#Sun's Dusk: Needs & Survival
1 messages ¡ Page 19 of 1
Hey @warm saddle , are there still known issues with some of my mods?
#1427867749870473287 message
So I just had an instance where my Luck went down to 0 for no reason after travelling via Silt Strider. I'm wondering if this is just shenanigans or a load order issue
In addition, I feel I couldn't reproduce it cleanly enough to mention but I had an instance where I was in a shop about to make some deals and Abilities are Modifiers went nuts 3 or 4 times telling me my luck was suddenly ~-500
this doesn't sound like a bug btw. It's how BMS works under the hood. Everything is (or should be) restored to normal after bartering/dialogue exit.
I'm aware, but it wouldn't be restored after the fact. Perhaps an incompatability with Sun's Dusk also buffing Luck, hence why I mentioned it
You got a permament Luck "debuff" after bartering? Now that's weird. I've been playing with SD and BMS for sth like... 600-800 hours now? Never had such a bug 
maybe you just didnt notice [WIP]
Just what people have reported, that stats have a negative modifier and are drained over time despite having no drain spell effect, stats being wonky after training (especially luck), idk what else but it's been ongoing in the momw channel and it's mentioned in troubleshooting every now and then
That mod ^ shows changes to attributes and skills onFrame which might be useful
Yes BMS alters some player and merchant's stats to reach the expected trading difficulty. It's intentional, but fi you have a mod that shows stat changes, it will be weird to notice such changes
Stats are supposed to be restored after the dialogue, and stats changes (e.g. modifiers from your mod) are supposed to be acknowledged by BMS
It would help to have a proper reproduction scenario
Mass training seems to cause the most problems but people have been getting these in several different ways
My guess is that decay/growth formulas don't play nice with calendar/time globals being directly written to which causes the openmw calendar to recalculate itself, and the calendar is probably not being reconciled at midnight which is most apparent during training since it is the most time consuming, but that's just a guess and ppl have reported different instances of having positive/negative modifiers that don't seem to add up
Decay/growth do not alter stats modifiers
Only BMS does that, and we could have things like race conditions between mods adding/restoring modifiers
Oh I don't do anything with abilities and the travel UI mode, there might be a race condition with resting and waking but that seems to be independent of load order
Also keep in mind that everything I've said happens regardless of whether this mod is installed or not
Yeah but maybe your mod adds debuffs after training because the player needs to eat/drink/sleep...?
Nothing that would cause -42 luck
Ah. Nobody reported nothing to my mod threads or in Nexus comments đ
Not your mod alone. But if your mod alters luck, there might be some wrong interactions with BMS also altering luck while trying to integrate external changes to luck
People see red stats and don't know where it comes from and usually post in troubleshooting
I suspect a mod conflict because people like Cybvep or me never got such issues
Not sure since it's not caused by this mod but the pretty stats mod might help troubleshoot
Is this a replacement for AAM or complimentary?
Complimentary, doesnât require AAM or anything
Oh! I see what it does. Neat!
updated. now excludes modifiers from active spells by default
Another quest vessel. Do you think it should be fillable or not? What's the policy on it?
Technically emptying it doesn't break the quest, but it still seems not 100% foolproof
Yeah someone else mentioned a bowl as well on nexus, I can grab a few of them and ones that people report obviously but like ⌠obviously donât want to break quests (even though itâs temporary) but then itâs like, you know, you have a perfectly good cup that has no use
I feel like Fasting should have its own icon (same as other habits) or at least replace the Hunger Icon with something else đ¤
Yeah itâs supposed to I just havenât gotten around to it yet 
Good stuff btw. Interesting to see how frequently my stats actually change
(I'm actually surprised how frequent it has gotten)
In a good way!
In a good way!
Added Stat Menu and Crafting Framework at your suggestion Hyacinth
You have polluted my modlist further

Polluting by adding basic functions xd
Sun's Dusk goes well with CF btw
lol just teasing
It's just funny that my modlist keeps growing
such is the nature of modding...
Yeah, I see that now. I kind of overlooked it before
Definitely see the utility now
One thing I love from mods is forcing me to engage with things in the game that I normally wouldn't.
Crafting Framework and SD make various misc items useful.
SD makes you engage with food items, wells, taverns, bottles, cups, etc.
I like house mods that don't come pre-decorated so I'm forced to buy clutter items like plates and candles and stuff
That sort of thing
After doing a full New Vegas playthrough with survival mode and mods to enhance it, I don't think I can ever go back lol
Absolutely. Does wonders for the immersion too.
NV survival mode isnt even that intense but just having to think about eating, sleeping, and hydration outside of just needing to heal made the game a lot more engaging and immersive
One issue I had in my first playthrough a few years ago was that, around the mid-game, the world began to feel very static. Because I was mostly unkillable, could fly everywhere, do anything--which was fun itself, but also ungrounded the world and meant most of it was essentially set dressing.
Mods like Sun's Dusk ameliorate that greatly
Then just difficulty and progression mods (Mym's suite) of course
I havent had a chance to do a full playthrough with SD yet because I'm stupid and can't stop fucking with my modlist but just from past experiences, survival mods tend to keep the gameplay from getting too static.
No matter how powerful you get, you need to eat and sleep
SD also has roleplay choices like fasting and the green pact which are entirely optional
So powerful most enemies couldn't do anything, and it barely felt like an active volcano
I haven't gotten there, but with SD, shit's scary
Oh yeah
and something like Beware the Sixth House
Just don't resize stats menu too aggressively :P
I feel like I glaze this mod too much in here but legitimately survival mods are a must for Bethesda games for me and SD is one of the best I've seen
...what will happen if I do
The only one I don't bother with is Oblivion, because I can barely take that game seriously tbh lol
Lmao same
Also, disregarding the above, as I've seem to have figured it out.
Anyone got any ideas? First thought I've screwed something up, but this is now with only Stats Window enabled on a fresh character, and just timehud also in the modlist . Lua ops got into tens of millions on api.lua on resizing the stats window, with not much effort at all
That's honestly the only bethesda game that I play with a light modlist
lmao I see
It's not even out of nostalgia or anything. Like you said, I just don't really take that game seriously
Needs gentle touch
Same here. I barely feel like I can RP
So is the issue resizing too quickly, or resizing at all?
is it literally just you have to be delicate
Depends on how many threads your rig can run
oh god I don't know
too quickly
my rig is half-ass
it doesn't come through well in the recording, but I was shaking that mouse all over the place
But yeah in general resizing a window with thousands of elements is hard on performance
as an extreme example
I find it really hard to RP in that one. There are very few RP mechanics, most environments feel the same, and the world feels very static and samey
Yeah same
like what would be the point of temperature mechanics when the biggest temperature difference is like, temperate forest to sub-Skyrim temps
Idk what it is but everything about that game feels especially janky and it shines through even when I mod the hell out of it
I like playing rogues in that game because at least killing and stealing is fun
||I still love oblivion and vastly prefer it to skyrim, as evidenced by while 1 minute of playtime i have in skyrim that was caused by launching enderal||
Damn
At any rate, it's just so obvious that the game was built around fast travel, which kind of neuters any survival mechanics.
I mean, Leyawin and Bravil are florida-lousiana humid and hot, Anvil is tropical, but it doesn't come through really
Morrowind is my fav but I like Oblivion and Skyrim about the same but for different reasons
I prefer Oblivion too, mainly because it feels like more of an RPG to me, despite everything
That's the thing. I always feel like the game is gaslighting me about these things
If they actually felt that way, it'd be great
That's one thing that always annoys me is when people say "just don't use the fast travel" but the game is really built around it so not using it is tedious
MW is exotic and I prefer that but I don't need that--I could work with more standard terrain if they varied it. but they don't
On First install Sun's Dusk tried to gaslight me into Anvil being Arctic
Or had more interesting encounters
For sure. It's just not meant for it
hell, in vanilla you can just fast travel to all major towns
and what's there to see in between towns? randomly generated dungeons
who gives a shit
Also, Morrowind has fast travel. It's just not as simple as the later games
I much prefer a diagetic fast travel system
I remember going to do that quest for the Dark Brotherhood where you have to go to a "swamp" called Bogwater, southeast of Leyawiin. I go there, and it's just a hill near the coast, looks like everywhere else
what fucking swamp????
Morrowind has enough fast travel, and even without mods late game with 2 interventions, propylons etc it feels like anything is a hop and a skip away
Plus there's enough shit in the wilderness to make it fun to walk around
Dungeons, quests, etc
Yeah, saying it doesn't have fast travel would be wrong. As Anthony said, it's just diagetic, more complicated.
and ultimately I like that travel options are part of the progression
it's a more tangible feeling of developing mastery
It might be nostalgic but I much prefer that
I definitely do too
It actually kinda pisses me off that Skyrim has carriages but there's literally no reason to engage with them after a certain point
What sucks is, they could totally do this in games like Skyrim too
yeah exactly, I was just about to mention that
Last time I played NV, I used fast travel a ton but I had a mod installed that makes it so it consumes resources each time
I think I also had one that made it so there's a chance if it being interrupted
Mm, that's cool
Unfortunately I think these simulationist elements are unpopular on the greater market level
Most people want these games to be brain-off, which survival mechanics are very much not conducive to
I remember that Sseth review about Starfield, where he made a joke about Bethesda's primary demographic being dads who can play an hour a week or something
What's weird is that they used to be
TBF there's nothing wrong with less intensive games, but I feel like they're counterproductive to bethesda games
Bethesda got where they are because Daggerfall and Morrowind were gigantic hits
Maybe console-ization had a hand in it
I guess the gamer demographic back then was mostly the type of person who would also play DnD though. Now its basically everybody
and the effects of full VA can't be understated
That too
Nerds played Daggerfall; everyone plays Skyrim
I still gotta get into daggerfall
I think my perfect system would be something in between. Kinda like Morrowind with those Django voice mods where there's a bunch of voiced idle lines, a handful of quest specific ones, but otherwise everything else is text based. But I'd also want the text dialogue to be a bit less generic between NPCs
Exactly
Agreed. Fortunately, AA CRPGs are kind of carrying on that tradition
And hopefully BG3 showed that big budget games can be complicated as well
Like I feel like the local book store owner and some random dude on the street shouldn't have the same response when you ask about the town as a whole.
I had the most mind numbing conversaion about BG3 when that came won GOTY. I was in a group of guys and they were like like "How did that win? Who the even plays that? I've never heard of it"

It won like every fuckin award
and everyone played it
It's really remarkable that it caught both hardcore nerds and casual players
Remarkably accessible in that regard
To shareholders who run 90% of AAA sector? lmfao 
Yeah, perhaps I'm a bit of a hopeless romantic...
Still, it does set an interesting precedent
Thatâs why I just play Morrowind lmao
byup
ignore gaming industry, play morrowind
mod morrowind because people are still developing mw lmao
Iâve been able to come back to it unmodded multiple times since I was a kid and mods just make it even more replyabale
Morrowind is not meant to be played
Exactly lol
Yeah Iâm aware. Donât encourage me
ikr
Boot up your vscode
I always have this feeling of needing it to be "authentic" when really all that matters is if I like my setup
Iâve been meaning to get into Lua
and MW is a clusterfuck by default so it's kind of just something to build on anyway
I just havenât had time to fuck around with it and learn it
I have tentative plans to make a class expansion mod, just to add some predefined classes. Get my feet wet
total newbie btw
Yeah thatâs the interesting thing about morrowind to me is that the base game is already engaging enough for me to come back to it but it also feels like a blank slate for modding
It feels like it specifically because it has mods to pick from
Well like, I've mentioned Mym's mods before: Natural Character Growth, for example, radically changes the way character growth works. But, it's very authentic in its own way, and is almost certainly an improvement
but it's also a change
I feel like people donât appreciate enough how the text dialogue system make mods way more seamless with the base game
that's always my debacle
Especially quest mods but even something like Suns Dusk where you can order a meal
I've barely touched TR lol
I have a lot of game to get through
I always get stuck on character creation though
My last âfullâ playthrough I had TR installed and legitimately never went there lmao
I tried at once point using console to play a Dunmer like an Altmer, but it ended up feeling off to me; with Races Respected, Dunmer have a magicka pool equivalent to the breton, with worse skills for magic but all that does is really elongate the progression
but then I end up thinking, what if I just did altmer. But I don't really like altmer
I know this is all stupid but that's where my mind goes
lmao me too
Actually thatâs a lie. I went once for the hortator quests
My friend who's totally new to the game used a Scroll of Icarian Flight and just took off towards the mainland
ended up questing around there
Lmao
I like mah Reincarnate
While it does buff weaker races instead of nerfing powerful ones, I have way too many mods to balance it out. At the end of the day it makes me actually consider all races when creating character and this is what matters the most 
I remember looking at this, but I wasn't sure if it worked with OpenMW. Does it?
100% does
hmm, interesting...
Its compimentary birthsigns mod too
I was just about to ask about that
Thanks for bringing this to my attention, I'll take a look
Races Respected is pretty good but it has a few things that irk me
Shrinking imperials is the strangest one lmao. They're smaller now
While I like the Height and Weight, it's definitely a strange thing to do in a rebalance
Though I have to say this specific mod makes orcs REALLY ugly
I was just looking at this one actually
It seemed like it wouldn't be compatible with any race overhaul that isn't explicitly patched for it
(it makes this mod even more authentic lmao)

Yeah, Reincarnate appears to work
but I was working with the assumption that I'd keep using Races Respected
Another question: do you know if Reincarnate works with Skill Evolution/NCG? Mym mentioned that he has to patch race overhauls for those mods deliberately
idk, I didn't have any issues with that
But you use them together?
gotcha
I mean, if you've played and haven't noticed anything, it's probably fine
I could also just ask Mym but I've pestered him enough in the past lol
Wonderful, thanks for checking for me
Can bathing buffs be disabled? Like with the other needs? I cant find the setting
I want just debuffs
Nah I havenât made that setting yet but you can turn on the wetness debuffs and enable some of the other settings if you want to make it more difficult
I told them they can download the early versions of BoV but also like you and me both, random nexus user 
BoV is onlt mainland though, right?
No itâs only Vvardenfell
That's what I was thinking
and said the opposite
Yeah At least I haven't found an addon, or any baths on the Mainland (except the bathhouse in Anvil)
which is just from Cyr_main
Yeah someone added wells to the mainland but adding bathhouses to places would be much more involved
Vvardenfell feels like the mainland since itâs vanilla
TR makes Vvardenfell look like a mod 
I think Dubious said he plans to eventually but wants to lock down the Mainland ones first right?
honestly, yeah
Not sure but yeah mainland bathhouses would be a huge undertaking
Thatâs why I need BCOM alongside TR lmao
I just use multimark đ
did you just do the same thing I did?
Even then some of the cities feel half assed đ
RP can only do so much haha
lmo
Which one do you use? I was using the one on the modlists but ownlymeâs seemed better
I've been caryying a basin with me, and using it in taverns and near clear bodies of water
Ownlymeâs since I helped with it haha
pretending it's empty while I carry it
I donât mean RPâs work feels half assed
Everything he does makes it like 10x better
For sure haha
Like you said though, thereâs only so much he can do lol
One thing I realized is how insane vanilla Vivec is compared to the rest of the base game
For sure
Like no city in the game even comes close in scale.
I use daisy's multimark, it replaces the spell effects though, so may have conflicts. Doesn't on my 150+ list though
I know thatâs the point to an extent but itâs like, comically huge
Yeah you need patches for it which the momw modpacks include
Ownlymeâs uses the vanilla effects and doesnât need patches for TR (to my knowledge)
Better UI too 
I may replace it, but I kinda like daisy interface better - it's more vanilla-y
It also lets you delete saved locations without overwriting them
flat doesn't mean better :P
(Hyacinth worked on that mod)
Being able to click and drag = better
And highlight typed text and change icons
Usability is the main thing for me
I can go on xd
Iâm assuming you use Pure Lua Multimark then lol
You can even see a preview of the UI in the settings while you tweak them
Think it was the first UI mod which Iâve seen for that đ§ the rest of our UI mods came after that
No, honestly it's great. I just have opinions about looks
(my profile status is there for a reason)
Thatâs fair. I also try to keep stuff fairly vanilla looking but I always prioritize functionality
Todd.exe doesnât have click cancellation and highlighting scroll bars and a few other things that ownlyme includes in all his UIs
Having 3 different colours for highlighting + clicking 
Same goes for the cooking UI and CF, most of his mods tbf
Is the UI changing for CF,
A little bit, search bar, filtering, collapsing sections
The button to pull it up might also change but thatâs mostly up to modders if they want to call it with a button
Is it currently readjustable?
The placement is a little weird since it overlaps with the vanilla window but that might just be how I have my UI set up
Of course haha
How do I move it?
The settings ?
Iâm not sure if thereâs a click + drag heading on that one since itâs a beast but there are settings for adjusting the size and whatnot
Ah see I was looking for a click and drag thing
Iâll mess around with it later lmao
Sure haha
Setting the standards I see 
Click and drag is just 
Itâs so convenient
Thereâs a bunch of mods where I spent all this time messing with the coordinates to get the ui to line up where I want it
Yeah I think I might have a solution for that but weâll see
I don't see a way to reposition the button
I wasnt crazy!
Btw, if anyone wants to see when their stats are being changed by another mod feel free to check out https://www.nexusmods.com/morrowind/mods/58304
Some updates in the works for this mod and a few others, should be ready later tonight or tomorrow
I was going to report that waiting in the rain, somehow dries me. Though assuming that not much can be done about that. Something similar going on here?
Depends on if youâre standing under shelter or not
Am not
Itâs very precise so if youâre like right under a tree then yeah youâll dry off
was just in the streets of old ebonheart. The wide one where the mage's guild are
more or less in the center of it
I can't say with 100% certainty that there wasn't anything above me though, so disregard for now
Was your wetness bar pulsating?
nah, just went to 0 from ~50% or so
If your wetness bar was pulsating, it means youâre actively getting wet
So if itâs not pulsating, that means youâre drying off
Ah, that's what you mean. I honestly don't remember what it was like before I clicked "wait". But before and after the wait there was rain, after I started getting wet again. But during the wait - it just sharnk to almost 0 without pulsating
I'll need to explore it further next rain, unless you track weather while wait time is passing - it felt a bit idiosyncratic, to start the wait in the rain, end it in the rain and end up dry
Probably user error tho, if it's accounted for

You guys are wizards
Changelog v1.8.3
Features
Liquids
- Open vessels (bottles, cups, tankards, etc.) that are placed or found underwater are now automatically filled with the correct water type for their location
- This works in both exterior cells and interior cells
- Owner data (faction, rank, recordId) is preserved when a vessel is replaced when filled
- Any existing liquid VFX is cleaned up.
- New
waterTypefunction determines the water type for any cell- Interiors: type comes from cell classification
- Sewers - suspicious water
- Dungeons/Tombs/Mines/Caves - suspicious (unless the
"clean dungeon water"setting is on) - Houses/Temples/Castles/Baths - clean water
- Ice caves - clean water
- Results are cached per cell and the cache is cleared when water settings change.
- Interiors: type comes from cell classification
- A new
G_cellInfoCachetable ing_cellInfo.luastores interior cell info globally soresolveWaterTypecan access it from the global script
Bathing & Cleanliness
- Water type changes dirtiness when the player is submerged
- Water cleans you if you are dirty, filthy, disgusting
- Anything else makes you slightly dirtier
- Weapons take durability damage too
- Damage previously only applied to armor but now also applies to equipped weapons when the player is in weapon stance
- Safety checks now verify that items have health and condition data before applying durability damage preventing errors on items that don't support durability.
- Wetness from bathing has been increased
Insomniac Rework
- Insomniac detection system has been reworked to detect the last 24 hours the player actually slept
- Now first checks if the player has slept more than 3 actual hours in the last 24, preventing false insomniac triggers for players who slept recently
UI
- New staged HUD skin preset "Velothi2 (S)" has been added with its own color configuration
- A new
SunsDusk_setAlphaevent handler allows external control of the HUD's transparency - Faster Left-Shift Updating Setting
- A new settings checkbox "Faster left shift updating" makes the buff-based HUD left-shift update every frame instead of on the sluggish scheduler. Comes with a performance warning in the description.
New Events
- SunsDusk_finishedBath is fired when the player bathes, allowing other mods to react
- SunsDusk_attackedTree isfired after a woodcutting hit, passing the tree progress
Fixes
- Cooking UI properly closes interface
- All statics registered for baths now actually work (previously used shower instead of bath)
- New
isValidBBox(bbox)function checks for NaN values, near-zero sizes, and extremely large sizes (>1e6).- Used as a guard for cooking, liquids, and woodcuttingto prevent crashes or incorrect behavior from invalid bounding boxes (lol engine feature)
isChargenFinished()now uses:find("chargen statssheet")instead of iterating all inventory items which is both cleaner and more efficient- Type check to prevent the liquid VFX handler from processing irrelevant object types
Performance Optimizations
- New global caching references are created once in the player script and reused across all modules
- Every player module and supporting scripts have been updated to use cached references instead of calling
types.Actor.stats.dynamic.health(self)etc. on every access. - Widespread refactor touching nearly every lua file reduces per-frame overhead
- Interior cell info is now cached to avoid redundant classification work
people want showers to dry them off? Oo
Great new update and thank you!đ
Are you upset by the fact that if Time Flies is installed, you arenât wet when you finish bathing?
7
13
3
You two canât agree on this? lol
559827884382879762
36vehks
Immersive Immersion
love to see it
Good I love updates
Probably a question for general chat but with the abundance of mods that essentially add what seems like base features of the morrowind engine, lua physics, ammo count, quest and magic menu rework, how likely would it be that these mods would be add to openmws settings page?
I'm paraphrasing, but Capo said that if anything can be made as a mod, it should be made as a mod
They would've already ditched the Weapon Sheathing and Graphic herbalism from the launcher if they could
Ok ok understandable
Those are the two I would have said as examples to the contrary. I love that OpenMW comes with those as launcher options.
Iâd disagree with all of those except the option to add ammo count since thatâs QoL without altering the core experience.
Performance Optimizations
Wow. I didn't expect to gain ~10 fps in old ebonheart O_o
Nice!
They are engine side patches for actual mods to work afaik. Clicking the checkboxes in launcher doesn't do anything by itself 
I don't think Anvil's bathhouse counts as one in SD đ¤
And they don't even sell soap there đ
Should be considered one 0.o has âbathhouseâ in the cell name lol
But in general bathhouses are hardcoded since theyâre all added by mods so the TR team will be the ones registering it
Why didn't I get any buffs then? đ¤
Thatâs TR lol
Bathhouses don't give any buffs by themselves when you wash there?
Correct
bummer
Unless theyâre categorised as great house which dubious has done
Maybe you could add some kind of falloff at least? I don't think TR people add any integrations like that 
Nah haha most everything related to bathing is hardcoded so if someone wants something, theyâll have to add it themselves
That said, any place with Bathhouse in the cell name should give you unlimited soap and towels and allow you to bathe if youâre wet
Okay, that's something
But yeah dubious has all of the bathhouses âhardcodedâ for the special buffs
I think trav said heâd pick up the torch for TR interop because yeah Iâm not familiar with all of the cells that should be considered bathhouses
In general Iâm conservative with things I classify for bathing since the bathing UI locks the camera and bathhouses can bring up a ton of tooltips
I think it's still some sort of procedural pick up. I did get a "Hlaalu bath invegorates you" in random houses when using the wash basin
Yeah I thought I fixed that, youâre not supposed to but eh idc enough xD
looks cold too..
Anvil is tropical af, so that sort of makes sense
Utility Spell idea: Conjure Vibe
manifest the atmosphere of your chosen Great House
nah, they state in the dialogue that those baths are really warm\
One of the swimmers, right? The sailor that went on a bender?
He just says that water is warm compared to the open ocean
no, the bathhouse worker
ocean is pretty warm in the tropics, no?
which trades yet doesn't sell any soap!!!!
I guess, something to poke PT writers about
Not in the open sea, not really
could make a patch đ¤
Like, vibe wise - Anvil bathouse passes. It's warm, but probably less warm than outside, thick stone walls again make for a cooler building. Water probably doesn't even need to be heated to feel pleasant
fair enough
I don't remember what climate SD assigns there. But it's supposed to be tropical
Yeah itâs tropical
Todd could never
mhm
40 fuckin 7 celsius
I might be boiling alive at this point 
Is something wrong here ?
nah
What am I missing? Have foodware and water, interface sees it.
But ignores all of ingredients I have on me. Just eggs and yams and some random stuff, but should at least show up, no?
Do worry, it's not a dry heat :D
Well duh, that's what happens when yiu search for a lotus flower in a swamp
Swamp worse than a bitter coast
error messages in the log?
No
can you send us your log and maybe your save?
just a bunch, of what I assume was debug logging.
Ugh- I've restarted the game between then and now and it's fine now ...
I had a bunch of 0.something 5.something floats
which I assumed was debug stuff
from sd_p
but no errors
hmm no idea
[23:05:16.230 I] L@0x1[scripts/sunsdusk/sd_p.lua]: 0.99185267943704
[23:05:16.231 I] L@0x1[scripts/sunsdusk/sd_p.lua]: 5
like this -
Anyway, if it happens again I'll grab the full log
That was my assumption
Speaking of, while I've got your attention, and just to doublecheck - you're ownlyme on nexus, right?
Cause I may need advice on "better elemental shields". Cause that one does spam quite a bit
[23:06:58.099 E] L0x1a0000f0[scripts/better elemental shields/actor.lua] callTimer failed: Script doesn't exist
[23:06:58.099 E] L0x1a0000ef[scripts/better elemental shields/actor.lua] callTimer failed: Script doesn't exist
Happens on cell change. actor.lua definitely does exist though. No worrie if you don't support it anymore
Try turning on arcane cooking in the settings and see if your ingredients show up
Or did resetting fix it ?
Restart helped, no idea why, yeah
not even reloadlua, I've restarted the full game for a separate reason
No clue 
I'll grab the log and the save if it happens again
Iâve seen that happen if the database isnât read correctly
Bro what? I thought it was MEANT to be used with those mods.
Is it a hard incompatibility or just a minor thing?
Absolutely not meant to be used lmfao although obviously they are popular, neither of us use any of those mods and only have them against our will for testing
Oh sorry, for some reason I thought there was no problem using them all together
I wrote a detailed comment about it on nexus, your game won't crash or anything but I've been getting bug reports for attribute/skill modifiers caused by those mods for weeks (if not longer) which are completely unrelated to this mod and you can see that if you have https://www.nexusmods.com/morrowind/mods/58304
Mym has been working on solutions I think since this mod isn't the only one it would have problems with but yeah I am/was tired of the bug reports so I slapped that in there
I see. Are there any "alternate" leveling or skills mods that are more compatible with SD?
https://www.nexusmods.com/morrowind/mods/57062 and https://www.nexusmods.com/morrowind/mods/54953 are the ones I use and recommend
I love the improve leveling mod of ownlyme
I also highly recommend https://www.nexusmods.com/morrowind/mods/57295 but that can be used regardless of the leveling mod you use
I gotta say it's a damn shame you don't like those. I'll probably still use both ncg and se at my own risk :P
Are all of ownlymeâs mods compatible with SD,
And is HBFS compatible?
Feel free to let us know xD
Just looked through the mod description and everything looks ok, I haven't received any bug reports either but I remember someone asking about other armor and weapons having durability dmg on them in water but it was just HBFS
I love improve vanilla leveling. Used it a while ago for a long playthrough. But doesn't it make things easier? Since you can accumulate stats? But well I guess you can compensate by making things harder with other mods
Oh interesting. So HBFS also does that?
That's all HBFS, this mod only changes durability for the player's equipped armor and weapons when swimming
Can I use slow leveling speed with these two? Sorry for the questions not pertaining to SD
thats why i cap my attributes per level at 4
Yeah you can adjust xp rates and whatnot, the Improved Vanilla Leveling just makes vanilla leveling not terrible
got a bunch of balancing tweaks in my game, primarily focussed on using price balance
Oh great idea
Is this like a replacement for better merchant skills?
I wouldn't say so, these are just GMSTs
Ohhh
Alright I just swapped out those mym mods for these by ownlyme. Are there any others you recommend?
mainly mods to stop yourself from exploiting the game
fortify nerf: https://www.nexusmods.com/morrowind/mods/56524
mercantile exploit fix: https://www.nexusmods.com/morrowind/mods/57047
I will add these as well đŤĄ
Do you know if either of these are redundant with the Expanded Vanilla list?
https://modding-openmw.com/lists/expanded-vanilla/
bad self control as me, i see xD
My modlist is insane rn
But Sun's Dusk is a priority lol
thats a lot to look through.. idk sry
99% sure all of these are fine
unless they directly modify your characters stats in a RECKLESS way
Oh I didn't expect you to look through it. I was just wondering if you knew any
I think it was just SE and NCG
Skill Evolution
oh yeah i think that too
gotta ask mym if he carefully adds attributes and makes sure he subtracts exactly the same amount of attributes later
afaik his mods rather force a certain value and dont take into account other mods (mods, not modifiers)
imo thats the only way we all can coexist.
Idk I just saw that SD is explicitly not compatible lol
Makes sense
@warm saddle Do you have a magicka regen mod you recommend?
I like imperial magicka regen but mymâs new one looks ok too, not sure what the differences are though
100% mwscript, applied as time passes
pretty primitive though
from
https://www.nexusmods.com/morrowind/mods/49040?tab=description
probably edited
I was honestly surprised you hadn't made one but apparently you have lol
Oh nvm lol
im currently using imperial magicka regen
I'm surprised ive never heard of this
a bit flirting with mym's magicka regen mod because i like being incinerated by enemy mages too
Be sure to grab Time Flies too https://www.nexusmods.com/morrowind/mods/58252
I installed this immediately lmao
Like as soon as it released
Sun's Dusk is like the number one priority in my modlist but I'm also using like all of your mods and ownlyme's mods because you guys update them frequently and focus on performance and keeping them fairly lightweight and compatible.
I've seen some Lua mods that technically work and have really cool ideas but the implementation leaves a lot to be desired
Appreciate it :) and we have more coming
I'm very excited for your religion mod
Yeah ... working on a few of those because there are some cool ideas but some mods are just unusable without clicking and dragging 
Click and Drag is a godsend lol
Any hints at what those are? đ I saw your comment on the horizontal compass mod about modifying the healthbar version lol
Yeah basically lol
The successor to SME I've needed lmao
Eventually that's what I'm going for, this is mostly to hold me over til then haha
Most importantly it uses the same raycast that sun's dusk uses so there should be no performance cost
It's in a rough state atm but everything seems to be working, this is like a prototype for what I'm working towards though
reading skill books increasing your exp rate instead of just giving you a level
I like that a lot
project zomboid enjoyer? đ
Nah I just like that idea better than the vanilla behavior lol
I forgot there's a CF update coming soon too damn
yeah no
been working on that 3 months now, maybe it will never come out
anyone wanna gift me https://www.gamedevmarket.net/asset/aar-crafting-survival-sfx ?
kinda stuck on making sound definitions right now
Damnit, the temptation, Iv been battling those compulsions for a while now...
You have to because apparently mym's mods arent compatible with SD
It works its just a bit buggy
Could be ignored
With some convincing and internal struggle
The mod page says not to
I know dude, that's why I was conflicted
Ik im just being annoying lmao
I've been using them all for months
Jolly good 
My .cfg is so unwieldy it always feels like the last Jenga piece coming out when I change something
no idea what to tell you, i know my mods and how invasive they are but im convinced that they should be robust
if ncg and co are as robust, only their author can tell you
though the improved leveling mod is by far the least invasive
fortify fix, fortify nerf and abilities are modifiers are the top invasive ones
Yeah most of your stuff is solid af, especially with recent improvements.
I kind of like the idea of going back to a simpler vanilla style levelling
That's what I was saying. I trust these two to do good work
I love bmso though it's so brutal
Yeah exactly
I've run into several lua mods where the idea was solid but the implementation was rough
Yeah I'm learning how much performance can vary with one line of code chosen poorly
I'm at over 1300 mods and I have better performance now than at 800
What's your secret
Were there any mods you tested and removed because of how badly they impacted performance?
Yes
Lol can't think now but if you ask me about some there's a good chance I've tried it briefly đ
without openmw showing the max frametime per mod theres not much you can do
the ops are a very poor metric
Tamriel Rebuilt
Bloodmoon
"Removed bloodmoon."
"Why?"
"I don't like it"
Nah just joking, but it does cause some problems tbf
It does?
Tbh I have no idea what this means and I see it all the time
I know that cleaning the plugins removes them
Yeah it's basically just crud that can gum up the works
I just googled it and it makes a lot more sense now
Any chance you could send your settings.cfg? I'm curious. I basically just turned everything as low as possible
Yeah sure, it's a bit of a Frankenstein now too, I have a lot of tweaks to it gathered over time,
Hey if it works it works lol. Thank you!
Actual question: Dynamic Sounds?
probably my biggest question
I wanted to keep it but something about my framerate settings made it not trigger and it seemed like it was affecting my performance in general
I canât say for sure
But like when Iâd boot the game up the sounds wouldnât play. Iâd have to load a save for it to start working
yeah it definitly has some problems, it works well for me for the most part but get big lag spikes on cell change and some other weirdness. its just so atmospheric though. its a hard mod to recommend
I have it replaced with the Interior Weather mod
That was my favorite part of Dynamic sounds anyway
The other stuff was nice too tho
I also noticed the lag spikes on cell change and I read somewhere that dynamic sounds causes it
yeah i think because its sweeping the cell and placing approptraite sound markers
Yeah
i think the benefits are pretty minor in the scale of things. all things considered i probably wouldnt recomend it unless you were going for a small setup
Yeah exactly
The reason I downloaded it in the first place was for the interior weather sounds and everything else was a bonus but Kirelâs does that fine
Hmm yeah I still don't know if I'll remove it though, a rich soundfield is soook important to me
Yeah I go back and forth on adding it back
There was a weird bug where it would detect my framerate as infinite and then just not work
Even though I had it capped at 72
Four staples of incompatibility đ
From what I've read it looks like Mym is working on making them compatible with SD?
seems to, yeah
Random idea: drinking habits - alcoholic and teaholic 
One makes you closer to the realm of Unc Sheo and opens the third eye - boosts Illusion, Mysticism, Alteration and Alchemy (or something in that vein of having your mind altered) and makes you less accurate overall (to not screw up heavy drinking nord barbarians). Alternatively it can make you either more glass cannon-y or opposite - less accurate, but more tanky. There are a lot of options
Second energizes you (tea is known to contain some both caffeine and calming effects based on it's type) and may be more suitable to stealth specialization or warriors - fatigue, endurance, agility, thievery or combat boosts
Itâs not just this mod theyâre not compatible with I think Iâm just one of the first mod authors thatâs just straight up said it haha
Yeah Iâll be going for the tea one when I make the barista module, alcohol and skooma addiction Iâve left to devilish (although I donât use mods) but I might since those are probably the most compatible with SD and it could be fun doing interop
DD removed any debuffs from his alcohol mod and made it purely cosmetic 
Yup haha thatâs why Iâm saying that
Plus knowing his approach to the Devilish Needs, I don't believe he'd add mod buffs AND debuffs to that mod
This mod already has APIs for tracking consuming habits and several other things so it would probably be easier for me than him
Yeah the addiction mechanics was brutal, Iâd maybe add settings for it
Now that I know how to add settings to other mods from within a mod đ§
i like how brutal it is, being addicted to skooma was an experience with that shader haha, it really makes you cautious about partaking
you can what?!
Yeah you can add settings to another lua mod from within a lua mod
Ownlyme did it with one of his mods so now I know how to
thats wild
Well I wanted a way to do this with Time Flies haha, something like that would probably be a setting better off in his but yeah
I have my fingers crossed that they'll all be compatible by the time I pick up my playthrough again. Not played since SD 1.6.2
All good haha, yeah there have been a few good updates since then (and more to come), like you can run them at the same time just I canât help you with any bugs related to your attributes getting fucked
they are not super incompatible per se
you'd be likely fine if you disable NCG/SE time passing features and replace them with Time Flies
at least I didn't have any issues since then
Time Flies is one of the bug fixes for NCG/SE
Thatâs why I made it đ
I think Abilities are Modifiers helps too but idk, I didnât do a lot of testing with additional mods
maybe, but AEM tricks SE into thinking that the skills got decayed and it gives you unreasonably high xp gain boost
can you please elaborate?
Lmfao
- obviously buggy display of all those things
time passing for doing stuff, but in non-engine breaking way
Those mods fuck with the engineâs calendar, I talk about it here https://gitlab.com/lhya/sunsdusk/-/wikis/troubleshooting#help-my-temperature-is-200000000000000000000000000
You can see it in action with mass training and also when you see timehud going berserk for a minute
Thatâs timehud trying to fix itself, the timer is just set to a minute for performance reasons
No, I did see it. Specifically when I first tested original Date and Holidays by first spending a year waiting in Arrille's tradehouse, and then spending a few months training
I told mym to take my code from Time Flies, that will certainly help but Iâm not sure if it will fix the problems entirely and I think heâd have to limit a few things like the training time
For complete control of training time youâd have to edit the GMST to 0 and then replace it with your own formulas for calculating training time which obviously makes it incompatible with any mod looking at that
Maybe there are ways for more compatibility in regards to that but I simply opted for adding additional time to the 2 hours
I mean - having it be base, and just using different scale for anything you add is a safe approach
Kinda a skill issue (literally since youâd be using the skill API lol) since other mods should be looking for skill diffs with training but yeah
Yeah thatâs what I do
But anyway I guess I could add that to the mod descriptions but itâs just easier to say theyâre not compatible though idfk if there are other problems
And after receiving dozens of bug reports for this mod for over a month Iâm not particularly in the mood đ
Itâs also why ownlyme made pretty stats, so ppl can see when lua mods change their stats
Reading through this - this tracks with what I saw when I tried to base current age calculation on gameTime. at one point it jumped from 427-01-01 to 427-08-15 and then backwards by a few months. Why I ended up with decimal dates too
Thatâs also why this mod uses abilities and spells instead of changing stats with lua (which would eliminate the need for an esp), for maximum transparency and just accountability so people can actually see their stats on their spell effects and not just from our tooltips
Yeah basically
Itâs not even really a bug with the calendar, itâs just how the calendar works
What's nice about morrowind calendar though, it's that it doesn't have exceptions real-life one does. So doing stupid shit that would never fly when rolling your own datetime irl - works :D
Yeah I think abotâs boats is a victim of the openmw calendar, Iâm not sure about immersive travel
I think immersive travel is ok since itâs real time, the worst way to make the calendar freak out is to do anything across midnight
Haven't looked at either of those - don't really fit my play-style, or what I want from the game, so couldn't tell you
Which is why Time Flies lets the calendar do its thing at 11:59:59 đ
Yeah theyâre not for everyone, I just like them
I know ashfall has a meditate kind of thing, I might go for doing something like that eventually (not sure if itâs in the scope of this mod yet) but I would take the same approach probably
Except I might try to make my own wait menu for that 
When I used to play mge-xe ashfall was very buggy for me - never could make it work right. Meditate was for restoring magick? or am I misremembering?
WHen I first started modding, I had an idea for the "Yo, wait!" mod. Just hold a button to speed up time. Something like more immersive waiting feature
I donât use it personally and idk if heâs updated it yet đ
isn't that just a cheat thing?
Not really, you can use it for whatever
(not that I really need it anymore)
I just pass time before bed and in the morning by reparing my gear or brewing potions 
Also why Iâm sus about dynamic timescale since I donât think it accounts for whatever the engine does at midnight but I havenât looked at the code for that mod
Gotta keep that Morning Lark buff
Yeah itâs good for combat characters
Night owl is alright if youâre going for a stealth build
But yeah itâs cool to see screenshots of peopleâs sleep habits on the UI
Night owl is tough pill to swallow if you have Nighttime Service Refusal mod 
I have go home, and pondering that mod that prevents service after hours, which means there's jack to do at night unless you're up to no good
So morning lark it is
And go home haha, I use those mods so night owl is kinda out of the question
Yeah itâs a good time for dungeon crawling
I don't trust Go Home not to break shit enough to install it 
Very true haha
It actually is kinda safe
Makes looking for NPCs in TR a nightmare
I know it is not compatible with Dead Mer
I know there are blacklisted and stuff but imo itâs more fun that way
it doesn't affect any NPC that has an mwscript attach
Oh really ?
I didnât know that 0.o
Which can probably be fixed, but I can't be assed
True haha
Iirc it's more like whitelisting, I've looked at it a while back
Gotcha
which is why it is sort of safe, there's a lot of exceptions that say "NPC not safe to touch, don't" in it
too
I think people reported that it was disabling actors and Dead Mer treated that as them being dead
iirc it's "whitelisted cells" and then exceptions per NPC
Oh ok, thatâs fine then idc about more people having their ownership removed lmfao
the disabling thing though yeah - that happens
I hate Morrowindâs ownership with a passion 
When I tackle some more mods for Inventery Extender thatâs one thing Iâll be fucking with
Yup
hell yeah
And more of a Skyrim-like ownership system for merchants
Doesn't OpenMW not dirty ownership in the same way vanilla engine does?
meaning one stolen diamond is not forever stolen
I see that one stolen bowl for soup in my inventory from time to time
Idfk what Ralts had to go through for his ownership, probably the same as ownlyme
Yeah I think he decided to keep the same ref IDs and ownership for the returned misc bowl
For consistency with vanilla but still 
it's better for bug-proofing
I want to try my hand at something like the Buying Game but weâll see
like that one (two) time when I got my quest items filled with water
Definitely doable with the skill framework, stat menu extender and also heavily reliant on raltâs unreleased inventory extender so itâs not something Iâd upload to nexus until he wants to release inventory extender
But I have a few other mods on my to-do list first
itâs more that I want to make a mod thatâs an alternative to BMS and accounts for some of the things Iâve learned from making this mod
Raltsâ API for tooltips wasnât too difficult even in its beta state but a mercantile overhaul would be much more invasive/reliant on it
I do like the idea of hiding the price on things with a low merc skill 
But also I know ownlyme hasnât committed to 0.51 yet, just for testing and stuff since he likes his PBR on 0.50
Already disable that anyway lol
So Iâm good to use them together?
likely, yeah
attribute and skill values may be weird
attributes specifically
Tl;dr is that they're probably fully compatible if you never look at your stats menu
Alright here Iâll put it to a poll since Iâm bored and havenât decided what to work on today
Mercantile overhaul with lua is a gap for OpenMW currently
Iâd say evening star too but the others have higher priority atm since theyâre additions to our existing mods with the exceptions of the new book mod (or a fix to a problem like the merc overhaul
)
The mining overhaul
lol simply mining could just use all the new logic from tree cutting, swing a miners pick, the sound and ui responsiveness, and the ore drops like the wood
||and not spawn in the middle of town :P|| - basically the only reason I've removed it from my list
That too, lol walking into balmora only to find the juiciest ebony node right by the silt strider
Could have higher tier nodes show up the higher your mining skill is
Although since skill books are 90% done Iâd like to see how that turns out
Drives me crazy lmfao
I do like the sparkle and dropping of the wood from wood cutting, very little details like that really go a long way
Oh, what's that a giant node of "All ebony is owned by the emperor" on the main square of old ebonheart.
I don't begrudge it, I know it's tricky, but just kicks me right out of any sense of immersion
Nah i agree completely haha (hoping ownlyme doesnât see this)
Whatâs wrong with it?
yes, it's just a test for now. I just didn't bother to reimplement it in the pure lua version
Yeah it would be a bit of a pain to do from scratch (probably), at least it was a pain with this mod to do the habits initially
It'd be easy to do with the an esp again and probably doable with pure lua too
there are ways to put an effect directly on the player without a preexisting spell with an id
if you think about it, it'd make more sense to put the debuffs on the alcohol magic effects directly
hmm, maybe not. Debuffs are always a topic of hot debate
I'd do buffs and debuffs, not sure exactly what though but probably similar to sosnoviy's suggestions
I feel like with mining it would be better to like just add the melting and breakdown of stuff into ore
Or add it to leveled lists of blacksmiths or something
Mining is cool but like does all ore actually exist in Vvardenfell?? Like maybe these are imported materialsâŚ
Yeah adding ores to smiths without an esp is definitely on the menu
After seeing the power of suns dusk I feel like hunterwind redo could be a thing
Like crafting as a skill in the skill framework, getting leather for materials, more hooked into the survival ecosystem
Would take a similar approach to how we convert some items from ingredients/potions/misc items
Itâs all so seamless in suns desk
Yeah, I donât know if ores are reallyâŚingredients
Haha we appreciate it :)
They are in TD and I ainât gonna change that lol
Yeah, I get why, itâs justâŚconceptually a bit weird
Yeah I guess
If I can eat a lump of ore why canât I eat an iron dagger
I mean they are in vanilla technically
The bars of iron are misc items but the ore itself isnât
Eating ingredients in the conceptually weird part
Glass, diamonds, ebony, etc are all considered ingredients
not iron being an ingredient
idk, I feel perfectly fine with Armorer being used instead of the custom skill
it's not as shiny, but gives at least some utility to the skill
No, I know that, I was just saying I donât feel like they should be
I know in vanilla they are but itâs kinda weird
Oh yeah they definitely shouldnât be but itâs also hilarious
Crafting can level several skills at once which is probably what Iâll end up doing for smithing
Munching on some diamonds
Oh yeah good call, I love that. I was thinking of the hunterwind skill thing it does
Eating a diamond to find my car keys
That's what I'm saying - because game doesn't make distinction between edible/inedible - it allows you to "eat" ingredients, and that's the weird part imo.
Purifying/cleansing cursed ore and gems is also on the to-do list
Can be prevented with lua I guess
I could add a setting for it maybe đ¤
In real life I guess this could be like lyeâŚdonât eat, but you can use in cooking
Will need either a long content list, or some matching shenanigans to distinguish the two
And as far as other skill variations go - say, leatherworking... Shiny thing on paper, but rather impractical due to level scaling
Definitely not, there are less than a dozen
I mean I guess you can poison yourself if you want
What about in TD and OAAB?
^
Yeah including TD and OAAB
huh, would've thought there's nore
And I already have a list of all the ores/gems since I have a mod that uses them for crafting 
*more. TD has a dozen gem types alone I think
Not cursed ones though
There are about 60 gems/ores across vanilla, TD and OAAB but only⌠15 or so that have cursed variants ?
Which are easy to detect since they have mwscripts attached to them
then there's salts (which are checmical salts, and should not be directly edible), and some other weird materials
Not true, Skyrim at least says theyâre edible or at least used for preservation
Don't make me rant about what "skyrim says" :P
Thereâs one book that mentions adding vampire dust to food too I think
spicy fire salts
chilly frost salts
and taste-muting void salts 
Well itâs a quest from a Dunmer
and also salts and bonemeal are used in affaâs recipes
So straight from a dev 
I kinda donât mind ingredients being edible
Bonemeal - fair, ground up bone can be edible irl
I wouldn't recommend it
but can
Especially since some of them have negative effects
Oh yeah, any ingredients that should be added to the sus and salt water tables?
Glad you liked the starfish @rough salmon 
Iâm pretty sure SD already has interop with Hunterwind but I think a rework with SD and skill framework compatibility specifically in mind would be cool.
oh cool, they had even that in the morrowind
wonder where I can harvest it reliably
Yeah we definitely have the API for it, might even be able to attack corpses for skinning đ§
If I ever stop working 14 hour days i might try my hand at a fishing mod using SDâs vectors lol
No way haha
Definitely custom tooltips though
I feel like a hunting module would fit right in with SD but Hunterwind is such a cool mod that Iâd feel bad if it was made obsolete đ
Yeah Iâd definitely want a module from Hunterwind that disables the mwscripts if this mod is installed
At the same time, I do like when mods update and let me remove other stuff from my config đ
It can get more polish, though
Yeah it definitely needs an update
It can also use Time Flies instead of the mwscripts for passing time so that the calendar doesnât go berserk
A Lua based remake of Hunterwind would be pretty rad
That way you can get the dayspassed mod out of your cfg haha
Iâm stillwaiting for the weather module so I can remove the Soltha one đ
I donât have the API for this (yet) but the next update will have an easy way for mods to add interop and their own settings
The soltha one is really well done though
Yeah that will need an API rework, mostly for the racials
I also need to look at the code for that mod so I know what I can make obsolete since I probably wonât be playing for a while 
Yeah makes sense
But yeah Iâd consider using Hunterwind if it didnât have mwscripts and was lua based instead
Iâm moving to a new project in a month so hopefully Iâll have more free time and I can screw around with Lua properly
It could even use the shared render raycast 
Oooh
Speaking of which, @rough salmon want me to make a quick edit of SME to use the shared raycast ? Idk if that will fix all the problems but it will probably help
I tried out that rough Compass and health bar mod you shared in here last night and it seemed to work really well
Itâs not super polished yet, the compass is mostly good to go but the healthbar needs to be a bit more sophisticated before Iâd consider it to be in a good state
idk, I don't use it 
Ownlyme would kill me if I made a mod that didnât have the level of sophistication of his bars 
Understandable lmfao
I uninstalled HBFS just because of the bugginess 
I stopped using it awhile ago once I realized how janky it was
Same đŹ
like, I already have everything I want
maybe except fancy enemy health bar since latest Dynamic Reticle update completely brine its
Then I reinstalled it because I figured I could just mess with the settings to get it how I wanted but I gave up and uninstalled it again
What do you mean ?
so I'm more excited about that healthbar you sent me getting finished :)
this shader aboniation
Yeah Iâm gonna try to combine as much of SME with it that I can, the textures will be the easiest
I didnât even realise it had reticle stuff since I use a different reticle replacer so I might try my hand at making a mod for that
SME was the only alternative enemy health bar I liked.
Vanillaâs is placed in a terrible spot. I also didnât really like the one from SimpleHud, Dynamic Reticle, or Floating Healthbars.
Floating Healthbars is super impressive though. Just wasnât my cup of tea.
Same, I also donât use floating healthbars but want to add some of its features to the healthbar too, like spell effects
That would be cool
yea, Floating Healthbars tips the UI into gamey a little too much for my tastes
But floating healthbars will be an option in the settings if you have it installed
That might be it
But quickloot doesnât? 
Jk jk haha
too much utility...
Too much convenience
Quickloot feels more convenient and less game-y to me
if only it could look like vanilla UI 
I feel like that would look kind of insane
giant black boxes appearing on the screen
There are settings for that 
You can have big blocky borders and a black background at least
đ¤¤
wait, rly?
I clearly missed that
damn, MWSE even had quickloot trading :0
I guess that doesnât look as crazy as I thought it would
Unless youâre talking about the tooltips but he just added inventory extender integration so now thereâs that consistency 
What the fuck haha
I tried that mod out last night and got stuck in the barter window đ
Wtf lmfao
Trying to imagine the guy who prefers this over GH
comedy gold
https://www.nexusmods.com/morrowind/mods/53809
Sometimes I forget that MWSE exists and that you can do this kind of stuff with it lmao
I donât understand the point of quick loot but I also donât want to use inventory extender without the doll as a feature LOL
Some things about Morrowind you have to pry from cold dead hands
Not the quickloot with organic containers lmfao
Convenience basically. Itâs a lot nicer than individually opening each container
Thatâs fun for me kinda
Not having a big blocky UI pop up on my screen every time I want to loot something
Legit I couldnât play without quickloot since the frequent UI mode changes fucks with me
could use some padding and the correct border color, but that's at least something
My one complaint with Quickloot which is more of a me thing is that I always sheathe my weapon after a fight and I accidentally âtake allâ each time I do that lmao
Thereâs no API for padding so you basically have to create a UI on top of the UI, so itâs doable if you want a performance hit lol

We have it in the Sunâs Dusk tooltips though but I donât want to imagine it with quickloot đ
I vote "other" because I NEED the religion mod.
Religion mod needs a few mods to be made before so I can stop getting bug reports and complaints to hunker down and focus on it
I could make it sooner but Iâm kinda eying modathon đ§
Maybe Iâll do an alpha sooner or something
No need to hurry, modathon is may right? better, it will be more polished đ
Yup haha
I mostly donât want to maintain an ambitious gameplay/overhaul mod while many of our mods need to be cleaned up
With the exception of some mods that are almost done (like the skill books) and mods to make our lives easier (like the âtruehudâ mod)
yeah, better to set up the basis instead of doing every mod from scratch
There are a few features that can be added to Sunâs dusk too thatâll make the religion mod better
Meditating, lighting incense, maybe some animation stuff, etc
Little shrines to place around too
That sounds awesome
do I really not need to hurry with MoS update?
Ehh jewelcrafting and soul gem infuser will make the most of that, and those arenât coming out until the crafting framework update
No idea when that will be đ¤Ş
ownlyme said never lmao
Haha nah itâll be soon I think but weâll put out updates for all our mods at once since the SD recipes will need to be updated
All of those recipe mods need to be updated đ
Maybe later this month with the next POTI update
I saw on the SD page that thereâs exclusive features for POTI or something?
Itâs kinda in the works but the cookbook will be exclusive to POTI since clayby has patches I can make use of
Ah gotcha
As far as exclusive features itâs mostly the recipes since they have crafting framework already
btw, could anyone who is using the latest lua mods for survival, qol, difficulty (like: SD, hbfs, crafting, quickloot, freshloot, and all those) share their openmw.cfg with me?
I can maybe include some of the patches here if people want, definitely not something Iâd want to upload to nexus haha
Donât forget disenchanting with freshloot 
Makes sense
Iâm not using HBFS but I have the rest of those
good! I just want to check load order
good luck, pal
there's ~1k mods listed in that file
Idek if my modlist is good. Itâs this insane Frankenstein of Expanded Vanilla with a bunch of stuff removed and added
jesus, the "fallbacks" are longer than my modlist hahaha
they are autogenerated
but if that behemoth of a list holds together then I guess it's a good guide
Load order can be whatever, ownlyme has a big emphasis on being able to place his mods anywhere in any load order
The exception for this mod being below Raltsâ UI window replacers
Im almost tempted to switch to a simpler modlist and build on that instead of stripping EV and slapping new stuff into it.
But I use like 75% of the EV mods and they maintain the load order and a bunch of custom patches and stuff so
I have a specifically made function for checking lua dependencies and notifying the player with a message for all my mods đĽ´
more like "I know where it has bugs, but couldn't name them right away"
though nothing suuuuper gamebreaking
maybe except one Aldruhn MG quest that I can't be bothered to narrow down (it's easier to just use the console)
Yeah Sunâs dusk has that for the stats window I believe, I should probably add that to utility spells just to annoy ownlyme
He doesnât use MWX for ⌠reasons I guess but I wouldnât make a mod for custom (dummy) spells using the vanilla UI 
MWX?
Magic window extender, idfk the abbreviation for it
Magic Window Extender my bad
MWX makes sense Iâm just slow
You're using True Vvardenfell - Dagoths Domain? How's the compatibility with other stuff?
works fine with all the patches
Damn good to know
WOuld've switched to Red Tower if it wasn't conflicting with BCOM
I spent so long trying to get RMR to work lmao
ditched it myself as soon as I saw Dagoth's Domain 
I assumed it would be equally incompatible
Yeah this is high on my list too 
You should haha
I definitely will if someone else hasn't by the time I do. It would be sweet
Soon, I'm learning making anims atm
Using a raycast to cast would be lush
Slight hiccup with Baths of Vvardenfell? Using soap when in one of the bathhouses doesn't seem to consume any of the use slots?
Not a bug, a feature :)
Soap in bathhouses is unlimited since I assume that soap sellers keep it restocked
The same for cloth/towels? I noticed sometimes they are not used up, but couldn't pinpoint why
The Great Houses are committed to ensuring a satisfactory bathing experience to all. It is a matter of tradition
Hmmm. Not sure if bug or feature, but it looks like telvanni bug musk gets used up if it's present in the invetory during bathing. So far only tested with the washbasin - and so it does. Not really expected outcome
Also a feature. There are 3 charges on it so itâs not just disappearing from your inventory immediately but itâs the same effect as being placed in the world and using it
Hmmm, going to have to disagree with you on that. Bathing is an every day thing. +40 personality for a minute is more valuable to keep around for when you need it (especially with all the sway checks in TR).
generally - not sure I agree on using something up without player input
(even over 3 doses)
But sure, at least I know now. Going to be annoying taking it out of the inventory every time :D
You also have to take it out of your inventory and place it in the world to use it for bathing haha
That's gameplay :)
Iâll see about adding a setting for it
But yeah it has charges so itâs not used up immediately and the buff is comparable to drinking it
No worries. my only real proble with it is that it happens without my say so. If it was in the same dialogue where I select soap - absolutely, but automatically - no I don't like it
Noted
on paper, maybe, but it's +10 for 12 or so minute. Duration is valuable sure, but not as valuable as another +30
Anyway, real takeaway is that I know what to do - I won't presume to impose design desisions
Think of it as a gold sink ;)
Now that's fair
Problem is - I barely have any gold to sink atm, though not like that's hard or long to fix
What mod should I make next?
9
39
7
Simply MIning rework
âď¸

Yooo Iâm literally dying from you rn đđđđ
Protip, don't drop the satchel from the Census & Excise Office while you're wearing it. It turns into an incorporeal two-dimensional shadow plan that divides the world and rotates as you move
What lol
@warm saddle Since you were able to make satchels equipable without using extra armor slots, could this be made possible with lighting effects for your mod too? Here in my example pictures I just added the lamp variation meshes to the groin part mesh of these costumized pants in nifskope and put a "Light" enchantment on top. Very unclean, I know.
Having your hands free and incorporating your personal lamp into yout camp for the night, would be such quality of life features. Of course there could be craftable lamp oil or other resources that you need to keep the light running/lit.
wearable lamps is one of the Onion mods im trying to adapt to this method. i haven't had time to much progress yet but i have the skeleton set up and all the ids, hopefully get to look at it this weekend đ¤
Kenshi vibes
I gotta ask whatâs the fit? Been looking to have some new clothes
Oh really? Great to hear that! But be careful not to get burned out with all those cool mod project we already talked about now haha đ
ikr
It's an amalgamation of a lot of different elements from other armor sets. Mainly vanilla and Tamriel Data and some minor details from mods like Mages Robes and Daggerlad. Edited the textures and rearranged the meshes here and there too.
Took a lot of time and it's on the edge of feeling overloaded I would say đ
Got also inspired by the Caravaner Banner
I'm here for that cape though
The cape is from the Skyrim section of Tamriel Data. It's a variation from the reachmen clothes đ
Oh, nice. I've been using a separate cloaks mod which I like, but all of them have hoods
Can't consume from the overworld, is it supposed to be the F key?
Tried resetting mod and reloading lua
Not F key, whatever key you have bound to "ready weapon"
So that's the F key for me lol
hmmm
It's probably owned and you can't randomly swig peoples wine?
Wouldn't it be red if it were owned? đ§
only if you have it enable in launcher, iirc
if you do - then this is something else
I'll test shortly and see with a drink I can place from my inventory
Ah yes, I can consume my own drinks when I place them down in the world
Just to make sure - maybe enable this stuff:
And see if shows up as owned. Or just do tfh ingame
Holy shit, this is fucking awesome @warm saddle. First time playing in a few versions
OE TG gang 
OE TG?
Omelet Eating .. Thieves Guild?
Old Ebonheart Thieves guild, great questline btw
I ||killed them all and joined the Ja Natta||
Ohh yeah
I have some special stuff in Sunâs dusk for those quests specifically bc I loved them so much
Oooooooh. This is gonna be gud. I've yet to do those quests with Sun's Dusk on current playthrough
Yeah... sometimes when I read comments of some of the people on TR channel I'm afraid that these quests will be hit by redo-mania but hopefully they won't be changed that much. OE-related discussions there can be scary in general. I hope that the city's core (big size, narrow streets, busy Imperial city vibe, tons of content) will be kept in the future and the potential redos will be relatively light and affect mostly stuff around like the Ebon Tower area (which could actually use navigational improvements and some pruning).
Yeah not sure what theyâre going to do with the quests but I highly encourage ppl to play through them as they are atm
From a quest devâs perspective they were a nightmare to implement but Iâm not sure what would warrant them being changed or anything
But thatâs not my problem
I just need to know about any landscape edits
Iirc, just drop the ||hazing|| in regards to OE TG
rest they mentioned will stay mostly the same
I think that it won't be anything big in the next update as there was even a disclaimer on the TR website about the TG OE quests not changing that much after some people got worried, lol.
Gotcha lol
Cause that ||hazing quest is kinda stupid, and doesn't even have any effect down the line ||
Don't care about it so whatever.
Thatâs true I guess