Morrowind
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Aleist3r

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MementoMoritius

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32 comments

  1. MementoMoritius
    MementoMoritius
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    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.
  2. AnathemeBouffon
    AnathemeBouffon
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    Anti-endorsment, not working properly
    1. Delta77777777
      Delta77777777
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      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.
  3. zdostr
    zdostr
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    In order for it to work with "Get Lost", replace in GetLost's main.lua

    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")
  4. Lionswar
    Lionswar
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    Hello, a very useful mod, but could you please make it for OpenMW?
  5. Vashra1
    Vashra1
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    • 8 kudos
    Clocks has pretty much replaced this mod.
    1. ReverendFelix
      ReverendFelix
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      • 9 kudos
      Yeah sure, unless you use "Seph's HUD Customizer".
  6. Lionswar
    Lionswar
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    Thanks for the helpful mod
  7. JosephMcKean
    JosephMcKean
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    This is a must have for immersion playthrough
  8. jsak
    jsak
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    • 8 kudos
    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

    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).
    1. Grimalor
      Grimalor
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      • 3 kudos
      Thank you. Very helpful!
  9. Dxthwxvx
    Dxthwxvx
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    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. 
  10. clockmon
    clockmon
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    • 21 kudos
    Very nice and endorsed!
  11. Kudix
    Kudix
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    • 7 kudos
    Heya MementoMoritius,

    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.