Fallout 4
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CrEaToXx

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CrEaToXx

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About this mod

This is a makeshift patch for Dynamic Timescale and Chime, to make timescale set for workshop apply to workbenches as well...

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Dynamic Timescale Enhancer

This is a makeshift patch for Dynamic Timescale and Chime, to make timescale set for workshop apply to workbenches as well. This includes all workbenches and stations that make use of the "ExamineMenu"-Menu, and the "CookingMenu"-Menu.

Prerequisites and install?

Obviously you'll need Dynamic Timescale and Chime. It is a simple script replacer, and the plugin has not been touched at all. I recommend using either your preferred Mod Organizer to install and unpack right into the original Mod, or doing it manually. Make a backup of the original "ElzeeDTMainScript.pex" if you must, but make sure to allow overriding the original script. The original Mod is loose files as well, and even if you'd packed it into a .b2a the script will still override, because loose files are prioritized if you've correctly set up your modding environment to allow reading loose files.

Of course you will also need what Dynamic Timescale states as prerequisite.

How did you do it?

I just registered the examine and cooking menus, and then extended the existing OnMenuOpenCloseEvent(), to additionally check for the two new menus when applying the timescale logic.

Anything else we should know?

I additionally added the OnQuestInit() Event to register for the custom external event. I left an old school way how I'd do it inside the .psc for reasons of smartassing, because I hope Elzee will implement this with a proper MCM setup, and individual times for those two menus. If not, maybe I'll do it if there's a demand.

The whole code inside the PlayerAlias isn't needed at all btw.. Just use the OnPlayerLoadGame() Event in your alias script, and then point from the event to your init, respectively register function, inside your quest script, like this:

SuperDuperExample_ControlScript Property ControlScript Auto;this property will be filled on the alias on the same quest where the main script is running, so you don't need two quests at all. 

Event OnPlayerLoadGame()
ControlScript.RegInit();the OnQuestInit() and OnInit() inside your quest, would also just point to this register(ini function...saves you tons of code...;)
EndEvent

Can you say anything about the rumours low timescales will f up whatever the internet says could get f'ed up in Fallout 4?

Lol. Yeah, because Fallout 4 and respectively Skyrim never act buggy on their own even without mods. No seriously. Those are just rumours. There are occasional glitches, like stupidly standing around actors, that are supposed to run on any sandbox package or whatever. Or sometimes there's a small delay on quest scenes. But you get that with standard timescale of 20 as well.

I mean, what could be worth than this?



This is btw. not fixed up until today!