Installed just fine with Mod Organizer, works as-advertised. Only "refinement" I'd suggest is removing the needless duplication of the 'Pennsylvania Avenue' Worldspace cell (included in the .esm because the script references it... probably a G.E.C.K. artifact). Endorsed.
Sorry. I've been away from gaming in general for a few years but I've been thinking about replaying FO3 lately. When I do (it won't be right away as I'm moving residences right now), I'll look into this. Chances are good that NMM has changed something in the script syntax since 2016.
Can setting to low a timescale cause problems? I remember reading somewhere that a timescale of under 6 in Skyrim can cause some problems. I like to take my time exploring and dislike really fast timescales, especially when combined with real needs adding modding.
Thanks for creating this, BTW. Customizability is wonderful. We add mods to customize our own game experience, and being able to tweak the mods themselves is even better. FWE (Fall Wanderers Edition) is another terrific example of customizability implemented correctly.
Thanks for the comment and endorsement! I too am all about customizability. I've played for literally over 1000 hours with the default settings of 1 for combat and 5 for regular interiors and have not experienced any trouble -- I would have issued a caveat if I had. As always though YMMV.
I just checked out DK_BulletTime and it appears that it won't interfere with Timescale Adjuster and Timescale Adjuster won't interfere with it. As it turns out, Bullet Time changes the global Time Multiplier which is separate from the global Timescale setting. So this mod changes how much game time passes per second of real time, Bullet Time will then change how fast game time is played out. So there will be a stacking effect but it should be negligible especially if you have the "In Combat" timescale set to 1 which is the default.
I don't use that mod but I do know that there is a game setting iHoursToRespawnCell that defaults to 72 hours (3 days). You can change the value in-game in the console with the "SetGameSetting" command (http://geck.bethsoft.com/index.php/SetGameSetting). To do it in a script you need the FOSE "SetNumericGameSetting" function.
Oh, a global multiplier would be just fine! Maybe, just maybe, that would finally put an end to my bad habit of always waiting/sleeping through the dark (in-game) hours.
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Only "refinement" I'd suggest is removing the needless duplication of the 'Pennsylvania Avenue' Worldspace cell (included in the .esm because the script references it... probably a G.E.C.K. artifact).
Endorsed.
Thanks for creating this, BTW. Customizability is wonderful. We add mods to customize our own game experience, and being able to tweak the mods themselves is even better. FWE (Fall Wanderers Edition) is another terrific example of customizability implemented correctly.
Is it also possible to add a function to have different timescales during night/day?
Maybe, just maybe, that would finally put an end to my bad habit of always waiting/sleeping through the dark (in-game) hours.