There is a bug in version 1.0 where, for 12h mode you would get your mwselog.txt spammed with error messages (basically a hour from 12am/pm to 1pm/am, for real time mode only) and clock wouldn't work as expected, probably. Pushed fix.
Do you have MGE XE and MWSE installed correctly? They are requirements. This mod works perfectly for me. Also, are you using OpenMW? If you are, that may also be your problem. Anti-endorsement is funny, though.
I am not sure if this mod is in active development, but since many people are asking for a way or another to easily check both the real-time and the game clocks, here is the Lua code to be able to change the clock type on a keypress (I am using the latest version of Script Extender currently):
local function keyDown(e) config.components.isGameTime = not config.components.isGameTime end
Add these lines of code at the end of the Lua script (check the Mods files). The 'n' in tes3.scanCode.n corresponds to the assigned key ('n' in this case).
Like lovefalso asked, could we have both IRL and in-game clocks at the same time? One on top and one on the bottom? Or, alternatively, like darksatanas suggested, have them change with a keypress?
I'm new to it but lua script doesn't seem complicated, so in case I don't get an answer I may just do it myself.
I love this mod and have realy got used to it. Could you please make it compatible with "Get Lost" or is this impossible because of the design of both mods?
32 comments
Anti-endorsement is funny, though.
e.element:findChild(tes3ui.registerID("MenuMap_panel")).parent.visible = false
with
--e.element:findChild(tes3ui.registerID("MenuMap_panel")).parent.visible = false
e.element:findChild(tes3ui.registerID("MenuMap_panel")).height = 0
Minimap will be hidden, and clock will be shown.
Also, I play without minutes because it is distracting when something changes in the UI.
For that, replace ClockBlocks' main.lua
realTime = (hourString .. ":" .. minuteString)
with
realTime = (hourString .. "h")
local function keyDown(e)
config.components.isGameTime = not config.components.isGameTime
end
event.register("keyDown", keyDown, { filter = tes3.scanCode.n })
Add these lines of code at the end of the Lua script (check the Mods files). The 'n' in tes3.scanCode.n corresponds to the assigned key ('n' in this case).
I'm new to it but lua script doesn't seem complicated, so in case I don't get an answer I may just do it myself.
I love this mod and have realy got used to it. Could you please make it compatible with "Get Lost" or is this impossible because of the design of both mods?
Thanks for sharing you good work.