Will this mod ruin the immersion when playing story mission? like time will skip and change in specific missions, will this affect that behaviour ? will this mod affect random encounters? Plz someone reply
For my part, I have not had any problems with the missions, npc or hunts, it just makes the days/nights longer (another add does the same with the weather), the only thing that is strange, the time or time of day advances like the I play vanilla, it is 2 am on some clock, in the game it is only mid-afternoon, nothing is recorded but the clocks are losing their usefulness to see the time
Is there any chance of this mode interfering with the Ambient Money Stagecoaches ? The mod works with a probability related to game seconds to generate stagecoaches. Seems to be making spawn rarer.
Great mod! Working perfectly. Now, catching 3 fish doesn't take up an entire afternoon. And if the night is too long, you just need to sleep. Being partly a very contemplative game, the ability to change the time scale should have been in the vanilla game. Thank you to make this possible! (Timescale1.7.5 is perfect for me)
To correct my last message, trains are there, but i have to stay for about 10 minute irl in the same area to see them, i had notice that when i chased snake between saint-denis and annesberg. Maybe thats just RDR2 and timescale is to well script, and finaly trains dont come every second because time is extend, but more often like we could see in real life in campain's train station. i didnt notice it when i afk near to emerald ranch (about 30minute to wait), but it seem to happen near to valentin, not very mush to be honest (1 train after 20 minute irl) So for me that seem pretty logic finaly, some train station are more used due to demography and other are less used due to campain.
Very cool! I found the sweet spot in a previous mod to be "1 real min = 7 in-game mins", where it's neither too slow nor too fast in my opinion. It'd be great if we get that option as well. Thank you!
Your mod is very good, random tasks are normal, 1st floor, what my friend said, I have been experimenting for a long time, I feel that 1 minute = 7 minutes or 7 and a half minutes are good choices, and the memory is not too long, nor too short, and it is highly recommended to be able to come out with 7 and a half minutes
Your mod is very good, random tasks are normal, 1st floor, what my friend said, I have been experimenting for a long time, I feel that 1 minute = 7 minutes or 7 and a half minutes are good choices, and the memory is not too long, nor too short, and it is highly recommended to be able to come out with 7 and a half minutes
Yes thanks! I have noticed during story mode I have to turn the mod off in lml and when a mission is over, I can turn it back on to alleviate crashes during traveling on missions. When deactivating the mod no crash. Am I the only one experiencing this?
I'm currently using consistent timeflow mod, does this do anything different? I assume consistent timeflow overwrites any sunrise/sunset rate of change values?
What are the advantages of it not being a script, sorry, I'm new to modding so lots to learn, if there's an advantage then I'm willing to switch out to try another solution.
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Being partly a very contemplative game, the ability to change the time scale should have been in the vanilla game. Thank you to make this possible!
(Timescale1.7.5 is perfect for me)
i didnt notice it when i afk near to emerald ranch (about 30minute to wait), but it seem to happen near to valentin, not very mush to be honest (1 train after 20 minute irl)
So for me that seem pretty logic finaly, some train station are more used due to demography and other are less used due to campain.
Thank you!
And an option to have it disable during missions would be very nice, if possible :)
I'm not sure if the mod author accounted for the changes