Compatibility for Shop Around and Barter Time. Time will no longer speed up when viewing items using Shop Around.
As a result, time no longer passes when selecting items to sell, only when buying and offering.
Changed version numbering to be more consistent. (x.x.x)
A few more flavor strings added.
Version 1.4a:
Fixed enchantment recharge not passing time when it should.
Version 1.4 released.
Compatibility for Right Click Menu Exit. Right clicking out of menus no longer causes bugs.
Added body search time consumption. Searching non-empty corpses consumes 1 minute. (Optional)
MCM: Added switch for body search, fixed container looting switch not working, changed minimum talk time slider to 0. If talk time minimum is greater than maximum, minimum is changed to equal maximum.
Fatigue resting now accounts for Fortify Fatigue effects.
Added more observer flavor messages.
Added a bunch of TRACE level log messages. Don't set your log level to "TRACE" if you don't want a bunch of log messages in your MWSE log.
This would be a little out of scope for this mod. I have been thinking of a "companion usefulness mod" similar to NPC Functionality, but "different." I assume this would only be for immersion purposes?
It's really just for immersion. I added some topics to the NPC functionality mod which theoretically should advance time regarding the context. But it's sadly not possible to script so. Thought that this mod could help.
If you're using MWSE and have added custom topics to NPC Functionality, look at this page. It shows how to use MWSE functions with the dialogue results box in the Construction Set. You can advance time with these specific topics this way. For your use case, it sounds like this would be the ideal route, and it wouldn't take long.
EDIT: For example, in your preferred dialogue topic's results box, you can simply do this:
;lua gameHour = tes3.getGlobal('GameHour') ;lua tes3.setGlobal('GameHour', gameHour + 1) This would make time pass by 1 hour by just using the Construction Set dialogue results box. You can change the 1 to 0.5 for 30 minutes of in-game time or whatever you need.
Unfortunately, I doubt it. I may take a closer look later on but I wouldn't hold out hope for it. As of right now, only spells made through NPCs will pass time.
Time Flies makes time continue passing in the game even when you're in a menu or the game is paused.
Time Consumer makes time pass in the game in chunks whenever you do things like make a potion and repair your items. It does not make time pass when the game is paused.
This + a needs mod goes so far towards making Morrowind less of a broken mess. There used to be a few things on Modding History that more or less achieved this effect, but now it's gone and a modern, all-in-one solution is way better anyways. I'm kinda shocked it took someone this long to do this.
After the new update it seems like rechargin enchanted items might not be passing time at all. that's the only action I've noticed though (I do have it enabled for sure). here's another pastebin if you are curious though this issue is pretty small https://pastebin.com/QDJa0Ej1
i absolutely love this mod. it actually serves as a minor balance for alchemy and repair spamming which I highly appreciate (vanilla is just too exploitable). I do think there might be a minor bug though that happens every now and then. Sometimes whenever I interact with anything (npcs, doors, even saving the game) the time jumps forward by like 15-60 minutes. I can't say for sure that this mod is the cause but it seems likely. Its definitely not intended since it time jumps literally any time I interact with something (I have the loot time part turned off)
I think this bug usually occurs when you spam various skill stuff like repair. again I'm not totally sure this mod is the culprit but it seems like the most likely issue. i can provide mwse logs/ minidump if you want
here is a pretty good log detailing the issue https://pastebin.com/B7qRcph6 It appears that time consumer is repeating a repair command (but I am not repairing in those last moments, just interacting with stuff including quicksaving)
I haven't messed with bushcrafting in Ashfall yet. Give me some time to play around with it and I'll see if I can't get Time Consumer to detect bushcrafting in my next update. Thank you for downloading.
I was told that Bushcrafting may take time in a future update to Crafting Framework, so adding it to my mod isn't needed. I'd keep an eye on the Crafting Framework for an update, which is required for Ashfall's Bushcrafting anyway.
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Version 1.4a:
Version 1.4 released.
Like Dialogue Topic -> Waste a hour with your companion -> one hour passes.
EDIT: For example, in your preferred dialogue topic's results box, you can simply do this:
;lua gameHour = tes3.getGlobal('GameHour')
;lua tes3.setGlobal('GameHour', gameHour + 1)
This would make time pass by 1 hour by just using the Construction Set dialogue results box. You can change the 1 to 0.5 for 30 minutes of in-game time or whatever you need.
how is this different to time flies?
https://www.nexusmods.com/morrowind/mods/45727
should i use yours?
Time Consumer makes time pass in the game in chunks whenever you do things like make a potion and repair your items. It does not make time pass when the game is paused.
https://pastebin.com/B7qRcph6
It appears that time consumer is repeating a repair command (but I am not repairing in those last moments, just interacting with stuff including quicksaving)
Thank you for creating this.