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Dynamic Timescale


Qrsr

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I would like to add Timescale to specific crafting recipes. More complex recipes, faster Timescale and vice versa, less complex less Timescale.. Mods which alter Timescale when using Workbench X, running, solving quests, etc;

 

- Dynamic Timescale Enhancer

- Dynamic Timescale and Chime

- Dynamic Timescale SE

- Time Sync thanks @Blinxys

 

BUT Isnt there a simple multiplier already in the code? Cant be that difficult...

Edited by Qrsr
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The source is there, you just have to read it. Then head over to the CK Wiki and see if there are already functions available for your needs. All these mods do is modifying the timescale global in real time, under certain event conditions.

 

You could use a perk condition for what you wanna do I guess.

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This is sort of aside for this topic, but still slightly relevant. :turned:

Just wanted to draw attention to this mod:

Time Sync

It uses SUP which is pretty cool, although I sort of suspect there may be an even better mechanism. :unsure:

Not that this thing isn't sweet already.

 

@Qrsr Curious how your system would function?

Would it compress/dilate time so an armor mod or Squirrel Stew would cost resources + 1 hour?

+1 for realism, not sure if that would be more immersive, but an interesting field of study no doubt... :cool:

Temporal mechanics does me 'ead in, it do! :wallbash:

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Would it compress/dilate time so an armor mod or Squirrel Stew would cost resources + 1 hour

 

Thats the idea you invest the ingredients for the recipe and time goes by. I have no idea how but it would be super cool to allow for faster/slower time transition based on skill or perk. Higher skill/perk less time, so well dynamic efficiency modifier. But thats all future sound - i remember someone mentioned Skyrim has a mod which does precisely this but i doubt its based on skill, i couldnt find the mod as of now.

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Interesting, having given this some thought...

 

The only thing I can figure to universally apply without having to edit each recipe for every mod:

Get the experience gained, and item value divided by [perks/factors] = timescale offset.

 

(exp+val)/[x]=t (Dynamic Efficiency Modifier)

 

The only thing that should mess with that is "Idiot Savant", and exp boosting food will require more time at higher levels.

(But even still that is somewhat fair, idiots take longer for same results, and eating while working has its own problems).

Otherwise, either use normalized base experience gain value, or cancel out or incorporate those factors.

The former would be more universal and play nicer with other mod bonuses (by ignoring them).

Otherwise, it needs to accommodate as a framework. :sweat:

 

IDK if that helps, but that's what I came up with. o_O

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