#Sun's Dusk: Needs & Survival
1 messages · Page 20 of 1
The Old Ebonheart itself isn't changing much, just some quests (MG, TG, FG) of which TG is least affected
Well I have like 8 vectors around OE for very specific temperatures wherever you go
so any landscape edits to it will get interesting
I loved it ngl. I wonder if someone will mod it back in
Be the change
Rest of TR is fine, I’ll have to do the new places they add though yeah
btw I guess that we should never abbreviate the region's name
Didn't they say they're removing the first quest?

That's the one I'm talking about - it's barely a quest
Too much on my plate, including actual TR quests lmao
guess that it was controversial enough that they had to make a disclaimer 
from what i read most of the changes will be about tying the content in with the suurounding areas that werent there when it was first written. i haven't played it yet but it sounded like they were intending to maintain the vibe as much as possible
TG-related content in TR is quite good so check it out. No reason to wait for the next update. There is always something on the horizon there but it's good right now.
i have so much to do, i honestly dont know if ill manage it before the update 😅 i almost did it but got distracted in down the Thirr and now i have commited to the pilgrimage
so it looks like my guy is going clean
||the year is 2026, people are panicking cause they have too much new content in hit 2002 video game Morrowind :P||
times are tough
well, I think that for people who are into RP so they don't do content-maximization-find-everything-do-everything-min-maxing-exploit-heavy playthroughs and have lives besides gaming, there is so much stuff in modded Morrowind that they can barely keep up
Which is not a bad thing
I check MW Nexus every day out of habit and sometimes I still miss things
Also - those people are likely to never play certain questlines
yeah, I'm not complaining
And I don't mean never play certain questlines cause they don't have time. But cause those questlines don't appeal to RP sensitivities. I'm not like to engage with Hlaalu even if content is good
unless you make a character who is into that
I loved most of Hlaalu content
haven't played all of it
but most of it
nice stuff
Which quite a few people, even if they are into RP, won't do. The degree of RP'ing is different for different people
BTW I avoid spoiler videos and discussions about TR/PT content etc. simply because there is so much I haven't seen, lol
I also tend to restart when I get too op. But then by the time I get to content I haven't seen I'm op again. :/
I just use console commands to reset my stats if I get to that point
i kind of likenot seeing everything, like just knowing its there makes the world feel big and full of possibilities
That's a fair idea
But in general playing with followers is enough to nerf your character
^keeping the idiots alive? Or how?
Sosnoviy’s mods help but Todd’s companion AI is stronk
Basically
lmao
Did you guys see that Reddit post a couple months ago (after TR_Preview was deprecated btw) where that dude said TR is an empty husk
Exactly. When my playthrough lasts 250-300 hours and I'm done with the character, it's crazy to contemplate how much stuff I haven't even touched.
And then literally like a day later someone made apost pointing out that TR has like double the content of Vanilla lmao
mainland is big
triple with PT, yeah something like that
nowadays even Vvardenfell alone is huge. It's always been content-packed but modded Morrowind means more quests, landscape edits, dungeon replacers etc.
I love this game. It annoys me sometimes and there are those
moments but it's truly an experience and 25 years of modding only made it better.
Remind me, do you make mods too?
Fortunately, no
. Not since sth like 2010, lol. Temptation can be strong but I focus on playing. I'm afraid that I will start making some mods again at some point, though...
How does one actually disable Fasting? I've got Starvation on and Food Buffs off but still any time I go a few hours without eating my magicka suddenly doubles.
You can disable the Nourishment setting in primary needs
Oh, I hadn't realized that "Fasting" was considered one of the nourishment states. That explains it.
The tooltip only mentions Well-Nourished, Corprus-Eater, and Green Pact.
Thank you.
Lol... the idea of drinking a goblet of saltwater underwater 😄
Working as intended 
Btw many Solstheim cave interiors have default temperatures despite being icy.
Are they from mods?
I think the only thing in EV that affects Solstheim is Tomb Prince mod.
The database is the same as ashfall’s btw (with several additions)
So if it’s not an ice cave then it’s not one in Ashfall either
I think TOTSP adds dungeons or overhauls them but I’m not sure, if you ori something and see that it has TD or OAAB assets then there’s definitely something touching them
@warm saddle remind me, did you have any plans (even if distant) for Stress/Fear mechanics?
I just had a bit of inspiration and sketched some ideas (only for stress for now, as fears would need a bit more thought not to make them OP) based on that Skyrim mod :)
Stress
Stress is a mechanism that lowers your adventuring abilities if you take too much risks while adventuring. Basic idea is: go adventuring -> get beaten by tough guys -> get stressed because of accumulated damage -> go drink in bar / bath in the bathhouse / sleep at home / etc to relieve stress
Stress accumulation
Receiving damage builds up stress. Stress builds up in %s of lost health. For example, let's take an initial stress pool as 10 healthbars. Not annoying to the point of . Actual healthbar length doesn't matter, as we're counting only %s of lost health. This way player's health pool will directly impact the stress buildup, meaning the more healthy PC is, the less wounds affect his mental health. What else can modify the stress gain:
- Willpower: -0.1% per point (-10% at 100 Willpower)
- Player level: 1% per level (levels indicating PC's overall experience and maturity)
- Racial bonuses: buffs for beasts and bosmer, debuffs for imperials
Since stress accumulates from adventuring, it is natural that it negatively affects it. Possible effects^
- Lower agility and willpower (shaky hands, knees and mind)
- Lower fatigue/endurance (exhaustion)
- Weakness to diseases (stress screws up your immune system)
- [SD] Worse quality of sleep
Relieving stress
Do the normal non-adventuring activities.
Vanilla options:
- Sleeping in the bed (not in the field)
- Drinking alcohol/skooma (main way of relieving stress in the field, extra effective if done in the tavern)
- Talking to people (minorly effective)
- Potion brewing
- Praying at shrines
- Reading books
Sun's Dusk (and stuff) options:
- Bathing (extra effective if done in the bathhouse)
- Cooking and eating dishes
- Crafting
- Playing music (Bardcraft)
While fears sound great on paper, ripping them straight off of the original mod straight up won't work and will give you more of an upper edge than punish you 🧐
Interesting thing with this of stress economy is the less stressed you are, the less stress you get. But if you let it slip, it can get our of hand really quickly
Stressed me out reading that, so it’s definitely functional
Plus it would nerf brute forcing dangerous places by tanking and constantly healing
It may or may not be out of scope of SD, but it would greatly benefit from its UI
That seems like a harder hard mode, I'd be interested to see it.
I also haven't come up with any positive buffs for having a good mental state... But at this point, SD gives you so many buffs that adding more might be too much. For the sake of difference, this "need" might benefit from not giving you any positive buffs, and also having a rather late, maybe even sudden negative effect
Different dynamic to shake up things a bit
maybe instead of buffs for good mental state, having heightened stress levels could give some benefits. strength and speed (fight or flight), it could give an interesting choice for barbarians etc. how far do you push yourself at breaking point to get things done, at the cost of having to deal with the aftermath
SD function could be changing sleep personality raises stress vulnerability for a while
Yup
A double-edge sword similar to Fasting? 🧐
A wound system too, I was going to play through Skyrim a bit before seeing what would translate well to Morrowind
We have the API for 90% of your ideas, the rest could be ripped off straight from our other mods (like time flies lmfao). The big one from this mod is the API for cellData for scanning statics in cells (probably the most improvement thing from this mod which can’t be helped) and also adding and removing abilities easily so that you don’t have to deal with adding/removing abilities and spell effects yourself. Eventually I’ll be moving in this direction but if you wanted to make it sooner, you could have a dependency on Sun’s dusk (like I’ll be doing for religion) unless you have something else in mind
I was also planning on making some kind of stress bar to add to the widget but not exactly sure where to put it
I'm not yet planning to actually make it, but rather theorizing a little
The health effect might be the worst as well since that has to be onFrame
the higher your stress, the worse your framerate, its a feature
oh, if only we had the "NewActiveSpell" event...
Because if you exclude magic, it's mostly the melee combat left
Which is barely free for health calculations
And even then, you could treat spells as their own thing. Not as wound stress, but some kind of shock, based on the spell record properties (effect, magnitude, duration)
There are workarounds not to make it a lagfest 
Yeah I’d probably make my own spells/abilities and simply do like weakness to weapon damage or elemental damage against the specific enemies and whatnot
Although we already have events and an API for scanning active spell effects onFrame I believe
There’s something in place for consuming Corprus but I’m not sure if there’s a global API for that or if it’s just in the hunger module
Consuming Corprus straight up reduces your hp by % per second
which I believe has to be onFrame

Try it sometime 
It’s because Corprus eater is very op
As long as you don’t want to talk to anyone
The really tricky part of this concept is balancing the recovery, so that stress wouldn't be avoided just by existing in a city. Probably the best option would be to prioritize diverse recovery instead of just drinking it away with 5 sujammas. Like giving an increasing modifier to recovery rate for every unique activity or something
Yeah like putting a DR on the actions, like drinking sujamma only restores so much stress at once
Or it wears off after a little bit or something
or it just puts it off till later
It would probably work this way in the field 🧐
Temporary reduction of stress
Yeah I’d want to see how the Skyrim mod handles balance especially in lorerim cause biggie probably has it more brutal which I’d want
Too bad none of these Skyrim mods have a UI
because they don’t have urm
None of them have blessing of open source 
All their libraries and you’d think there would be ONE for making UIs
There is the html one but that’s new
Some of their C++ UIs go hard tho
Skyrim's worldbuilding is way harder to fix. At least the gameplay is fun and it looks pretty.
The shell is nice but if you dig a little deeper, there is just nothing there
Yeah I’m not sure if anyone plays Skyrim for the story/lore lol, I just want to kill things and cast funny spells
Although I’m rocking lorerim so I’m not sure if this can even be considered Skyrim at this point
Very offtopic, but have you played Enderal, Hyacinth?
No I have not although it looks cool
I do recommend it
it is very impressive, and in some ways, what Skyrim could've been. I'm not the biggest fan of the progression system, but the world design and writing are stellar
Damn that’s cool
Yeah I’d want to get one of the big modpacks for it or whatever probably since I’m not sure if I’d play through it more than once
almost no autoleveled mobs, dangerous and less dangerous zones, better combat, good story it's got it all. I've not seen many modpacks, but a lot of skyrim mods just work
Lorerim in enderal? 0.o
Now that, is not likely
But, mechanical mods, stuff like e.g. mutli-jewellry just works out of the box
Now, Imma go back into blender doing my silly little animations for my silly little parry mod
Enjoy haha
Having this in mind for a stress mechanic, this sounds kinda like Darkest Dungeon. Would feel more immersive, I love it!
I don't know if a script could measure the overall brightness of an interior cell and maybe even let it define if it's a possibly hostile or non-hostile environment (followers do seem to know when to use a torch and when not in this case), but this could make using light sources even more fun and necessary for dungeon exploration when a stress mechanic debuffs you in the dark.
Btw I know we decided on simply mining (which will be getting some attention from ownlyme mashallah) but I ended up going with the skill book mod and then started on the mercantile overhaul
let me know what yall think https://discord.com/channels/260439894298460160/1479838353556766851
went for my two choices on the poll
king shit
What would the big Timehud update entail?
Adding OS time, day x of your playthrough or whatever it’s called that shows up on the save menu, custom date format, and an API for tooltips
Oh that would be cool
Yeah it’ll just be tedious because idk where to put OS time and the date yet
Is “Crafting and Custom Skills” the crafting framework update?
The mod I based this one off of doesn’t have any of those features 
So it would be a lot of trial and error to see what looks good
Kinda, I’ll be working on the example recipes and mods that I/we will have to rerelease
I could never get the original one to work properly tbh
Really? A Matter of Time? 0.o
Yeah idk it was always buggy
Wait nvm
Damn yeah I never had a problem with it
I thought you meant this mod^
Oh yeah nah lmfao
I don’t remember most mod names
I just did this on my local:
But won't really work for other screen positions
What would the Sun’s Dusk update entail?
Yeah looking at a matter of time I just realised they have the OS time as the third/bottom row
yup, i've added another prop and put it there
Expanding on publicans serving food and a few other things that I can’t remember atm
Gotcha
otherwise - it's really not clear it's not the same frame of reference
And what TR spells are you trying to implement? 😅
Sorry I’m just trying to make an informed decision because these all sound cool
Speaking of that - anything you can do within SD's scope about them restocking? Cause some, especially TR, don't
All of them 
Oh hell yeah
Nah idk I’d have to see since I’m not sure what all they have
Honestly the only one of those mods that I wouldn’t use is the alternate start mod but that’s because I don’t mind Morrowind’s intro as much as Skyrim’s or Oblivion’s
Now that I think of it, not just TR, balmora e.g. too. Just publicians in general tend to run out of food if you frequent their places
Yeah I just recently remembered that their classes have different IDs, I found them in bardcraft
Yeah that’s dependent on the mods you have in your installation haha
Like if you have WARES - MOAR you’ll definitely never run out of anything
There’s ownlyme’s restocking mod but I haven’t played with it or know much about what it does
But I’m specifically talking about their homecooked meals, there’s more planned with that
nice
It seems to work. The only slightly annoying thing is if you use the ores one it makes it so blacksmiths carry like, lichen and hackle lo and stuff
I saw one selling moon sugar
Yeah we have a better solution for that so that won’t be happening anymore with the next simplymining update
Question: does having the recipe in the inventory do anything? I'm talking about two mushrooms (optional) three mushrooms stuff 😅
Not yet ;) it’s mostly for personal reference and the xp gain
I will say it would be kinda cool if recipes worked the way songs did in Bardcraft
Where you learn them and they show up in the cooking UI
But that sounds like a pain in the ass to implement
Yeah I’m not sure if that’s even possible unless there were categories or something on the UI
Crafting framework is what you’d use for a list of things to make but yeah cooking is nothing like that
The current cooking system is basically perfect imo with the hardcoded recipes and visual meals
Thank you. drop out of inventory sound
How would you even type that sound
Yeah stash em wherever haha
It’s like a FWOP
throw
Affa’s alone adds like 20+ or something
I meant as like onomatopoeia
yeah but they have detailed descriptions already
he wrote all of them
and made a quest
very fun quest btw
Yeah I know, they just serve the same purpose in this mod as the ones I made
I haven’t played all of AFFAs quests but the ones I have are really great
I think that the quest does a lot to encourage the player to visit various inns
Not surprising that they’re basically just considered official Addons now lol
well, yeah
Yeah for sure haha
I mean, he is a dev
Yeah I know
Jesus, imagine if somebody implemented this Coda bullshit that Kirkbride spewed in-game
yes.
ALMSIVI superheroes, Fifth Era and other crap
Is the coda stuff really in the game that much? I didn’t find out about it until a few years ago and it was purely from reading the UESP
Shout out to my religion class for letting me write an essay about Morrowind
the only thing you should know is that you can make your own headcanon
I guarantee you that you would not like to see Coda stuff in-game
ever
I completely misunderstood you lmao
I thought you said it was in the game
But you were saying what if someone made a coda mod
Tribunal Code Patch
I’d love to make BMS obsolete with Make a Profit but with ralts being MIA I have no idea when inventory extender will get uploaded to nexus
The features I added were just super basic for the most part, like there isn’t even a separate file for the settings bc it’s only a few hundred lines of code right now so I just threw them in the player script
Haha. "C0da", then 🤡
Ralts was online like 2 days ago on Nexus so he’s still around at least
That made it sound like I thought he was dead
Yeah I figured, hope he’s alright
I just meant he hasn’t totally gone AWOL
Yeah hopefully
Day 65 of suggesting the religion mod 😅
Need to get the other ones out of the way first
Because like I’ve said I don’t want to commit to another big gameplay overhaul while I’m getting bug reports for mods that aren’t mine and while some of my mods are in a state
TR spells I would fucking cry(joy) I swear
Just took a look at the TD spells and they got hands 
Although I could probably do Kyne's intervention relatively easily
I’m keen on a hud overhaul since right now it seems like there’s a ton of piecemeal mods and you kinda have to stitch together with the layout file DIY
Inventory extender has a lot of cool features but I don’t really want to use it… I prefer the vanilla way of interacting with the inventory, though not its display
If inventory extender existed but the drag and drop of the OG way with the doll was used it’d be perfect
Or maybe not drag and drop but click to like activate or whatever
Yeah that's not going away since there's nothing I can do about the layout file stuff, the Openhud thing I have cooking is to allow other mods to use click + drag, resizing, display options, etc. There'll be more but those are the things I have somewhat solid right now
Although yeah at some point we'll get to the point where the my gui layout file will be mostly empty and replaced with lua UIs 
nice, i very quickly got used to those ui features
it is click to activate, isnt it? 🤔
I had to press a button I thought
Right now it's hover over + activate I believe, not click
ah i dint realise that was a different thing 👍 haha no worries.
I really don’t like Skyrim UI after long time with Morrowind and oblivion but I’m really particular lolol
The vanilla UI or SkyUI?
Vanilla
Ah yeah Vanilla Skyrim's UI is ass
It might be nostalgia but I really like oblivion darn ui, but Morrowind is very convenient with like everything there in one go but annoying to resize sometimes LOL
Morrowind's is far from perfect but it might be my favorite of the Vanilla UIs
Skyrim Vanilla UI is worse than Morrowind's UI in my opinion
and Oblivion Vanilla UI is even worse, lol
the person who designed that UI for PC should be fired
fuck console parity
https://en.uesp.net/wiki/Tamriel_Data:Insight if u can do Insight I'm a fan forever
Insight M points for D seconds
Increases you chance of finding something whenever there is a random chance of doing so. This includes ingredients harvested from plants, creature drops, and loot found in dungeons.
Haha yeah I think that one would actually be the most fun to do
I think ralts already did passwall 🧐
oooo sick
What mod should I make next?
9
27
7
TR spells
🪄

ALMSIVI save you 😄 . This will be cursed
. Good luck 😅 .
I def won’t be doing all of them right away at least haha
And it’ll be a “break” between crafting stuff since that is just tedious work
Some of them are rather useless tbh. Detect Invisibility? Lol. Enemies don't use invisibility and don't sneak attack the player. Maybe if sb implements that first then it would make sense but as of now it would be pointless for the player.
I’m not sure if TR has NPCs use spells or how exactly they’re used. Giving spells to NPCs is easy enough but I’m not sure if they’ll actually use them in combat
For me it would be blink 
Not sure how hard it would be to make though
Blink M pointsTeleports the cast in the direction they are facing. The magnitude is the distance one can travel. Does not work where levitation is disabled (?).

Someone submitted a bug report that the restore magicka settings for water weren’t working
They are but plot twist: they were expecting the potion tooltip to have no spell effects on it
Does the axes dominant attack type determine how fast you cut down a tree, chop no matter the value is best?
Weapon damage and the damage done by that particular attack
I have all the details here https://gitlab.com/lhya/sunsdusk/-/wikis/camping#factors-affecting-progress
Could I see the api page for modders? I don’t see it on Gitlab? Thanks
It’s very much WIP, you can take a look at the very rough draft if you want
I was looking to make a miner or woodcutter skill to gate how much wood/ore you can get on top of the formula you already have working, basically squeezing in the skills level as a modifier for ore and log drops
If possible
For that you’d probably be better off looking at the events I use in Time Flies which has the events for every time you hit a tree with a weapon and every time your pickaxe hits ore
Btw there’s going to be a big simply mining update sometime soon (inshallah), the event in Time Flies won’t be touched but the xp curves and formulas and whatnot in simply mining might change
Woodcutting is done tho, I was gonna make a survival skill based on woodcutting but if you want to make a separate woodcutting skill, go for it haha I can even use it in the survival skill formulas
New simply mining update 
[15:42:30.007 E] L@0x1[scripts/sunsdusk/sd_p.lua] onConsume failed. Lua error: [string "scripts/sunsdusk/player_modules/p_thirst.lua"]:454: attempt to index upvalue 'thirstData' (a nil value)
[15:42:30.007 E] stack traceback:
[15:42:30.007 E] [string "scripts/sunsdusk/player_modules/p_thirst.lua"]:454: in function 'func'
[15:42:30.007 E] [string "scripts/sunsdusk/sd_p.lua"]:923: in function <[string "scripts/sunsdusk/sd_p.lua"]:907>
🧐
On consuming raw ingredients - don't do it usually, but had to gradually drain fatigue for unrelated testing
Literally up all night like I can’t wait to mine like we cut trees
And the mining skill is the cherry too
You have thirst disabled?
Oh. Right, disregard then. Still probably shouldn't spam
Does this update change the way the ores spawn?
Yup 
Yeah for sure, I’m guessing you ate something that would have restored thirst but didn’t since it was disabled, the error shows where to put the check in the code though so thank you 👍
It does change the ore spawn? 👀
shalk resin, actually. Needed fatigue drained without running around
Yeah there are settings to choose where they spawn
Not sure it's supposed to restore thirst with SD enabled
Interesting
Sit down for a tasty glass of hydrating beetle resin
It’s looking so good
Very hype
Do the "sun's dusk cell filter" and "allow spawning in exteriors" override each other? Or will they work together?
all settings work together
i guess the allow exterior one would make the no city spawns pointless though
Gotcha. I wasn't sure how that worked since the SD toggle says "only in mines"
There's a no city spawn setting? I must have missed that
oh okay gonna clarify that thats an interior filter
oh right forgot to add the setting for that
its probably on by default
Oh gotcha lol
anything else i should change while i'm on it?
Can't think of anything
another version of simplymining on nexus. please let me know any bugs you find
Settings menu isn't showing
sry, now it should work
lmao, only a few hundered posts left until 20k is reached
so to pump out those number, I will say that I like how Fire Shield interacts with wetness. I like it that I can use this effect to prevent getting wet when swimming and I like it that I need at least 10 pts of magnitude to get full protection 🙂
i agree that is dope
Your character is on fire even at 1 pt of fire shield, why should you get wet at all 
Which is why there’s a setting for it
Question: How does the new simply mining restocking work with your standalone restocking mod? I'm assuming they're fine together and the ore restocking addon is just redundant with Simply Mining
Just to also pump those numbers, I had some ideas for campfires but idk how easy they'd be to implement lol
Yeah the ores are ignored by the restocking mod, same as with Sun’s dusk
Sick
Sure haha, hit me
what does that mod actually do?
also, SD often makes me behave like a cat, i.e. I want to avoid water, lol. I water walk more than in Vanilla not because of bothersome slaughterfish (although that's still a factor) but because I don't want to be bothered with getting wet. I can deal with the debuffs easily enough - I use an item with restore attribute effects for such cases. However, having to keep doing that is enough of a bother that I don't want to get wet. I also don't want my equipment to degrade. So yeah, catlike aversion to water it is. But when I do some water exploration, it's best to come prepared. Especially on Solstheim. It's very harsh there.
Fixed an openmw feature with restocking 
And a bit more I believe
Although I think capo fixed that last week 🧐
Thought of phobias
- Fires can't be started in bad weather and if it starts raining or something, then it will be put out. But they can still be started in the rain if it's considered "covered"
- You can use open containers of water to intentionally douse a fire
- You can only start a campfire if you have a fire spell or scroll, flint and steel (this is part of either OAAB or TD), or fire salts(?). Maybe even throw torches in there too.
Ohh for starting fires. Yeah I’ve wanted to expand on that for a while but haven’t decided on the best way to go about it
True. Maybe only big storms
I was trying to think of vanilla ways that a non-magic user could start one
the flint and steel makes sense but that isn't vanilla
Yeah same haha
So torches and fire salts made sense to me
Yeaaa I found one and immediately thought of this
Fire salts are expensive though
True
I think ashfall ships its own but I’m not sure
If your not a high enough alchemist you can’t use fire salts
I mean you already have new items so adding a "fire kit" or something could work
"Zippo lighter"
Yeah we’ll see, I might expand on it when crafting
I think the wounds module will end up being on a different mod page just because I don’t want to make it without crafting lmfao
I think being able to intentionally douse your fire without destroying it would be cool. Plus it would give another use to open containers of water
Yeah that’s true
I was thinking of way to expand on backpacks with them being tied to a companion for the companion share https://www.nexusmods.com/morrowind/mods/47927
plz add the ability to use cloth to dry yourself off even without bathing module enabled.
I'm honestly fine with the current system but these were just some ideas I had while messing with it and I figured might as well bring it up now to boost the post count lmao
Reading the description, this sounds really hacky but it seems to work 🤷♂️
Yeah devilish has the same thing in his backpack mod, this mod doesn’t have any container scripts yet though and I’m trying to keep it that way for as long as possible 
Although anyone could do that I think, the backpacks aren’t generated so even an .esp can see them
Never will happen
Not because I don’t want it but because the person who designed wetness is mad that I added cloth drying in the first place
Has this been released?
its been around for a while
I had a dream (no joke) where you could drop the backpack and like open it up as a container to put stuff in and then when you wore it the items weren’t in your inventory or something since they were in that container you equipped. Also it degraded and fell apart if you jumped too much.
haha nice
I also had a dream where you could get massages in the bath houses LOL
you can
in the mudbaths
but its just a fade to black sort of thing
im learning how to do animations atm though so who knows lol
Don’t give ownlyme ideas !
They only offer ashiatsu so the PC is prone and the massager just walks on top of them
save on animation work
unironically could be done lol
Just add various bone cracking noises and groaning
Use the dark elf "aagggh" sound effect
You know the one
thats what i was just thinking haha
the first half is just Devilish Cerry Weight Overhaul 🧐
Didn't Devil say - that the "backpack" is a tiny invisible rat here?
He could add the backpacks from SD if he wants too I think haha
yeah its close, it just doesnt hide the items or disintegrate slowly
Although they’re just misc items
Which to be clear - I love
no wonder exalted sun was dreaming about it
Same
lmao
That’s the kind of jank Morrowind deserves 
And if there’s anyone who knows mwscript jank, it’s devilish
Man is a legend
Literal Rat Pack
He's one of a handful of authors where I just download whatever he puts out lol
If its compatible with my list of course
Sleeping in these beds in Ald Iluval, Abandoned Hut doesn't restore exhaustion, throws errors
Ah yeah I think someone else had a problem with beds in TR related to them not having a faction or owner or something
I’ll have that fixed in the next update but if it’s very urgent the error will be solved if you give it an owner or faction
i think you'll get twice the restocks of ore 😛
iirc theres an ore setting in restocking? the restocking mod needs the extra esp to work with smiths while the new simply mining function doesnt
I found a couple things designated as cooking stations but shouldn’t be:
RefID: "AB_In_CaveWoodRamp00Burn"
a burned fence which i found underwater
RefID: "RoHT_Chamber_Fire"
Content file: 7 [Rise of House Telvanni.esm]
a volcano(?); lava-erupting thing in Archmagister’s Abode in Sadrith Mora
Then there’s thing about water filling open containers upon submerging. I’m using Hunterwind, where you can use vials to collect animal blood when butchering carcasses. I either forget to take the vials out of portable container or they get filled with water – either way, blood gets wasted (and I spill everything after of course). And surely I refuse to turn this killer feature off because how can I play without occasionally drenching myself from that random cup I deliberately hoarded accidentally quicklooted from that very important crate which had 2 whole gold coins that I absolutely could not have lived without. Or spilling the tea. Yes the one I just brewed.
So, could you remove the vials from open containers? The models have corks on them, so it’s not even immersion-breaking
RefID: "Hb_vial_forblood"
Speaking of immersion, some questions:
- Why do we not spill liquids while levitating?
- And why DO we spill it when pressing “jump” while levitating? We’re not really jumping are we.
- Could consuming alcohol maybe warm us up?
I've also developed a bit of a thought on elemental shields and thought it’s a good place ~~who am i kidding i just like it a lot and want ~~ to share it.
Realizing after many hours of adventuring I was still confused about how elemental shields work in the game, I went to the wiki and to my surprise learned that:
This effect does two different things.
[Fire Shield] First, it provides M% Resist Fire, thus reducing Fire Damage by M%.
[Frost Shield] First, it provides M% Resist Frost, thus reducing Frost Damage by M%.
[Lightning Shield] First, it provides M% Resist Shock, thus reducing Shock Damage by M%.
In Sun’s Dusk, we use Fire Shield to protect ourselves from cold environments, dry up quicker etc and Frost Shield to cool down. This seems very intuitive, but turns out it contradicts the game mechanics. But what of the looks? “We’re literally on fire so of course we’re warm.” Nuh-uh. What we see is the element we’re protected from being reflected by the shield! Which is why it is called a shield and not a blanket or something. We could also say the shields are drawing the inner elemental energy out of the caster, therefore protecting from “having too much inner fire” aka overheating and so on. Can Lightning Shield protect us from getting struck by lightning then? Hm.
Secondly, enemies next to the casting character will be damaged at 1 point elemental damage per 10 points spell strength each time they successfully hit the caster with melee attacks.
If we were to elaborate the whole idea further, we could say each elemental shield works best when there’s lots of respective energy in the surroundings (which we can overcome if we’re a genuis accomplished flabbergasting mastercaster of course). For example, Fire Shield is more efficient during ash storms and around lava pools, and is most efficient on Red Mountain, whereas Frost Shield is stronger on Dagon Fel and reaches it’s peak potency on Solstheim.
The only 2 conditions I can think of for Lightning Shield though is either being in the air generally – so levitating – or during bad weather such as rain or thunderstorm. It does feel like a loose thread tho, so maybe someone here will have more solid versions
Better elemental shields changes this a bit tho
Yeah I can take care of the underwater cooking station but thought I grabbed all the steamed ROHT fires 0.o will check on that too
I won’t be removing vials from foldable containers because there are empty vials in vanilla, but the Hunterwind vials have come up before so yeah thank you for getting the IDs for that so I can hardcode it in the blacklist
- Because the person who designed the while spilling liquids mechanics doesn’t play mages
- Is jumping while levitating a vanilla feature or does it come from a mod?
- Yes, it’s supposed to increase your warmth 0.o
I’ve only ever played Skyrim and with the precursor of Better Elemental Shields which yes, shows your character on fire
And yes, Lightning shield protecting you from lightning strikes is a planned feature :)
It would be goofy but maybe it also makes you more awake
Lightning shield makes you go faster, or attracts metal objects
Zoom zoom zoom
All single gold pieces in a radius get pulled into your inventory but you also take damage each time
Gold isn't ferrous 😤
Shoddy craftsmanship. It's all weighted, take it up with the empire
Hasn't been pure gold in a septim since sload had a tower
That explains why they weigh literally nothing
- Just checked on a session with no mods besides Sun's Dusk – it's vanilla behavior. Nothing actually happens if I press jump, except for everything getting spilled
and you get hit with all those sets of iron armor, better stay away from the legion
iron ore! simply magnet
I think I've spilled my fih'n'beans 
Meals don't like when they're moved with Perfect Placement
Correct
I’ve tried to get ahold of the creator of perfect placement with no luck
@warm saddle How do I make a SD compatible bath? I made one that works but I'm trying to get the tooltip to show up
Or is the tooltip a bathhouse only thing
Your best bet is to ori the bath and then paste the esp / ref ID into the last few lines of the .txt in SD_statics folder
I did it for a few of katya’s mods
Ah
I don't need to do that lol. I thought I had done something wrong
The bath I used seems to work fine
You can make them bathhouses like what you see in the .txt of Baths of Vvardenfell but if you want to make a specific static a bath, that’s how you do it
Ah I see it in the BoV one
There are a few wash basins from TD and OAAB that I hardcoded to bring up the tooltips since it just kinda seemed like a no brainer but in general I’m conservative with those statics (unlike cooking which is pattern matching) since the bathing UI locks the camera but leaves the world unpaused
Makes sense
I'm going to try this
There are no baths/showers in vanilla either, just the redware wash basin I added which is an item, not a static and has its own mechanics so modders will have to do their own thing
But considering they don’t need to know lua it shouldn’t be a problem :p
The ref id is in the SD_statics for TD. I think I did something fucky and that's why it wasn't working
There’s the record ID and then there’s the ref ID, those are two different things
Ah I see
TD and OAAB I have record IDs for, katya’s mods I use ref IDs
i meant the record id lol
For example: if I made katya’s ancestral refuge a bathhouse, the player could bathe anywhere in the cell which doesn’t make sense since there’s only one fountain in there, so I found the fountain’s specific ref ID and put the tooltip on that
Oh wait yeah. I forgot the bath I was using counts as a suspicious water source
That's why I tried to change it
You can also change that in the txt I believe although I think just changing the cell to a bathhouse fixes that 🧐
So might want to do that then I guess
I don't want to make the entire house a bathhouse
But yeah I have a few examples in the txt in Sun’s Dusk but dubious has more, though he has his own module so he has additional things in the txt
Alright then haha then you’ll want the ref ID
Gotcha. I made a patch for the Talanian Estate to make the bath in there into a usable bath
Oh, you didn’t need to edit the cell or anything
I think if you edit the cell and make a unique ID for the bath regardless you’d need to register it 🧐
It seems to be working fine. There's no tooltip but you can bathe
But yeah you can block it from being a well, change its water type, or make it a bath
Wait are you talking about the SD tooltip or the activator tooltip?
The SD one that asks if you want to bathe with soap or not
Oh gotcha yeah then haha you’ll need to do the txt stuff for that
But yeah you don’t need to edit anything in the CS, just like what I did with katya’s mods
In fact I added that specifically bc I didn’t want modders to have to go back in and change IDs of their statics and stuff
But wouldn't I have to overwrite the txt file from suns dusk?
No haha, it works just like crafting framework recipes
Sun’s dusk picks up any txt in a folder of the same name 
Just like what you see in baths of Vvardenfell
Just name the file differently than what mine is named haha
Actually I don’t even think that matters
But yeah
Works just like crafting framework
Oh rad. I misunderstood you when you said Dubious had his own module
Well he does
but he still registers some normal bath statics
He has the module for the sauna
Anyone can make a global and/or player module for SD too in the same way
But the mod has like 40+ events at this point which I need to document unless you feel like poking around in dubious’ modules, time flies or diving into the deep end with SD 
Time Flies has like 8 of them I think
Hell yeah I got it working
Nice 
Thank you!
Yeah no need for CS stuff
I still swapped it in the CS because I didn't like the bath model Kalinter used lol
It didnt have water in it
It also looked a little... cheap for such a nice estate
Waiting for someone to make a mod with almalexia’s bath water
Also, SD has specific buffs for specific races right?
Not “buffs” as in spells but yeah racial abilities
Like Argonians restoring thirst when swimming and such
That's what I meant
Any plans for interop with this mod that got posted today?
https://www.nexusmods.com/morrowind/mods/58416
Probably not
Eventually there will be an API for creating your own racial abilities but it’s all hardcoded atm
I was joking idk if that was clear 😅
All good haha
I think the Almalexia Chamber mod adds water around her pedestal
If you bathe in that you could get some sort of effect
Kills you instantly
Thanks again for the help with the bath stuff btw. That was a lot easier than what I was trying lmao. I noticed that Dubious's were activators so I was trying that
Gotcha haha np
Fair dues, I'm glad you got there in the end. What mod are you working on?
-Edit i already have it installed
thanks for the patch!
that's only because Stinkers had them as activators and i didnt bother to switch them out, i wasnt sure at the time what the difference was. its on my todo list to replace and fix up a bunch of the statics but pretty low priority atm
and if you want anything to function as a sauna (fill with water to produce heat) its pretty much the same process. i was thinking it would be fun to get some dwemer machinery working like that for an addon
Np! lol
Ah gotcha
just need a good milk texture...
maybe the sd stew textures would do 
how do they tile?
also need a dunmer version of caius's muscle shirt 🤔
My game seems to crash when I try to drink directly from a bottle that I found placed in the world. Is this a known thing, or is there somewhere I should provide a crash log?
What version of openmw are you on?
0.51. I did a git pull and compiled it about ten hours ago.
Desperately wishing I could get the Inventory Extender mod to work in my environment 😭
I don't see any Lua errors in the log, and it references containerstore.cpp directly, so it might just be related to recent changes in the codebase.
/Source/openmw/apps/openmw/mwworld/containerstore.cpp:671: virtual int MWWorld::ContainerStore::remove(const Ptr &, int, bool, bool): Assertion `this == item.getContainerStore()' failed.
Could you get me your log and cfg ?
Discord really doesn't want to upload it for some reason, hmm
There we go.
It looks like there were some changes to containerstore.cpp in the last two weeks which may be relevant. https://gitlab.com/OpenMW/openmw/-/commit/e022795585397bf508a02d97c25933a608a34745
Yeah looks like an engine feature but I'll investigate
I was thinking I had been playing with a build from only a week ago, but I realized the actual merge for this was only five days ago. 🤷 It's interesting reading, but a bit over my head. Let me know if there's anything else I can provide.
Yeah I remember when this MR went through but didn't know it would effect this lmfao
I got as far as thinking "does it just not allow you to call this code path anymore for an item which isn't in your inventory" but then I got dizzy and so I think maybe I'll have a poptart about it.
Hmm... wouldn't be the first time this week something about my build is screwy. I'm about to try compiling it for Arch instead and see if that fixes my problems.
Is this your log from before the crash?
Yeah. Since I was repeating it to see if it broke again, I quicksaved like one second before the crash. So it should just be "load game, press F to drink from bottle in Addamasartus, game crashes"
What is toggletime?
My own personal little mod. When you press Q it checks a boolean and then runs one of two lua commands depending on its state.
What's it do?
It's worldSetSpeed or whatever it was in a global lua context, which makes the game run three times as fast. It wasn't active during the testing.
I can disable it to test real quick
Disable the time flies consume setting
Not sure if that will help but seeing that at the bottom of your load order and knowing the openmw animation and calendar features 🧐
Doesn't look like it. I had (have? I think?) most of Sun's Dusk's native takes-time measures off in favor of the implementation in Time Flies. My mod shouldn't have anything to do with it because it doesn't touch the passage of time or timescale at all, it uses a lua command to change the effective speed the game is running at.
But yeah, even turning that off didn't help. It's just last in my list because I wrote it like six hours ago 😅
Anyway, if it does seem to just be limited to me I wouldn't sweat it. There's probably something screwy with my install, since this is the second thing I've found that crashes or misbehaves for me that nobody else has seen.
The Sun's Dusk time stuff is only in time flies haha, this mod doesn't do anything related to changing the time at all
Oh, I must be thinking of a different mod then that I had to turn that stuff off.
Yeah no clue. Inventory extender also didn't give me any problems when I was running the latest build so I'm not sure if that's a hint either
Oh
Are you playing a custom race?
I've spent probably 20+ hours ripping Inventory Extender apart at this point trying to figure out what the hell is going wrong completely unique to my system
This time last week I would say yes! But no, today I am just a dunmer in a new game.
Gotcha
Yeah, I think I'm going to set up a different distrobox for Arch and see if compiling OpenMW with a completely different environment might shake something loose lol.
Thanks for the help.
neither of us is using linux, but if you're having crashes that sounds more of an engine problem. linux often has special behaviours (errors) as far as i remember.
you can make a ticket on https://gitlab.com/OpenMW/openmw/-/issues maybe they make more sense of it
Nothing to see here. Just me sipping flin in my Dagoth dream
found a mod for you!
It's interesting how you gave the chopped wood physics
maybe I can copy it for my Wabbajack mod so clothes / transformed people and creatures "drop" as items
currently their items are just spawned in on the ground
It was very difficult tbh but yeah you should be able to copy it if you want, I can find it later
It’s uhhh yeah not easy, ownlyme spent hours tweaking it and they still fall in the ground half the time but yeah I can find it for you
I think it’s in the global camping
Ahahahaa the cups I added fill up with SD installed 🤣
I love edge cases so many mods bring together
It's fine. I tinker with it some other day
I keep finding filled cups absolutely anywhere. Dagoth dreams, dwemer ruins, foodware sellers... you name it 😄
You can configure that in the settings haha
I should look into that! The filled cups always felt weird, because it's often in places it makes no sense like cups sitting on a shelf in storage and such. Filled bottles makes perfect sense though.
Inns and homes ?
Like even if we limited spawning to just inns or homes, the bottles and cups in Arille’s Tradehouse upstairs (if you have BCOM installed) will still have a chance to be full
That reminds me, are there still plans to make trees respawn?
Probably not
Damn 🙁
found a well that didn't work:
Content file: 476 [TR_MinorSettlements_wells.ESP]
RefID: "T_De_SetMH_X_Well_01"
Cell: Ammar
"refill water" doesn't show up
@warm saddle Greymarch Dawn adds a mini bathhouse to the basement of Desele's in Suran
Yeah that’s intentional although I guess the poor lad didn’t know that. That specific well, TR uses to make stairs and platforms
Thought I added it back in though 🧐
Lmao
Nice
Now that I know how to add bath houses I’m gonna make a patch
Yeah sure, appreciate it
There’s also a dude with a pole dancer in his room
I’ve literally never seen this until now lmao
Just need a .txt for it haha
I’m going to make the pole into a bath
Added it to my patches page lol
tell you what, the guy in right tub is a hunterwind's hunting trainer
found another burned plank that is a cooking station
Content file: 121 [A Cold Cell.ESP]
RefID: "AB_In_CaveWoodPlank10Burn"
Hell yeah
just one specific plank somewhere or just the general record?
if you want us to blacklist a specific instance of that somewhere we also need the RefNum (plus the content file)
thanks for telling!
Content file: 121 [A Cold Cell.ESP]
RefNum: 421
RefID: "AB_In_CaveWoodPlank10Burn"
and another) im a bit confused about this one tho, i guess you could chop on it lol? it’s on top of a lighthouse so there’s a fire next to it
Content file: 317 [Beautiful cities of Morrowind.ESP]
RefNum: 4076
RefID: "AB_Furn_ComCookBench"
You can add &A Cold Cell.ESP/121 cookingspot false to a line in any of the .txt files in Sun's Dusk/SD_Statics/SunsDusk_statics.txt, save the file and then reloadlua in the console in-game and it'll be unregistered as a cooking spot, the same applies to BCOM
Yeah that one is intentional although randompal can register or unregister anything he wants as a heat source, cooking station, tree, etc. Or if someone wants to make/upload a txt like Anthony did, they're more than welcome to
I have a WIP tool to make it even more automated/easy to register and unregister things but that's still a ways out, people are already making their own .txt files for other mods based on what I already have in there
thanks, that's all good to know
gotta say i did find a very funny heat source while looking through statics 
Yup
@warm saddle sorry to bug you but can you remind me what the incompatibility with mym’s mods and SD are?
time passing in mym's mods allegedly breaks the engine calendar API
That’s what it was
though he fixed something related to it several times
tldr: disable time passing mechanics in NGD/SE and you're fine
Good to know
should be better now that mym fixed a few bugs
time passing and mym's time running backwards was fixed a few versions ago on our side
but seriously, do you hate the morrowind rpg system so much that you'd rather have a mod automatically leveling your character for you?
i recommend
MBSP
i could remove those embeddings/thumb nails but you should really download these
and instead of "better merchant skills" you should use "Fix Mercantile Exploit"
it may cap out at level 30-40 but at least it doesnt break your game
Why yes, vanilla leveling is a bunch of bull crap 
Only real feature your "mod series" missing is skill xp scaling, though. I'm talking MBSP, but for all the skills and not just magic
uncapper has a per-skill and global xp mult now
even with soft caps
I'll just restate it here:
Having an arbitrary moment in time where you go ding +5 strength, ding +5 agility, is my main gripe with vanilla or near-vanilla leveling
fine, having improved vanilla leveling make this so much easier to the point every level up is +5 is a valid complaint
ah, ok
then it's basically a fixed vanilla leveling package there
Not even complaining about that, but the core point stands. you don't really make it worse, but you don't address it either
depends on the angle you're looking at it... for me improved vanilla leveling takes away the painful decisions i had to make before, so it feels fixed to me
Which I can understand
You mean the requirement to go out of your way to level up or that the excess (5+) attr bonuses are lost?
No, I mean that character gets strong at specific point in time, not gradually
The going out of your way to get several +5's is annoying, but that is addressed by Improved Vanilla leveling
I’m already using these mods haha. I don’t hate the vanilla system that much
I used both leveling systems : I like NGC/SE for the concept of "continuous, rather than incremental, step-by-step, evolution". Actually playing with Uncapper/MBSP/IVL installed for the good old-school RPGs feeling.
Hard to make a choice ^^
Alongside Sun's Dusk (ofc, this is the channel), that I installed the moment I reinstalled Morrowind after 10 years. This mod seemed mandatory to me. Couldn't play without it now 🙏
Next run I’m doing the uncapper mbsp and improved leveling combo. I had done the mbsp improved run awhile ago but now uncapper exists. Mostly done NCG/SE though. They both have their draws and draw backs.
a stupid question I'm certain - I see that sd is incompatible with a handful of mods in total overhaul... but how incompatible?
should probably work, but don't come to us if ncg/skill evolution/bms permanently changes your stats. that's not coming from sun's dusk
I played 60 hours with Total Overhaul and Sun's Dusk, no issues, everything works fine.
And as Pwn points out, it's best to use the mods mentioned above (Uncapper, MBSP, and Improved Vanilla Leveling) rather than NGC & SE (which are in Total Overhaul), as the latter seem to have unforeseen side effects (likely to be fixed in the future).
Yeah I've got to say it feels good having switched over to the ownlyme levelling suite. A solid collection of mods that are very synesthetically pleasing. Plus I did miss my level up screen
ty ty trying it out for a while, are there any specific problems that might occur? wondering if I should just disable ncg, se, bms or replace them in TO with mbsp, ivl, uncapper, etc., but I don't know how fragile the modlist actually is. not super experienced in modding morrowind tbh
Same here
its pretty robust for the most part and morrowind is very forgiving in that way so if your into it than id say you'll probably be fine. but if you have doubts it might not be worth the potential of something going wrong. the conflicts are fairly minor especially if you turn off the training times in SE 🤷
Your stats (skills and attributes) will get wonky every now and then with or without Sun’s Dusk, you can use a shrine to temporarily restore your stats but it’ll eventually come back. If you never look at your character sheet then it isn’t a problem but if it gets annoying then you can disable those other mods and install the ones listed, I just got tired of the bug reports so I added to the mod description that they’re not compatible
Do you know if I can migrate from NCG to these for a level 1 char?
You can swap over to them at any time, doesn’t have to be level 1
God I love lua
will try it out now then, do I still get level up messages with pwns?
Your skills and attributes will be a bit different obviously but your character or save won’t be broken or anything
because that's what I really miss about NCG
What do you mean, like the message boxes ?
its iconic
Yeah man, like the motivational messages. Since you never see the level up screen in NGC you never see them
there was a mod that added them back but it wasnt the same
Oh yeah of course, the level up screen is back haha
NICE. Installing now. Is the PWN modding suite just Uncapper, Improved Vanilla Leveling, and Magicka Based Skill Progression?
Yup
there was a few peripherals but thats the core package
I can confirm it still is working!
I don’t mind it actually, I would honestly like some of it implemented cell wise, take a bath in cells related to culture/house get a buff related to them
Based on cells(?)
you can define cells as baths
like in SunsDusk_statics.txt
for example indoril mansion, meditation hall cell true 30 isBath=true
30 being temperature
Does anyone know if the pwn levelling mods work with https://www.nexusmods.com/morrowind/mods/50262
I've been using the slower levelling bundled with NCG for a while now, and wish to still be 50% slower!
Do you need it thoguh? Pretty sure MBSP and uncapper have leveling speed settings
Let me load into the game right quick
although, setting like 20 stats to 50% rather than a single one could be a nice feature ot have
oh wait those aren't the menues I'm thinking of, as the ones I had seen seemed to vary in terms of progression weighting. E.g. Sneak levelled faster than other skills (probably because it's harder to level)
But that's awesome, thanks for taking a look for me 🙂
you may be remembering SE's scaling settings, but yeah, both suites have it
Nah I've never used SE as it causes CTD on my linux distro lmao
Question. There is a Foxunder's mod called No More Excessive Healing. It has a shared Food item list to ignore the items based on their NAME (like "Resin" or "Marshmarrow"). It works when I include one of vanilla potions there for testing (like Cheap Restore Health). However, I have trouble with it recognizing SD's Stew. I know it's not your mod but since a standard Vanilla potion works without a hitch, I'm wondering whether it's related to SD's naming conventions? Maybe "Stew" is just not enough here. The item in-game being tested is sd_food_def_vegan called Stew.
eventHandlers.SunsDusk_addConsumable = function(data)
local recordId = data[1]
local tbl = data[2]
saveData.registeredConsumables[recordId] = tbl
if tbl.timestamp and types.Potion.records[recordId] then
--print(types.Potion.records[recordId].name, recordId)
G_stewNames[types.Potion.records[recordId].name] = recordId
end
end
tbl looks like this:
{
timestamp = timestamp,
recipeId = recipeId,
consumeCategory = foodData.consumeCategory,
foodValue = foodData.foodValue or 0,
foodValue2 = foodData.foodValue2 or nil,
drinkValue = foodData.drinkValue or 0,
drinkValue2 = foodData.drinkValue2 or nil,
wakeValue = foodData.wakeValue or 0,
wakeValue2 = foodData.wakeValue2 or nil,
warmthValue = foodData.warmthValue or nil,
warmthValue2 = foodData.warmthValue2 or nil,
isToxic = foodData.isToxic,
isGreenPact = foodData.isGreenPact,
isCookedMeal = true,
}
the stewnames map is rebuilt onload since we have saveData.registeredConsumables
we use it to detect what buff is coming from a stew
I'm having a strange conflict/issue that I'm having trouble tracking down. I'm not getting the UI popup for campfire, food and soap, but i am getting the tree and water refill . it seems oddly specific so i thought one of you might be able to offer a clue what might be getting messed up
everything is functioning properly otherwise, its just the raycast tooltip for those three things as far as i can tell. QL is working fine too
are any modules disabled? is there anything in the f10 log?
do you have the world tooltips setting disabled?
soap and food might get hidden by this:
no idea about the campfire though
hmm yeah the settings are fine, its just something getting in the way of it. ill figure it out
Do you have a lua mod replacing your crosshair?
make sure its on normal
yes, that is controlled in quickloot. it's the only mod that can change the raycast type atm
Did it by chance start after installing alpha of luaparry? Since I need much bigger distance for raycast I was careful to completly decouple from shared_raycast, that pwn shared with me, but could've missed something
I don't have this issue on my save, but I don't interact often with like half of mechanics in SD
yeah but it doesn't seem to be that
no just a texture replacer
yeah, I doublechecked my code, and pwn did too, we think I'm in the clear :P
haha yeah you're all good
hmm i also cant harvest plants, bizarre
just to be clear im not blaming anyone but myself here
Any other new mods you've installed in last couple days? Really just curious what it might be
So that was it?
very nice mod, i enjoy the mechanic a lot. Foxunder can probably sort it, i don't think they run SD though
with "easy harvest" ?
i cant really reproduce anything with that weapon requirements mod... but it doesnt even stop me from equipping daedric weapons on my lvl 6 char even though the settings page is there
see it uses shared raycast too
tho
ye
dubious?
However:
between weapon reqs and latest version of SD:
34a35
local typesActorActiveEffectsSelf = types.Actor.activeEffects(self)
63c64
< local telekinesis = types.Actor.activeEffects(self):getEffect(core.magic.EFFECT_TYPE.Telekinesis)
local telekinesis = typesActorActiveEffectsSelf:getEffect(core.magic.EFFECT_TYPE.Telekinesis)
no im not using that
SD is >
but I can't see how that would cause any issues
Out of curiosity, did you edit your settings much for weapon requirements?
no not at all, i usually avoid tweaking the settings for a while after installing to see how it runs. ill try just disabling the tooltip and see if that works
i also have a bad habit of installing three or four mods at a time so dumb stuff like this can happen 👍
Yeeah, I don't think it's weapon requirements then. O_o. Whatever is causing it - all tooltips show up on my save with its defaults
strange
so the author was very happy with my commits and allowed me to upload stuff on his page.. but im a bit hesistant to publish anything that im not 1000% confident in
maybe you guys wanna try it out? its basically everything you'd expect in a swimming skill
What's been changed?
🧐
ooff
i should have kept track of the changelog...
there's a new settings renderer
mod settings
i think the custom ui was already in the latest version but not sure
it works without skill framework now
ohh i know, there's a huge sound overhaul now (will be an optional file though)
idk man i added 3 files and this is the changes of the (singular) main file xD
your ownlyme is going hard.. but doesnt really advertise his work as much as he should
caveats: the swimming mod still directly edits your skill's modifiers. unlike suns dusk which just uses abilities to stay highly compatible this means that skill changes this mod does are basically persistent and can get really fucky if anything goes wrong
im very confident in this version so i'd be happy if you guys could check it out before i just drop it on his mod page
yeah im using the original already so ill give it a go. why did you decouple it from the framework?
its not decoupled, it just doesnt flat error out without it
ah i see, nice
without it you wont have racial bonuses and maybe the exp transfer is not carrying forward
How much is this changed compared to your original rework of this a couple weeks back?
Cause I've been running that and didn't run into any issues
it just added nice things without touching the original issue
Right, let me update then
in the update there i already had some migration script that should fix any fucked up saves
ok, np
i'll make the new one an esp too when i upload it
it will be an optional file though, it triggers the sound overhaul
last chance for hotfixes, was about to add an api for my gatherer mod.
How does one bath again. Can I just hop in any lake or is there something specific I have to do. Cause I'm constantly filthy
Lol I'm a moron just figured it out
Use a "bath", if you have e.g. "Baths of Vvardenfell" installed.
Or get wet and use soap (either in inventory screen by dragging onto a doll, or in world by pressing "ready weapon button" when looking at it).
Or use a washbasin that you can get at most general stores - get wet (ready spell button) then wash yourself (ready weapon button)
Yeah I have both. Thank you for more info especially about bath of vvardenfell I just grab they update to the
That
also buffed intelligence in the process (instead of 1% it now grants 5% of its magnitude, exactly as much as luck)
also we're working on granting innkeepers in big cities a higher cooking skill
There should be street food vendors…I’m just imagining this now
that sounds delicious, but might be more of a "pre-generated" food thing, instead of "à la carte" i think
food menus are on our to do list, so it would fit in well with that
im not entirely sure why people want that (there are requests for it), maybe they hate the cooking ui or the chore of cooking so much.. but yeah there will be pre-generated (or semi-pre-generated) meals
I had the idea of some guy on the street selling like deep fried kwarma eggs or something like that. State fair food….Morrowind style
It came to me in a flash of terrible imagination
immersion 10/10, but we'll see if we can make it that in-depth
especially 3d assets are a problem a lot of the time
but damn i love the idea of unhealthy junk food with proper buffs on the streets
Slaughterfish on a stick, though I think that exists somewhere
Anything on a stick fried
all deep fried 💯
Immersion
i was working on some meat-on-a-stick assets recently
let me know if you need some simple stuff put together
Is the survival backpack supposed to be openable? I'm using quickloot and can't seem to access it if it is
Pretty sure it just gives you a feather effect when equipped
I think Devilish has a mod with an openable backpack
Thanks 🙂
Idea: you can fill open vessels by leaving them out in the rain
10,000 total downloads 
Congratulations
Thank you
This needs to reach 20k 
Well deserved

I’m sure it will within the next update or two 
What’s in store? 👀
Is this compatible with vanilla expanded
Yup
New skill, crafting, new APIs for other mods (implemented regions for interior cells) are on the way
is it possible to empty a container of water w/o drinking it?
Well technically, if you have 0% thirst, you don't drink the contents, but splash them on your face 🤔
If it's an "open" container, like a cup - jump and it'll get emptied. Otherwise I have a vague memory of Hyacinth saying that may be planned for an undetermined future update, but don't quote me on that
okay thanks, I took a swim after looting silverware etc and forgot to turn the option for refill off
jump then
cause only "open" containers refill during a swim iirc
and those same open ones can spill on jump
oh just two jumps do it with the option on, this mod is mostly more straight forward than I think
similar mods would have you jump 20 times while spilling 0,1l each jump
Nah, it's immediate or close enough for open containers
Does it need other requirements or is it a simple install
Nope, no requirements. You can install it as is
Just a head’s up that the leveling and the bartering mod in the momw modpacks have caused problems in the past, I’m not sure if they’ve been fixed
Right and sorry for potentially silly questions but is it okay mid install
Mid game sorry
small idea: home cooked meals in inns also give cooking xp based on personality (chatting about preparation)
Yes
Does SD have an option to swap the way the buffs from meeting character needs work? Essentially so you don’t gain buffs from meeting needs but merely negate the penalties of going hungry, thirsty, etc?
Kind of a “hardcore” mode
Look for "Penalties" Settings in each section. It goes "buff", "buffs and debuffs", "debuffs", "
Thank you!
Going over PGE1, I just realized that the Meat Mandate demands that the Bosmer eat the body of their slain enemy within three days. Do you have any plans to implement this into the mod? 😄
I think that conflicts with A Dance with Fire but I guess that’s a fictional account
But no, since human meat is a rare ingredient and isn’t found from looting
Well... what if we somehow tied it into the Dispose button? Is there a way to do that? 😄
If someone wanted to make a mod that spawns human flesh on corpses sure, as far as the dispose button goes: no, and the only way to do anything with disposing corpses is to attach scripts to (nearly) every actor
With quickloot maybe since that has its own way of handling dispose corpses which I use in time flies
@warm saddle What does the number mean in the sd_statics txt files? Like the 25 in this:
suran, desele's house of earthly delights basement cell true 25 isBath=true isHlaalu=true
Temperature of the cell
Oh that makes sense
New update coming out here soon
Just discovered that there's a ton of stuff in tamriel rebuilt that isn't in TD 
I won't ship the food and stuff for that out with this update (probably) since there's .... a lot
Wait really?
Yeah
I mean if they need to add a note for a quest they’re not going to update all of TD for it so it makes sense
Since I've gotten most of the framework for swaps done I was going to start on working on the climates and season changes for my little seasons mod. Was gonna base them off your map of the climates, and I was curious if there's a way I could set that up so it would be convenient for a patch to alter your climate depending on season? I wanna make sure I set it up so mods that make sense to link to it are easy to connect, I also want to do season dependent dialogue bits for the AI NPC mod.
Give me 1 sec and I'll get back to you
Changelog v1.8.5
Features
NEW: Food and Cooking
- Player and Publican's Class effects cooking skill
- Skill bonuses for Pilgrim, several TD classes, and OAAB classes related to Cook, Chef and more
- Perfect Placement compatibility for cooked food
- Improved cooking formulas for skill scaling
- Improved tooltips for cooked food and for Stats Window Extender
- Improved performance for dragging and resizing the cooking UI
- Warnings for container/water in inventory are now only shown when not cooking with a publican and when features are enabled
- TR_Mainland.esm database added to food database
- Added setting to not require foodware when cooking
Temperature
- Insulation: Exterior temperature now effects interior temperatures depending on climate and several other factors.
No longer do all interiors have the same temperature everywhere
UI
- World tooltips now fade in and out (configurable)
- Can now purchase and eat/drink items with a single tooltip
Other
- Louder Drums and Bongos with a new volume setting (UI->Tooltips)
- New "Minimalist" preset in the Primary Needs settings and the "Hidden" preset in the UI settings
for those who want to play with only the buffs/debuffs and no additional features - Debug messages for backpack equipping
API
- New hook for external mods to modify wood drops:
G_woodcutting_woodCountHandlers - Cooked food and consumables database data is exposed for other mods to use
- New cellInfo fields:
nextExteriorCell,nextExteriorPosition,nextExteriorCellIsQuasiExterior,getClosestExteriorCell(cell, position)
to find nearest exterior or pseudo exterior cell for Make a Profit and other mods to use to detect regions of interior cells - New example module for the new content API, not active but can be used as an example by modders for trying new spells
Fixes and Improvements
- Memory optimizations
- Better documentation, updated mod description
- Beds without factions no longer mess with sleep
- Performance optimization for buffs being added and removed
- Fixed errors from thirst being disabled
- Drinking bug musk is no longer overwritten
- Fixed "Immortal" vampire/werewolf thirst settings effecting everyone
You could go about this a few different ways in relation to this mod, you'd want to make a module which I can walk you through when the time comes
You can also make global and player modules that this mod will pick up if you need to send events back and forth and whatnot, you could change a cell/area's climate but I'd probably recommend modifying the climate types depending on the time of year, for example polar regions would get much colder in winter than tropical regions. I modify temperatures for each climate depending on the time of day so yeah you could do this for the time of the year, or I guess I could since it would just be a few lines of code for me ? But up to you, whatever you think is more appropriate
Sweet I'll take a look at the code myself and as I plan it out on my end lyk. It would probably have the biggest impact in like the northern regions that are already Arctic so I think just warming it slightly in the summer would work
You'll want to look at the cellInfo in global modules and the p_temp.lua in the player modules
They're on gitlab but my internet is freaking out and git isn't even loading for me xd
sicksicksicksicksick
Added them to https://www.nexusmods.com/morrowind/mods/58288, it's been a long night so enjoy everyone
thrice blessed
This phrase on Sun’s Dusk Nexus page really confuses me:
Freshly brewed tea is steaming with visible tea
If you brew tea, your teacup will have visible steaming tea in it
I get what it means but my brain keeps misparsing it as something like «tea steaming with tea».
Like steaming with noxious fumes or steaming with anger.
M-maybe just «The cup will have visible steaming tea» ?
hm yes the floor is made out of floor
Out of a stable flooron quantum aggregate.
That and apparently cooking pots in the world and food too
Ment to screenshot the rat head soup that’s boiling
Yup haha
It was a lot of work
Well deserved
Yeah tbf if I had to drop my ~1400 mods and keep one it would be SD
Thank you kindly folks
after playing for several months, I have to admit that I was unable to figure out how to brew tea. I mostly cook via house fireplaces
If you hover over a teapot, you’ll see a tooltip that lets you brew tea :)
yeah, but Idk how to fill it with water and make it recognise the fireplace
Oh, it doesn’t need to recognise the fireplace or anything. You just need to have clean water and ingredients in your inventory. Right now there are only 2 kinds of tea, stoneflower and heather
I see, maybe I just was permanently low on stoneflower and heather. Will try, thanks 🫖
How about a brand of tea called just T, made from Timsa-Come-By Flowers and Trama Root?
Alphabet soup, too: you need one of each ingredient starting with a particular letter.
#1408674801131847702
found a double entry in Guide to Morrowind III: Cooking
it repeates the same but one entry is a bit expanded
Or maybe just ALMSIVI soup: Ash Salts, Luminous Russula, Moon Sugar, Sload Soap, Ironwood Nut (x2), Vampire Dust. Upon consumption you hallucinate a Skoomaesthesia-like audience with an assembled Tribunal.
Yeah I just forgot to delete that bit :’)
Isn't eating coal technically non-halal for bosmer?
You right tbh
this is Withershins all over again
They can guzzle all the oil they want though 
this sealed bottle shouldn't probably spill water on jump
"Furthest from Seyda Neen"?
Is that kildozery's mod? 😄
Looks like it is. 102 km/h - the mans zooming
very funny
that's right, that's right
can Better Bars be oriented vertically?
damn, i want some vertical bars and i saw the new encumberance bar goes vertical.. ah well
I would expect an update soon with all the new stuff with the update to openmw
Hey @warm saddle , did you get recent reports on bugs or compatibility issues with my mods? Currently I'm not aware of any issues, but sometimes I just don't get the info
Yeah I got a few bug reports a day or two ago but you were in the middle of working with arreon and I didn’t want to intrude haha, it was a problem with damage to personality with better merchant skills, ncg, and skill evolution on 0.51
Oh. I could not find any post about it. Do you have a link?
Wasn’t a post, just a message about it. But in general it’s hard to pinpoint exactly when it happens with skill evolution/ncg/better merchant skills because they’re spongy and not consistent, but you can clearly see when it happens with pretty stats
My mods offer a large set of features and settings, which may easily introduce regressions, bugs and incompatibilities in specific situations, or after an update. However I took great care to make them efficient and reliable, and to fix issues as soon as anyone informed me.
Hi Hyacinth, I've made a few variations of the thermometer icon for SD. I'll be happy to share it if you want. I have a few tweaks in mind, but it's usable as is.
However, in-game, this icon displays at a reduced size, regardless of the file format (64px or 128px). I haven't figured out how to fix this (Sun Dusk is a script-marvelous mod , so I'm not messing with it 😌 ).
Hey hey these look great! You can upload these as a separate mod if you want :) As long as the file path is correct (ie - same as the other examples you see in the textures), I think it should work. As for the scale, I think the problem is on our end since I just discovered that icon in particular is scaled differently lol. We were working on a small update/hotfix anyway so I can have the fix out for you this weekend
The fade in on the tooltips is super sexy. But it's strange that there's no such thing for fade out 🤔
dunno if it's been in the previous version, but half-full tankards have a minor clipping on the handle side
Sure can do haha
Do you have mesh replacers?
no
Okay word easy fix
i have manually set the positions and scales at min and max level for around 300 liquid vessels (took several hours), there's no way every single one can be perfect
*on the first try 
Certainly that one can be slightly adjusted 
i think i had to do it twice
You can't cook with DoO plants :<
Yeah I don’t have that mod in the database and I need to dig up my script for getting all the magic effects of ingredients
I was going to do it but it’s like 4 different .esps and I have no idea which ones the ingredients are in 
1.4 latest .esp only should be the newest one
Good to know, I’ll add that to the next update then
What is DoO
Doors of Oblivion
Has some cool stuff, I didn’t know there were any ingredients in it until recently
Im looking forward to finding that in game so much
are they healthy
Ohhh
Sorry the update has taken a bit longer, working on it now 
Fixed that icon scaling problem
sorry about that. Do you want to release this as a mod? You would be overwriting the existing Thermometer option in the Temperature Bar Style settings, so you’d need yours to be load after ours in the load order. This is what I’d recommend and prefer.
But if you want us to include it in this mod, we can add another option in the Temperature Bar Style settings. At the moment the temperature icon is kinda “hardcoded” unlike the rest of the needs icons, so there’s no way to just add a folder and for it to pop up in the settings like the rest of the icons do
I told them to install Sun's Dusk 
Which video is this on? haha
on N'Garde release trailer
I've set it to public yesterday, and I think people been getting it in their feed
We are converting MWSE folks hard these past couple weeks
That’s why half my mod description for the TR spells is how to download a modpack 

I can give you the BCC if you want haha
I think my users have been managing fine, but I'd appreciate it
Although your mod is compatible with every modpack so you can change that if you want
Thank you
Seems to be at least
Not all of them have TR though so I had to gp through them all
I'm eyeing Solthas combat mods suspiciously, but so far nothing blew up
Yeah that one is always sus haha
Does anyone know if trees regrow?
Nope
Just set them to "not despawn"
That got added didn't it? I thoight they will respawn when you load, or was that a dream? 
Too much blender..
I've no idea, may be talking out of my ass. That's a big one though, so if it is in - it would be in the changelog
where is that setting? in script settings i assume? i dont see it
Environmental settings
i dont see it
scroll down:
oh wow lol thanks
After a lot of deliberation I removed it from my modlist
Anything broke, or just didn't work together well?
Just changed too much for my liking
Nothing broke
Roger that
Its always impressive that solthas causes so few issues when it seems to be doing so much
There may be issues under the hood. Since there's a lot of skill/attribute manipulation going on
Yeah I never noticed any technical issues. I just wasn't used to the changes it made and was too lazy to learn lol
I guess because it's been around for a minute now too
i honestly been following Open MW for a while, but was not playing morrowind and i saw the issues with it and vanilla mods / MWSE mods so i waited and i finally reinstalled morrowind fresh and got all these new mods that i saw for openMW. Definitly a lot less complicated than the old days of using MCP CCP and all the other tools we had to. By the way this mod is great. definitly adds a lot more depth to he base game
Appreciate it and glad you like the mod :) enjoy
here we go again 
Long-term fatigue that caps the default short-term one and resets on rest would be interesting.
@warm saddle @tepid sedge for clarification, what is the ko-fi page and whats its relation to ownlymods? is hyacinth a different modder than ownlymods, or is it a team? who is the ko-fi page for; ownlymods, hyacinth, or multiple people?
ownlymods 
I'd fix this to reword it but nexus was in the middle of changing its whole website and now i feel like a boomer who doesn't know how to click a mouse
real

At least the mod description seems to be ... dare I say, more responsive? And apparently they'll let us import mod descriptions in the future which I'm very sus about
Didn't have to spend 15 minutes trying to center some text and a gif 
One thing I don't understand - is why the hell upload form is design for mobile
so much wasted space
who the hell uploads mods from phone
Androidwind bros idk
I hate that I can’t expand the text box horizontally
Lmfao sorry, i was super tired when I read this the first time around. Ownlyme and I split everything
Same lmfao that's the first thing i tried doing
how did I even do it 
gone once I've slept on the floor for an hour, but still hilarious
Idk man it's your icon pack hahaha
Guessing that one of the suffixes is wrong or something 🧐 but idk
I think it just confused hunger icon with tiredness, because it outright replaced it while I was dragging it
Interesting
That said, I was also running an in-dev version ownlyme sent me, so idk if it's valid
Think he was in the middle of refactoring for getting rid of the log spam
Probably caught him right in the middle of it
Maybe
Engine feature 
it seems that the latest update duplicates the bowls I eat from
Do you have dubious concoctions out any other mod doing things with potions?
I was just reading through the wiki, I'm interested in adding suns dusk to my game for the temperature mechanics. I didn't see it mentioned in the wiki, but does armor impact temperature?
Like if I'm wearing a full set of heavy armor will I get hotter?
Here’s the wiki page you’ll want https://gitlab.com/lhya/sunsdusk/-/wikis/survival-mechanics/temperature#equipment--survival
Thanks! So let's say I'm walking around in a neutral temp region, if I put on a set of heavy armor will I start getting hot? Or does it only trap in heat in hot regions?
I think it would slightly increase your temperature but in general, armor types don’t make a huge difference unless you’re in a hot/cold climate. Slightly more than clothes unless you’re wearing all cloth. I wanted it to be immersive but also not annoying since I hated other survival mods that punished you for wearing armor that suits your build in areas that weren’t cold (no other survival mod has done as much with heat)
Very interested to check this one out personally. I tried out Devilish Needs, admittedly just the initial release, but it felt a bit menu-reliant for my tastes. Lately, I've been playing mostly mwse, due in part to ashfall feeling really immersive, but I'm really digging the contextual interface you've got going on!
Thank you for the kind words
and yeah I try to avoid menus as much as possible. There are books in-game for most of the mechanics, but if you’re looking for specifics there’s a wiki https://gitlab.com/lhya/sunsdusk/-/wikis/how-to-play
I have Potion Thrower and Poison Weapons
You know I spent a lot of time making BMS as useful and stable as possible, providing settings for most needs, fixing issues as soon as I was aware of. I'm sure you'd like a new and easier approach for the trade difficulty, but please let's not hope for others' work obsolescence.
Yeah sorry I said that about your mod especially since it wasn't worded well on my part. No one can deny that you've put a lot of work into BMS and it's especially impressive since there are no native openmw events or APIs for everything you do in there. But now there's a new UI with all sorts of events and bindings that we can finally have some fun with 
Thx for saying that. Yeah the new API will allow a better flexibility, more features, and no more hacks
Is saltwater -> normal water loop for regenerating magicka intentional?
Found it!
That tiny fucking grey vertical line to the right of the text box...
i just installed and im getting these messages constantly in debug, any way to fix