Fallout 4
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Old Nick

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  1. Old Nick
    Old Nick
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    Optional versions setting timescale to 10 uploaded

    Also, I feel I should point out, just in case it wasn't clear, this mod only affects characters that haven't left Vault 111 yet.
    If you're already in the wasteland just use the console command: Set Timescale to 6 (or another value).
  2. stranger69in
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    doesn't the timescale change back to default every time you boot the game?
  3. j9n5s91
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    I was thinking about the timescale of 10 now, in my head. I also found/find the flow of game time too fast. If it were half, I would have much more time for everything. However, I have read in several places that changing it will almost certainly bring negative effects. The bigger it is, the more conspicuous. They really like the number 6, you don't have to go much below it. 10 seems like a security solution. But if even at this number the routine of the NPCs changes, or there are problems with the quests, then it might not be worth it. You can try it out, of course. But the 72-minute day isn't so bad either. I can accept it, maybe I will.
  4. Verkoft
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    Je dois recommencer une nouvelle partie? Est ce que le réglage est permanant? Il me semble que je dois retaper la commande à chaque lancement de jeu. Merci
  5. cubbyman1
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    well i guess i could do the console command every time i start a new playthrough, thanks for the suggestion, i actually didn't know the command until now, and i get just as annoyed by how fast time just passes by in this game, especially during settlement building.
    1. Kingsparhawk
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      i need to reset the Time scale every time a start the game on the same character which is why i was looking for this mod 
  6. SAdams8782
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    This mod is excellent!
  7. eddyg86
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    great work, man! can you make a loose script with 1, optional, though?
    frankly, i played thru all vanilla campaign and dlc and many of the cc quests now, all with timescale 1. i love it. knowing if i waste 4 hours thats 4 hours in-game :) perfect.

    YES, skyrim, fallout 3 or NV (one of them but maybe not the other) lol, they all hated less than timescale 6 - literally unplayable and npcs stand on the spot.
    but this game, similar to oblivion, doesn't seem to mind.. i haven't seen a single issue. no more issues with quests or npc schedules, than normal timescale 20, really!
    1. eddyg86
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      honestly - i do wonder - i mean, how many quests have you actually Tried with timescale 1? you just ''heard'' it affects quests and npcs past 6, right? i heard the same thing and i live in defiance lol! although you're right for skyrim - just breaks the whole game, not a single thing even moves if you set skyrim to timescale <6.

      eh it doesn't matter, i'll edit it myself, thank you for at least pointing out the script i'd need to edit for this though, i've always just set it to timescale 1 as soon as i leave v111 :)
    2. cheesemongler
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      is right tho. timescale 1 works fine with fallout 4.. just fine? as it did with oblivion. and maybe foNV or fo3 one of them.. even tho skyrim, for sure, it needed timescale 6 to not funk up
    3. Sprayy
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      I came to confirm that i had problems making it lower than 6, broken secondary quest and radial, not much the story missions
  8. Gary112
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    How does this mod affect the survival mechanics?
    Will my need to eat, drink, and sleep scale with the timescale change?
    1. Old Nick
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      Not sure to be honest, as I've never played survival on anything other than a timescale of 6...

      At a guess, you should have to do things less often, if that bothers you I believe there is a mod on the Nexus to choose your own needs rates.
    2. niacus
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      It seems that eat,drink & sleep are based on the in-game clock. Eat like twice a day, drink maybe three times.
      I always set my timescale to 6 like I did in skyrim, and PaddyGarcia suggestion of setting it in the ini didn't work in survival start. Had to get a console enabler just so I could set timescale. This should work forever. Gonna get it for my gaming PC shortly.
    3. Gary112
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      I'm fine with having to do things less often. If the timescale is reduced, the day is longer, and I shouldn't need to eat, drink, or sleep as often. i.e. the needs scale with the time scale

      I'll try out the mod and see what happens. If the needs do scale this mod will be awesome.
    4. Jack9999
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      Needs will not be scaled in real-time! In real-time you're just going to eat\sleep 2 times less if you set timescale to 10. That is the cost of resources for the completion of the quest, research of one of the cave \ building required two times less. http://www.nexusmods.com/fallout4/mods/14650/ But with this you can increase the back 2 times their needs.
    5. BlazeStryker
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      Yes, it does. And so will another's survival...

      As any player using AFT (that's Amazing Follower Tweaks) knows by now, the author worked in an immersive way to save your spouse... as long as you get Curie to the sucker before the end of Act One as the vault loses power and the poor sod thaws out and finishes dying at that point!

      The thing is, of course, that actions or a hard time limit will trigger this, so having your timescale set to 10 or five is a literal lifesaver.
  9. subtle_shade
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    I only just now realized that this is a replacer-script.

    Thank you!

    I'm doing a survival playthrough, so i am trying to find replacer scripts for a couple of things in order to make it harder and more realistic. (still need no heal from food, no heal on broken limbs from sleep or stimpacks, and lastly live dismemberment/realistic limb/fall damage).

    Cheers!
  10. ahunsolo
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    Please add 8 and 12 timescale for options
    Thanks
    1. Old Nick
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      I could... but I'm curious why you want it, you do realise that this mod can't change your timescale mid-playthrough right? It's just for using to set the initial timescale as you rise up out of the Vault at the beginning of the game, after that point it does nothing. Do you really need 2 extra timescale options for that? Do you start a lot of new characters?
  11. Mortadella
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    Thanks for your mod!
    But I have encountered a problem. When changing the world's timescale, the pipboy will still use the old one. How can this be fixed? When it's actually 7:30, pipboy shows 02:03.
    1. Old Nick
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      Where in the Pipboy? Are you using a mod like DEF_UI that adds the real-world time to the Pipboy menus? Are you sure you're not confusing that with the in-game time?