2026-06-23T01:12:54 Detect puzzle box spell with custom animations from @dubiousnpc 2026-06-23T01:12:55 https://cdn.discordapp.com/attachments/1168860358623100958/1518785889235374261/discord_2026-06-22_20-45-09.mp4?ex=6a3b2f15&is=6a39dd95&hm=f6c4dd26ccb2a980bd3c3374e2bfcf11ec79fa412e18e97abe5abb84f9d5374f& 2026-06-23T02:16:06 i rearranged firelink shrine in the elder scrolls style, we scrollsin and we soulsin https://youtu.be/YIpJUV72nZc 2026-06-23T06:03:07 Some color coding would also help (green = good, red = bad) 2026-06-23T06:06:33 We have many modifiers with mixed pros and cons 2026-06-23T06:09:34 Yeah, and you could color code the individual values 2026-06-23T06:10:16 making +20% reach green and +5 weight red 2026-06-23T06:10:21 or something along the lines 2026-06-23T07:13:30 such property modifier are rares and always positives 2026-06-23T07:13:40 the negative parts are only in enchantments 2026-06-23T08:15:07 daedric longsword 🫃 2026-06-23T09:26:26 <_zima_> Sandwich mod prototype looking more whimsical than anticipated 2026-06-23T09:26:26 <_zima_> https://cdn.discordapp.com/attachments/1168860358623100958/1518910089971503184/screenshot065.png?ex=6a3ba2c1&is=6a3a5141&hm=0cdf72045bd071dfb86b9f54843e86b134bfa6ad0dbcda3cea779aa810139487& 2026-06-23T11:58:56 ## Athleticism - Movement Exhaustion Adding depth to an otherwise unremarkable Athletics skill by introducing a new mechanic - Exhaustion. Once your fatigue drops to a certain threshold (close to 0), you won't be able to run or jump. To exit the exhausted state you'll need to regenerate some fatigue. Both exhaustion and recovery thresholds scale with your Athletics skill. -# *Mileage may vary depending on the fatigue 2026-06-23T11:58:56 rebalance mod you're playing with. 2026-06-23T11:59:18 @cybvep and here you go 2026-06-23T12:02:19 Another banger of Bor's :datchim: 2026-06-23T12:15:18 BTW I love the fact that it started as musings about Fatigue management and how many of those Fatigue-related mods make it easier and ended up as a mod which makes it harder :doitswit: 2026-06-23T12:16:54 <.arrean> This is the way :doitswit: 2026-06-23T12:17:07 https://tenor.com/view/mando-way-this-is-the-way-mandalorian-star-wars-gif-18467370 2026-06-23T12:17:56 I love the idea. Waiting for something like that for 20 years 🙂 2026-06-23T12:33:36 Would love to hear on the balancing to perhaps adjust the default settings :) 2026-06-23T12:35:26 <.arrean> Athelticism tho :P 2026-06-23T12:37:08 I'm surprised that was the only typo on the mod page 2026-06-23T12:37:43 I've just installed the mod and already increased min recovery cap from 25% to 35%. Exhaustion-Recovery gap works better when it's never too small IMO. 2026-06-23T12:38:20 <.arrean> about to test it with Johnny's RUN 2026-06-23T12:38:41 I was scared to stretch it too much to avoid it being too obnoxious 2026-06-23T12:39:45 That's min at 100 Athletics, though. It won't affect most players. Other settings seem ok ao far. 2026-06-23T12:40:18 I will share more feedback later on. 2026-06-23T12:44:30 Time for a new Discord mod thread 😉 2026-06-23T12:44:40 Could there be an option for critical failure? Like if you try to run when exhausted your stamina gets damaged, so you fall 🤔 2026-06-23T12:45:30 https://tenor.com/view/death-stranding-fall-stumble-clumsy-fall-over-gif-26543601 2026-06-23T12:45:33 That's my ideal exhaustion mechanic 2026-06-23T12:46:06 ehhhh, I guess it's possible, but it would require you to manually hit the Casp Lock to disable auto running 2026-06-23T12:46:34 *see my mollython entry :doitswit: 2026-06-23T12:46:41 Just keep it optional if you ever implement it. 2026-06-23T12:46:54 Where? 2026-06-23T12:47:04 That's what I mean, if your not into it no worries 🤷 2026-06-23T12:47:34 Stumblewind 2026-06-23T12:48:45 I'd post a link but I don't want detaildevil to make fun of me again :doitswit: 2026-06-23T13:21:15 ah, so those are new animations! I thought that you already added stumbling as a mechanic 😄 2026-06-23T13:23:44 Haha no I don't have the scripting skills yet 2026-06-23T13:25:11 It's super janky hence it's a mollython mod but I think it can be made into something fun. I'd like to properly combine it with surfing so it's what happens when you try it without a shield :36vehks: 2026-06-23T13:45:27 :D 2026-06-23T13:45:28 https://cdn.discordapp.com/attachments/1168860358623100958/1518975277705723914/image.png?ex=6a3bdf77&is=6a3a8df7&hm=75d53455ad727160748d5b216a6b75309531000d50f20cb7b90306bc9c0b7cd3& 2026-06-23T13:54:15 I'm interested in how they work together, let me know my friend. Ty 2026-06-23T13:56:23 Of course, probably during my next playthrough 2026-06-23T14:03:59 <.arrean> Seem perfectly fine. Except with deault settings run's "ran too long - collapsed" doesn't happen, since athleticisim stops you earlier 2026-06-23T14:04:18 I think you'd be able to RUN even when exhausted, since I didn't add any interops And I don't ex- 2026-06-23T14:04:37 huh, really? RUN has a running state check? 2026-06-23T14:04:56 <.arrean> Yeah, you don't sprint, unless you are running(the base game jog) 2026-06-23T14:05:06 Cool :dunmerchu: 2026-06-23T14:05:13 <.arrean> so seems seamless so ar 2026-06-23T14:06:52 Ohh that's great to hear. I'm assuming you loaded it before Athleticism? 2026-06-23T14:07:15 <.arrean> yup: lua local prereqs = self.controls.movement > 0 -- Don't sprint if attack is being held down and self.controls.use == 0 -- Don't sprint if we're walking instead of running and self.controls.run -- Don't sprint if we're sneaking and not self.controls.sneak yeah, loaded before, but I don't think that matters. Athleticism went last in my LO 2026-06-23T14:09:10 Thank you 2026-06-23T14:09:20 Now we are a step closer to Daggerfall!! 2026-06-23T14:50:30 the number of Daggerfallesque features which are worth porting over to Morrowind shrinks every month 😄 2026-06-23T15:04:06 Now we need adrenaline rush haha 2026-06-23T15:10:58 https://www.nexusmods.com/morrowind/mods/59423?tab=description lmao 2026-06-23T17:39:56 yup, Athleticism seems to be blending perfectly with RUN! :datchim: 2026-06-23T17:44:08 works really well with Realistic Swimming Mechanics too 2026-06-23T20:05:11 people post in mod comment sections to talk about why they think the mod is a bad idea... I mean, I get it, maybe it's good for engagement. But like, nobody is forcing you to play with it 💀 2026-06-23T20:34:19 Have a look at Dwemer Puzzle box randomizer comment section. It's a wild ride. 2026-06-23T20:46:52 Now make it so eating in the wild spawns them with a chance that they eat your food before you do 2026-06-23T20:47:27 @hyacinth2199 you can do sth very funny 2026-06-23T20:48:15 They want the way they play the game to be the only way to play the game despite being in a community centered on tweaking the game however you feel like it. 2026-06-23T20:49:10 Well, now there's a spell to only detect the puzzle box and even a main-quest plugin to integrate it :datchim: 2026-06-23T20:50:30 Next we'll add legs to it so it'll actively run away from the player 2026-06-23T21:43:25 Make it an actual rubik's cube 2026-06-23T21:52:17 ikr:vehkfeels: 2026-06-23T21:52:55 just be normal ffs 2026-06-23T22:49:43 Add phanton version of the puzzle box. When activated, they turned out to be fake and trigger a trap. 2026-06-23T22:52:49 Mimic puzzle box 2026-06-23T22:52:55 :datchim: 2026-06-23T22:56:35 I mean... false or counterfeit dwemer artifacts are a thing 2026-06-23T22:57:32 Location randomizer with a twist: The puzzle cube appears in multiple locations, but only one is the real puzzle cube. 2026-06-23T22:58:00 Even Sunder. 2026-06-23T22:58:47 fake keening 2026-06-23T22:59:05 https://klipy.com/gifs/mojo-jojo-him 2026-06-23T22:59:33 you go up to the heart and realize all the tools are fake and die 2026-06-23T22:59:40 @.gonzo. what do you think?