omnomnomgoat Posted July 8, 2014 Share Posted July 8, 2014 I am thinking of making a mod where fast travel works more like teleportation. By this I mean I would like to make it so no time passes during fast travel. Where could I go into the creation kit to adjust this? Link to comment Share on other sites More sharing options...
dawnbreaker269 Posted July 8, 2014 Share Posted July 8, 2014 I've wondered that for a while... Link to comment Share on other sites More sharing options...
devinpatterson Posted July 8, 2014 Share Posted July 8, 2014 gameplay->settings If it's not there you may be SOL. Link to comment Share on other sites More sharing options...
omnomnomgoat Posted July 8, 2014 Author Share Posted July 8, 2014 I see a lot of strings with the messages for fast travel such as "you cant fast travel while taking health damage. I figure there has to be a way to adjust it because it technically does teleport you and then changes the time (I assume based on some sort of distance formula). So if I could get a hold of the script that updates time I would be in business but I cant seem to find it. Is there anywhere else it could be? Link to comment Share on other sites More sharing options...
devinpatterson Posted July 8, 2014 Share Posted July 8, 2014 I figure there has to be a way to adjust it because it technically does teleport you and then changes the time (I assume based on some sort of distance formula). So if I could get a hold of the script that updates time I would be in business but I cant seem to find it. Is there anywhere else it could be? If your going for directly altering the game time, it's a global var, updated by the game engine itself. But you can access it just like any other GLOB. GameHour is 0-23 & returns a float. If you need GameDay, for really long travels, it's 0-31, and returns a float as well. Do it the same way as any var (ie "set"), but keep in mind it could really F up scripts, h20/food/sleep deprivation in hardcore mode, and probably a whole lot more. Your going to have to hook the current time before the actual fast travel (which is going to be tricky as I don't see a specific menumode for it), store it in the script variable then restore it to the global (hour and if necessary day). Link to comment Share on other sites More sharing options...
omnomnomgoat Posted July 8, 2014 Author Share Posted July 8, 2014 Well instead of altering game time and storing it shouldn't I be able to make it so it doesn't change it during fast travel. The way you describe it would be setting the time back to the time that it was. The way I would think would be best would be to make it so fast travel doesn't update time when used. I figure there should be a way to do it without altering time at all but instead making it so the game doesn't advance it when fast travelling. Link to comment Share on other sites More sharing options...
devinpatterson Posted July 8, 2014 Share Posted July 8, 2014 Well instead of altering game time and storing it shouldn't I be able to make it so it doesn't change it during fast travel. The way you describe it would be setting the time back to the time that it was. The way I would think would be best would be to make it so fast travel doesn't update time when used. I figure there should be a way to do it without altering time at all but instead making it so the game doesn't advance it when fast travelling. Right and if the game engine updates the global, and there's no setting for it under gameplay->settings, how do you figure "there should be a way to do it without altering time at all but instead making it so the game doesn't advance it when fast travelling. "? Just by wishing it were so? You can try slowing the timescale glob var or the SetGlobalTimeMultiplier function. But the timescale var is the relationship between gameplay time and the game world time, and probably isn't going to help since no gameplay time passes during fast travel (other than a few seconds to load the new cell). Similarly sgtm affects gameplay time. Anyway brother, about time you start doing some work/research of your own, instead of being spoon fed the answer. Link to comment Share on other sites More sharing options...
jazzisparis Posted July 9, 2014 Share Posted July 9, 2014 I actually did some research on fast-travelling times when I was working on my Fast-Travel Anywhere mod. I was unable to find any accessible game settings that modulate travel times, and concluded they all must be hardcoded. It may be impossible to eliminate/modify travel time when using the game's built-in fast-travel system. The altering game-time approach, as noted above, is not a real option - you should never ever move time backwards. Doing so could seriously mess up the game. Link to comment Share on other sites More sharing options...
devinpatterson Posted July 9, 2014 Share Posted July 9, 2014 I actually did some research on fast-travelling times when I was working on my Fast-Travel Anywhere mod. I was unable to find any accessible game settings that modulate travel times, and concluded they all must be hardcoded. It may be impossible to eliminate/modify travel time when using the game's built-in fast-travel system. Yeah SOL :sad: The altering game-time approach, as noted above, is not a real option - you should never ever move time backwards. Doing so could seriously mess up the game. Wise advice, never F with the space time continuum..... Link to comment Share on other sites More sharing options...
Recommended Posts