theundreaming Posted May 15, 2015 Share Posted May 15, 2015 You know how there's time elapsed when you take a cart from town to town? Does anyone know where to find the script or Quest entry for that? I want to add the elapsed time to the Bat Travels mod (because flying to a city = no time elapsed) and that's kinda cheating to me xD Link to comment Share on other sites More sharing options...
Mattiewagg Posted May 16, 2015 Share Posted May 16, 2015 I believe it's hard coded. Link to comment Share on other sites More sharing options...
theundreaming Posted May 16, 2015 Author Share Posted May 16, 2015 Well I'll leave the question up for a bit while I dig through the CK. I'll go through every. quest. entry. and. script. if I have to >.> Link to comment Share on other sites More sharing options...
lofgren Posted May 16, 2015 Share Posted May 16, 2015 I believe it just uses the FastTravel function, which elapses time based on your time scale and your fast travel setting which are the game setting fFastTravelSpeedMult and the global variable TimeScale. Link to comment Share on other sites More sharing options...
theundreaming Posted May 17, 2015 Author Share Posted May 17, 2015 Hmm when you say "based on your time scale and fast travel setting"? O.o My settings are pretty much default and wouldn't even know where to change those (skyrimini I'm guessing?) But if that's the case then does distance factor in at all? Like how going from Windhelm to Solitude would be different time elapsed than Windhelm to Riften? Link to comment Share on other sites More sharing options...
DrNewcenstein Posted May 17, 2015 Share Posted May 17, 2015 Elapsed Time is calculated based on walking speed, not running, sprinting, or horse-riding. Distance is a factor, but I'm not sure if the total distance + time calculation assumes you are following the Preferred Path of the navmesh, or if it's going by the most-direct route/straight line. If you toggle AI detection (tdetect in the console) and set an active waypoint/quest marker in Riften (i.e. Speak to the Jarl, speak to Shadr after dealing with Sapphire), and begin at Markarth, then press Q (I think that's the one), your character will walk to Riften, and everything you encounter will ignore you because of the Detection being turned Off. Time will pass according to the timescale setting, and you can easily compare that elapsed time to Fast Travel time. Timescale is set by default to 20, but can be changed in the console by the command:set timescale to x(note the spaces are important)Where "X" is a number from 1 to whatever you can think up (one of the Dragon mods has a dragon that can change Day to Night in seconds, by increasing the Timescale. I've seen it go to 4000). Time less than 1 (i.e. 0.5) can cause problems with NPCs not being able to cross cells via teleport doors. I'm not seeing a script that governs travel-time in the Scripts folder, so it's likely hard-coded in. Link to comment Share on other sites More sharing options...
lofgren Posted May 17, 2015 Share Posted May 17, 2015 No, it's not hardcoded as I already explained. Change fFastTravelSpeedMult (or other game settings) in the CK by going to Game->Settings in the drop-down menus along the top. Change TimeScale (or other global variables) by locating them in the CK in the object window. The question is, why would you want to change them? If Bat Travels does not use the FastTravel function then it won't matter what you set these variables to. What you want to do is edit the Bat Travel script so that it uses the FastTravel function instead of teleporting the PC. http://www.creationkit.com/FastTravel_-_Game Link to comment Share on other sites More sharing options...
DrNewcenstein Posted May 17, 2015 Share Posted May 17, 2015 Oops, missed your earlier post when my browser warped over it. In that event, if a mod changes those settings directly through the CK as opposed to a Script function, wouldn't that cause possible conflicts with other mods, especially those that also edited those settings? I can only imagine it starting out as a Cluster and ending as a F...well, you get the idea. And you're right about the FastTravel function - use that instead of COC if you want time to elapse according to the game settings. You might also want to interject the Screen Fade as with carriages just so that the player doesn't blink out. I'm not familiar with Bat Travels, but I'm assuming you turn into a bat? I'm thinking it'd be bad to have the player transform into a bat and then warp to the destination, so the Fade Out/Fade In effect would be better, not just for aesthetics, but for stability. Link to comment Share on other sites More sharing options...
lofgren Posted May 17, 2015 Share Posted May 17, 2015 Well of course any two mods that alter the same forms will conflict. Link to comment Share on other sites More sharing options...
theundreaming Posted May 17, 2015 Author Share Posted May 17, 2015 No, it's not hardcoded as I already explained. Change fFastTravelSpeedMult (or other game settings) in the CK by going to Game->Settings in the drop-down menus along the top. Change TimeScale (or other global variables) by locating them in the CK in the object window. The question is, why would you want to change them? If Bat Travels does not use the FastTravel function then it won't matter what you set these variables to. What you want to do is edit the Bat Travel script so that it uses the FastTravel function instead of teleporting the PC. http://www.creationkit.com/FastTravel_-_Game Oh hell yes, this is what I needed right here. Thank you so much! <3 Why didn't I think of this >.> The other option I was thinking about was to just scrap this whole idea and use my imagination that the bat travel is similar to a teleport / blink spell and that they magically go to their destination instantaneously xD But I've always imagined it as just a fast-travel option and they cut out the actual traveling. So really, thank you for this; thank ALL of you for the help :) Well that's at least 1 problem down.... now just hopefully someone knows about the animated feathered wings onto a human looking VL form question. ^_^ Link to comment Share on other sites More sharing options...
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