#Sun's Dusk: Needs & Survival
1 messages · Page 21 of 1
Won't stop all the spam but it'll probably be enough, if you're making a mod or testing I have a powershell script to filter those
I mean, could've been worse, at least they are polite and argumented their ask :D
water should be
writing content strings in camel case 

(to be clear, absolute psycho move, but I love it)
Not caring enough to sort our way through this UI bollucks
This is what the code for the liquid added onto the end of a cup when it becomes a potion btw
local recovered = 0
for _, rec in pairs(types.Potion.records) do
if saveData.reverse[rec.id] then goto continue end
local inner = (rec.name or ''):match('%((.+)%)$')
if not inner then goto continue end
local slashPos = inner:find('/', 1, true)
if not slashPos then goto continue end
local leftStr = inner:sub(1, slashPos - 1)
local rest = inner:sub(slashPos + 1)
-- rest is e.g. "1L Water" or "500 ml Suspicious Water"
local totalStr, dispName = rest:match('^(%d+ ml) (.+)$')
if not totalStr then
totalStr, dispName = rest:match('^([%d%.]+L) (.+)$')
end
if not totalStr then goto continue end
local liquidKey = displayToKey[dispName]
if not liquidKey then goto continue end
-- parse "250 ml" or "1.5L" → milliliters
local leftMl = tonumber(leftStr:match('^(%d+) ml$')) or (tonumber(leftStr:match('^([%d%.]+)L$')) or 0) * 1000
local totalMl = tonumber(totalStr:match('^(%d+) ml$')) or (tonumber(totalStr:match('^([%d%.]+)L$')) or 0) * 1000
if leftMl == 0 or totalMl == 0 then goto continue end
local origId = rec.model and modelToMisc[rec.model]
if not origId then goto continue end
local q = math.max(1, math.floor(leftMl / STEP_ML + 0.5))
local maxQ = math.max(1, math.floor(totalMl / STEP_ML + 0.5))
--print(rec.name, liquidKey, q, maxQ)
saveData.reverse[rec.id] = { orig = origId, q = q, liquid = liquidKey }
if not saveData.maxQ[origId] then
saveData.maxQ[origId] = maxQ
end```
There are at least 10 other functions that look something like that and the "refill water" is buried in one of them 

goto
Fair
goto continue is normal, tho
oh sorry i didn't include the mwscript bit of that function 
Ehhh. passable, I guess. Or one can flip the condition and never need it
How is it currently? “Refill Water”?
refill water
All lowercase?
LITERALLY LITERARY
My personal preference is Refill Water but as long as it’s consistent across the tooltips idc that much
unplayable
The capital R looked weird to me when we were first making the tooltips and finding it at this point would take me much longer than I care for
It mostly bugged me when all of the tooltips seemed to have different capitalizations lmao
At least they are not the names of variables 
Okay fair lmao
There are over 15 global events/handlers just for converting drinks between potions and misc items and while I care greatly about good UIs, I also have no motivation to find that string lmfao
ctrl+shift+f?
if you can't be arsed to do that - I respect it, but why is it tricky to find?
p_liquids.lua:268. But it's capitalized there

return {{
label = "Refill " .. (localizedLiquidNames[liquidType] or "water"),
It's about respect.
toddisgod - reference not found
ToddIsGod - all good

I'm like wait a second, I did that
and I chose the liquid to be capitalised too bc I didn't like Refill suspicious water
yup. Localized LiquidNames returns capitalized versions
Although it was Refill susWater while we were working on it 
so only fallback is non-capitalized, but you shouldn't see it
Should "refill water" be capitalised?
4
9
1
Yes, "refill" should be
309257555820150785
moonsugar
Sorry folks party's over
You should really be using localization files
It's not too much work and would simplify this kind of nonsense
when the engine doesnt print 1 line for each localization file on reloadlua
Huh
I think pwn is talking about this:
(which is a mod problem)
but also these:
which are kind spammy and can have errors above them. But never really bothered me
I'm honestly not sure we need a message from each mod that the l10n files have been loaded
These are literally verbose logs tho
I know
Yeah, ownlyme has … 40 lua mods or so? Which is about twice this much log spam assuming you’re only playing with his mods
It’s why I did the timehud localization in lua as a kind of test run, this mod has one too btw but refactoring a mod with 45k lines of code would take us weeks if it would even work
Suggestion: carriable water basins require refill and spill when you jump with them 🌊
Yeah I wanted to do that initially but it’s tricky with the tooltips since I’d run out of keybinds 
There would have to be a flow to them which I couldn’t quite get right at first but yeah I’ll eventually revisit it since yeah it’s free unlimited baths 
Update is going up soon 
hype
Changelog v1.8.6
Features
Cooking
- Added a new secret way to reset your cooking skill once reaching cooking level 100 ;)
- If cooking skill is reset from 100, gain a new perk allowing you to cook with 4 ingredients
- You can now shift-click the + and - buttons in the cooking UI to change the count in increments of 5
- Nerfed alchemy xp gained from cooking
- Added "lua cook" console command to open the cooking menu anywhere
- Added Doors of Oblivion to eligible cooking ingredients
Backpacks
- If Simply Mining is installed, backpacks reduce the weight of pickaxes and ore
- Green Adventurer Backpack and Blue Adventurer Backpack can once again be crafted
- The starting satchel no longer has a 70% weight reduction and instead of has the 40% of other backpacks
UI
- Major refactoring to fix the "suboptimal" code
for UIs to get rid of the 0.51 warnings - The thermometer icon is now scaled in the images instead of the code
- Consume world tooltips for toxic ingredients are hidden unless you are an Orc
- Tooltip for the cooking skill looks nicer on the Stats Window now
API
- added isConsumable API for other modders in global (and fixed the player version)
- added refreshNeeds API for other modders to force refresh Needs
Other
- Ownlyme preset added to Primary Needs settings
- Fixed drink/food placement with the updated Inventory Extender
- Fixed a FOODVALUE_MULT error with one of the settings presets
- Needs are immediately updated after waking up so there is no more tooltip with Error: nil
- Fixed an error message related to tooltips
- Food and drinks no longer glow in the dark in the dark
- Added a few Project Cyrodiil trees to woodcutting
- Added Mournhold well back
We have have prestige levelling
Ownlyme preset 😭
Consume world tooltips for toxic ingredients are hidden unless you are an Orc
Can this potentially be unlocked at a certain Alchemy level for every race? Like ingredient and potions effects are
Maybe, I might end up doing a kind of "perk" to reduce toxicity damage or something along those lines
or not Alchemy but Cooking
to make more sense, sorta
Why orsimer getting done dirty
It's tricky to cast my transmute spells on ore since we lock combat controls onFrame when looking at consumables 
Bc they can eat toxic food without penalties
lmao

The "suboptimal code" causing log spam should be fixed now btw 
Also we're now at over 20k messages in this discord channel 
I may need to finally rebuild my modlist
For ?
For all your updates
I've been developing and not playing for the past month or so
a lot of good new stuff to add
Same tbh haha
This summer I’ll start playing again probably once all the modathon mods get bug fixes
Yeah, good call
All the TR magic will be done by then too, I haven’t even played through Narsis lmfao
I haven't even been there
from what I've seen on JBN stream though - the arena with n'garde may be great
Right. EEC. I need to do their quests in other places
Arena is nice tho. Pretty much what you'd want from an arena experience
Nice, something to look forward to then
Crafting framework update will be here soon too with tons of example recipes and my jewelcrafting mod so hopefully we’ll see more of that stuff 
oohh 🤩
Hoping to have it ready for modathon but we’ll see, ownlyme just needs to add one more feature
Just curious, what in openmw is hindering that we can have something similar to manual cooking like ashfall? Im not asking for it as i saw the author stating that he/she doesnt want to bring it to his mod, but i think this is the place to ask such question
I think for 1:1 with ashfall it's the same thing that prevents Joy of Painting, dynamically editing texture maps or something like that 
But it mostly should be possible considering what else is in the mod
Theoretically
If you can fill cups by putting them in water (
) then it stands to reason it would be possible to put food in a pot and turn it into something else
But that sounds like a deep rabbit hole

Except water is only one mesh whereas food is 4400+ 
There could be a way for us to fake it but I'm more interested in adding new features than bringing over old features from MWSE mods
Yeah, no point going down a road like that unless it was something exciting for you. Better to do new stuff
Would you mind if someone made an add-on that did that, if ashfall cooking can be made indeed on Openmw?
Based on your mod
Sure, if someone needed an API from us or anything I wouldn’t mind
I might be wrong, so correct in such case. Dinamically altering texture maps you mean by, for example, a texture of raw crab meat turning in cooked or burnet crab meat? If it is the case, is it not similar to what hrothgar is doind with the wearable series? By recalling a texture on some place based on input?
He’s adding meshes, and yes he creates a new mesh for everything
So even a item that already has a mesh, like a lantern that when you drop on the world, you still need to create one?
Correct
Which if you wanted to do cooking like Ashfall you’d have to do at least 800 or so to support only vanilla Morrowind, TD and OAAB
That doesn’t include the HD and PBR Textures that people use as well btw
So yeah, “overriding” people’s thousands of meshes, textures and icons for a footnote of a feature of this mod is not anywhere close to being on my priority list
I understand, its a lot of work. Thanks for explaining it too, if someday i feel the urge i might try to do some work on it but now... 😅
I think it would simply be easier to learn C++ and implement lua decals on the engine side lmao
Thats a whole new idea that i would need a lot of explanation+learning c++, i only dabbed on python with biology 💀
That's more than I've done
aside from lua
There's still no way to manually fill cups, right?
You can place them in water if that’s what you’re asking
I mean like sujamma
Oh, yeah nah haven’t added that yet
I see you mentioned getting rid of UI varnings in 1.8.6 ^ in the bathing UI on the wash basin 
Got rid of the spam from the main widget but yeah I’m sure there is other suboptimal UI code elsewhere
We have like 20 different UIs in this mod 
Fair - just wanted to let you know just in case
Changelog 1.8.7
- Fixed a very rare bug preventing recordId based database entries from getting applied if the object had any ref entry
- Cooking without water or without foodware grants less exp (and cooking exp nerfed by 10% again, just like it was before last update)
- Actor scripts use 30% less performance
- Roguelite vampirism is immediately detected instead of after sleeping the next time
- Added console command
lua idwhich shows the selected object's reference ID for reporting incorrectly classified objects - Added command:
lua lavawhich lists nearby lava, for reporting cells that don't actually have lava
I have no idea how it happens, but occasionally I keep ending up with stacks of 2, 4, 8, 16, 32, and 64 bottles of water
Do you have a mod changing potions at all?
Of Bead and Feather
and Tabletop Alchemy
Do you have the latest version of Of Bead and Feather?
It would appear not
Try updating it then. I think an older version of dubious concoctions might've had the same problem
Am i not seeing an "Immersive Mode" option, or may i request one?
I'm not sure people on Tamriel track things like temperature, especially not in degrees Celsius. Or people anywhere ever have a dashboard of every little detail about themselves. Or think of how filled their containers are in milliliters, instead of "three quarters" for example.
I would've described how it would be cool to have this-and-that nice little stylized tooltip instead of a giant dashboard but it's already there, and only needs disabling everything that surrounds it.
upd: I've found how to disable the dashboard, but there's still the precise units and precise change of wetness per second "-0.09%/s", etc.
No, mostly because I tried at first, discovered it was practically impossible and very cursed. Also the empire technically uses imperial units (ick) but I just set the default to celsius for those of us who are civilised. For liquids they use quarts instead of mL
Does disabling the debug prints for Environment not disable the wetness tooltips for you? 0.o
I mean the tooltip on the wetness bar
I have the setting on Silent
practically impossible and very cursed
Can you elaborate? Feels like pretty simple change.
Changing the names of existing generated items isn't easy if it's even possible, and the reason I wanted to go with mL instead of like 1/4, 2/4, etc is because, well. How do you convey that 250mL/250mL (1/1) has a different amount of liquid compared to 1L/1L, also 1/1? In iNeed it worked for the waterskin since there was only 1 item but there are different holding capacities of vessels in this mod. If I did 1/8 for the small cups that would be misleading since it can't hold anything more than 250mL, or the 1 in that case
Didn't know people played with the wetness debuffs lmfao but yeah I'll see about removing that
I do 
I am so sorry
I paid for the whole mod
And I will use the whole mod
How do you convey that 250mL/250mL (1/1) has a different amount of liquid compared to 1L/1L
You don't. It should be apparent to the player from the icon/model of the container in that immersive mode, which is not for everybody of course.
Again, people do not have inherent experience of volume and size IRL. Would be cool to see that in game
Except you can't change the icon of an item in lua
or rather I'm not interested in creating thousands of icons for a setting
But with inventory extender you can 
or rather i'm not interested in creating thousands of icons for a setting
Why would you? I mean to just replace the existing fullness measure with text regardless of the volume. Let the player guess that a cup has less than a jug etc
No

If you want to send an MR refactoring the liquid item generation (which has over 18 global events btw), as well as cooking (which relies on detecting the item names) and a migration script that is able to convert the names of generated items between the two settings, then I'd consider it but you're looking at refactoring no less than 9000 lines of code. I wanted to take an approach without units of measurement for liquids but with how much we do with it, it's just not possible in any reasonable way I can foresee
Fair enough.
As for units of measurement in tamriel, there are these https://en.uesp.net/wiki/Lore:The_Rear_Guard https://en.uesp.net/wiki/Lore:Uncommon_Taste https://en.uesp.net/wiki/Lore:Ancotar's_Journal
The castle would hold. No matter the forces, the walls of Cascabel Hall would never fail, but that was small consolation for Menegur. He was hungry. In fact, he had never been so hungry. The well in the atrium of the fortress supplied him with enough water to hold there until the Fourth Era, but his stomach reminded Menegur minute to minute that...
Congratulations!
12th of Rains Hand: Today I begin my great project on the spontaneous generation of life. I expect that there will be difficult days ahead, but if I succeed, my place among the great mages of history will be assured.
I think there's one other book that uses imperial units of measurement but yeah when I saw that there's plenty of in-game stuff using real world units I decided to not care xd
Maybe there's some OpenMW motion that will help with it in the future?
With Inventory Extender it's possible to modify tooltips and the item name in rows which I've thought about doing for the liquids because imo it's annoying to see a lot of this 
Playing around with the actual displayed names on the tooltip is reasonable compared to refactoring this mod, I just haven't figured out good alternatives for the names yet
If anyone wants to make meshes for more drinks 
Necrom Bath House + Cave from Baths of Tamriel Rebuilt
(its not that dark in game, all my MW screenshots turn out like this)
That looks unreal, nicely done 
Here are more screenshots that i took too :)
Those colors look how they appear in game
Yeah it's like a gamma/monitor problem or something, i remember having it a while ago but fixed it somehow. I think there was some advice around this server if you wanted to poke around
Are you the champion who is doing this for mainland?
🙏🏻
With dubious certification
May your profits be large and ore pure.
Count only the happy hours
Indalen Ancestral Tomb overhauled by The Woe of Indalen Tomb is turned into a volcanic type, burning you under this brazier
Even better. Seems like these braziers are all volcanically hot
Hmm
The exterior is in a volcanic region, meaning that the interior is toasty
Right outside Caldera? 🧐
Plus the temperature itself is pretty tame. Comfortable +15C
Where in caldera?
Not even close to Cyrodiil
Huh?
Cyrodiil isn’t volcanic 
yes
it's just hot there
How close are you to ghostgate? 
I played this btw, but don't recall getting cooked.
Well, the ghost fence
Notice the +17C current temperature
it's not hot there
technically, not even in ashlands :d
West Gash
I think I got those from OAAB’s database for Ashfall which might have different temperature scaling
I’ve done that dungeon/quest from that mod too and I’m wondering if it’s loading a door that’s in a place I consider volcanic
Anyways, I’ll investigate
In very important news
that's it
I never aim for perfection either. Just make it work somehow and then refine it if you care enough
If you aim for perfection, you might just have it collecting dust, be forgotten and never released at all
unless you're brilliant like a few poeple here and release perfect mods on the first try
As everyone knows, the first upload is for beta testing 
wait, it has MSWE mod as a requirement
data base?
It always feels weird when I download sth with "MSWE" tag. Not used to it. When Wayfarer Atlas used Map & Compass, I thought it was a mistake or sth 
Inventory Extender also picks up the expanded tooltips mod too
Some mods just have a database that you can parse from lua, doesn’t have anything to do with one engine or another
You don’t even need an engine to do lua shenanigans 
Wow! He did it that's so awesome I've been holding a candle for that mod. It was my first patch 🥹
It seems like your patch doesnt work with Ralts' mod :/
Yeah I'm just looking into it but I'll probably have to refactor it to make it work with the dependencies for ralts' version
Ah gotcha
I at least want to be able to use my 2h rod
I don't know if there are models for the extra fish either. Need them for Hunterwind support
Oh yeah that’s a good point
champion
loving the Telvanni baths. thats something i wanted to come back to
they could have some really wierd stuff going on for bathing rituals
Yeah I’m crazy impressed with them, this is like half of the screenshots I took too
yeah i love how much effort is going into it. bathhouse revolution
The Telvanni nobles don't bathe, they have perfume to mask their scent /s
Huge
the header image
Necrom Bath Cave
it looks so epic
Time to start making Baths of Project Cyrodiil now i guess, lol
Actually huge
@rough salmon trying to fix that problem you found but can’t replicate it. Do you have https://www.nexusmods.com/morrowind/mods/58345 ?
Either that or there’s some lava hiding in that mod somewhere

better bars 🥴
Hi, wasn't sure whether to comment here or on Katya's mod, but I think it would be pretty cool if the bantam guar meat from Stoneflower Trading Post got added to SD as a meat cooking ingredient in the future ^^ Loving Sun's Dusk so far!
bantam guar? 😆 i want one
They're freaking cute!
But their meat is on sale, so I figured I'd be a monster. I wouldn't go far enough to actually murder one 
Just realised that I had posted a wrong ID for the meat, it's AAkarRVPos_bantam_meat_01. There's also a cooked variant, but I'm not sure what your policy on cooked items is
All the activators in the Magical Mainland Homes' Firewatch house have the prefix "fire" and so you can cook with them
I forgot about that lmao. I noticed that awhile ago but I uninstalled that mod for a different reason
why am i getting a green pact notification what is that
Omg how do you take a bath with just the base mod
I put it on minimalist and buffs only 😂😆
get into water so you're wet, use soap on self
(only clothing iirc)
can use soap off ground too
or buy a washbasin from a trader
Can you buy soap all I see is sload soap
If you have TD or OAAB there’s soap that’s sold by traders
Although I recommend getting Baths of Vvardenfell and TR since bathing was made with those in mind
Are they required im wary of adding more mods at this point
No they’re not required of course but they add things onto bathing and make it easier by adding more soaps to the game and bathhouses in every city
But you can find sload soap in the base game of course
Ok if it's compatible with bcom I'm for it
Yup it is
Compatible with BCOM and every other city/landmass mod
(It has not been easy)
I've been thinking. What if consuming potions increased hunger (sped up metabolism) or thirst (salty, alcoholic substances)?
alcohol already increases thirst btw (unless you turn it off)
It kinda does indirectly if you have Time Flies but yeah I could add a setting for it, that seems interesting
Yeah I saw them talking about it yesterday haha
D&T is great and that mod will be too, just not sure how much sun’s dusk will be able to do with it since it’s not lua and the creator doesn’t play with this mod, so I’m not sure how much interop is feasible haha
My vision for this cooking skill is also a bit different from hers
Understandable. We will see whether it can be useful for SD purposes at all, I guess.
Hey hyacinth! Just noticed something interesting. In the description of your mod you say for MO2 users: "Enable the .omwaddon and .omwscripts files, ignoring any .omwaddon.esp or .omwscripts.esp". I was under the impression that MO2 doesn't recognize the native OpenMW formats off the bat and needs dummy esp files to load the mod data. Has that changed recently? Any Lua mods I've tried running through MO2 without dummy files didn't work
That includes pure Lua mods without plugins of any kind
Baths of Project Tamriel progress update! Woo!
Baths of Province Cyrodiil: Just gotta redecorate existing Anvil bathhouses
Baths of Skyrim Home of the Nords: Only Dragonstar and North Karthwasten left (it's a big city)
I second this idea
just took a bath in balmora now im partially translucent lmao
Chameleon
Soaps other than sload soap have magic effects on them, if you want to clear the buff you can use sload soap
lol okay that makes sense it just made me laugh when it happened
Wow these are awesome
thanks the top Skyrim one is my fave 😁
Yeah it's awesome, I can't wait to check them out
yeah this kicks ass
Our hero 
6 cities included: Anvil (soap and towels added only), Brina Cross, Charach; Dragonstar East, Karthwasten South, Karthwasten North, Karthgad.
Hi, sorry to bother you, but could you share the object.recordId for the bedrolls (or any other rest-related equipment) your mod uses? I'd like to check compatibility with my mod and add support if needed. So far I've got bed_standard and chargenbed (which afaik cover everything in Vanilla and TR). Are there any others, or should those be enough? Thanks in advance.
These are so beautiful! The top Cyrodiil one is my favorite 😍
I think they just have the bed_standard script on them so shouldn’t be a problem, there are at least 6 “beds” though btw
gotcha, thanks 👍 I don't think the amount of beds is an issue, as long as they all refer to the same Id (I think)
(or use that same script you mentionned)
They’re all different IDs but yeah have the same script on them
oh wait
where can I check those ids?
cs?
I want to test it out
I'll check openmw-cs later see if I can find them
We do many shenanigans with the tents and beds, so you’ll see about 12 different tents and beds in the form of miscellaneous items, potions, activators and statics in the CS
but if you’re just looking to test, you can find the single-use tent at publicans and general traders and merchants, the other tent you’ll have to craft
ok thanks, I'll give it a shot
Do tents also count as "resting props"?
There’s 2 parts to a tent, the tent itself and then the bedroll. They’re placed separately
ok, I reckon only the bed "activates" resting
Correct
tried it with a basic bedroll from Arrille's tradehouse. It definitelly worked. Maybe too early to call it, but don't see why it wouldn't work with other types of beds...
also these bedrolls look good ngl 👀
Yeah those are super pretty!
Thank you haha, they’re from Ashfall 
But we’ve performed surgery on several of them
Same for the tents
There will be an update soon for the new crafting and bath houses
Also, there will be a proper tea mod for modathon 
Was the cover part of them? Damn, I never got to Merlord's fancier bedrolls 
BYAZURABYAZURABYAZURA
Stop, I can only handle so much excitement
I feel bad for not having commented on any of your mods on Nexus. I can write a novel about how much I love Sun's Dusk already
Haha thank you, I appreciate it 
Oh btw hyacinth, do you plan any interoperability with Stuporstar's Tea Mod for your own tea mod? Just curious ^^ Like for kettles, cups etc
Yeah, that’s what the tea mod is going to be :)

Thanks, that's great news!
holy nice 👀 (and yes, I've seen the bathouses screenshots
)
Hey @warm saddle , would you be interested to define weighted growth impacts on attributes for your new cooking skills?
NCG will support the Skill Framework in its next version, and the default behavior for custom skills will be an impact of 7 points for the governing attribute, but a split impact over multiple attributes could be more balanced.
As an example, we are currently defining the following impact distributions for these skills:
evasion_evasion = { agility = 2, speed = 1 },
throwing = { speed = 4, agility = 2, strength = 1 },
staves_staves = { agility = 3, speed = 2, willpower = 2 },
toxicology = { intelligence = 4, willpower = 1 },
The total impact points can be lower than 7 to prevent too high increases on the impacted attributes, for skills the player may use often
Intelligence 3, willpower 2
you only add a single skill? What's its id?
SunsDusk_Cooking
There will be another skill in the next update but I haven’t decided on its attributes yet
thx! I'll add it right away
What about mining?
Pretty sure it’s just mining_skill
Another day, another L for AI 
Gave a module to Claude for formatting to clean up some notes and add some headers for readability, it refactored the entire module to be 90% more imperformant
and this module is by far the most expensive in this entire mod which is the cell info /static scanning
Just a reminder that you can’t give this mod to AI and it is better to ask if you are looking for specific code or find things yourself
I think Claude got confused because this is a Bethesda game so it thought you wanted the mod to perform worse
Its the logically correct outcome based on all previous data
"an update? Surely you mean destroy all mod compatibility"
You forgot “don’t make any mistakes”
Indoril and Imperial baths of TR now have their proper buffs
The nord baths of SHOTN and the imperial baths in PC all have bathhouse buffs now
your options are the same
Second option should be the opposite 
F to use a a striker and steel to light the fire.
Ultimately I don't believe it matters
- campfires add firewood with F, then you press R to light it
- wash basins make you wet with R and you pull up the cleaning ui with F
- this is because consuming soap/everything is on F, thus activating waterfalls pulls up the cleaning ui with F too.
now we're working on adding water to tea kettles before opening the selection menu.
how should we consolidate the hotkeys?
the way i see it F is consume so R should be fill. one ingoing one outgoing
F = recieve, R = give
every time we make one of these polls i'm made to realize how delusional i was
Hotkey preference?
4
5
4
The second option and also change campfires
🔥
food value includes thirst and hunger
sickness chance is treated like raw meat, so resistances apply
where do you get blood if your not a vampire?
ohh yeah right
i made some simple eating animations
should blood have reduced food value and make you sick if you're not a vampire?
4
5
1
yes
🦇
You can now brew tea and coffee from stuporstor's tea mod with Crafting Framework
Y'all have no idea how many months and time and effort have been spent to make this mod 
Sure we do 
Update will be up soon
1.9 will be required for the tea brewing mod
Changelog v1.9
Features
NEW: Tea Brewing
- Fully overhauled tea brewing to be more immersive (and also actually work lol)
- Add water with
R/Spellcast stanceup to 1L - Brew 1 cup of tea per 250 mL added, up to 4 tea cups
NEW: Camping
- Added a workbench and tanning rack as misc items to be purchased from traders and merchants
- Can be used as crafting stations for the new crafting framework updates (stay tuned! but feel free to add recipes using them). Item IDs are:
sd_campingobject_tanningrackandsd_campingobject_workbench - Place on the ground and activate as a workstation for (future) recipes, attack it to return it to your inventory
NEW: Bathing
- Buffs for Indoril, Imperial, and Nord baths
- Full interop with Baths of TR, and the upcoming Baths of Project Cyrodiil and Skyrim: Home of the Nords
- Added settings for only buffs, and only debuffs
Liquids
- Vials are no longer refillable
- Cell water type can be adjusted by mods in the TSV
Food, Hunger and Thirst
- Blood consumables are now in the same category as raw meat and can cause diseases
- Healing from the healing setting is nerfed
- Storms make you thirsty
- Being hot or scorching makes you thirsty
Temperature
- Combat warms you up
- Movement slows down cooling (basically warms you up too)
Compatibility
- Added support for Stuporstor's Tea Mod tea cups for brewing Stoneflower and Heather tea
- Added many APIs and interfaces for the new Ceremonial Tea Brewing mod
- Removed NCG/Skill evolution "incompatibility" from mod description, added a new question to the FAQ so ppl don't report bugs to this mod for something it doesn't do
- Full compatibility with Devilish Vampires, including the feeding mwscript
- Added Wyrmhaven, Morrowind Rebirth, and Stoneflower Trading Post food. Stoneflower Trading Post ingredients (bantam guar meat) can be used for cooking
- Mods can now override specific cells and water types by this mod in a TSV, most useful for bathhouses
- All crafting recipes are now compatible with the newest versions of crafting framework
- Beneath the Permafrost climate is arctic, village will warm you up though!
- Stats Window Integration interop setting - enabled by default but can be disabled in the UI settings
lua coordsandlua tpconsole commands have been refactored and reworked, now require pure multimark
Other
- Performance optimizations for static scanning/cellInfo
- New Indoril, Imperial, Nord cell types with their static patterns
- Debug log refactoring, highest log level is now called "spammy"
- Cooking book is no longer restocked since it's in the census and excise office or added to your inventory directly anyway
- Renamed
Minimalistpreset toSkyrim-esquesince apparently ppl don't know that there is a minimalist preset for this mod which removes all of its features except those present in the Skyrim anniversary edition survival mod DLC
Fixes
- Fixed
Loading...tooltip for people who had only buffs or only debuffs enabled
Tea brewing mod is now live 
And the Sun's Dusk update is live too 
All of the teas and coffees restore a specific amount of tiredness based on their caffeine level from the tea book too
Nice haha that's so rad
How much do you still have planned for SD? You have covered a lot of the original ideas now. I'm trying to think what else was discussed
Oh there's plenty
a lot more crafting stuff, perks, a survival skill
Shortly after 0.51 drops I'll be removing support for 0.50 since there will be many new features dependent on 0.51
Some fun with dialogue, more dynamic buffs/debuffs that scale depending on all sorts of stuff, also the cooking esp will be removed
There are also some UI tweaks I want to make and there will be some refactoring for localizations
Some things can't be localized like the units for water (mL and liters) which has some people pressed i think, but that's something people will have to deal with 
Also, the tea brewing has a partial mechanic for removing/transferring water from vessels
Beneath the Permafrost support is nice. I've been wondering about that.
I have to say that I don't know what Minimalist preset does 😅 . Just never used it.
It's the skyrim anniversary dlc
Actually guess i forgot a few settings from it but the skyrim survival DLC doesn't have any settings
btw sorry if it's been said or done already, but is there a standalone version of SD backpacks? A few day ago I stumbled upon a discussion about this on the other modding channel (common OMW/MSWE modding one). Basically, some people weren't hot on the survival and primary needs stuff, but they liked the backpacks and contemplated disabling everything in SD just to get the backpacks. That sounded like overkill, lol (installing such a massive mod for 1 small feature). Maybe they could be released as standalone. Don't know how popular it would be. I wouldn't use it, as I don't need it because I already use SD, but maybe some people would appreciate it if it's not done already.
Are the ashfall backpacks released as a separate mod?
no idea
The answer is no afaik
I mean i put the same thing in the tea mod description, that you can fully disable every setting except for the tea brewing and you'll be able to brew tea from the teapots
Same thing with crafting too, I added items which can be used as crafting stations. If people want to download the mod only for the crafting stations, they can quite literally disable everything just to use the crafting stations
There is a standalone backpack mod out, it uses Danae's Adventurer backpack. Not one with all the fancy packs and features though
That's what I'm talking about
The new one use addvfx not pauldron slot
By Hrothgar who did the all the openmw Onion stuff
That's cool
What crafting stations are added? I already had mods adding in a bunch of statics
sd_campingobject_tanningrack and sd_campingobject_workbench
They're misc items that can be placed on the ground, so you can put em wherever you want in the world
Interesting
They can be attacked like tents to be returned to your inventory but there's no failure chance 
Haha nice
I'm also taking ideas for the crafting stations and just crafting overall, there isn't going to be a Bushcrafting skill but I would like you to be able to create crafting stations without going into town
Is there a way to detect stations from other mods?
Sweet
Not sure if you can use statics as a station 🧐 but you can use items that are placed in the world like I did for the teapots
Anyway yeah, I mean the whole tea mod is done with crafting framework + sun's dusk, as in there's no omwscript for it because I don't use openmw lua 
Thanks for the compatibility with DVO. I know myself that compatibility work can be tiresome
btw, do you know why many of my mods start with "Devilish"?
It's not just branding but it also allows me to filter the chat of discrod by devilish and find all poeple talking about my mods
It would've been easier if you applied the potion in the mwscript which is what i thought you did initially, but didn't want to ask you or have ppl update your mod for it or anything
Understandable haha
To be fair, nowadays you could easily create a better lua vampire mod. Keep in mind. When I created that mod, I had no lua skills and it was some of my earlier work.
With animations, blood puddles and everything.
Even vampire embrace-esque blood drinking seems quite doable now
it's just that I no longer play as a vampire so, I don't really have the focus on that
congrats on the new update!
can't get rid of this technical debug window
maybe your character is too comfortable? 
ineed, these cosy bug shells make him snug and cozy anywhere he goes
It’s the temperature debug widget in the environment settings, sorry about that
right, I found how to turn it off
Yeah sorry about that, I’ll put out an update later today along with a few other quick bug fixes
Is this Temperature box from Sun's Dusk? I'm trying to disable it as it appeared after i download the newest update but can't find where to disable it
Yeah sorry, it’s in the environmental settings in the debug section. I’ll put out an update later today that disables it by default
Thank you 🙂
Changelog v1.9.3
- Fixed dublicated water vfx in tea pots
- Added offsets for all pots and cups
- New sound for pouring water
- Fixed temperature debug widget appearing by default
- New drinkwaretuner that can be used easily by modders
- Fixed water vfx bugging out with Inventory Extender
- Buffed the amount of hunger/thirst that Drain Health restores for vampires
Quick hotfix 
Should I add an interactive tutorial?
14
19
1
Yes
309258743395123200
caius
I’ll add a setting to disable the tutorial
Don’t think I have it in me to make dubious go through the bathing tutorial 
Have that setting in an xml/json etc somewhere
Modders will disable it, the rest have to read
Is there a way to achieve this with suns dusk and the stats menu extender?
That's already in the latest update of suns dusk
is there a global event for using soap to bathe?
no, just self:sendEvent("SunsDusk_finishedBath")
i have some animations, im trying to see if i can hook them up for testing
is there one for showers specifically?
hmm no but i think we could add some event data in the next update
cool thank you. let me know if there's anything specific you'd like to see animated
so far so good
I thought I was joking with RDR2-like animated bathing, but at this point you will soon be implementing deluxe baths
.
lmao yeah i actually have something planned for that
Lifetime premium 
🥳
enjoy 😄
BTW I know that it's been talked about, but I think that nobody has done it yet. So maybe I will...
Love that haha

BTW for the next version - I think that there may be a small typo in sd_temp_6. Weakness to frost effect 20-2 instead of 20-20.
You right
Btw, are you using the names of the Wet spells for anything? I was going to remove their percentages
Only ids.
What is the threshold for that?
30k unique downloads
But that’s across all released mods
Still an impressive milestone! Congratulations!
Bro I'm using them regardless 
But one place might be the most convenient for end user
Are baths of PC and SHOTN dependent on Baths of TR?
I don't think you add any assets but 🧐
nope, completely independent
i wanted someone to be able to only download 1 of them and have it work perfectly
in case someone doesn't wanna play with mainland MW but does wanna play with Skyrim, for example
if it's separate, then include PT stuff on their own page
Congrats!
I'm torn between the three. Reasonably no one is using eithe PC or SHotN on their own and without TR, but separate pages linked together may still be ok. Alternatively - all in the same place 🤷♂️
Farm downloads I say 
yeah ride that Sun's Dusk wave into the sunset
Nah I mean it would be easier to maintain imo, since managing 3 "large" files on one page is more difficult than managing 2 different mods
At least in my opinion, especially if you're working with dozens of images and a long mod description
sounds like i need to start work on a new funny thumbnail, pronto
haha
I didn't know that was a thing until recently, then I saw it had been sitting in my unclaimed rewards for 2 years 😂
Didn't knew it existed. I just need 28300 more downloads
😅
Congrats for this milestone ✨
By the way, sorry @warm saddle for the late reply, I'm back from a month without a computer -> 100 mods to discover/update, the modathon is insane !
Regarding the temperature icon, I'll adapt to your preference.
I can make it a separate add-on (with some variations I have in mind), or give you the files.
Otherwise, I have this minor issue: the temperature icon appears cut off on the left, it looks like it's not centered properly.
The bath houses for Skyrim and Cyrodiil should:
6
7
2
Both be on a new Baths of Project Tamriel page
➕
thumb
Damn I thought we fixed that. At least I tested it with your icons so I’ll check what’s up. The temperature icon isn’t like the others and has to be overwritten entirely instead of just a folder being added like the others. And yeah I think it would be a good idea to have it on your own modpage, since I’d have to create several optional files for it which is fine ofc because I love them but not easy to maintain especially if you want to add more or edit them. So I can create several optional files (which might confuse people) or you can get some downloads, which I’d prefer since these are really great
Hey, can I disable Temperature display only for Stat Window?
Not in the version that’s currently live, you can only hide or show all of them
There was discussion about it but I decided against adding more settings
but probably worth adding since you’re probably not the only one wanting this
Mod settings page goes bzzziiuuuum 
And the UI settings are already getting at least 10 more settings in the next update
I’ll be making presets and there is a new settings renderer to make it easier to navigate but still
More settings for the god of settings
Setting's Dusk: Tweaks & Sliders
animated soapy pits 
my man, you are cooking with these thumbnails
Thanks it was hastily slapped together. Quality is garbage but it makes me laugh every time I see it
I object : Caius is clearly more stacked than this 
Pecs aside, the thumbnail is actually great
Baths of Cyrodiil and Skyrim are coming out soon 
im sure this is a dumb question, does the needs give a combat debuff when in the reds?
Nothing other than what you see on the abilities/debuffs
Sun's Dusk v2.0 will have debuffs that are more dynamic which scale with you, your stats, and the severity of your needs too
But they'll all remain as abilities so you can always see exactly what your debuffs are
ok ok i have an idea but would wanna ask for perm to integrate your debuffs for a mod idea
What's your idea ?
https://discord.com/channels/260439894298460160/1509993017505873970 suns dusk support - if suns dusk is installed you have a chance of getting a modifier in line to a buff or debuff while in a stike, Sleepers Wake/Dream - You start a strike with either a tiredness debuff or you never get tired in a strike one i thought of
Heat Stroke - the temperature in a dungeon is exceedingly hotter than you remember, gain a high temp debuff
with an option to use modifiers instead of spell effects for a clean buff bar
in that case no idea how we'll support interop with other mods, maybe showing buffs as global variables or more interfaces
Hey hey we’re working on fixing this up now, would you mind sending what you currently have so that we can test it?
There are a few things with temperature that need to be accounted for from our end which would have given you some problems, gonna get this update out tonight or tomorrow though so you’ll have time to upload them for modathon :)
Yeah those would be cool. Right now I don’t think it’s possible unless you want to do some saveData shenanigans, in which case you’re on your own xd but eventually we’ll have more of the statuses exposed so that modders can manipulate them. Right now we only have interfaces to read the statuses
Until then
Although if you want to hardcode a list of cells and set temperatures on them, you can do that. You can also set a temperature for a static, though you’d have to be creative with spawning it
Currently, I only have one version in development; the variations will be coming soon, probably this weekend.
Some information that would help me: there are currently 120 icon variations to cover the full range of temperatures. Of these 120 icons, at what point can we say it's "very cold," "cold," "cool," "pleasant," "warm," or "too hot"? This way, I could vary the icon in addition to the color to better reflect the temperature.
Here is my archive, "ready" to be installed.
I chose a completely nonsensical mod name; I like the absurd and over-the-top nature of it.
Forgot to link the file xD
To answer your question: it’s not consistent since racial abilities shift the thresholds/points for hot/cold etc. For example, a Dunmer would get chilly at around 50, whereas a Nord would get chilly at like 20. The setting is enabled by default, but without racial abilities they’re divided into 7 relatively evenly: freezing, cold, chilly, comfortable, warm, hot, scorching. I’ll be honest, I haven’t touched the temperature icons since that was ownlyme’s baby, so he’ll work on that with you since there are a few changes that need to be done from our end which is fine, I just want to get you set up right :)
No problem, thank you for the information ^^
I hadn't thought about the uniqueness of each race in Morrowind; it must have been quite a challenge to code all of that on your end.
It was quite a lot, yes :’) but it was worth it
the cursed bits are the temperature bar (not a graphic, hardcoded location, pulsating), the arrow on the left side and the forground and the background image swapping when the temperature is rising or dropping
i think i'll have to make a replacement lua file for you or something
for that i need you to decide if you want the arrow in the middle or gone, and if you want the wetness bar at the bottom/somewhere else or also gone
or is this going to be a dynamic background for the existing thermometer to slot in where the black sillouette is?
I think putting the wetness bar under the thermometer icon is the best solution (if it doesn't require too much coding from you).
However, I don't get any pulse or indication on the thermometer when the temperature changes. Is that something I might have configured incorrectly ?
its only the wetness bar thats pulsing, if youre getting wet
Thanks, I understand better. So, I think putting the wetness bar underneath will look much nicer ^^
No, it's just a replacer, I thought the actual thermometer was too "modern" beside the Velothi 2 icon set ^^
At first I wanted to do what you suggested, but it doesn't look good; the background color is enough to indicate the temperature, in my opinion.
now i can finally play Sun's Dusk, hahaha
Be sure to check out the recommended mods if you haven’t already for a list of everything else we have going on too :) in particular the Ceremonial Tea mod which puts all of your tea pots to good use
Oh yeah, and idk if you saw but Dubious put out bathing animations
those are also in the recommended section
Modathon 2026? More like modbathon 2026 🛁
Changelog v1.9.5
Features
NEW: Presets
- Global Presets - one-click setup with a difficulty preset, a HUD preset and additional tweaks.
- Choose
Custom,Default,Minimalist,Skyrim,Only Buffs, orOnly Debuffsfrom the top of the Needs settings. - Export / Import - export all your Sun's Dusk settings to text to back them up or share, and paste them back in to apply. Buttons are next to selector in the settings.
- New Minimalist preset with only hunger, thirst, and sleep enabled. Nothing else.
- New Skyrim preset with only all of the features of the Skyrim Survival Mode: Anniversary Edition DLC
NEW: UI
- A new icon-skin system with previews for hunger, thirst, sleep and bathing in a drop down before you select them, so you can see a preview
- New thermometer skins and auto-detection of any skins you drop into
textures/sunsdusk/skins/ - Option to hide icon when no effect is active - per-need option (hunger, thirst, sleep, bathing, temperature) to fade the icon out while nothing is buffing or debuffing you.
- Invert transparency curve setting - make icons more visible when a need is low instead of high. Useful if you only run positive buffs.
- Sort visible icons toward the edge - pulls active icons toward the screen edge and fades inactive ones toward the center.
NEW: Settings
- New custom settings renderers to make navigating the settings easier.
- Number settings are now sliders with arrows, units, min/max/center labels, a default-value marker, and mousewheel support
- Select settings are now dropdowns which show icon previews
Other
- Added food from Muffinwind to the database
- Food from Tamriel Rebuilt can now be used for cooking
- Added two global variables to the .esp for mwscript mods to see:
sunsdusk_installed;sunsdusk_cookingskill_current. Calling the cooking skill global variable will give you the value of the player's current cooking skill, so you can integrate it in quests and dialogue
hmmm it's actualy lowercased
Oh, yeah sorry. Skill framework requires lowercase but ours isn’t case sensitive
Is it necessary to update Crafting Framework and other dependencies/integrated mods for this update? I just went through and updated a bunch of my mods a few days ago
(if there are even any new updates for those mods--just checking)
no, but crafting framework 5.0 is great
I think I already have 5.0 luckily
Looking forward to trying it
Thx for the answer btw
That’s weird 
Changelog v1.9.7
Inventory Extender 
- Tooltips for teas and other liquids are now consistent
- Several settings to configure liquids displays (removing mL, displaying charges, etc)
- Backpacks are now considered clothing and don't have (eq) in the names anymore
- named
SunsDusk_IE_Tooltipcontent element as a shared tooltip between mods to limit extrahorizontalLines - Better food tooltips (no more
falsefor cooking)
UI
- Buttons on the cooking UI now use the vanilla button borders instead of a thin border
- Buttons can now show a tooltip when hovered over
API
- The
actorDiedevent is now wired up and fans out to registered jobs (G_actorDiedJobs) - New
DialogueResponseevent aggroActorsis now exposed as the globalG_aggroActorsso addons can read who's targeting the playerlandedSpellHitjobs now also receive anisHostileflag
Other
- Landed spell hits are now classified as hostile or beneficial
- If Unofficial TR spells is installed, spell detection is deferred to that instead of counting spell hits separately for performance
Fixes
- Magic effects with zero relevant magnitude no longer shave a little off your hunger and thirst - only positive magnitude restores needs now
- Removed a leftover debug print from the thirst module
I was updating Sun's Dusk and I saw this screenshot from the mod page: https://staticdelivery.nexusmods.com/mods/100/images/57526/57526-1771575879-1919023273.png
idk why but "Drink from a cup!" is hilarious to me
out of context it being touted as if drinking from a cup is such a selling point is funny (which admittedly, in context it deifnitely is)
Haha yeah, it's meant to go alongside the gif on the front page xd
Drink from a cup! Eat from a plate! Sleep in a bed! Pee in a bath!
now that there's IE, maybe food values can be shown in the tooltips?
they already are
oh nice
Question: I saw that crafting used to be tied to Armorer, but now it's tied to a new Crafting skill. Is there a reason it was disentangled from Armorer (but still as a "governing skill")? Just wondering since Armorer is one of the least useful skills in the vanilla game, so giving it that extra utility would make sense to me
people really wanted a mining skill, so the crafting skill had to follow for symmetry. also i like that you cant train it
yet
Could it be like the new evasion, staves, and such mods where it’s like a sub skill?
At least that’s how I think those work haha. So both kinda matter
Staves at least, fully replaces blunt when a staff is equipped. IIrc same for throwing. Not sure what Kil is doing for evasion
Since skills are pretty much still "hardcoded" - it has to do shenanigans, - it overrides the blunt value with "staves" while staff is equipped. And maybe there's a setting that adds a small bonus from pre-existing blunt skill. But yeah
@warm saddle reporting a bug I'm encountering: I'm having a strange issue where there's a clear stutter, about a fraction of a second, whenever NPCs talk to me (voice lines, not in dialogue menus). It happens the moment they begin to speak, as soon as the voice line is triggered, and the stutter doesn't interrupt the audio. I was able to isolate it to Sun's Dusk, via the Lua Profiler: most times an NPC would speak to me, its ops would spike hundreds, sometimes up to over 1000. The specific script doing this was "scripts/sunsdusk/sd_p.lua" (which, notably, generally ran rather high, ~400). Furthermore, I was able to confirm this by disabling Sun's Dusk and its related crafting mods, which entirely got rid of the stuttering. (I had already disabled all other potentially voice-related mods to no avail, so Sun's Dusk was the deciding factor).
I don't know anything about this script or why Sun's Dusk would cause this. There's also a chance that it could have to do with one of its companion mods like Crafting Framework and such, but the script would imply that it's something to do with Sun's Dusk specifically. It seems to me that something is triggering that causes a stutter when NPC voice lines are called, like the aforementioned script. I don't know what to make of it; let me know if I can be of any further assistance.
If it matters, I'm on a middling PC. Decent specs, and it can run far more intense games than this quite well. I don't think it's a hardware problem. I'm running OpenMW 0.51 RC2, with a relatively light mod loadout (very few overhauls, low mod count overall). I think all my Sun's Dusk-related mods are up to date.
Yeah funny enough, I can’t replicate this but you’re the second person I’ve gotten this bug report from. I believe it’s an engine feature
In the meantime, you can comment out this line: in Sun’s Dusk/scripts/sd_p.lua:
--G_eventHandlers.DialogueResponse = DialogueResponse```
I’ll have the hotfix uploaded tomorrow
How strange. But I'm glad I'm not crazy. Thanks, I'll give this a go
Wonderful, thanks
now at this point I'd consider an icon thermometer
too bad none of the options match the velothi icons 
could've been better with fire and snowflake icons for better readability 🧐
and consistent looks
as a side note, Sotha Sil icon could use some simplification to look better at the default scale
There is one in the works
it’ll be a separate mod (not by us) since they are quite involved
Yeah I will likely do what I did for Vivec, you can hide the icon though
Good to know
But I don't want to!
I like seeing habits in my SDHUD
huh
is it coated in ebony paint?
i forgor it does that :d
But also Redoran specialise in Bonemold and their cities are located right on the slope of red mountain and also in the Velothi mountains/border of Skyrim
So I interpret that loosely 
@glacial summit made some textures that would look good with your setup
Yes I will publish them tomorrow ^^
Oh, that's neat. Though I'm not a fan of the icon being 1 pixel off (when you're dry) and wetness being tied to it :/
Maybe wetness being vertical to the right would've looked better
the thermometer itself looks dope
Yes, one pixel off because of the wetness bar, It's code in the meta.lua file, and I don't think I can fix it without breaking everything.
The new thermometer will be like this :
:<
Hyacinth (or Pwn) made this special meta.lua, maybe they can help us ^^
hmm sorry forgot about that bug, i think i need to do a math.ceil on the dimensions somewhere because the ui rounds stuff very badly
Hello, Thank you for this mod, it’s truly the goat. I got the mod consuming animated Where your pc have Finally eating and drinking animations, but after installing sun dusk, the food appears in hand but the animation ceased to be. Do i need a certain load order to fix it or we will need a comptability patch ?
How do u get the temp icon ? It looks mad cool
i got it from a screenshot above
Bird is sleeping habit (morning lark)
To the right it's Sotha Sil belief (from Evening Star mod)
@opal garden
Thanxx, it’s way better than that little thermostat haha
Thats also why i was wondering, Since it’s a velothi icon now, how does the hot cold works ? Do it fade the hotter it gets or the icon change colors ?
Oh yeah like this is neat !!!
I'll be home in a few hours, I'll publish it quickly ^^
it changes its color, yes
I hope everything will work properly ^^
https://www.nexusmods.com/morrowind/mods/59285
Ex turbo hyper 
Changelog 1.9.8
NEW: UI setting
- Settings to hide icons for each need
Other
- Performance optimizations with camping and building fires and temperature calculations
- Fixed potential stutter when greeted by NPCs
- Exposed globals
Does that cover being able to hide temperature, by chance?
No, I haven't implemented that one yet although there are a few different ways you could go about hiding it
I’d like to hear them. I like how the temperature is displayed with TimeHUD so I’d use that as the primary
Do you only want to hide temperature?
In your case I'd set temperature to show as an icon and then hide the icon behind timehud with a background
Wouldn't work for me(?) as I have the two on basically opposite corners of the screen
Could we get a comptability with consuming animated please ?
I have nothing to do with that mod and can’t do anything from my end but everything the creator of that mod needs is available for him to use
What compatibility do you mean?
It just got a sun's dusk compatibility update but I haven't had a chance to play with it yet
I've been working on some stew eating animations but it's a bit tricky to get right. Gonna have to look over the new exposed globals to see what could be added 
Enjoy 
Quick question: when updating, does a new DeltaPlugin Merged patch need to be generated? And do I need to update the .cfg, or should it direct to the same file directory?
I think i either have to update or it’s my load order, but it says Sun's Dusk food and drinks are supported, but you'll need to enable the corresponding options in this mod's settings. If you use Sun's Dusk, make sure you have at least the 1.9.3 version installed so yeah i have to update
Don’t need to change the cfg and you don’t have to rerun the delta plugin for this update at least. But in general for installing/updating I recommend deleting all of the files within the Sun’s Dusk folder, and then dragging the new version’s files into that one, rather than overwriting/replacing. If you’re installing through MO2 it takes care of that for you
Also, this mod doesn’t need to be merged so if you don’t feel like rerunning delta plugin with every update, you don’t have to. If it’s easier of course then you can but yeah, not necessary
Great, thanks. I use MO2 and usually just replace the files when updating mods, which provided the directories don't change, should automatically be connected to the .cfg. And I can always export my modlist again if necessary.
Doing so just fucks up my load order and fixing it is tedious, so I prefer not to export again if I can lol
BTW disabling that line of code did fix the lag on dialogue bug, and I imagine this update will address that more properly.
Yeah the update fixed it and has a few other performance improvements too
Would you consider adding HUD Hider support for the icons?
Just need to listen to this event and change the alpha to match the payload:
eventHandlers = {
HUDTransparencyChange = function(data)
myelem.layout.props.alpha = data.alpha
myelem:update()
end,
}
Just thought of this for like an addon like if you smoke more often you get a new habit to keep up or you get debuffs
that would make a great addon. you can easily put your files into the global_modules and player_modules and settings folders and use the suns dusk apis to make an addiction need
I feel like these needs bars should show you exact current/max values instead of duplicating percents. Because even though I know hunger values of the food, they're not really practical for me
Plus you already can see the percent values in the tooltip
(damn, hardcore preset is brutal)
Woah! I haven't those UI additions yet with the bars 🤩 Thats so cool. Mad respect
I could try but ngl it’s quite cursed since the values are 0-1 for the needs but hunger/thirst values are directly from the database, though they can change with your settings (this would not be reflected in the tooltips) and the formula for food value -> restored hunger isn’t pretty
There is no exact value for hunger/thirst (like 750/1500), it’s quite literally 0-1. I did a lot of fucky stuff with the food/drink values for items so that they would be similar to Skyrim since that’s what is most intuitive to me and probably other people

As in like, I basically convert the food/drink value into %’s/decimals. I could either convert all of the food values into percentages or I could add like, “hearty meal” and whatnot to the tooltips
Since well-nourished is directly tied to meal categories, yeah, that would be helpful
fyi I've never seen Well-nourished diet this whole time in my playthroughs
Yeah that’s true
It’s a combination of eating very light meals (herbs/plants), light meals (bread), and meat 
I just wait for hunger to drop to 50% and eat full dishes, as it makes the most sense to me 
I was thinking about putting an auto button into IE, I never saw the appeal of it but a few people have asked
Think I’ll put a “bottle” button too that you can dump water into
Hmmmm, at this point Ralts should probably just add a dropdown menu for this kind of things
Well, there is a drop down menu haha
Because I'm getting close to not having any free space left there
Yeah I could do a dropdown for Sun’s dusk in case I want to add stuff in the future
Ideally it should be done on IE side to make it uniform
Hmm
I might have an idea
Might be cursed though but we’ll see 
But yeah let me see the screenshot
There are also plenty of places to add buttons on that UI haha
Load scripts be like
bro what in the world
Unlikely? It was Death of a Taxman Reimagined
I forgot I had it installed at all
It was conflicting with D&T
Rip
managed to figure it out, it was an unrelated issue due to me constantly changing my load order
so this is how it looks like when I've grabbed an item
while it's less cramped than I remember, the amount of buttons there is still alarming
@warm saddle
I can see IE being a more accessible way to do things (opening UIs, interacting with items, etc) instead of keybinds, but I'd suggest making centralised on IE's side
What exactly is the Caravaneer's Helm? And how do you craft it? Just wondering since I don't see it in the crafting menu. (Still learning the survival and crafting mechanics)
Also drinking water does not update IE, which makes drinked bottles disappear until reopening the inventory
That’s an IE thing though I think I can force it to update
This is a list of all base, unenchanted armor in Morrowind, organized by armor skill. For additions provided by the official expansions, see also Tribunal:Base Armor and Bloodmoon:Base Armor. See also Morrowind:Armor, by Body Area.
Note that the Enchant values shown here are as used in-game. The construction set uses these values times ten for ...
I think Ralts added force inventory rescan sometime before the official release 🤔
Nah still happens with certain things like the backpacks I believe
🤔
Or at least it used to 🧐 might’ve indirectly fixed that when I made them clothes
try this
Right, I know about the Gondolier's Helm, but Suns Dusk mentions the Caravaneers Helm separately. I found it though; it's a similar, light armor variant from TR, hence why I wasn't seeing it on the normal wiki
What's the one on the far right?
This is likely just an engine limitation or something, but is there a way to merge all the spell effects from the various buffs and debuffs from Sun's Dusk into one entry? Like a holistic entry for any survival-related buffs and debuffs. There are just so many active spell effects next to the mini-map, and it's kind of distracting.
Yes it’s an engine limitation but there’ll be an option for that in sun’s dusk 2.0
Awesome, glad to hear. Looking forward to it.
We're playing Morrowind with over 800 mods installed thanks to The Path of the Incarnate mod list!
Path of the Incarnate - A Wabbajack Modlist for OpenMW - https://www.nexusmods.com/morrowind/mods/53437?tab=description
Be sure to catch me on Twitch and hit the bell so you know when I'll be live!
https://www.twitch.tv/mickyd
Second Channel: ht...

Hope I’m phasing this right, does Sun’s Dusk have interfaces for mods to listen for the different needs?
Yes, but you'd need to be a little more specific
Ohh like temperature, tiredness, and hunger mainly,
Probably not being more specific sorry
Yeah i exposed every global but also you can just check for the magic effects
They're abilities so they don't change as frequently as regular spells and there's always at least 1 ability active per need
Ok I appreciate it will check
I feel like cooking the station and a water sources can use some ownership logic. Like having to politely ask or pay to use the stove or a sujjama barrel 🤔
Can statics be owned?
no, but you can control them on SD level :)
also they can be owned if converted to activators :))
Basically I feel like it's wrong to have to barge into the random inn, yank yourself water from their barrels and cook food on their stoves and leave without paying
you would be thrown out from any bar if you tried to do this IRL 😛
Btw anyone know if this modlist has the mushroom tower expansion?
Thinking of trying a wabbajack modlist, heard good things about path of the incarnate
Yeah i've thought about putting a price on kegs but putting a price on cooking fires seems a bit...eh
I mean in skyrim you have cooking pots and ovens in all the inns you can use for free
No I don't think it has building up uvirith's legacy but i don't think it has any conflicts, you'll want to grab the momw patches though since that mod has some bugs in openmw
Nice thanks, will do
Sorry, it's called Building Up Uvirith's Legacy
It's a combination of 2 stronghold mods which is awesome
Yeah, last time I played Morrowind 2 years ago I had it, honestly it makes traveling there less of a pain too
Wanted to make sure it would work with the modlist
In taverns and shops definitely
Could use the same “rent” logic from renting rooms for renting ovens and stuff
and how does it make it a good idea? 😄
I don't think that Skyrim is the pinnacle of great design choices =>
somebody created this
btw unrelated but I'm curious what settings (or presets) are the most commonly used ones for SD. Kind of a pity that we don't have any real data here.
Always can poll. But would be barely representative. I play on hard usually
yeah, we would need a bigger group that the one engaging on Discord chat in SD thread, I think
Yeah I think most people play on default
what's the default?
I could maybe ask people to share their settings by copy/pasting 
Default difficulty
reddit or YT would probably generate the most responses if done properly
polls are easy to engage with
just a click
My brother in almsivi, all of my mods are Skyrim feature or mod backports
The one skybaby that seen the light 
True
more than one, I think. We have Skybabies in the community. Not that uncommon.
I'm being facetious
I know 😄
My last Skyrim playthrough I spent most of the time in Windhelm/solstheim and was like hmm I should probably play the real thing
right... so... have you played Bloodmoon? 

yeah
Skyrim solstheim has big volcano in distance 
aaahhh... THIS thing
I still like Skyrim for the brainlessness but I’ve since brought Morrowind features to my Skyrim playthroughs, like no quest markers
although I don't even know how well it works in Vanilla. I guess that you also use a mod that adds journal directions.
Next step hit chance 
On the theme of chucking out ideas, water resistance getting added to armour would be nice. I'm currently trudging around in the rain and I can't do shit about the wetness debuffs that I'm getting
you can use Fire Shield
any source works
I think that with the bathing mode on, you can also use cloth to dry up
Yeah basically, you get a journal and have to ask carriage drivers for directions. NPCs will give you directions to places they should know about, like you can ask a guard about where the nearest fort or bandit camp is, but they won’t know where like a Dwemer ruin is
Makes the game a lot harder and impossible with some quest mods but honestly it’s kinda relieving, I don’t like seeing a quest marker on my screen
MW changed you
now you know why some OG fans dislike Oblivion compass so much
and it changed gaming tbh
Oblivion started the trend
IMO it's the Ubislop games which made it truly nauseous, but Bethesda is the OG
Yeah
if I don’t have dodgy directions I don’t want a part of it
Meanwhile ownlyme is the one who helped make questmarkers for Morrowind 
your discussions must be fun
Yeah, RP wise it doesn't work with a character that doesn't use magic though, and I'm aware that I can use cloth to dry off but I'm looking for preventative measures rather than a cure
I'm thinking adding water resistance to armour would be akin to wearing a raincoat or using an umbrella
you mean that you don't use enchanted items?
No, not really
Certain armors have more wet resistance than others but yeah I recommend using scrolls or potions or something at the very least
Is it a mechanic that exists already? I note that temperature resisance/protection is noted on the tooltips but I've never seen anything for wetness?
you can also do the other thing
ignore all this and just restore attributes
done
and if you don't have magic, you may have potions
there are many that you can find even as loot
in the wilderness, you don't even have to care about restoring Personality. Speed is sth you want to restore.
Again, I'm aware of things that I can do, I'm just chucking out the idea as another way for people to RP. If the idea gets used, great, if it doesn't then no big deal
Yeah there are tooltips for wetness resistance although I’m not sure how extensive it is since I didnt implement any of the wetness mechanics, I just did the tooltips 
There’s an umbrella mod though and the gondolier’s helm and caravaneer’s helm have exceptional wetness resistance, those are the ones I know off the top of my head
Crabhat seems like it would keep the rain off quite well 🤔
If I were to add a new bath in my mod, do I need to do anything except it having a body of water? Like adding the cell to some list?
If it’s from TD or OAAB it should be picked up automatically, but if you want to make it a bathhouse like for the great houses then yeah you’ll need to add a folder and file to your mod
UI customization is now crazy 
- Which icon you want? Gradual or static? Starwind?
- Yes.
hey, @warm saddle, could you tell us more about your new companion mod? I'd love to learn from how you intend to do it
Sure, what about him?
how would you like to implement quest commentaries and level ups?
Quest commentaries I mostly have as topics, for leveling up I haven't decided yet. Some mods have their companions auto level but I like the idea of training them taking like time or something, though some people might see that as tedious
do you have a workaround for NPC stats dropping to default after 72 hours of being away from active cell? I'm concerned about that rn
That's a thing? 
