evol200 Posted March 13, 2009 Share Posted March 13, 2009 How do slow down the Night and Day function in the game. I've tried messing around with~fGlobalTimeMultiplier=1.0000~Changed to this~fGlobalTimeMultiplier=0.5000~.What ended up happening is, all the characters including myself are now in slowmotion and I'm sure it slowed down everything in the game as well. :unsure: I would like to slow down the night and day function without it also affecting everything else, that way it appears more real to me.Thanks in advance. Link to comment Share on other sites More sharing options...
Vagrant0 Posted March 14, 2009 Share Posted March 14, 2009 No mod needed. Ingame open console and type in "set timescale to 10" without the quotes. This will make the hours of the day progress 3 times slower (default timescale is 30). If you go any lower than 10, you will run into issues with 2 quests "a brush with death" and "where spirits have lease" getting broken I have a mod, smarter timescale, which sets the timescale initially to 15, and fixes these quests, but it isn't needed unless you are having trouble. Link to comment Share on other sites More sharing options...
Storm Raven Posted March 14, 2009 Share Posted March 14, 2009 Vagrant0 is absolutely correct, and his advice as always is wise. When you're setting the time scale avoid anything smaller a whole number for instance, anything smaller than 1. I would strongly recommend against anything but whole numbers, for instance, 15.5, 10.5, 5.1, anything like that is bound to cause problems. Also remember that the time scale, you choose is saved with the game, so if you want to change it to something else, you will have to set a new time scale. One other thing I noticed, using smaller timescales, was that because the game takes three game days to clear cell contents, your game saves can get quite large. This includes things like shopkeepers inventories, caves or forts, you may have sacked, etc. So using slower timescales creates bigger game saves, because it is keeping track of all of that information. It's amazing, how much smaller your game saves they will get, if you to sleep for three days. LOL. Storm Raven Link to comment Share on other sites More sharing options...
XJDHDR Posted March 14, 2009 Share Posted March 14, 2009 I use Common Oblivion (CoBl) to set my timescale but this is probably too big a mod to get if you just want to change the timescale. [snip] If you go any lower than 10, you will run into issues with 2 quests "a brush with death" and "where spirits have lease" getting broken ... How exactly do these quests get broken Vagrant? I have not played either of these quests yet and my timescale is set to 5. Link to comment Share on other sites More sharing options...
Vagrant0 Posted March 14, 2009 Share Posted March 14, 2009 I use Common Oblivion (CoBl) to set my timescale but this is probably too big a mod to get if you just want to change the timescale. [snip] If you go any lower than 10, you will run into issues with 2 quests "a brush with death" and "where spirits have lease" getting broken ... How exactly do these quests get broken Vagrant? I have not played either of these quests yet and my timescale is set to 5.In short, the quests use scripting which forces a package on the actors to complete a task, this package is set to run for something like 3-5 mins gametime. At the 30 timescale, this is only a matter of seconds before those packages complete and the quest continues. The problem is that as you drop the timescale down, the time before these packages can complete increases. Since these packages are added through scripting, and are not part of the NPCs normal packaging, they get removed as soon as the NPC evaluates their packages. Essentially, either the package would keep running until the player tried talking to the NPC (instead of sitting there for a minute), and thus clearing out the package, or until the NPC tried to refresh their packages as part of the normal AI process. The change I made was to make a formula for determining how long these should run based on what timescale the player was using, lock the player in their current location (so they can't interrupt the NPC), and if the timescale is too low, temporarily set it to something higher until the package is completed. This last part can be done manually, but sometimes people forget. Link to comment Share on other sites More sharing options...
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