DiodeLadder Posted May 26, 2019 Share Posted May 26, 2019 Hi guys, I'm working on a quest involving a sort of fantasy location, and I'm wondering if there's a way to stop in-game time from advancing while the player is in this quest location. I know there's a console command for manipulating timescale, but I couldn't find anything for papyrus script. I guess I would need to 1) find out the current timescale (not everybody plays default, so I would need the value to return it to), 2) and set it to zero only while the player is in this quest location. Another question is - would it be safe to do this, provided it's doable, in terms of being compatible with whatever other ongoing quests and scripts? Would there be some problems I should be aware of? If stopping in-game time isn't possible, I still want to be able to suspend settlement attacks, and hunger/thirst effects in HC mode. While testing the location in-game, I thought those things popping up made no sense because of the context. Would there be a way to achieve that? Thanks. :smile: Link to comment Share on other sites More sharing options...
SKKmods Posted May 26, 2019 Share Posted May 26, 2019 Thats no problem: GlobalVariable Property pTimescale Auto Const mandatory Float fOriginalTimescale Function StopTime() fOriginalTimescale = pTimescale.GetValue() pTimescale.SetValue(0) EndFunction Function StartTime() If fOriginalTimescale > 0 pTimescale.SetValue(fOriginalTimescale) Endif EndFunction But, setting game time to zero can cause issues with physics and some other platform ticks and tocks. I have run with 1 for limited testing and 6 for highly invested games. Link to comment Share on other sites More sharing options...
DiodeLadder Posted May 26, 2019 Author Share Posted May 26, 2019 Ah, thank you very very much for your help with this, SKK!! I was hoping that you'd be around. :-) Silly me, I didn't realize TimeScale is a global. I'll try with minimizing the timescale instead of zero as you say. Whew, this is another question mark resolved for this quest. :laugh: Link to comment Share on other sites More sharing options...
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