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I love this mod, and have used it 8/28/18! Sadly, I recently also got hooked on Workshop Plus. For some reason, WS+ stops your mod from working. WS+ has a feature that's supposed to freeze time, but it's buggy, and I like your time handling better anyway. Is there any way to make yours work without uninstalling WS+, or is it one of those things where the two simply can't coexist?
Maybe it's something wrong on my end, but seems "timescale 6" is gone from the latest version. Just cycles from 4 to 8. Any reason it got taken out. Thanks
There have been so many requests to provide 0 to 20 scale on both normal and slow time for xbox users who cant set custom values in the console, had to make the best of it.
If you want 6 use the console [ set SKK_DTNormalTime to 6 ]
Just curious, do you know if it will create problems if users compact the ID forms in this mod (or your other mods for that matter) in order to convert them to ESLs?
One of the reasons I ask is because I see a quest file record in it and I've read that compacting ID forms in mods with quests will break things.
If any of the form IDs change then it will be a problem. Infact most SKK mods interoperate by looking up hard coded file names and form numbers to avoind hard master dependencies. Atr the cost of any monkeying around will break stuff.
Rebuilding my LO for a new campaign and remembered this little mod... Can't believe it's not getting more tractions. Anyways it's a great QoL mod that slows enemy spawning and world events (not how you perceive the time, but how fast the time elapses in game vs real world time). Thanks for all your mods and endorsed!
I love all your mods and was wondering if you know of a mod that allows you to free fly and enter into god mode while in workshop mode - paired with this that would be perfect!
Hi SKK, love your mods, very lightweight and easy to use. If you're still lurking these pages, could you help me with this mod?
All your mods work for me perfectly, except this one? I can slowdown the gametime (I have it at 1:15), but the workshop time seems to still be real-time. I learned that when a ghoul smacked right into me! lol
Anyways, if you have any ideas what could possibly be conflicting with this, or some kind of troubleshoot, I'd really appreciate any time or guidance you can throw my direction :) Thanks again!
The only relevant information I can think of is I do run F4SE and HUDFramework. All my files are as up-to-date as last week.
To check what is happening (1) in the normal world console [ show timescale] then (2) enter workshop building and console [ show timescale] then (3) enter workbench crafting console [ show timescale] then (4) in the normal world console [ show timescale].
Hm, that's so odd. I got the numbers you should expect, being 15, 2, 2, and 15.
To test I tried to spawn a mirelurk hatchling and then go into workshop (since you can't craft in combat), and it was still moving in realtime, and still got attacked in realtime.
I'm not really sure how to test it at this point? But the system seems to say it's working as intended. Hmm
edit: a weird part too is when working in a terminal, timescale is 15 but is paused, and when receiving a legendary it's 2 and is paused, like you'd expect from normal gameplay. But why would the timescale's be different?
2nd edit: yep I got attacked by an radscorpion while crafting a weapon lol, so yeah I'm not sure what's going wrong here.
Ok so the issue here is your understanding of the timescale effect.
Timescale is the passing of GAMETIME which affects the speed of day/night transition, weather duration, survival needs and such WORLD activity.
Timescale does not affect REALTIME activity like actor movement or speech, or bullet velocity. That is handled by special magic effects like Jet slowtime, if thats what you need you must find another solution. I imagine building under slowtime is rather comical.
This solution does not affect realtime, only game time.
Oh, okay, I mean that makes sense. Could you explain then what you meant by, "Got Legendary albino deathclaws spawning in your underpants when crafting at wilderness workbenches ? " I just took that as meaning we could finally craft without things spawning in on us. Perhaps that is in fact the case - NPCs don't spawn - but an already present NPC could still track me down and attack me in base? I could see where my misunderstanding came in then.
Regardless, I appreciate you taking the time to explain this game mechanic to me, and showing that your mod is working proper :p
Most base game spawning timers like settlement attacks, random encounters and such work on Gametime rather than realtime, slow down gametime = less spawns while the player is busy.
Also quality hostile spawning mods, such as Combat Stalkers and Random Encounter Manager plus the actors they may have already spawned check with this mod if the player is in building/crafting. They can either hold the spawn or the already spawned actor holds position until the player exits crafting/building. As described in those mods.
I cant help if you are using hostile spawning mods that are not aware of building/crafting state.
No yeah I only use the SKK combat stalkers and REM, with the options enabled for pausing during workshop. Oh well, guess I'll have to stay on my toes while crafting. The wasteland is unforgiving!
The only time I've seen the actor pause thing work is when a group of ghouls caught me taking a smoke on a bridge. I was not excited for the smoke to end lol
Hi first off thanks for a great quality of life mod. Second any chance you could add a interior cell vs exterior cell option?
There was a mod for skyrim that did this and it was great the basic concept is even though you can walk from one side of the map to the other in a small time the scale of it should feel like a lot of time has passed. But while your inside a building you really are not spending a whole day inside to clear out and loot 3 to 10 rooms.
Also in dialog would also be a nice option for the same reason I'm not talking to a NPC for 3 hours to tell him 15 mins worth of stuff
Dialog is not doable as there are no consistent event triggers to hook into. Having different Interior/exterior timescales is possible, what values would you be using for;
Exterior normal Exterior crafting Interior normal Interior crafting
Just have a new value for interior and keep all the current ones the same. ie: allow each to be set and then just check which has the lowest value when the condition changes and set it to that. so if interior is set to 6 but crafting is set to 7 then don't changing it when crafting inside because it would actually speed up the time no need for separate values just check for whats lowest
This is a good example why trying to make a mod "for" someone is a PITA.
The specific question is on selection ranges to avoid range overlaps which would cause logic loops. As I don't suffer your interior/exterior problem, have no idea what good looks like. So, what specific timescale ranges would you be looking for ?
The range would be exactly the same as outside, why artificially limit it to anything else when some people would want it the same? Its also not my "problem" just a suggestion to maybe help improve the mod. I suggest make it as broad as possible to not limit it and just make it for 1 persons specs.
In the end I don't care if you implement it, it was just an idea (that I would use if you did)
P.S. here is the skyrim mod I was talking about https://www.nexusmods.com/skyrim/mods/10594/?
I appreciate the education, only trying to create capability/solutions without a validated vision or requirements is how bad product happens. I work with businesses to try and fix that every day with lean innovation, so wont be making those same mistakes in a hobby.
Immediately jumped from "Who the hell is this guy and how does he have so many mods" to "This man is a genius and a treasure and I can't believe I've lived the life of a peasant for oh so long" after using this mod for an evening. Really, such a simple quality of life mod that makes an astounding difference.
Okay, so that is not entirely honest. I was using several of your mods, and loving all of them.
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They just conflict, unless the actual functions that conflict have a user accessible on and off swtich (holotape, menu or console).
There have been so many requests to provide 0 to 20 scale on both normal and slow time for xbox users who cant set custom values in the console, had to make the best of it.
If you want 6 use the console [ set SKK_DTNormalTime to 6 ]
One of the reasons I ask is because I see a quest file record in it and I've read that compacting ID forms in mods with quests will break things.
Thanks.
All your mods work for me perfectly, except this one? I can slowdown the gametime (I have it at 1:15), but the workshop time seems to still be real-time. I learned that when a ghoul smacked right into me! lol
Anyways, if you have any ideas what could possibly be conflicting with this, or some kind of troubleshoot, I'd really appreciate any time or guidance you can throw my direction :) Thanks again!
The only relevant information I can think of is I do run F4SE and HUDFramework. All my files are as up-to-date as last week.
What 4 numbers do you get ?
To test I tried to spawn a mirelurk hatchling and then go into workshop (since you can't craft in combat), and it was still moving in realtime, and still got attacked in realtime.
I'm not really sure how to test it at this point? But the system seems to say it's working as intended. Hmm
edit: a weird part too is when working in a terminal, timescale is 15 but is paused, and when receiving a legendary it's 2 and is paused, like you'd expect from normal gameplay. But why would the timescale's be different?
2nd edit: yep I got attacked by an radscorpion while crafting a weapon lol, so yeah I'm not sure what's going wrong here.
Timescale is the passing of GAMETIME which affects the speed of day/night transition, weather duration, survival needs and such WORLD activity.
Timescale does not affect REALTIME activity like actor movement or speech, or bullet velocity. That is handled by special magic effects like Jet slowtime, if thats what you need you must find another solution. I imagine building under slowtime is rather comical.
This solution does not affect realtime, only game time.
Regardless, I appreciate you taking the time to explain this game mechanic to me, and showing that your mod is working proper :p
Also quality hostile spawning mods, such as Combat Stalkers and Random Encounter Manager plus the actors they may have already spawned check with this mod if the player is in building/crafting. They can either hold the spawn or the already spawned actor holds position until the player exits crafting/building. As described in those mods.
I cant help if you are using hostile spawning mods that are not aware of building/crafting state.
The only time I've seen the actor pause thing work is when a group of ghouls caught me taking a smoke on a bridge. I was not excited for the smoke to end lol
Second any chance you could add a interior cell vs exterior cell option?
There was a mod for skyrim that did this and it was great the basic concept is even though you can walk from one side of the map to the other in a small time the scale of it should feel like a lot of time has passed. But while your inside a building you really are not spending a whole day inside to clear out and loot 3 to 10 rooms.
Also in dialog would also be a nice option for the same reason I'm not talking to a NPC for 3 hours to tell him 15 mins worth of stuff
Exterior normal
Exterior crafting
Interior normal
Interior crafting
ie: allow each to be set and then just check which has the lowest value when the condition changes and set it to that. so if interior is set to 6 but crafting is set to 7 then don't changing it when crafting inside because it would actually speed up the time no need for separate values just check for whats lowest
The specific question is on selection ranges to avoid range overlaps which would cause logic loops. As I don't suffer your interior/exterior problem, have no idea what good looks like. So, what specific timescale ranges would you be looking for ?
Its also not my "problem" just a suggestion to maybe help improve the mod. I suggest make it as broad as possible to not limit it and just make it for 1 persons specs.
In the end I don't care if you implement it, it was just an idea (that I would use if you did)
P.S. here is the skyrim mod I was talking about
https://www.nexusmods.com/skyrim/mods/10594/?
Okay, so that is not entirely honest. I was using several of your mods, and loving all of them.