Morrowind

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iLex812

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iLex812

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30 comments

  1. OffworldDevil
    OffworldDevil
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    Hello again. It looks like the latest version of Morrowind Code Patch is interfering with this mod -- specifically the "CellChanged" fix. Was hoping you could look into it.
    1. lSerenar
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      Do you know if someone's working on a fix for this mod, or if there's a similar one that could be used instead? This concept sounds absolutely perfect for immersion and role-playing.
    2. OffworldDevil
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      Dynamic Timescale

      Only works with MWSE, though.
    3. lSerenar
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      Perfect! Thank you :)
  2. Luj1
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    Great so they are pretty small scripts.
  3. Luj1
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    So the faster I move, the faster time goes? Cool, I like that.
     
     
     
    How big are the scripts? Lets say, on a scale from 1 to 10
    1. iLex812
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      >> So the faster I move, the faster time goes?
      >> Time flows faster in wilderness
      >> slower in cities
      >> even slower during battle

      Not fully so. Base time speed is "movement in city", it is close to the default value. Main idea: in wilderneess the time speed faster in some times, in indoors little slower. But if you just will standing because want to enjoy the sunset or just AFK, time speed will slowed down. All other is intermediate values.

      Battles are not affected yet.

      >> How big are the scripts? Lets say, on a scale from 1 to 10

      I think 2. Main size of script is menu.
  4. Luj1
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    Im, sorry can someone explain what this mod does? i.e. ELI5 or TLDR


    Time flows faster in wilderness
    slower in cities
    even slower during battle


    Is this correct?
    1. OffworldDevil
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      Battle effects haven't been implemented (I think), but the timescale IS affected by movement speed (time slows while standing still). Everything else is correct, too.
  5. WalkingMassofComplexes
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    I love the idea of dynamic timescale (use one in every ES game), but is there a chance you could release a separate version for days/nights being the same length (unless that's already in the options)? I usually play as necromancers, assassins, etc. who prowl the night, and it's a shame to get gimped like that. Besides, it's prettier. :p
    1. iLex812
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      Thank you for your interest What you ask is very simpe - you can adjust it in DTS settings window right in game as you preffer. And I will add version with "day=night" to files section for download right now. I think, in next versions I will add some presets to Settings Menu for fast select.

      PS
      I faced with some problems with TES3 scripting and, as result, at this moment I rewrite all mod from the beginning I hope I will upload new version about some days later.
    2. WalkingMassofComplexes
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      Ah, wonderful! Thank you very much, friend. :)

      EDIT: Apparently the download's not working. I keep getting the old one. I thought coming back in the morning would fix it but 'tis not so.
    3. WalkingMassofComplexes
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      - Accidental double post. Ignore. -
    4. iLex812
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      Hi, sorry, I didnt seen what you edited your message. I dont know how I can see this - I only checked the number of messages You could download the updated version?
  6. maskkulin
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    doesn't work for me. When I equip the Settings Scroll I get "wrong button code -1" message https://puu.sh/udBjj/4500cea46c.jpg
    then when I click on one of the settings the menu just disappears and nothing happens
    1. iLex812
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      Hm... It very strange for me, but TES3 is very-very strange thing... I uploaded v.0.51 with additional check for this situation. Try it, pls.
      (Code -1 apears when the game is waiting for pressing the window button and no button has been pressed yet. But I don't get this message because script should not work in menu mode. Looks like your game don't correctly working with construction "If ( menumode == 1 )"...)
    2. maskkulin
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      thanks this seems to work
  7. OffworldDevil
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    Would it be possible to make a version where time passes slower in cities (and even slower in interior cells) and faster in the wilderness? According to one official map key, Vvardenfell is supposed to be over 30,000 square miles, and such a mod would be a good simulation of that.
    1. iLex812
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      Yes, it is possible. I'll do it. Thank you for idea.
      I think, it need to slow down time in battle too, especially in wilderness.
    2. OffworldDevil
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      Awesome! I would recommend leaving battles out of the equation, since it could potentially be used as an exploit to slow down time while traveling (by simply allowing an enemy to chase after you).
    3. iLex812
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      You are right. On the other hand, we will get an epic battle for days and nights with low level rat... )
    4. OffworldDevil
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      How about a movement-based system that (drastically) accelerates wilderness time only while walking and running? That way you can stop and watch the sun set or battle with enemies without feeling the need to rush against the clock (especially if you're also using a hunger/thirst mod with it). Would that be possible to program?
    5. iLex812
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      It's just brilliant! I think that all this is possible. Will have to give up from messages and do a counter - on the similarity of the FPS counter.
      We can also take account of sneak-mode. And decrease the rate of movement of the player with a drawn weapon or in magic mode. What lets avoid the trick "journey in battle". For balance, may also decrease speed of movement of player in sneak-mode.

      I apologize for possible mistakes - I used Google-translate.
    6. OffworldDevil
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      No worries; we seem to understand each other just fine.

      Whatever you decide to do, be sure to also tweak the timescale for public transport (boats, silt striders, etc.). Those seem to operate on a different system than live-action time.
    7. iLex812
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      Sure. Scripts should not running in menu, in jail and in travel.
    8. OffworldDevil
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      Yeah, what I meant is that since the player now takes longer to cross the province, public transport should also be a slower process (so they both simulate a much larger landmass). For instance, instead of a 3-hour silt strider trip, it should be extended by 15 or 30 hours (or however many you want to go with).
    9. iLex812
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      Hi! I made a rough concept. I upload the mod and later will put short readme.
      Try to test, pls.
      I want to point you as the co-author, ok?
    10. OffworldDevil
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      Thanks! I'll test the mod as soon as possible and let you know if anything needs tweaking.
    11. iLex812
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      Hi, I don't know how you see post for you, but I hope you see I upload new version with ability to tune settings.
    12. OffworldDevil
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      No worries, I'm notified whenever you reply or a new version is uploaded. I'll be sure to try that one out as well.