Really cool mod that gives you a reason to spec into science for more then a few items locked behind terminals, would be real cool if you could add the time gauntlet from titanfall with its animations as an addon for this mod
great mod. works perfectly. just one suggestion that would make this perfect is if you could add the option to change the sound effect when using the stopped time ability. there's a mod that turns the VATS sound into the "za warudo" sound effect, so it would be perfect if you could combine it with this mod.
As far as I know, this mod is impossible to make in Fallout 4 as the functionality does not exist. However, for your other point are you certain you are using the correct load order for its ID? You can find it by using the following command: Search "The Quantum" 31
The mod is great, however, the only problem I have with it is that - you can't use the sprint mod when time is stopped, it resumes time - viewing pip-boy resumes time - for some reason the console command doesnt work (Player.AddItem xx00278B), even when I changed XX to the load order.
What sprint mod are you using? I just tested with JAM, and while the animation doesn't play properly, I still sprint just fine. The Pip-Boy resuming time is intended as otherwise the game softlocks. As for your last point, that is the ID, but sometimes load order gets shifted a bit from what's displayed in the mod manager, to get the exact ID, just go in game and use the following command: Search "The Quantum" Misc
ok I got the console command to finally work, I needed to use the mod index, this is the sprint mod im using: https://www.nexusmods.com/newvegas/mods/34943
Ah, I presume that sprint mod disables some player control flag while it's active, likely the "fighting" flag to force you to put your weapon away while sprinting. In QT I deliberately force time to resume, and prevent it from stopping again, if the player's movement, fighting, or looking flag is disabled just to try and keep it from breaking scripted sequences.
Read through the comments to see if this affected anyone else. Running a clean save file to test mods with, only thing turned on right now is UIO, JIP LN NVSE, YUP, Solid Project, MCM, Darnified UI, and CASM. Went to build the item in game and nothing is added to my inventory. Tried using the posted console command to add it and the item reads back not found. Suggestions?
Just for the sake of testing, I turned off every mod except Darnified UI. So it's a clean install (I use Mod Organizer connected to NVSE) with no other mods on. I tried making it at the workbench, it shows up in there but when I make it nothing gets added. And the console command prompt Player.AddItem xx00278B 1 comes up with the error "item xx00278B 1" not found for object parameter objectID.
Genuinely not sure what's up :( I really wanted to build around this lol it looks really fun.
Edit: Tried using an older version of the mod to player.additem and still does not work.
So seems to be working without any issue currently. One question, well more of a request: is there any possibility in a future update of this being changed from a misc item to an aid item so it can be hotkeyed to a controller as well as a keyboard?
Awesome Mod! works great and is a lot of fun! Endorsed! Wonder if it would be possible to make this controller friendly or tie this to an aid item like some bullet time mods.
Originally that was going to be the plan with the first iteration of the mod, however the new function I use now freezes EVERYTHING the game does apart from player related events. Even loading is halted, which is why I resume time if you move too far away otherwise you just crash by walking into unloaded regions.
This is presumably a debug functionality that was never really intended for actual gameplay, so I don't know if there is a way to allow companions to move without one of the NVSE devs making a new function.
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and, question - if it's not difficult, can you please do it for 4?
ps. console not working when i wont add
However, for your other point are you certain you are using the correct load order for its ID? You can find it by using the following command:
Search "The Quantum" 31
- you can't use the sprint mod when time is stopped, it resumes time
- viewing pip-boy resumes time
- for some reason the console command doesnt work (Player.AddItem xx00278B), even when I changed XX to the load order.
Search "The Quantum" Misc
this is the sprint mod im using:
https://www.nexusmods.com/newvegas/mods/34943
thanks for the info, this mod is a W
Edit: Just checked, seems to be the right version included in the download. No idea what's going on there.
Player.AddItem xx00278B 1 comes up with the error "item xx00278B 1" not found for object parameter objectID.
Genuinely not sure what's up :( I really wanted to build around this lol it looks really fun.
Edit: Tried using an older version of the mod to player.additem and still does not work.
If you ever update the mod you should consider a way to make companions able to move in TS if they are carrying a quantum trigger as well
This is presumably a debug functionality that was never really intended for actual gameplay, so I don't know if there is a way to allow companions to move without one of the NVSE devs making a new function.