I can't change the values in the MCM, is it normal ? For example I would like to set "Normal timescale" to 10 instead of 30 but I don't how to do it without slider.
I have thoroughly ripped off this Mod for Oblivion. @Necrolesian... Please let me know if you have any issue with it. I have credited you for the original concept and link to this mod and your author's webpage on Nexus.
Okay, I looked into it and thought about it a bit more.
First, yes it would definitely be possible by just changing the fatigue regen GMSTs when the timescale is changed. They could be multipled in fast forward mode by the ratio of fast timescale to normal timescale.
But this means that at default settings fatigue would be restored to full almost instantaneously when you press the hotkey, without having to actually use the wait/rest menu. This means you could just press the hotkey briefly in combat to restore fatigue to full.
This could be mitigated by providing a more modest fatigue regen boost in fast forward mode. Or a check could be added preventing entering fast forward mode if the player is in combat. But even then the player could just run around the countryside and never have to worry about fatigue because it regens far faster than it's expended by running/jumping.
So basically I don't see a way to prevent it from turning into a "fatigue cheat button."
Hi! You can use player->addspell and player->removespell (or the MWSE lua version of it) to give temporarily a restore fatigue ability. That way he will restore his fatigue progressively.
Amazing mod. I don't mind that we dont' regenerate stamina when using it, I actually prefer having to do the waiting myself to regenerate stamina instead of having a simple mechanic/feature that lets me instantly regenerate it. Will endorse soon!
Any chance of a similar Lua version of Dynamic Time Speed? It's been broken for three years because of MCP's "CellChanged" fix and I'd love to be able to use it again. Basically it speeds up the timescale when traveling between cities (unless you're standing still) to make Vvardenfell feel much larger than its in-game depiction (lore-wise it's over thirty-thousand square miles, according to official maps).
I was thinking of something like that actually. I never played that mod, but I remember liking a similar Oblivion mod years ago. It shouldn't be too difficult to check on cell change what kind of cell you're in and adjust the timescale accordingly.
Movement mechanics as well? That way you can stop and look at a realistic sunset and not have days pass during a single battle, with running causing more timescale acceleration than walking, and walking more than sneaking.
Exterior town and city cells are also accelerated to give a bigger sense of scale, but not nearly as much as wilderness, with any kind of interior cell being the closest to real-time. Dynamic Time Speed also has night settings, but I would personally keep day and night equal. The DTS page has a table for its timescales, but here are my suggested (rough) variables:
Spoiler:
Show
(First number for Indoors, second for Cities, third for Wilderness)
The one exception to this rule could be Kogoruhn's cave tunnels, since they connect two distant exteriors and therefore should run on Wilderness time. Not sure if there are other similar "connecting interiors."
Since these happen on a paused screen, I would also fast-forward a portion of game-time (not real-time) whenever the following is performed:
Spoiler:
Show
Dialogue = 1 minute per topic or persuasion attempt Bartering = 1 minute per clicked item, with an extra minute upon transaction Reading = 5 minutes per page turn (to make the book seem longer than it is) Upkeep = 5 minutes per repair or recharge attempt Brewing = 5 minutes per potion attempt, with an extra 5 per apparatus Spells = 2 hours per learned spell (as with vanilla training), with an extra 2 for custom spells Enchantment = 3 hours per enchantment attempt, with an extra 3 for solo enchantments
Detecting movement mode also shouldn't be too difficult. Probably the best way to do it is with configurable multipliers. Have a certain base timescale (probably also configurable), then apply a multiplier for movement rate and a multiplier for the type of cell the player is in, so the player can choose how they want it to scale.
Not sure about incrementing time for those actions in menu mode though. It would be possible. It's a whole different mechanic though, not timescale at all, just setting time forward on certain actions. It could be made optional though.
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I hope you're good !
I can't change the values in the MCM, is it normal ? For example I would like to set "Normal timescale" to 10 instead of 30 but I don't how to do it without slider.
Thanks a lot !
@Necrolesian... Please let me know if you have any issue with it.
I have credited you for the original concept and link to this mod and your author's webpage on Nexus.
Timescale is now 30
Timescale is now 360
Seems like a single key press is toggling it twice reverting to default timescale?
First, yes it would definitely be possible by just changing the fatigue regen GMSTs when the timescale is changed. They could be multipled in fast forward mode by the ratio of fast timescale to normal timescale.
But this means that at default settings fatigue would be restored to full almost instantaneously when you press the hotkey, without having to actually use the wait/rest menu. This means you could just press the hotkey briefly in combat to restore fatigue to full.
This could be mitigated by providing a more modest fatigue regen boost in fast forward mode. Or a check could be added preventing entering fast forward mode if the player is in combat. But even then the player could just run around the countryside and never have to worry about fatigue because it regens far faster than it's expended by running/jumping.
So basically I don't see a way to prevent it from turning into a "fatigue cheat button."
You can use player->addspell and player->removespell (or the MWSE lua version of it) to give temporarily a restore fatigue ability. That way he will restore his fatigue progressively.
Any chance of a similar Lua version of Dynamic Time Speed? It's been broken for three years because of MCP's "CellChanged" fix and I'd love to be able to use it again. Basically it speeds up the timescale when traveling between cities (unless you're standing still) to make Vvardenfell feel much larger than its in-game depiction (lore-wise it's over thirty-thousand square miles, according to official maps).
Exterior town and city cells are also accelerated to give a bigger sense of scale, but not nearly as much as wilderness, with any kind of interior cell being the closest to real-time. Dynamic Time Speed also has night settings, but I would personally keep day and night equal. The DTS page has a table for its timescales, but here are my suggested (rough) variables:
Motionless = 1.0 -- 3.0 -- 5.0
Sneaking = 1.5 -- 5.0 -- 100
Walking & Levitating = 2.0 -- 7.0 -- 150
Running & Swimming = 2.5 -- 9.0 -- 300
The one exception to this rule could be Kogoruhn's cave tunnels, since they connect two distant exteriors and therefore should run on Wilderness time. Not sure if there are other similar "connecting interiors."
Since these happen on a paused screen, I would also fast-forward a portion of game-time (not real-time) whenever the following is performed:
Bartering = 1 minute per clicked item, with an extra minute upon transaction
Reading = 5 minutes per page turn (to make the book seem longer than it is)
Upkeep = 5 minutes per repair or recharge attempt
Brewing = 5 minutes per potion attempt, with an extra 5 per apparatus
Spells = 2 hours per learned spell (as with vanilla training), with an extra 2 for custom spells
Enchantment = 3 hours per enchantment attempt, with an extra 3 for solo enchantments
Not sure about incrementing time for those actions in menu mode though. It would be possible. It's a whole different mechanic though, not timescale at all, just setting time forward on certain actions. It could be made optional though.
And yeah, the time-skip mechanic would probably be better off as a separate mod.