This mod's idea is, at a glance, so simple, which is why I'm always surprised that games with a day/night cycle don't implement it. It's a huge step for immersion, one of my favorites for sure. I'm glad we have versions of this for most Bethesda games.
Hello, this is a great mod! One question I have is there a way to have a option in MCM for a hotkey that'll set it to a timescale? Sometimes I'd like to stand still have have time run at a faster speed than 1 and it would be nice to not have to go back into MCM to change it each time.
Clever mod. It really helps to make your day much longer when doing stuff, but when travelling on foot speeds up time so you get the impression that a place is quite far away as time goes faster. You don't even notice it after a little while; it all feels quite natural, even though its kinda tricking you.
Works in VR. Only problem is I can't edit anything, but the default works fine. I get the chime every hour, which isn't too bad. Endorsed.
Hello, I want to try this mod so to clarify things, is this mod extends the day and night hours in the game? If i understand correctly based on the description said.
Hello there, just a quick stop to say the mod works great 95% of the time.
I don't know if it just me or what setting I'd need to adjust but the mod seems to stop working when crafting at a workbench. I enabled the debug text and time acts like when running at normal speed while crafting.
Is there any way to make it act like when you are still and drop to 1 or 2?
Sometime ago this mod stopped functioning correctly for me. The dynamic scaling always detects me moving and sets the maximum timescale. The mod itself is working as combat and workshop multipliers work and slow it down, but as soon as I exit workshop/combat, timescale goes back to max. Any suggestion what kind of mod I should be looking for that could conflict in this way? edit: it seems if I load saves from a day earlier, it works. so probably (?) not a conflict
Some bad mods are ruining your save. Please check your papyrus log and find for script errors and stack overflow. Uninstall the one pouring erros in your log.
I did a little digging, and it happened when I did a scrapall command in one of my settlements. Is the mod placing an invisible object to keep track of movement, and did scrapall accidentally remove it? After the scrapall command the save is screwed for the intents of this mod, the player is always calculated to be moving at full speed.
Maybe you found the right reason. If the scrapall command can scrap markers. Then it is super dangerous I think. Because markers have been widely used in various functions of the vanilla game and mods.
This is a real game changer, now i can BUILD in peace, take my time and do the thing i like, fish, and forget about changing the timescale in every start of a new game, Thanks!
I am dissapointed that Vivid Weathers recommends in their description to not enable a custom timescale, because it says that it fcks the weather system up, I really like the way that mod looks especiually during sunsets which adds more cloud and sky variety, but I cannot play with stock timescales, as sunsets are over in a matter of seconds
About weathers. See the FAQ. I'm using Vivid Weathers, True Storms, Nuclear Weathers and this mod together without any issue. Everything is custmizable.
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Works in VR. Only problem is I can't edit anything, but the default works fine. I get the chime every hour, which isn't too bad. Endorsed.
I don't know if it just me or what setting I'd need to adjust but the mod seems to stop working when crafting at a workbench.
I enabled the debug text and time acts like when running at normal speed while crafting.
Is there any way to make it act like when you are still and drop to 1 or 2?
https://www.nexusmods.com/fallout4/mods/61458
The dynamic scaling always detects me moving and sets the maximum timescale.
The mod itself is working as combat and workshop multipliers work and slow it down, but as soon as I exit workshop/combat, timescale goes back to max.
Any suggestion what kind of mod I should be looking for that could conflict in this way?
edit: it seems if I load saves from a day earlier, it works. so probably (?) not a conflict
Is the mod placing an invisible object to keep track of movement, and did scrapall accidentally remove it?
After the scrapall command the save is screwed for the intents of this mod, the player is always calculated to be moving at full speed.
Everything is custmizable.