Fantastic mod that has genuinely improved my quality of life in game!! Much much better doing an hour's worth of missions to find it's only 9:15am instead of 9:15pm!! Awesome job
Thank you for the mod, nice idea and for showing where the config is :D
Since I am used to timescale values from Skyrim (timescale of 20), I calculated them to compare. Some basic math with 24 hours of 3600 seconds later you get this:
timescale = (24 * 3600) / duration DAY: (24 * 3600) / 4800 => 18 NIGHT: (24 * 3600) / 2400 => 36 INTERIOR: (24 * 3600) / 8640 => 10 And to get a duration for the timescale do the reverse:
Great mod though i feel 1:1 might be too real, because most people play in increments of 15m/30m/1h/2h. A version where daytime lasts about 17ish minutes would grant that immersive feel without making it too realistic.
That would be almost twice as fast as the vanilla day cycle; a newly-installed DL2 has a 1-hour day/night cycle, with 40 minutes for day and 20 for night.
Hi, It should work if you place (worked with DL1) Documents\DyingLight2\out\Data\scripts\dw_weather_def.scr (like dying light 1 or other techland games)
Thanks for the clarification, I am actually not adept in Euroupean cities and times so thank you. I will upload a alternate version based off of your feedback.
Hey, i just wanted to point out you put ?event("night", DAYTIME_NIGHT_START ); // 9:00 while the original is ?event("night", DAYTIME_NIGHT_START ); // 20:00 shouldn't it be ?event("night", DAYTIME_NIGHT_START ); // 21:00if you tried to make it 9pm? Also you would need to adjust the dawn and dusk values. While it seemed you adjusted dawn values, you kinda missed the dusk ones.
EDIT: I just changed the value to 20:00 again, because after having it at 9:00 to test a problem i encountered. If you skip to night with 9:00 you'll start out with an empty timer with "infection spreading", so you'll need to adjust it, or it will cause this bug.
you can tweak it yourself, there is a txt file inside, i know how to change but ich really dont unterstand the values and how the value depends on real seconds/minutes
Replacing the default values for the lines in dw_weather_def.scr, these are some alternative values; open the file with notepad or notepad++, Recommended
I suggest only change the value within this mods file so it's easier to delete or reinstall without messing with the default file.
Also, keep in mind by default night only lasts half as long as the day and interior actually moves slower than day; these settings will give them the same speed so day, night and interior all match now.
By default, day lasts 40 minutes, night lasts 20 minutes.
3x longer days, 6x longer nights (Day and night each last about 2 hours, or about 4 hours for a full cycle) export float WHOLE_DAY_DURATION__DAY = 14400.0;// 1h in game daytime means 3:20 minutes of real time export float WHOLE_DAY_DURATION__NIGHT = 14400.0;// 1h in game daytime means 1:40 minute of real time export float WHOLE_DAY_DURATION__INTERIOR = 14400.0;// 1h in game daytime means 6 minutes of real time
Change the values to 24000 each if you want 5x longer days and 10x longer nights; day and night will last about 3 hours each, about 6 hours for a cycle.
To create your own time scale, the default value of day is set at 4800 so just multiply this by however much longer you want days to last and remember 4800 increments of time equals 3 minutes, 20 seconds (Or 200 seconds). And make sure to change the night and interior values to match, as well; I suggest making them the same speed, but to each their own.
Oh God thank you so much friend! I was looking for this. You and mod uploader single handedly helped me make this game much much more enjoyable if this works. My english is far from great so I didn't quite catch all of that though. I was just wondering what numbers to write so day, night and interior all last the same time; and that time being 1 hour? (2 hours for full 24 in-game hour cycle. with interior not being slower nor faster of course)
To make them all the same, you just put the same number in the 3 lines; 'export float WHOLE_DAY_DURATION__DAY', 'export float WHOLE_DAY_DURATION__NIGHT' and 'export float WHOLE_DAY_DURATION__INTERIOR' in the file. They should all be above/below each other. Let me see what it would be for a 2 hour cycle.
Edit: 7200 should put them all at 1 hour.
So just copy+paste the following three lines in to the mod file you downloaded from here over the existing lines with the same text
export float WHOLE_DAY_DURATION__DAY = 7200.0;//4800 1h in game daytime means 3:20 minutes of real time export float WHOLE_DAY_DURATION__NIGHT = 7200.0;//2400 1h in game daytime means 1:40 minute of real time export float WHOLE_DAY_DURATION__INTERIOR = 7200.0;//8640 1h in game daytime means 6 minutes of real time
I have a friend who is using this mod and i am not, will there be any problems when someone who does not have the mod installed joins someone who does have the mod installed?
I'm not actually sure since I haven't tested co-op, but you should be fine. I don't think your game effects anyone else's in that way I'm not entirely sure.
If it's anything like similar mods of Dying Light 1, any mod that messes with time/weather will need to be installed by all players to be able to join each other.
I would definitely use this mod it sounds great, but i'm just worried its gonna mess up my save from some weird bug it might create. Are you sure it wont mess with anything that relies on vanilla time?
I have played about 25 hours so far in the game, most missions will automatically make you switch to night or day when needed. This mod should not cause any issues.
And so far the only mission with a "locked" time point is the very first mission you do with Spike (the introduction part) the rest flows without any such things.
Man u can back up the save to prevent this, u just need to copy the folder 534380 in C:\Program Files (x86)\Steam\userdata\xxxxxxxx\534380 and paste it somewhere else before downloading the mod, and if you have issue then delete the mod and replace the 534380 folder and it should be fine, idk how it work with DL2 but it's not because u crash that the whole mod can't be used, sometimes u might need to delete and download, so don't blame the author also if something goes wrong
35 comments
Since I am used to timescale values from Skyrim (timescale of 20), I calculated them to compare.
Some basic math with 24 hours of 3600 seconds later you get this:
timescale = (24 * 3600) / duration
DAY: (24 * 3600) / 4800 => 18NIGHT: (24 * 3600) / 2400 => 36
INTERIOR: (24 * 3600) / 8640 => 10
And to get a duration for the timescale do the reverse:
duration = (24 * 3600) / timescale
Example: (24 * 3600) / 15 => 5760Happy Tweaking!
It should work if you place (worked with DL1)
Documents\DyingLight2\out\Data\scripts\dw_weather_def.scr (like dying light 1 or other techland games)
Thanks!
?event("night", DAYTIME_NIGHT_START ); // 9:00
while the original is?event("night", DAYTIME_NIGHT_START ); // 20:00
shouldn't it be?event("night", DAYTIME_NIGHT_START ); // 21:00
if you tried to make it 9pm?Also you would need to adjust the dawn and dusk values. While it seemed you adjusted dawn values, you kinda missed the dusk ones.
EDIT: I just changed the value to 20:00 again, because after having it at 9:00 to test a problem i encountered. If you skip to night with 9:00 you'll start out with an empty timer with "infection spreading", so you'll need to adjust it, or it will cause this bug.
If there's an alt where it's 4 or 5x so it still transitions to night/day this will be amazing.
I suggest only change the value within this mods file so it's easier to delete or reinstall without messing with the default file.
Also, keep in mind by default night only lasts half as long as the day and interior actually moves slower than day; these settings will give them the same speed so day, night and interior all match now.
By default, day lasts 40 minutes, night lasts 20 minutes.
3x longer days, 6x longer nights (Day and night each last about 2 hours, or about 4 hours for a full cycle)
export float WHOLE_DAY_DURATION__DAY = 14400.0;// 1h in game daytime means 3:20 minutes of real time
export float WHOLE_DAY_DURATION__NIGHT = 14400.0;// 1h in game daytime means 1:40 minute of real time
export float WHOLE_DAY_DURATION__INTERIOR = 14400.0;// 1h in game daytime means 6 minutes of real time
Change the values to 24000 each if you want 5x longer days and 10x longer nights; day and night will last about 3 hours each, about 6 hours for a cycle.
To create your own time scale, the default value of day is set at 4800 so just multiply this by however much longer you want days to last and remember 4800 increments of time equals 3 minutes, 20 seconds (Or 200 seconds). And make sure to change the night and interior values to match, as well; I suggest making them the same speed, but to each their own.
(2 hours for full 24 in-game hour cycle. with interior not being slower nor faster of course)
Edit: 7200 should put them all at 1 hour.
So just copy+paste the following three lines in to the mod file you downloaded from here over the existing lines with the same text
export float WHOLE_DAY_DURATION__DAY = 7200.0;//4800 1h in game daytime means 3:20 minutes of real time
export float WHOLE_DAY_DURATION__NIGHT = 7200.0;//2400 1h in game daytime means 1:40 minute of real time
export float WHOLE_DAY_DURATION__INTERIOR = 7200.0;//8640 1h in game daytime means 6 minutes of real time
Thanks so much, I'm going to try your numbers out!
Edit - it works perfect, I get to see the sunrise and sunsets again
And so far the only mission with a "locked" time point is the very first mission you do with Spike (the introduction part) the rest flows without any such things.