Vitalic Posted February 11 Share Posted February 11 (edited) KCD2's time scale is too fast, time goes by too quickly, so if someone would be so kind as to make a mod like the first opus that would reduce the time by :2, :3 or :4, or even a real time option, taking into account food, fatigue etc. that would be really cool. Thanks in advance Edited February 11 by Vitalic 2 Link to comment Share on other sites More sharing options...
MedVooD Posted February 12 Share Posted February 12 Yes! I really need this mod! If a master mod maker would choose this, I would support the project with PayPal! It will not be an easy task. The costs of eating/fatigue/Xp should all be adjusted to the slower time heat. I wouldn't mind if the time in the game passed in real time. 2 Link to comment Share on other sites More sharing options...
name8 Posted February 12 Share Posted February 12 (edited) + 3 Been checking for this every day since release! I don't like running everywhere, breaks my immersion and is a waste of the most impressive 1:1 scale open world ever created. There was a solid one for KCD1 that I used. @MedVooD I think it'd just be a matter of changing a single parameter because fatigue, hunger etc will be tied to the in game day rather than some hidden clock - that's the way it works for most games with a day/night cycle and survival mechanics, and how it worked in KCD1 iirc. I think we'd also need to have it set to a hotkey as the skip time wheel will probably also be tied to the in game day, meaning that resting could take 3x, 4x longer etc depending on timescale. Edited February 12 by name8 2 Link to comment Share on other sites More sharing options...
Nominus7 Posted February 14 Share Posted February 14 I'd also really like to see a mod like this in KCD2. What is needed: Not only basic modding capabilities but also knowledge of lua-scripts. Possible problems: Not only hunger, fatigue and energy, but also Mutt's obedience in KCD1's timescale mod didn't adjust to a new timescale properly iirc. Also, in other open-world RPGs timescale mods can break timed quests - and KCD also has time sensitive quests, so we have to keep that in mind when looking for bugs/glitches caused by a mod like this. 1 Link to comment Share on other sites More sharing options...
Nominus7 Posted February 14 Share Posted February 14 Rebalanced Time Scale (PTF) at Kingdom Come: Deliverance II Nexus - Mods and community @bulhaneul started to work on a mod that does exactly that, it changes the timescale 1 Link to comment Share on other sites More sharing options...
name8 Posted February 14 Share Posted February 14 (edited) @Nominus7 "Not only hunger, fatigue and energy, but also Mutt's obedience in KCD1's timescale mod didn't adjust to a new timescale properly iirc." - I'm pretty sure they did. From author of KCD1 timescale mod: Yes, you'll get hungry slower as it's based on ingame time, rather than realtime. I haven't tested out potions, so unsure how that is affected(it depends on if the potions are tied to ingame time, or real time), but most things are tied to ingame time, rather than realtime(such as quests, buffs, etc). Edited February 14 by name8 Link to comment Share on other sites More sharing options...
Nominus7 Posted March 1 Share Posted March 1 Rebalanced Time Scale (PTF) (Script) at Kingdom Come: Deliverance II Nexus - Mods and community It works now Link to comment Share on other sites More sharing options...
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