I logged in FOR THIS REPLY .. I have been running 'settimescale to 1' for more than a year of this 18 month playthrough... I do it inside of a bat file i run which has a few other settings everytime i launch the game :)
I haven't noticed anthing directly affected by this, that I am aware of.. I am an honest person though, and I admit to experiencing guard assignment difficulties when i was playing with a couple of scheduling/shifts mods... but guards took turns sleeping and guarding in the earliest vanilla environments I built so.. I don't use scheduling or shifts any more for guards (yet)
I am excited to find out i can also 'set fFastTravelSpeedMult to 1' .. because i avoid fastravel whennever i can due to the time LOSS while traveling... so i am going to ADD this last command to my startup bat file too :)
I originally used this mod in the early days and Endorsed it.
Since the release of FOSE there is a lot more control with something like Unlimited Fast Travel but you still have to use something like Fast Travel Doesn't Skip Time, to prevent loss of time while FTing.
I thinks he's just wondering if those 'alternate fast travel method' -mods will work with this one.
For example, say he's got "Immersive Fast Tavel" where you get to build cars and things and have to craft fuel for them so you can then select a travel location from a list and consume required ammount of fuel.
Now I'm not sure but those said fast travel mods should use the same system as the vanilla pip-boy -method does so there shouldn't be any problems...? Not really sure, would have to test it.
Many thanks for the 1-100 version. I'm using CWSS Redux and the "get dirty" option. If u fast travel with the standard parameters, you're dirty af in a few minutes. With your mod it's a lot better. You stay clean much longer. Thanks for this, mate!
Will it mess up mods like True Storms or Vivid Weathers in some ways? Great mod btw, thank you, works perfectly fine so far, I enjoy a lot more the day/night cycle that way but I didn't had any "special" weather since so I was wondering.
This is my question as well. Mainly because I've heard that weather mods (specifically, their audio) plays for a predetermined time and assumes a vanilla timescale, or something along those lines. Ergo, if what I've overheard is to be believed, if you mod the timescale, you're going to end up with raining sounds when it isn't actually raining, etc.
Is this mod compatible with the new Survival Beta mode? Will it affect the factors such as hunger? Oh well I'm about to find out I guess. If I notice either way I may report back here.
Seems to be fine. I started out by not using the time adjustment, so actually got an idea of Vanilla, then just before my last big play through I modded. I think on one time my character got up well rested at about 5:30am, then got the first tired indicator at about 3:40pm. It depends on if you interpret that first indicator as meaning you should be asleep, or if it just means you have less energy at the end part of the day. Food and water seems fine too. Character is not needing to guzzle water all day, but I think an indicator came up around mid-day (after getting up at the 5:30am and squaring away the hunger and thirst). Hunger came later so didn't stand out as too little or too much needed.
Yes, this mod is perfect for Survival Mode. You don't have to eat and drink every five minutes, because time moves much slower in the game. This mod is ideal for Survival Mode. It's even a little OP, because you can go much longer without sleeping, so your Adrenaline goes through the roof. ButI Like that XD.
Plus, I use a mod that allows you to fast travel while in Survival Mode, and before I used this mod, eight hours would pass if I wanted to fast-travel from Sanctuary to Diamond City. I always arrived hungry and thirsty. Now, it only costs me an hour to fast travel the same distance. And I don't arrive in the middle of a Rad-Storm as much as I did (my weather changes every 12 hours)
None so far. I sometimes fast travel and I forget to set ffasttravelspeedmult to value 2. I made this mod for that. the timescale value is just a plus.
Starting a new game reset timescale back to 20. Anyone know how to fix this issue? I am trying to modify my mod for Xbox to include a time change. I tried creating different time scales and load them through mods into the game after I exited the vault, but the time scale is still 20. The only way I could change it was through the console.The would happen if I check the constant box in the time scale.
Please blow up your xbox! lol joking... I woul think you just need to change it through a script. Don't it's a good idea to use these kinda mods with xbox mate.
Do you even need this? I saw your Skyrim mod for this, I didn't download it and I've been playing for about 2 in-game months and no issues, vendors are all open regular hours all the time. Will I have issues with FO4?
You don't *need* it ... it's not technically a "fix" but something that addresses things in the game that many (including myself) find annoying.
For the fast travel portion, this mod is adjusting the amount of time that passes when you fast travel to be more consistent with the time it would take for you to actually run there. E.g. try running from Sanctuary to the Red Rocket and note how much time it takes. Now fast travel back and you will notice that much more time will have passed. With this mod installed, the times will be much closer.
For the timescale portion (which I prefer to set myself via console) it's just slowing down the rate that time passes in game. By default time passes 20x faster in game than in the real world. With this mod, it will pass 6x faster (my personal preference is 10x.)
112 comments
I have been running 'settimescale to 1' for more than a year of this 18 month playthrough...
I do it inside of a bat file i run which has a few other settings everytime i launch the game :)
I haven't noticed anthing directly affected by this, that I am aware of..
I am an honest person though, and I admit to experiencing guard assignment difficulties when i was playing with a couple of scheduling/shifts mods... but guards took turns sleeping and guarding in the earliest vanilla environments I built so.. I don't use scheduling or shifts any more for guards (yet)
I am excited to find out i can also 'set fFastTravelSpeedMult to 1' .. because i avoid fastravel whennever i can due to the time LOSS while traveling... so i am going to ADD this last command to my startup bat file too :)
Since the release of FOSE there is a lot more control with something like Unlimited Fast Travel but
you still have to use something like Fast Travel Doesn't Skip Time, to prevent loss of time while FTing.
I thinks he's just wondering if those 'alternate fast travel method' -mods will work with this one.
For example, say he's got "Immersive Fast Tavel" where you get to build cars and things and have to craft fuel for them so you can then select a travel location from a list and consume required ammount of fuel.
Now I'm not sure but those said fast travel mods should use the same system as the vanilla pip-boy -method does so there shouldn't be any problems...? Not really sure, would have to test it.
Great mod btw, thank you, works perfectly fine so far, I enjoy a lot more the day/night cycle that way but I didn't had any "special" weather since so I was wondering.
Food and water seems fine too. Character is not needing to guzzle water all day, but I think an indicator came up around mid-day (after getting up at the 5:30am and squaring away the hunger and thirst). Hunger came later so didn't stand out as too little or too much needed.
Plus, I use a mod that allows you to fast travel while in Survival Mode, and before I used this mod, eight hours would pass if I wanted to fast-travel from Sanctuary to Diamond City. I always arrived hungry and thirsty. Now, it only costs me an hour to fast travel the same distance. And I don't arrive in the middle of a Rad-Storm as much as I did (my weather changes every 12 hours)
Edit: my weather changes every six hours.
http://www.nexusmods.com/fallout4/mods/15126/?
For the fast travel portion, this mod is adjusting the amount of time that passes when you fast travel to be more consistent with the time it would take for you to actually run there. E.g. try running from Sanctuary to the Red Rocket and note how much time it takes. Now fast travel back and you will notice that much more time will have passed. With this mod installed, the times will be much closer.
For the timescale portion (which I prefer to set myself via console) it's just slowing down the rate that time passes in game. By default time passes 20x faster in game than in the real world. With this mod, it will pass 6x faster (my personal preference is 10x.)