Qrsr Posted December 16, 2022 Share Posted December 16, 2022 Im playing around with anything applied to time and anything which can bridge time (space) ingame. I heard about problems with TimeScale outside of range 1-20 and problems with quests, etc. Now im curious which parameter can be used to avoid any game instability triggered by time parameters. Example, i would like to set gamehour to X when activator Y is used. Questions is, is setting gamehour tied to timescale? Research:https://gamefaqs.gamespot.com/boards/164594-fallout-4/72927806https://taleoftwowastelands.com/viewtopic.php?t=9411https://simsettlements.com/site/index.php?threads/can-i-change-the-timescale-without-consequences.6190/ Setting timescale to anything outside range 1-20 is a no go it seems: No it can't be changed without the game breaking in some way at some point. It ranges from Actors doing stuff at the wrong time of day, to quests not progressing, to CTDs. ~RoyBattyIt breaks multiple quests in the NV engine, which we've proven time and again with users having difficulties with certain missions. It breaks specifically Finding the Garden of Eden, Take it Back, and the Beginning of Broken Steel.~RoyBattyMany things in the game are tied to the timescale. You might find AI packages acting weird though and not being performed at the correct time of day and other strange things.~RoyBatty So i would like to avoid touching TimeScale, what can be used other than that? I had a nice convo lately about the problematic and it was said the only way to accurately brdige time is using the "Wait" or "Sleep" menu. Now my scripting experience is limited but i think its possible to fire up, hack, the sleep menu and apply it on an activator, right? If yes,, thats the way to go i suppose. Link to comment Share on other sites More sharing options...
Blinxys Posted December 31, 2022 Share Posted December 31, 2022 Time Related:Have run in timescale 1 for an aeon, most anomalies are a legacy of poor early modding by yours truly. :blush:(Is why am working on complete rebuild). The quotes you put forth are all Fallout 3/NV related.FO4 seems to not have that factor, it's lore friendly, but also legacy info.See posts: Here No good reason time shouldn't be 1:1. Unless it has to do with "variable type" limits which would just be flawed by design.Time of day is ToD, not sure how that could get narfed up, but, well... A lot of scripts/magic effects, etc are run on timers, that could get messed up,although TBH haven't seen too much evidence of it, but have had to rejigger a few figures here and there.What is more bothersome are arbitrary "wait" in script commands, could do away with the lot of them. :yucky: Aside:I have a condition known as "time sickness", (its a built in aversion to messing with time/circadian rhythms).Got narcoleptic watching WWE because it's hardly ever "now" (this week, last week, 4 weeks ago, six weeks from now). ARGH! Make it stop! :sick:So, I get a little screwed up when my first in-game day goes by in like 2-4 hours. Product Placement:Using Time Sync is surprisingly fluid Real-Time (and can be toggled). (Requires Sup).But its weird, you can sleep for 8 hours, and wake up at the same time you went to bed. :wacko:...(Had a catering job like that once). :sad:Scripts seem to catch up or fire up while/after sleeping. Conclusion:Think you are on target with activate sleep/wait, bet you can just call the function transparently (bypassing input screen), fade to black, and back somehow (for e-mersion). Speaking of time, Happy New Years! :teehee: Link to comment Share on other sites More sharing options...
Qrsr Posted January 21, 2023 Author Share Posted January 21, 2023 (edited) The only option i can see to "trick time" or to jump time is to force the wait menu for certain actions, harvesting object X or else. Someone with magic hands and skill can properly prompt it without showing the menu but add the iamge space effect (blurrish effect) whenever a time jump is required. AND/OR add a tired potion or debuff to player char in order to force PC to get to sleep/bed, which of course will require time. anything else, any ideas? Edited January 21, 2023 by Qrsr Link to comment Share on other sites More sharing options...
HeyYou Posted January 22, 2023 Share Posted January 22, 2023 I don't think moving the clock forward would have any ill effects.. so far as I know, the only 'time sensitive' quests are the hostage rescue fellers. Now, setting the clock BACK??? I suspect that would cause all sorts of chaos. Link to comment Share on other sites More sharing options...
Qrsr Posted January 22, 2023 Author Share Posted January 22, 2023 I don't think moving the clock forward would have any ill effects.. so far as I know, the only 'time sensitive' quests are the hostage rescue fellers. Now, setting the clock BACK??? I suspect that would cause all sorts of chaos.moving the clock forward, you mean add TimeScale X, e.g. TimeScale 1000 would NOT brake the game? Link to comment Share on other sites More sharing options...
RoNin1971 Posted January 23, 2023 Share Posted January 23, 2023 I don't think moving the clock forward would have any ill effects.. so far as I know, the only 'time sensitive' quests are the hostage rescue fellers. Now, setting the clock BACK??? I suspect that would cause all sorts of chaos.moving the clock forward, you mean add TimeScale X, e.g. TimeScale 1000 would NOT brake the game? No, I don't think thats what he meant. Timescale sets the speed at which time passes (regardless of the time of day). Where as setting the time forward or backwards is just setting the time of day (regardless of speed).Setting timescale to 1000 will probably crash your game 'cause its all going to fast. (didn't try, wasn't planning to). Personally I always set it to 6.(4 real hours = 1 in-game day) Link to comment Share on other sites More sharing options...
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