OldNick Posted June 14, 2016 Share Posted June 14, 2016 The script that resets timescale back to 20 is vaultExitCommonWealthSCRIPT (on line 39: TimeScale.SetValueInt(20)) which runs when you ride the elevator up to the surface from Vault 111 the first time. I just made a quick mod to set it to 6 (my preferred value). Link to comment Share on other sites More sharing options...
NorthWolf Posted June 14, 2016 Share Posted June 14, 2016 (edited) Planning an update to this to add some caution labeling to the extremes (<6,>28). Also goes to show me how I can get tunnel vision. Someone mentioned "what about zero? Could you stop time, locking it at daylight or something?" Wow, never occurred to me <forehead slap>. There was mention of the extremes causing bugs with quests 'losing track of timing'. I assume 0 would cause some problems, but it's an interesting avenue of exploration. I read somewhere (I'm sure that inspires confidence in this info) that setting the time scale to 0 would cause the AI to never cross cell boundaries. If I find a source on the info I'll post it, just something to watch out for in testing. Edited June 14, 2016 by NorthWolf Link to comment Share on other sites More sharing options...
MasterMagnus Posted June 16, 2016 Share Posted June 16, 2016 Updated this here, XB1, and uploaded PS4 version also (in sig). Little typo and outstanding bugs fixed. This should be good to go. Some interesting discussion on the mod comments section (for xb1) and the possible implications of changing TimeScale on Survival Mode games. Lots of testing to ensue. Link to comment Share on other sites More sharing options...
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