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  1. SKK50
    SKK50
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    If you are using both SKK Quantum Storage (QS) and SKK Dynamic Workshop Time (DT), please update DT to version 003 so it is aware of QS kicking the user off workbenches when they are registered for dynamic storage transfer.
  2. Vanguardascendant
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    Would it be possible for you to release a version that allows us to select the default workbench time to zero or at least 1? I know that's not necessarily recommended (maybe put a big warning up when people select that option), but I prefer to "freeze" time when building to keep the lighting the same throughout the process. Just a thought, it's not a big deal. I use the console command generally, but it would be great to use this mod to do away with that hassle.
    1. SKK50
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      The default workbench time is 1. You can configure it for zero using the Article SKK Dynamic workshop time Console Configuration.
    2. Vanguardascendant
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      I'll check it out. Thanks!
  3. RyanBurnsRed
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    Is it possible to integrate this for the mod configuration menu?
    1. SKK50
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      Sure thing, would love to. As soon as MCM is supported on the xbox.
    2. markdf
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      Couldn't you include the config.json file for an MCM?

      It's not like there's any actual dependency or anything, the JSON file tells MCM which globals or script properties to edit. Having the MCM config file present shouldn't cause any issues for xbox users.
    3. SKK50
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      All the info is here if your are keen: https://www.nexusmods.com/fallout4/articles/970
    4. markdf
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      In response to post #56739646. #56741636, #60032721, #60037296 are all replies on the same post.


      Spoiler:  
      Show

      This ought to do it.
      https://www.dropbox.com/s/7sfh1xjeqwbrnu4/SKKDynamicTimescale%20-%20MCM.7z?dl=0
    5. SKK50
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      Sweet, thanks ! I can't test it as F4SE may not be installed on on my system, so have posted it as an additional file.

      I'll pack it in the main mod download file when I get a secondary validation that it all works OK.
    6. Lobuno
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      Than you very much!!! Both, the mod and the MCM menu work great!!!
  4. JLF65
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    Hmm - nice idea, but I like the opposite. I want my game time to be something like 6 as I wander around, but I want my workshop time to be 20 to simulate the fact that making stuff takes time. If you make a full range slider for each time, you'd handle both kinds of people - folks like you, and folks like me.
    1. SKK50
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      I get your need, but creating that many holotape entries is not fun for me, and the majority of users will *censored* about the number of options they have to cycle through. And I would have to re work the logic that prevents the condition you want. The workaround I can offer is to console the slow and fast time settings which the DT mod will then apply for you in the workshop menus:

      set SKK_DTSlowTime to 20; set SKK_DTNormalTime to 6

      The holotape will stop showing out of bounds options, to re-set console;

      set SKK_DTSlowTime to 1; set SKK_DTNormalTime to 20
    2. JLF65
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      Didn't reply to this earlier, but thanks! That's just what I need for my own play-style.
    3. SKK50
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      I'm not judging ... but happy to help ;)
  5. RyanBurnsRed
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    The idea behind the mod is great. The holotape spawning in my inventory every time I load the game is not. How can I stop it from doing that?
    1. SKK50
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      @RyanBurnsRed no problem ! As if it was planned, download update 006 and use the documented console command to suppress holotape generation.


    2. RyanBurnsRed
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      Wow that's fast! Haha thanks so much for the update!
  6. diskdevl
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    For anyone else who hadn't noticed the bug report yet....version 004 was fine being compacted into an ESL. Version 005 does NOT like it, at least not on existing saves (haven't tried a fresh game). You'll get some seriously bizarre timescales if you do.
    This is also a lesson to at least look at the bug tab even if it says there's zero reports - would've saved me more than a bit of troubleshooting today. =)
    (To be clear, this isn't this mod's fault at all, more of a known issue with the CK and ESLs than anything. This mod is awesome.)

    1. SKK50
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      I have tried native publishing some of my mods as ESL, but they are a total encumberance to maintain and support for scripted content.
    2. diskdevl
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      Not a problem, I'll use your stuff in whatever format I can get. =) When I get some time I'll probably just add the new version into one of my merges as an esp and then I won't have to worry about the scripting and IDs anymore.
  7. philan46
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    Great idea but since always I've heard that timescales commands/mods in Bethesda games screw savegames because of engine so, what about it? What special skill have respect the command?

    In the other hand, when I'm building I use to go/out of workshop mode about one thousand two hundred times and I've panic to Bethesda's engine and don't know how enabling/disabling the mod can affect.

    There is any way to use this mod in "real time" and not only in workshop mode? I use more often the console (precision placement hotkeys mod) and time go so fast.

    Anyway, thank you for your effort :)

    1. SKK50
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      The timescale doesn't screw savegames, but it can and will affect time sensitive activities like combat and certain game triggers. That is why I have constrained this mod to only affect workbench time. If combat (say, settlement attack) happens to kick off whilst in a workbench, you come out and time reverts for normal processing.

      If you use the console for building, why not just use the console command "set timescale to 1"when you start and "set timescale to 20" when you finish ?
    2. philan46
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      Thanks for your reply :)

      edit: I don't like using command to timescale bacause I've heard a lot a lot a lot of problems using it, like you well say, about activities and over all, missions.
    3. Ape75
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      I had this issue with the Starlight drive-in quest to set up the radio beacon. Even if I set it up properly the quest wouldn´t trigger.Uninstalled this plugin, reverted to an earlier save, and it worked. There is a chance this plugin wasn´t the actual issue, of course, but not taking the chance :P
    4. SKK50
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      I have just 60 mins ago completed the MM starlight transmitter quest OK with timescales set to 1 & 6, which would suggest you have an issue elsewhere.
    5. Ebby Exaspimaru
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      A likely culprit for the Starlight issue is Sim Settlements. If I remember correctly, just the ROTC expansion. There's a handler script to fix the bug, but sometimes it take saving and loading back in to trigger it.
  8. Hisu
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    Nice mod!
    I get that you want it to work on consoles that don't/can't have script extenders and whatnot, but it's all fine and dandy when you only got like 20-30 mods installed. When you get to 200+, and several dozen of them are configured via chem station recipes and holotapes, the amount of clutter is just INSANE. So, please, at least consider making an MCM-compatible version alongside of a standalone.
    1. SKK50
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      I share your holotape inventory pain.
    2. kordman
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      hello and thx for this super mod.
      If you can name your holo [Settings] SKK .....
      I use rename everything who can rename all holo config without change game item ref, then on restart, holo are there and not add again.
      Sry for my english :)

      edit : i just think i use valdicis sorting and def ui, matybe with other mod the prefix is not [Settings]
    3. SKK50
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      Hi as I have 10 mods under management that use holotapes with consistent naming, I can't just rename this one without renaming all of them. I suggest you edit the Note xxxx1ECF FULL - Name to whatever you like in FO4EDIT.
  9. Vermithraxe
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    Thank you for this easy to use mod, it really fixes one of my biggest problems with this game. Endorsed!
  10. Phoenix46
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    I appreciate the time and energy you spent putting this together. Place Everywhere has a similar feature for workshop mode you can toggle via F11 if you so choose. For awhile (maybe just one version) it was set to ON by default and borked my game up. Everything was fine until I went into workshop mode the first time. It set the time passage to like 0.1 or something, and I could build to my hearts content. The problem started when I exited workshop mode and it didn't set the time back to normal, which is 20, ...I think. It stayed at close to 9:40PM for like a week in my game. Time would pass if I slept, but still very slowly. It would take like 10 minutes IRL time to sleep 12 hours in game. It took me few days to figure out what was going on, and when I did I tried setting the time back to normal manually, but it was just stuck.

    I wound up having to scrap about a weeks worth of saves in the end, but of course it was right then that I'd chosen to do a crap-ton of settlement building.

    Anyway, does this mod change the time in some other way that would keep it from getting stuck like that again? I'd like to be able to do some building without having to go rescue some settlers non-stop, but I'm wary of this kind of mod since then.
    1. SKK50
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      I can't give you more comfort than SKK mods are designed to avoid modifying base game assets, and always be removable without leaving any savegame crap or dependencies behind. Where a shared asset such as like keyword or global variable is modified, it is fully disclosed in the mod description. With an installed base of 50,000 (mostly xbox) and zero posted savegame problems, one may infer that quality and stability are my focus. But, nothing in life (or interactive entertainment) is certain.
    2. Phoenix46
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      Fair enough. I appreciate you taking the time to read that novel that I wrote and getting back to me about it. Sorry about that. I didn't realize while I was writing it that I had that much to say.
  11. NewKeithMoon
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    Could you make a mod that is the opposite of this? Ala Living Takes Time for Skyrim? I tried looking in to this myself with the CK but I know nothing about scripting unfortunately. =(
    1. SKK50
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      I get the Living Takes Time concept, but sorry, that's not my thing.
    2. User_29871095
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      If you want the opposite effect you could simply set your timescale, the purpose of this mod is convenience so you dont have to enter console cmds every time you enter WSM.
    3. christoph392008
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      I'd love to see sth like this too. Maybe i'll look into is after i finish out two mods i'm working on atm.
    4. christoph392008
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      This might do the trick in a pinch: https://www.nexusmods.com/fallout4/mods/29119
    5. sindante
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      by opposite I'm assuming you mean you want the whole game to run at a 1:1 time scale? wouldn't make a lot of sense to have time sped up while building. If you simply want a 1:1 timescale, you can set it via console commands.
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