimental". I could probably rewrite it from scratch and make it better
And I think it’s mad impressive you did corporeal containers in mwscript
Look at my birds. That's way more impressive 😄
Ehh I still think it should be possible. What exactly are the mwscripts attached to with your backpack mod to pull up the inventory?
birds: 
Ah, I think your time is better spend on something else. It's really not necessary. I personally don't even use it myself anymore
Gotcha haha no problem then, but still I thought it was impressive
I could however give you an idea for feature or hooks to support a feature
For example, it could be nice if items in your inventory would be displayed on the backpack mesh. For example, a pickaxe or potions.
I did something like this for my bagpipe
Yeah actually I had something in mind for that, the crafting update will allow for tools and other crafting stations and so I want to have them displayed on your character
I understand this is a hard problem that grows exponentially the more items / backpacks you want to support
Pickaxe is a good idea, ownlyme will like that
but it's food for thought
They wouldn’t be attached to the backpack mesh, they’d be their own bones with their own positions
But they’d look like they’re attached ;)
Needs will interact with each other and the environment more
I asked ownlyme for an API and he decided to do visual refilling instead 
priorities
😄
productive procrastination
He wants me to do my barista sim 
how the coffe brewing will work?
Nah haha the tea module is janky atm and he’s trying to motivate me to fix it
I want to be a fortune teller and travel from town to town to set up my little magical tent and look into my crystal ball. Npcs from the surrounding cell will come into my tent. I have already the script to dynamically place the tent somewhere. (it will always be positioned perfectly on the ground)
like on sand, on fire or with moon and starbucks?
Yes
"the cards say you will die if you don't give me 50 drakes"
Are fortune tellers a class in OAAB?
It's just business
I feel like I’ve seen the class somewhere
Ah, so you'll get thirstier faster if you're in Narsis as opposed to Nivallis, that sort of thing?
I don't know but I think it could be fun, especially if there were some random visuals. Perhaps one could even generate scenes in a different cell with the Npc interacting with something, which you could observe as a "video" of sorts. I know this is batshit insane, but I could probably make it happen
More related to just temperature but yeah
You def could haha
I also, still have my abandoned "Touch of Madness" project.
Eventually ownlyme will have his lua message boxes
Where you'll encounter tiny mages and other non-existent beings while high on skooma
It's partially developed too with at least one functional quest. It's just collecting dust atm because my priorities changed
Maybe I should have a trash bin mod page for all the semi-developed projects or projects deemed trash
A mod that combines all the scrapped mods 
Thought you had temp variation already?
Yes, it's there. It's more about stuff like hot temperature making you more thirsty and activities like fighting potentially affecting needs.
Why vials are filled with water?
I don't rememer it happening before. Hunterwind uses them for blood extraction.
Yeah is there a way to set/check which containers are corked? I think I noticed my waterskin getting filled and that definitely has a cork
Nah I have to hardcode them but I can give you the fix for that
No and we’re phasing out of that so that you can refill anything in wells or water
How to improve tents, camping, backpacks?
5
11
2
Upgrading

did you have something in mind for that?
Possibly
There are a few different ways I can go about it and I’m not sure which the best would be
Ideally it would be with the crafting framework (after the update) but I kinda wanted to rework it for people without crafting framework too
Without CF would probably be cursed
its fine to have extra functions in other mods. people can choose to use it or not
Oh yeah for sure haha
Maybe having a popup UI when interacting with something like vanilla tanning rack

Right?
The BCOM effect
yeah i guess so, got so many damn mods now im losing touch 😅
does someone want to volunteer tuning the min and max fill level offset+scale/blacklist for all of these?
i have a convenient script that lets you just point at them + use keys to tune them and copy the database from the log file afterwards
yeah sure, you have a way to spawn them all in like that?
yep
you can use any misc item to spawn them in front of you
1234 is for scale and vertical offset, 5 is for blacklist, arrow keys for horizontal offset (shouldnt be needed) and 0 (while pointing at one) to output them to your openmw.log
ok ill have a look
the g_drinkwareTuner is in mode 1 (min fill level)
afterwards the log output would be pasted into the vesselOffsets of that file and you can switch the mode if you want or finetune (if in the same mode, they should appear with the same offsets)
thank you very much, glad i dont have to do this again
what is the 002 file? i cant open it
its a split archive, the 002 only needs to be next to the 001
ah gotcha
maybe just do 3-4 first to get familiar with the system or do them in batches in case something goes wrong
you cant save/load or reloadlua while doing this
sec i think it would spawn generated bottles too
this is cool haha
do you see where it outputs the tuned values?
the f10 log is not long enough, so you need to get it from the openmw.log file
oh yeah i see. tidy. ok no worries, it shouldn't take too long
awesome, thank you so much! 
yeah all good, glad to help. haha this is what podcasts were made for 
btw you can change the scale and move step if you want
local scaleStep = 0.01
local teleportStep = 0.5
sweet
if you only wanna do the minimum fill levels thats ok and already super helpful
i know how exhausting it is
uhh i did it kind of backwards 😅 just realised i did the full levels on min fill mode. is that still useable or should i start over?
sry first screen was buggy 😄
maybe they will also use a random skill level that's assigned to the innkeeper and you'd level their skill instead
hows that?
looks great, thank you very much 
all good, not hard but surprisingly long haha its so cool what you guys are doing with those models
does someone wanna do tr or oaab? 😄
i guess we can just leave them at the detected values
how much did you need to change them?
😅 the flat bottomed cups and buckets were ok but all the goblets needed shifting up. a few of them were off horizontally as well..
hmm i see, maybe i can detect these
i just realized we can determine the volume of the vessels much better now that we have these values 😄
nice. well i'm up for doing more but uh.. not all at once haha
haha of course every bit helps
added your new values already 😄
maybe the min fill level could be almost at the bottom of the cup, before it gets narrower
My character hasn't showered in 10 days and I'm still not getting this debuff, bug?
Hi! I'm having a hard time finding the backpacks and pouches, wich vendors sell them specificaly? I've tried several, merchants and pawnbrokers in different cities but no luck, only 1 backpack in say 10 attemps. Love the mod btw.
One is on the bench in the census office in seyda neen, the trade house in seyda neen
They have a relatively low spawn rate at vendors but it depends on how many items they sell which can be changed by mods like WARES MOAR and such but yeah, if you’re looking for a particular one you can pick up the crafting mod and craft them
And thank you ^^
Made a Nord character, walked around without a shirt because it’s 35 degrees outside, felt joyful kinship with other naked Nords in the game, generously splashed myself with water from the well 
make sure to wear a robe, it improves convection
plus 2 of: Shirt, Skirt and Pants
that gives you -3°
no armor = another -2.5, otherwise light armor or special materials
Ah nice, I assumed clothes would make the matters worse w/o special materials. Really cool (no pun intended) that you included robes and light clothing having a positive impact!
thanks, we took inspiration from arabic countries where this kind of clothing is the norm to help against the heat
other methods to reduce heat include:
- seek shade or use an umbrella (or gondolier_helm or shroomhat)
- casting fire resist on yourself
- using frost shield
- cooking with frost salts (not sure if it's in the version on nexus already), only lasts 2 minutes
- depending on whether its <35° wind will also cool you down, otherwise maybe seek wind cover 😄
- racial bonuses
- wetness
- direct rain impact
Maybe the robe was mentioned in the survival book too… I will need to reread it, I recalled the water, special material, and magic parts 🙂
let me know if i should list all the armors with special heat resistance, not sure if all of them are listed in the book
we also have a wiki:
https://gitlab.com/lhya/sunsdusk/-/wikis/4-survival-mechanics/Temperature
Uh, I don't understand how cooking works?
I have like 4L of water in my inventory but it always says "not enough water"
I spent 100 gold trying to buy a homecooked meal only to have to back out again twice cause for some reason you have to pay upfront to have a guy cook with ingredients you may or may not provide 💀
Do you have the most up to date version?
Depends on when that came out 😅
And yes cooking at publicans is getting a rework
Did you change the setting for how much water is consumed when cooking?
Nope
The mod thinks I only have 250ml for some reason though
But I have 3 bottles with 1L each
Oh, you don’t have a bowl/plate
It’s in the same function as the water requirements but I thought I added a message box for not having a bowl 🧐
Ah
Oh nvm it’s in the upcoming update 
Sure thing
Food/Thirst values
Ah ok
😭
You should make it so you get +4 all of those when talking to NPCs who are into this shit
Right now yeah I’m on my iPhone, I don’t have 2 monitors and I avoid switching between tabs/windows so it’s easier for me to discord from my phone
But yeah consuming generated items by hovering over them with our onFrame render raycast and the tooltip + input
one of the consumables has a static and mwscript attached to it too 
At this rate the barista sim will be out before dynamic needs
sorry not sorry folks
lmao
Nice
Hmm sleep feels a bit weirdly tuned
I rested for 15 hours and I'm somehow still ~40% tired
It would be good to have a setting to control how much tiredness is lowered for every hour of sleep.
There isn't?
There is
Don't really get it though
Oh wait no that's the other way around?
But also what's a stage of restedness? 😅
Well-rested, rested, awake, drowsy, tired, exhausted
So the setting is how long it takes to go from one stage to another
No. It's just exhaustion rate
In a bed or out in the wild ?
Bed at an inn
Do you have a sleep cycle?
No clue
Bed and sleep cycle disabled. I had this before
Yeah that’s fine, if you have a sleep cycle and rest outside of it, your sleep isn’t as effective
You can try reloading or restarting or checking logs, is this the first time that’s happened ? Or do you have any mods that affect the Wait menu ?
You don’t, you’d know it
To be fair it might be cause I slept during the day?
Cause I accidentally spent all night making potions
Nah that shouldn’t matter
Do you have a mod that changes time when making potions ?
Yeah
There’s a chance that might be why, I’ve heard some people have problems with resting after repairing/making potions
It should be fixed if you restart, a few things could be causing it but I don’t think I can do anything from my end
With sleep cycle disabled, resting 12-14h in a bed with 100% tiredness is often not enough to get the icon to disappear, i.e. it gets to sth around 40%.
Hm fair
I don't think I had 100%
I often have 100%
But yeah I slept 12 more hours just to make sure it goes down to 0 (and it did)
I have so much trouble managing my carry capacity that I literally couldn't move anymore if I didn't go to sleep when I did lmao
Pretty sure that’s normal, sleeping 8 hours at tired brings you up to well rested
Which is about 60% or so
50+% is Drowsy
It’s approximately 15% per stage, I think well-rested is shorter than the others though
Resting works. It just requires a ridiculous amount of hours to get from 100% to 0-15%.
No, 0% is well rested and ~60% is tired
Ahh ok
Might have to do with mods that change timescales but it’s hard to say, sleep has several workarounds since the wait menu isn’t dehardcoded and things can get wonky
But in general it wouldn’t surprise me if changing a timescale to 200000 and then resting shortly afterwards causes some problems
No, it's just tuning IMO. No matter how tired you are, requiring more than 12 hours in a bed is weird and there is no separate setting for exhaustion rate lowered per hour (like in Devilish Needs where you could determine how effective resting was).
Yeah don’t think I’ve had that problem so I’d have to do some testing to see what could be causing it
I don't think it's a "bug" per se
Exhaustion goes down
If restedness isn’t being applied correctly then yeah it could be a bug
But seeing as I haven’t heard that from anyone else and haven’t experienced it myself I’d have to do some investigating
I have a feeling that restedness isn’t being restored for some hours or something
Has this always happened?
Yes
At least since I remember
If you want a quick test, then do this: 1. Ensure you have 100% tiredness and sleep cycle disabled. 2. Rest for 12 hours in a FG bed in Balmora while being a member or in an inn. 3. How much % tiredness you have after resting?
They had sleep cycle enabled and had this happen though
I'm just reporting my experience and I have disabled sleep cycle setting
There also might be a DR for sleeping more than 10 hours 🧐 I remember talking about implementing something like that and ownlyme might’ve implemented it when he was adding some features to sleep
DR?
Diminishing return, or sleeping not being as effective if you’re sleeping for more than 10 hrs
Lol
Well, whatever it is, it would be good to make resting recovery configurable at least. Even sth simple to determine how effective each hour of rest is.
I definitely won't be sleeping 15+ hours, anyway. Waste of time, not worth it. It's just a bit strange how easy it is to bring down hunger or thirst to 0 and how hard it seems to be with tiredness. I'm also not sure what the "intended" effect is supposed to be, i.e. how many hours with no sleep cycle active it's supposed to take to go from 100% to 0-10%.
Well, there’s a setting to choose how long it takes to go from one sleep stage to another
Yup
Which means it takes 2 days to go from well-rested to exhausted
But I'm talking about recovery. Not about accumulation.
Accumulation seems fine
Recovery is too slow and I would like to change that but currently no setting for this 🙂
Yeah something is buggy then because sleep restores 2x as much tiredness as you gain
Unrelated thing: I don't know what changed in the latest version but I didn't have this issue before - my vials (used by Hunterwind) and my redware teapot and empty cups (used for teabrewing) all get filled with water when I swim and it's mighty annoying. I ended up disabling water refilling for swimming just because of this.
The teapot and tea cups being refilled from swimming is working as intended, not sure about the vials though
Don’t think I ever had vial blacklisted 🧐
Oh yeah, I have vial in the whitelist for the skooma vial and the empty vial
Can I disable it just for selected stuff? Frankly, it would be better to have a specific action for refilling like in case of wells or kegs when you have to consciously click on them to use the feature. If that's not on the menu then I would like to block certain items as I don't want to store water there.
Yes, there are settings so that you can only refill water by using a well or keg
I can blacklist the vials from hunterwind but in the meantime you can avoid water getting in them by dropping them before refilling
Yes, I know. That's why I mentioned that I had to disable water refilling in water as it became too annoying
Then what’s the problem? 😂
I want to keep swimming water refilling on and don't want teapots, tea cups and vials to get refilled that way. What should I do?
Edit lines 162-173 of Sun's Dusk\scripts\SunsDusk\global_modules to whichever containers you want or don't want
They should be around there at least, the version I'm looking at is different from the uploaded version but you're looking for local SUBSTRINGS
I ran the numbers for sleep too and sleeping for 12 hrs with an hours per stage of 8 will restore about 50% tiredness, to need less sleep you’d want to change that setting
I’ll see about changing the formula though but that’s something you can do in the meantime if you want, or carry around hackle-lo
If by "2 days" you mean 48h and by 2x faster you mean 24h of rest, then that's not desirable at all BTW 🙂
Thanks for the feedback
Yeah... so it doesn't seem buggy
It's more about the settings
My idea: separate accumulation and revovery settings
We’ll see
If it's 1:2 ratio now, then allow changing it to sth else
Yeah I’ll need to do some testing since changing sleep restoration might have other effects
Oh yeah, I remember why I made it that high
To work alongside Todd’s health restoration formula 
At least for the default setting
For those of you who don’t use https://www.nexusmods.com/morrowind/mods/57508
I often use restore attributes to remove tiredness debuffs, tank the weakness to disease and move on
.
Why? 😂
Because resting more is a waste of time
And time means taxes and other needs accumulating
Seems more efficient to change hours per stage, disabling debuffs or just disabling sleep
Well, no. I want the debuffs.
?
If you have the tea mod, tea and coffee also make you more awake
Other than herbal tea
I will probably change hours per cycle a little bit for now as it will make resting a bit more effective (although it will make exhaustion accumulate faster as well)
Yup
BTW Drain Fatigue from Tired/Exhausted doesn't affect max Fatigue but current Fatigue. You get no real debuff as that Fatigue is quickly regened to full value.
Yeah I might have to reduce endurance more but not sure, that’s definitely a
thing though since health and restoration work similarly
I assume that you were thinking about it in Skyrim terms where mods frequently cap max Fatigue so you can only regen up to a lower max value. It's not how Drain Fatigue functions as ability, though, so yeah, it's probably best to replace it with sth else. I haven't tested negative values for Fortify Fatigue...
BTW Weakness to Blight Disease alongside Common Disease debuffs which the mod often gives would be good
No I wasn’t thinking about it in skyrim terms since stamina works entirely differently in that game
Negative max fatigue would work similarly to how drain fatigue is now probably if it works at all, since fortify fatigue also doesn’t raise your max fatigue, just gives you “over fatigue” (like over health)
Nope. Weakness to common disease = weakened immune system which is entirely different from weakness to blight which I see as supernatural
There also aren’t any food items I’d want to put more resist blight disease on, for the same reason
A weakened immune system would be more susceptible, I guess. Can't imagine that being exhausted helps with blight protection. Note that I'm not advocating for Resist Blight buffs. Only the debuffs.
Being in a blight storm without proper protection will cause a weakness to blight disease along with a chance to catch it, and yeah if I’m adding additional debuffs I’d also add ways to counter them
That's from the wiki. Therefore, I assume that it's supposed to lower max Fatigue. It doesn't, though.
But it says what it says 😅
Yeah, a lot of the information on most of the wiki pages is straight up incorrect
Ok. It was linked by pwn... today, so I used it here
Which is why I don’t link it
Yeah and idk why he did haha
The first few pages are solid as are the books but yeah it’s uh, a lot to work through
Over 40 pages
and even that’s incorrect
The books alone come out to ~4500 words excluding the ones I haven’t added to the esp yet
BTW since there are already meals that can provide cure common or blight disease effects, using resist to common/blight disease effects as alternative effects instead would actually be thematic buffs. Not OP at all - in fact, they would be far weaker than outright curing (which could become rare as food buff).
There are already those effects on a few of them and no I don’t want to touch that spreadsheet again
Man cannot live on spreadsheet alone
Yeah it’s potentially 7500 cell edits and no formulas, I did them all manually

Officially at 3k unique downloads 
How do backpacks work exactly?
You can buy them at general merchants or craft them, they’re misc items and when you equip one you receive a feather effect and depending on the backpack, your firewood, tents and bedrolls will have their weight be offset
Oh gotcha
Thank you!
How are you liking the cooking ?
It's great!
Glad you like it 😄
Do you have to be a certain level to craft them?
Im only seeing the pouch in the crafting menu
I think the requirement is having armorer between like 5-15 but you can also find a satchel in the census and excise office next to where the books are on the shelf
Gotcha!
Can I make a small nitpick
?
The first two Guide To Morrowind books use roman numerals
The third uses "3"
Ohh gotcha
How do the affresh recipes work?
Same as the rest of the recipes just with more specific ingredients
Do you just need any 3 ingredients that are mentioned in the recipe?
I have a .txt around somewhere with the details but the recipes for Affa’s food are all in AFFresh
Didn’t feel like writing additional recipes when they already exist :p
Some of the recipes have like 10 ingredients it seems
Yeah, it’s any 3 of the ingredients
Gotcha. Makes sense
Some of the recipes only have 3 or 4 ingredients and some of the recipes have one or two ingredients that are mandatory
So like slaughterfish steak has to have slaughterfish. You can't make it with just chokeweed, green lichen, and scamp skin
Correct
That makes sense but I didn't even consider that haha
Also the only slaughterfish ingredients in game are scales
Yeah I noticed that
I think there are a few things in TD but I tried to avoid that when I could but there are a few recipes that are TD only, couldn’t get around that
I think that's fair as long as the mod as a whole doesn't require TD
But there are over 40 recipes anyway so I don’t mind making a few TD exclusive if it saves me some work
I mean you can also freestyle the cooking anyway so I think it's fine that a couple hardcoded recipes aren't available for non TD users
Especially since I think a vast majority of people are using TD
Yeah
All of the new cooking changes are awesome btw. I know I kept talking about recipes but requiring a bowl and having the visual items is fantastic
Thank you haha and yeah it turned out really well, there are hardcoded recipes it’s just not super strict
Oh I know. I just meant I'm liking the recipes and the other cooking changes
Thank you 🙏 it was a lot of work but it paid off
Probably missing something "trivial", but who are "general merchant"? I cannot find anyone selling backpack, even on a new save. The cooking skill also does not appear even with the skill framework, so maybe I have a conflict somewhere 🤔
I found one for sale at arrille's 🤷
Hummm. Damn, probably a load order issue on my side with modding-openMW TOthen.
For those using TO, where are you loading SD 🤔 ?
Don’t think load order matters for Lua mods?
But right at the bottom
fwiw about the latter do you have stats window extender too
i found a backpack at ra'virr's after a few tries
I think it was a load order problem. I can find some now, after loading at the end.
Thanks!
Yes I do.
I found loading SD earlier in my load order helped with a few issues
Can I ask you where exactly you load it then :)?
Hum. I think I have another problem. Now I again don't have backpack 😲 . Probably doing something stupid 😅
did you equip it? 😄
I meant merchants are not selling them 🙂
Pawnbrokers
Traders which sell a bit of everything
you can craft your favorite backpack in the color of your choice with crafting framework 😉
This is probably what I'll do 😅 . Sometimes the backpacks are available, sometimes they are not 🤷
they have a random chance of spawning at merchants
caught
Oops, that was from testing
It's not an SD issue it's my test file in the BoV module I think
ah mb, I assumed a bit
Boint of View
fixed in BoV_2.5 
If you want to ori over the cauldron I can blacklist it 🧐 or maybe you shouldn’t be able to cook if you’re swimming ?
But idk I’ve been to grills on a pool
maybe it should reduce the water requirement
Vivec didn't teach the Dunmer water-breathing for nothing
you never know when the next Akaviri invasion arrives and the province has to be flooded again

He taught them not to use it
So, when I attempt to rest in the beds in Old Ebonheart Fighters Guild, I'm not getting my sleep stages recovered, the log shows an error "attempt to compare number with nil" in function getBedRank.
TR has a new mwscripts they put on those beds then 
I can give you the fix here in a few or you can place a bedroll down and rest that way, or eat hackle-lo or tea/coffee if you have the tea mod
Yeah, if it's something I can fix on my end, that would be cool. Otherwise, I can install the tea / coffee mod and try to get some ingredients up for that. I'll rp that the Fighter's Guild has shitty beds.
yeah it definitely smells like ass in there
So, I just did some extra digging, because I was curious. The error was being thrown on line 41 of your script, which checks for faction rank. I loaded Tamriel Rebuilt into the Construction Set and the problem was that the beds in the fighter's guild didn't have a Global Variable/Rank associated with them. When I set the rank to Associate (the lowest one), the problem cleared up. I apologize for reporting a bug to you that wasn't your mod's fault.
thanks, will update soon!
I could prob find and ori the cauldron if it helps, sure, but yeah i was more thinking about the underwater cooking
Oh shit sorry I never got back to you on this and yeah that's good to know, I'll improve that bit since there might be other situations of that happening. That's kinda wild though
No worries. It was fun figuring out what the issue was.
Yeah that's definitely a new one ^^; not having sleep restored because the beds don't have a faction rank is definitely a 
gottem
yeah bang on
Tempted to turn sujamma into rakija now 
Hahaha well it'll be ... probably red I think ? but there will be an option to dillute it with water
oh you mean like craft it?
no 
You know that handy little refill button you have for the sauna ?
Yeah
I'm putting that bad boy to use
oh yeah baby lets go
so sick
"The local Dunmer liquor, sujamma, is extremely potent, and indulgence results in elevated spirits and diminished mental faculties. Has a kick like a guar -- very strong, and just as stupid." - well,this sounds like vodka... while Mazte is Bud 🤡
Yeah it's giving me vodka, UESP has it listed as rum though
I wouldn't call rum potent
But Mazte or Greef give me something more like vodka 🧐 and sujamma always felt harder
yeah its the hard stuff for sure
the kind of stuff that doesnt have a recipe
you just have to know a guy
Mazte is beer
MW dialogue
"Mazte is a local beer brewed from fermented saltrice. Cheap, plentiful, and invigorating, this beverage is very popular, despite its dulling effect of wit and judgement. For the price, folks are willing to feel dumb and weak-willed, so long as they feel really strong."
Note that UESP has everything
No MW tag = dubious
Sorry @half summit , it's not about you 
"The native comberry brandy is locally called greef. Greef is a strong stimulant, but like all intoxicants, it tends to impair physical coordination. That is, it makes you feel real strong, but makes you clumsy."
So we have beer, brandy, vodka
Flin is whiskey
Foreign stuff
But what colour 🧐
yellow
hahah thats acceptable
I like ouzo and arak but haven't tried rakija tbf, I just know that they're similar in principle
yeah i had it a few times, its similar but crazy strong. easy to drink too much especially with water, which is how the old heads did it
Ouzo is good with mint and lemon
and the closer it gets to moonshine, the worse it becomes
40% is more than enough usually but 60%+ it starts to become a different kind of buzz haha
absinthe is always an interesting time
even if your not drinking it, just being around people who are can get weird 😅
oh, that's alcohol in general
true
IMO it's better to be drinking as well. It's annoying when you are the only sober person in the group as drunk people behave in their own ways and talking with them is frustrating unless you are not sober yourself
oh hell yeah, being sober around drunk almost always sucks. but also if your drunk and your around absinthe heads, things can extra weird
when somebody starts tellling the same story the third time...
fr
ffs
I know it's probably a big ask but have you considered making food and drinks not function like alchemy potions ever? So you don't have the magic effects showing when consume them
Yes with #1467920462767063232
Or you mean like receiving magic effects ?
I mean in videos I've seen from you magic vfx spawn around player after drinking/eating
So makes it feel like a potion
Yeah I've wanted to change the eating sound but haven't decided on the VFX
But yeah with the inventory extender I'd like to move in a direction to making our food more like Skyrim's food but it's also tricky because you can get 8+ magic effects on them
So idk
We're tackling bigger fish rn haha
Yeah it would be a pain
Nothing worse than the shit we've already done haha
Well I was thinking ideal solution would be for nearby vfx to be exposed to lua so can just disable them because otherwise you have to make them items that aren't actually potions but function like them when drag and drop on your character and that might have other drawbacks if they are "fake" consumable items.
Yeah nah i ain't doing that xD if we removed the VFX and replaced them with something else it would be a different way
Nvm I’ve been informed that it’s very easy to do but nah I like the magic vfx
Which one is easy to do? If it's detecting and disabling nearby vfx I'm curious because I thought it was impossible
We’d just intercept the consume event haha
What part of lua api allows that? I didn't know that was a thing. Sounds cool
I.ItemUsage in global
I.ItemUsage.addHandlerForType(types.Potion, function(item, actor)
return false
end)``` if you’re looking for specifics
Ty!
Wiki is progressing
got most of the needs pages done today but it’s a lot
@warm saddle Oh hey. If you need information about beverages, I've got this laying around 😄
I researched the drinks of PTR and this includes everything I was able to find
Word thank youuuu
I do through steam with my ps5 controller makes life a ton easier
Yeah damn I didn't realise that they were so popular, since I did gamepad support for the bathing and tea baby UIs I was gonna try to convince ownlyme to add it to the cooking UI
yeaaa that'd be nice dpad controls
Do you play with a gamepad?
14
21
2
No
Still surprised there are a lot of ppl using gamepads 0.o
Controller support for cooking UI will be added 
It's because the new gamepad UI
Toys 
Same. I wouldn't have been surprirsed if there was a 1-9 split
this is straight up soup xD
from herb tea I would expect something more green tea color
A translucent static isn’t easy but is milk not put in tea ? 🧐
uhhhhhhh
Well there are several herb teas haha
that's british shenanigans
We don't put it in herbal tea either
(effectively blasphemy)
Uh oh
Guar milk and Heather tea sounds nice though
iirc some mod was adding guar milk
Shalk wax or something
maybe even OAAB
OOAB
If yall can find a translucent static / texture I’m all for it but this is the best we could do xD
Ever notice how Japan and Britain are at exact opposite ends of world and both considered best at tea?
🤯
Asian love their tea and tea ceremonies
or at least were loving it in the past
probably partially thanks to British too
I'm pretty sure they had tea thousands of years before us
as you can see, I didn't care about history in school 
But yeah lavender (or most floral tea but it depends tbh?) with a little honey and milk in it is nice, since idfk of any translucent statics that’s what I’m going with to distinguish it a little
It might change in the future but we’ll see, this was annoying enough 💀
I think the flowers floating on the surface are a really nice touch
Thank you ^^
The tent building for the next update is cool asf too, it turned out a lot better than what I originally had in mind
Builders Tea is the best drink in the world.
?? What is that :o
God bless the
Just a slang term for bog standard tea with a bit of milk and a sugar
The only propa cuppa
Tetley is the satans piss of tea. Will never understand why it was so popular in the 80s - 00s
Hard agree
there's a translucent water static in korana's resources, for making the baths
Niceee
everyones secretly drinking bathwater
We saw that one already but it might come in handy, it’s just an alpha property but we were looking for something spicier
fair
Ownlyme managed to do shader and animations for the liquids when they’re in cups 
Yeah, you can drink and eat stuff straight from their containers now (enable/disable in settings)
ive never played as vampire/werewolf, do they get anyhting like that? if not, when 
as in "consume"
It would be cool to do something with blood potions I suppose, for werewolves idk since they should mostly be eating raw meat
I just can’t think of anything that vampires would be able to cook with I guess
i mean straight from the neck
just in general
Whenever someone wants to do it I guess
Devilish can steal my tooltip for his devilish vampire if he wants
Although mwscript integration with openmw lua is very cursed
yeah no worries, i was just curious, like i said i tend not to go down those roads 
i guess tes vampires just use a lot of drain health magic anyway
Anyone with some lua skills could probably create a new lua only vampire mod that would become the new standard. I'm just not currently interested in vampirism. I'm more interested in the Red Mountain and Sixth House atm, when I have time off work.
Yeah for sure and understandable, I’m big hyped to see what you end up doing with it
Basically, I'm just editing the Rocky Red Mountain crown and will put the Dagoth Ur facility outside of the crater (why is it in there?)
Well, yeah. At least the entrance shouldn't be where the lava comes out
Well, I guess it’s the Dwemer HQ but you’d think it would have a facelift or something after thousands of years considering it’s still inhabited
But that’s what you’re here for 😄
Their too busy working out
That's also something I was thinking about
The Sixth House would be training their bodies and perhaps Hand to Hand combat (maybe to infect important people for their cause?)
They clearly like to present their bodies more than other factions
You pointed out they have double strength as their factions favored attributes. Most likely a developer oversight in reality but i think it's also a great insight into their personality
Yes, exactly. I'd love walking into a room and seeing ash ghouls doing pushups or them fighting / wrestling
or at least seeing pushups in the fighter guilds
It would give so much character
Animations would go a long way to "make Morrowind come alive"
but it's one of the more difficult aspects of Morrowind modding
Yeah there was some interesting developments in that recently
Yeah I was just telling people that the animation modders are all active in Skyrim haha
Ewww
it's the figurines
I have them all
actually maybe I don't have the woman
hello i have a question, what are the different kinds of backpacks and how much feather do they each give?
also would it be possible to add smoking in the game since there are some cigars and pipes in tamriel data
Smoking would be cool
there is an OAAB item called flint and steel that could work with it i assume
I believe there is skoomasthesia port to openmw but I'd like more traditional LOTResque pipes/not skooma
yeah more Gandalf/Bilbo Baggins than crackhead
It's definitely doable
we can do animations etc
Don't think it even needs animations or anything like that
I saw an item called siyat cigar in tr and thought it would be nice in a needs mod
Then the pipes
smoke rings would be cool though
Also while not an exploit I think moon sugar could do with a nerf
I find myself raiding dungeons just so I can eat all the moon sugar so I don't have to sleep
Devilish Skooma will nerf your sugar habit pretty hard
Also there is a smokable Hackle-lo pipe mod that is compatible with SD
should this be the one-time tent now?
for the reusable one you'll need crafting framework though
Select multiple 😄
Eh I would say this is definitely a game limitation/lack of desire to do feeding anims, since the books and dialogues always reference blood consumption, fangs etc and almost never discuss drain health magic
I want to do it, I just also don’t have the skills for it so for now I’m quietly tinkering with my own install with nothing worth publishing 
That's how it starts
soon you will feel the power of the dark side
Yeah true, I always liked the Legacy of Kain blood drinking which I'm pretty sure was due to the same limitations but an overall more interesting implementation
My current char is a crime boss in the ja natta syndicate
Uses one of the TD faces so he’s always just smoking a dart lol
badass
It was an interesting solution. ESO also used the same telekinetic blood feeding before the rework when they added killmove feeding animations
Although I’m really surprised that so few people were inspired by VtM: Bloodlines’s feeding to use it in their own games. It is harder than most (all?) alternatives I guess
A question I had about SD’s upcoming update is whether the emptied dish/cup stays in place after the contents are eaten or if it gets moved to the inventory automatically
Very excited about the new features either way 🙂
i think SD can use a lot of the clutter items from TR and OAAB
like a sponge
maybe adding a buff to cleanliness or a minor cleanliness item
There are 14 different backpacks and satchels total, each gives a feather buff and offsets tents + firewood based on quality (easiest way to see quality is from gold value)
There’s already a mod for that https://www.nexusmods.com/morrowind/mods/56939
Yea I saw this mod but it doesn't really add a need for it
And yes it’s supported, smoking hackle-lo wakes you up a bit
Although I wouldn't want to explicitly add smoking as a need
Hahaha like an addiction mechanic ?
Kind of
Although the smoking waking you up is the kind of functionality I'd look for
Only I see the cigars more than the pipes
Well, I wasn’t planning on doing that anytime in the future but some future camping updates (much further down the line) might allow for it
But if someone wanted to create a module for it or something that would be cool I guess haha
What are the planned future updates speaking of?
I really enjoy the mod so far haha
Well the next immediate updates will be related to camping + cooking + quality of life stuff working up to 1.8 which will be dynamic needs
“Dynamic needs” is something people around here have coined that integrates needs better with each other and gives more actions to them, like hot weather making you thirsty and things like that
There will also be some magic, a survival skill and much more crafting by the time 1.8 rolls around
You can change it in the .txt in the SD_food_and_drinks\ folder if you want but that’s definitely more on the player than anything 😅
Thought I grabbed those but maybe not, but fyi I don’t do keyword searches for bathing like the rest of the objects and instead hardcode them
Since the bathing UI locks the camera, I’m conservative with the statics I attach them to
Inventory automatically but that might change, we’ll see
i was thinking of trying to add that cigar as a wearable with the vfx trick. just haven't had time. TD adds tobacco too, it would be cool to do a small addiction mod
That would be cool haha, we definitely have the API for it although some of the things related to habits and whatnot will be changing
Not in a noticeable way from the player’s end, mostly from ours (less bug reports)
nice
yeah there's a space for some depth to stimulants gameplay
and just more fun with ragged strung out nerevarine
i think my character has bugged out or he just can't kick his mushroom habit bit he seems to have a permanent -60 to int and -40 personality unless he's tripping
Speaking of this, daily reminder that GameTime is fucked and that if you do anything that remotely changes or touches time you will encounter bugs #development-lua message
The way we handle time is incorrect in general. Morrowind.exe only rolls over the day/month/year at midnight and not when any of the the relevant globals changes. It should be doable to dehardcode time by replacing usages of the globals in C++ with dedicated values and then having a Lua script set both the globals and the values used by the engine. That way we can also support Oblivion's globals (that have different names) because the globals are no longer the source of truth
8 of the 10 bug reports I’ve gotten in the last day have been related to this and god it’s irritated me
We’re moving to simulation time
id propose some more active effects on needs personally
like tiredness reducing fatigue
if food is at 0 it increases 1 point of fatigue per second
while tiredness does not really do anything at 100%
i think a 5 point fatigue reduce would be more appropriate
that would be what "dynamic needs" would be about
i suppose so i thought the description of dynamic needs was more of a connection between different needs
and mechanics
i mostly mean that at low food percentages you get a constant fatigue regeneration while for sleep you dont get the equivelant fatigue degeneration (dont have a sleepy character atm)
Right now, changing the timescale to something astronomical temporarily absolutely fucks with any of the needs, especially temperature, because we didn’t account for the timescale ever being 0 
is that the bug that makes your character freeze
Yes, that’s because well-fed is at 0% and starving is at 100%
no no i mean that for 100% tiredness there is no fatigue reduction per second
well yes but wouldnt it be appropriate if you just ran out of fatigue due to being awake for 2 days
this is just a minor debuff
Yes but in Todd’s engine that means not being able to move, which is what happens when stamina hits 0
You can increase the debuff in the settings
i guess the issue would be that while in knocked down state you cannot sleep if in a town or it would get very annoying in general
i think my biggest issue so far with sleep is that traveling services count as sleep in the actual game but not for the mod
you regenerate health fatigue and magicka but not sleep
Your tiredness goes down at a slower rate when traveling, so your tiredness is less than it would be than if you were awake
If you’re going on a long journey (like to Cyrodiil or Skyrim) your tiredness will be at Rested when you arrive as well
public transport be like
Oh but yeah as far as future updates go, expect more crafting in the future
I wasn’t planning on going the crafting route since it’s not a dependency (and won’t be) but since the mod curator of POTI added Crafting Framework to that modpack, I definitely want to give them more features related to that
We’ll be working on a lot more crafting things in general too
big hype
To start off, one of the next few updates will let you make crafting station(s) for your camp
Out of curiousity: would this mod go at the end of a list of gameplay mods?
Yeah that would be a good idea, load order doesn't matter unless you have stat's window extender and skill framework which are generally high in the load order
Dunno if you might be interested in but I'd think I'll drop it here, found by random chance
http://jmk.drag.net.au/more/mozza/PlugIns.html
Morrowind Mesh Resource Pack 1
http://jmk.drag.net.au/more/mozza/ResourcePack1Samples.jpg
"20 mostly new meshes by me to use in your own plug-ins. The textures are all from ones in the game, but you may change them.
- Hook mounted plant pot
- Cupcake
- Frying pan from Discoveries & Adventures
- Jewellery box
- Crane
- (Smoking) pipe
- Squeeze bulb perfume sprayer
- Stove
- Latrine
- Muffin
- Room corner shelves
- Glass display
- Scrubbing brush
- Shoe / boot scraper
- Tiered cake stand (from Morrowind Riches)
- Water pump
- Rake
- Hand cart
- Cooking pot
- Foot stool"
Some things might be in scope of SD
Also next to it on the site 20 new plant pots if there is farming/planting planned
Yeah damn that sounds lit
And there's lots of other things there
Thank you
meshes and textures for it especially
No problem mate, this is like a gold mine from what I'm seeing on that site
and the owner is okay with all of this being used from what I've read
https://www.nexusmods.com/morrowind/mods/54284?tab=posts
"15 Mar 2024, 9:55PM
Just to let you know, JMK uses a combination of his own website and DeviantArt to host all of his mods and has for years.
JMK's Site
JMK's Morrowind Mod DeviantArt Page
He says on his page that uploading the mod here is okay, but he recommends including a link to his site and would appreciate being told his mod is here.
"If you wish to upload my plug-ins to other Morrowind related sites, you may do so, so long as the archives aren’t changed. It would also be recommended to include a link to this page, so that potential users can check if anything’s been patched. If you could let me know you’ve also uploaded them elsewhere, that would be good too."
Nvm this changelog is large enough to be 1.8 
Should the one-time tent now be pyramid shaped? The new reusable one will require crafting framework
9
15
1
Yes
I like the tent from the camping gear mod better because it's also a shelter from the rain
New tent mechanics
craft sticks, rope and a tarp to make a permanent tent but in Morrowind, even breaking camp is a diceroll ...
Thrice blessed
A healthbar would be funny
if your skill is 5, then you would only win if the tent didn't fight back
Never thought I’d die enjoy side by side with a needs mod
SD and its consequences have been a blessing for my load order
Many thanks and blessings 🙏
Playing with Pretty Loot I notice my water gets removed when I enter dialogue and then added back. Is that normal behavior?
Openmw feature #development-lua message
removing an item from an npc removes similar items from the player (maybe only if the item is restocking)
Fair enough haha, no worries
Yeah any lua mod adding any items to merchants will do that if the player also has those items in their inventory
So that mod is great for debugging and stuff actually
It's a cool mod
Yeah for sure, it's great
anything QL related atm is gold. I'm so happy I started using it
Same haha I love it
Changelog v1.8
Features and Changes
NEW Camping Overhaul
- Build PERMANENT tents by stacking parts (similarly to firewood): sticks, rope, a tarp and a bedroll
- Unique meshes at each stage so you can watch as you build up your tent
- Destroy or dismantle tents by attacking them to downgrade one stage at a time
- Components have a chance to break when dismantling based on your endurance
- Crafting recipes added for tent parts
- Flawless camp breaking add your sturdy tent back into your inventory
- Temporary tents remain the same for those who don't have crafting
NEW Cooking and Publicans - Publicans now cook with gold instead of water and clutter and now have their own visible cooking skill
- Cooking at a publican uses their skill which levels instead of yours (also a setting)
- Publicans now use their ingredients first
- Homecooked meal is placed directly in front of you and you can eat straight from the plate with a new tooltip + interaction
- Added a setting to choose between using the publican's cooking skill or just borrowing their kitchen
- Clicking the dialogue topic immediately opens the cooking UI
- Added controller support for the cooking UI
- Rebalanced formulas for default cooking settings
- Meal preview now shows warmth added or subtracted when eaten
- Skill Framework is used as a backup for your cooking skill in case your savedata gets lost
NEW Tooltips (experimental)
- If you have Ralts' Inventory Extender, custom tooltips have been added to relevant items and clutter
- Armor and clothing: view approximate heat resistance, cold resistance, and extreme temperature immunities
- Potions: Thirst value restored, type of liquid (water, tea, sujamma, flin), bug musk and perfumes for bathing
- Food (currently in potions column): Hunger and thirst values restored, some magic effects
- Ingredients: Hunger, thirst, and awake values are displayed and balanced similarly to Skyrim's survival mode
- Green pact, toxic, raw meat, item type (mushrooms, greens, etc) can also be seen
- Ingredients (continued): Soaps have magic effects on them as well
- Books: Recipes show if they are Read (known), books have flavour tooltip text
- Misc Items: Camping supplies, firewood, containers for liquids, bowls and plates for food,
tea pots and kettles for tea, soap, cloth, and lights and torches for temperature/warmth - Repair tools have tooltips to indicate crafting
Liquids - New spawned drinks now have visible liquid in them
- Freshly brewed tea is steaming
- Liquids are distinct and show when they are full, empty, and everything in between
Books - Added more recipes notes that aren't covered by Affa's
- Added new book for bathing
- Edited cookbook chapters: The Cooking Fire, On Fine Dining, The Art of Combination, Magical Properties
UI - Added tooltip for interacting with and consuming food and drinks when in the overworld
- Blacklisted soap from being eaten (restoring hunger values)
- Added attack tooltip for bedroll and tent
- Added messageboxes for food poisoning and diseases
Other - Added setting for changing restedness restored while sleeping
- Sun's Dusk now uses at least 30% less memory

- Renamed player modules to start with p_ for consistency
- Improved documentation
- Drums and bongos are now interactive
- Added API for setting the temperature of a cell, the cell type info, and ref IDs
Fixes
- Argonians no longer receive debuffs when wet
- Fixed backpack showing in first person or disappearing when travelling/waiting
- Fixed extreme temperatures bugs
- Fixed tea UI and tooltip
- Closing the dialogue window with an NPC now immediately converts ingredient camping items to misc items
- Removed value brackets from stew names
- Fixed secondspassed timing bugs
- Open bottles placed on their side no longer get randomly filled
Attached is the beta for the update, it's finished but I don't want to post it on nexus until Ralts uploads the Inventory Extender or feels like he's in a good place with it
Feedback on anything and everything is welcome (especially with the tooltips), I've only seen them on vanilla and with kezyma's UI so idk what they look like with other UIs so feel free to send screenshots and stuff
Can we get the changelog in audiobook?
No but I’ve thought about making audiobooks of the books 👀
That would be lush
that's a hell of an update
can't wait to try it. How did you fix the backpack in first person bug? I also have that happening with my weapon since ages ago, I thought it might be the body awareness mod
Have you messed around with voicegen before? I'm curious to try it for an idea I have. Iirc I need to pay to use external voice clips for training
We simply don’t apply the backpack VFX in first person
lastCameraMode = camera.getMode()
if lastCameraMode ~= camera.MODE.FirstPerson then refreshVfx()```
And yeah I believe that would be weapon sheathing, might be full body awareness too
No but a few people in the server have, I’m not interested in paying or anything so I’d try to do something like eddy did for the TD audiobooks
Yeah his are good, seems much more natural than VoV. Maybe that's to do with the written style of books though 🤔
Drums and bongos are now interactive?
Yup haha they have tooltips and sounds
Oh I forgot to add, I added some of Katya’s mods to the database (until I get the wiki completely updated 💀) so that Fire Fern Quarters in Ancestral Refuge, Stoneflower Tradepost’s Bath House, and Indoril Mansion have baths and other features
I have a nifty looking backpack, and I don't even know what it does
@warm saddle all of the SD scripts except the UI are empty of settings since updating to v1.7.3
nvm, restarting the engine fixed it
Hope you like the cooking UI 
it's great
not too wild about plates being required for each meal though, you know how long it took me to find more than 2 plates?
Publicans are an option if you don’t have a plate or bowl
maybe it was the same engine shenanigans, but the publican in Caldera would only let me cook 2 meals at a time, one for each plate, then I randomly found more plates at the general goods store in Caldera and I was still limited to two meals at a time
no meals from SD in the barter inventory
With the update, a bowl or plate aren’t required when cooking at a publican though? They give one to you
maybe it was the same randomness that emptied the SD scripts and broke recall
Did you update while you were in the game just by overwriting your files and reloading lua?
no, I never overwrite, and it was a brand new character
Oh, you’re on the version that’s on nexus. I posted a more recent update here for people to test out if they wanted
every single version I've used sits in its own folder
Here
that wash basin is a godsend though, where has this thing been all my life?
WE dont deserve you holy shit
getting served a steaming bowl of stew at the tavern was peak
FUCK YEAAAH
Readability improvement with tooltips is huge, since it was really overwhelming keeping track of everything
Fr fr it makes a huge difference, it felt sad looking in my inventory knowing that there’s so much code and mechanics related to different items but no indication in game other than dropping things into the world 
But yeah they’re note finalised and I’m not super attached to their formatting or wording overall so if you have any feedback feel free to let me know
no bug reports yet? Oo
Hungry for more bug reports? 
Yeah we be waiting
Probably will soon though, the mod description and wiki are getting an overhaul
hopefully no Dragon Breaks will happen in the meantime
Still, no bug reports? Bro fell off
We had to refactor a lot of our code as bug fixes for other ppl’s mods and are worried that this ended up causing bugs in ours 
Hey I haven’t updated to the version uploaded on here, should I wait for the nexus update or the one from here is fine?
One from here, it’s the same as what’ll be on nexus haha
Cool
Well, depending on what Ralts wants to do with Inventory Extender. I don’t want to upload a file on nexus that has features for a mod that isn’t out yet haha
If it's not a hard requirement I think you should go for it
Yeah we’ll see, I’m working on documentation which is … extensive
In the version here I added some statics from Katya’s mods mostly for convenience but I’d want her to be able to choose what she wants instead
I can't remember, did you share archive with tooltips for Inventory Extender?
What do you mean ?
The SD integration with Inventory Extender
Are they merged in SD 1.8 beta, uploaded somewhere as an archive or you didn't upload them anywhere yet?
I vividly remember you sending something into IE thread, but I can't find anything 🫠
Yup
They can be removed or deleted at any time, all the tooltips are a separate module
The liquids are a bit bright, they almost glow in the shadows with my setup. the values could be tweaked a bit darker in the nifs maybe
Feels like yet another Morrowind Remaster 
Indescribably good
Do you have PBR?
don't you all find playing Morrowind in 2026 cringe? 🤡
who cares about playing it?
i'm modding it 
Yeah I'm using wareya's
"Tell me that's the game you want to play."
"No time to talk. Busy playing Morrowind."
That might be why, I think it interacts weirdly with PBR but I’ll investigate
Yeah fair enough, I was gna mess with the values but I bricked my setup so I have some surgery to do before I can test it again 😅
I saw some wetness- and bathing-related mods for MSWE and even OG Vanilla. Curious whether SD and Baths of Vvardenfell influenced that.
https://www.nexusmods.com/morrowind/mods/58200?tab=description this one has one great feature. Wetness-specific dialogue.
gives me the vibe of Closed for the Night mod 🧐
"sky-water"
I like it 
the silt strider handlers can be so poetic with their greetings
Yeah not happening. If someone wanted to make a mod for that they could though
Someone could make a mod for dialogue with comments on all of the buffs/debuffs we apply if they wanted even but yeah we’re not writing generic dialogue, the only thing for dialogue atm is the homecooked meals and the upcoming expansion to food service
It could be an interesting idea. being constantly told you look tired might get too real though
There’s a reason why I have -personality on getting tired (grumpy)
Btw, the dubious concoctions mod is what's causing problems with pretty loot and sun's dusk
hm, not the first time this mod is mentioned
Well it causes problems with pretty loot too, not just this mod 
I blame @half summit
because of the name
it's your fault, bro
don't think we didn't notice!
🤡
That's fair, I'm a culpable sort
Rough 😅 I'm pretty sure the last update made changes intended specifically to work with SD
They been struggling to make it work tbf
Yeah not with 1.8, ownlyme left a comment for him
Yeah big changes
But it'll still cause problems with pretty loot regardless, he'd probably need to refactor dubious concoctions entirely
Oof
Btw @rough salmon after all these months I finally figured out that weird thing that happened with your temperature to give you an insane number
Remind me, what's the reason behind adding ~ to certain item names?
So that they'd all show up in the same place in your inventory
🧐
Those are for the vendor though, when they're added to your inventory they lose the ~ and become misc items
Gotcha
it even moves??????
Who do you think we are 
Also, since there have been no bug reports we're gonna go ahead and upload today
Well, when I finish up the mod description
Nexus "markdown" has hands
Ok, gitlab is up to date, wiki is up to date, and mod page is up to date
Big facelift for sun's dusk
Changelog v1.8
Features
In addition to everything [above](#1427867749870473287 message) ...
- Eating food directly from plates and bowls in the world won't add foodware to your inventory
- Drinking directly from cups won't add containers to your inventory
- Some roots are now choppable for woodcutting
HUGE update to the wiki, gitlab, and nexus page!!!
Now the poster child of this mod
since you updated the version on the Nexus, now people will post bug reports for sure

Btw @rough salmon if you were curious https://gitlab.com/lhya/sunsdusk/-/wikis/troubleshooting#help-my-temperature-is-200000000000000000000000000




I took this directly from the wiki. Was sth changed about this Fatigue effect in this version? If it's Drain Fatigue effect as before then it probably still only changes current Fatigue and is regenerated back to full very quickly. No real effect.
from experience in intense self-training, I doubled the numbers on all the "needs", I was getting hungry, thirsty, tired, and dirty way too often
Oh, I didn't know that it's possible to gather wood with darts or hands 😅 . I've always been using axes for that 😄
Wait, does punching trees with fists grant h2h xp?

Can my nord guy just train that way inbetween his merc tasks?
heck yea
Punching bags galore!
btw reading the wiki made me wonder whether it's even possible to die due to sleep deprivation IRL
seems to me that at some point you would simply pass out, anyway
"stealing" sleep that way
Question: Is my cooking skill only displayed in the skill menu if it's above 0? I have skill framework and the bardcraft one shows up even when it's 0
How are you getting a cooking skill of 0? The console command?
Idk if it’s 0 it’s just not showing up but I think I’m stupid
I had SD way above skill framework in my LO
That would be why then haha
Idk why but in my customizations file I had suns dusk completely separate from everything else
Doesn't seem to be the case :(
Respect for the Redguard soundtrack
that's the perfect fist training montage music
🧐
You have to cut down the trees xD
I think he nerfed skill xp gain if you prevent trees from despawning 🧐
:(
He really didn’t want people to use that setting haha
And I don't want to deforest the whole continent 
But the grahtwood trees are calling 
I would enable it only when the trees will start to regrow
Yeah I think I might end up doing something with that
Planting would be cool
Especially now that we’re getting a campsite, I’ve got big plans for that smirk 😏
Also a small nitpick: currently on Cooking skill up, message says Cooking leveled up by 1 or something along the lines, which doesn't match the vanilla Your Cooking skill increased to 25. messages
Yeah I’m gonna switch the message boxes for cooking up a bit to be more like Bardcraft’s with tiers and whatnot
But now that this mod is in a good place we’re gonna focus on crafting framework and skills next, other things will come with time and when we feel like refactoring stuff
Sounds good to me. I really feel like the crafting system (in terms of balancing and progression) could use some love
Ownlyme is going hard with the crafting API and I need to do a few things with timehud and a new mod’ll go alongside crafting
What new mod?
*which one xd
Yeah it needs some TLC for sure, the API is nice though and we have lots of examples for people to create recipes
I’ll probably create a library of every item in the game, TD and OAAB for people to use too
timehud was so successful they released timehud 2?
Because for some reason all of my mods need to use the calendar API
calendar API got hands
Nah, Time Flies but for openmw
Using the calendar API in a way that doesn’t absolutely fuck any mod that uses getGameTime()
(impossible challenge)
Nah I think I’ll be alright
Though will it be useful if we already use unpaused menus?
Yeah I want to see what Time Flies does about that since it has specific interop with their unpaused menus
But for openmw all changes to time have to be done with timescale changes or simulation time changes
So that’ll be the difference, but I haven’t looked at the code for theirs
i really like that idea, we should do it
not sure what to do about insomniac then
and the roguelite challenge which doesnt allow resting
Maybe just skip day or two of ingame time
there was some talk in the wiki about dying from sleep deprivation in the future. No timeframe. It seems that "death by sleep" is not that realistic because you would simply pass out at some point and that's it.
sleep deprivation can fuck you in many ways
but you don't directly die from this
It would be for consistency similarly to the other needs
No
I'm sure it can be balanced with some basic customisation
Also no
maybe theres a chance that ppl will steal your shit and it shows up on nearby npcs
of course it can
Out of scope
I think sth like this was once discussed in dumb ideas thread
There are already an abundance of mods that attach scripts to nearby actors
