I don't understand which version is which. Can anyone explain how I can switch back to the version? The main file is version 3.0.0. At least that's what it says. I'm very confused.
it's the 3.0.5 the latest update. you can see the update version in the right side in the download section(files),it's written in red For downloading the previous version check: files,old files and choose 3.0.4
Is this still valid? I am on version 3.04 I think of may 2023... I am not testing it, just wanted to know. I see now there is also an update of rdr2 hopefully nothing will be broken. I haven't started my damn dream playthrough yet due to the lack of time known to be needed for dedicating to this... Please let me know. I notced the creator of the mod, kindly added a new version of the mod just 20 days ago.
Just a quick question, Is there any way i am able to enable this mod during missions? I would love to combine this with the Jobs (expanding and enhanced) mod for immersion but this recognises doing those jobs as missions and disables itself.
not sure if its related to this mod or not, but Bounty characters dont seem to get hanged. I have retuned well into 2 weeks after capturing the 2 bounties in valentine and they are still sitting in the jail. Its my understanding that if you return to valentine 1-2 days after capturing them, you can see them get hung
I noticed that time goes differently in missions and in the open world.In the open world from 8 to 18 at a speed of 1m/2sec, from 18 to 8 1m/1sec. In missions, everything works by magic, somewhere it stands still, somewhere it switches to a clock in seconds. As I understand it, most errors occur due to the fact that some missions are included, where the flow of time changes. Question. Is it possible to do as in basic needs so that the mod is turned off during such missions? Now I see only one adequate option, to change the speed of time through the trainer after each mission and with each re-entry into the game :c
You would set both day_time and night_time to 60 if you want 1 hour to be 1 hour irl.
If you want 24 hours in game to be 3 hours you should set both to 7.5 (this means 1 hour in the game is 7 minutes and 30 seconds)
I like to put both to 6.875 this gives me 2 hours and 45 minutes per every 24 hours in game (also this means an hour in game is 6 minutes and 52.5 seconds) i think this is a good balance still not passing too so you have time to go around sightseeing in the game wihout it taking several days, but still time you get the sense of time passing.
Does this mod cause any issues with the "VESTIGIA" mod (https://www.nexusmods.com/reddeadredemption2/mods/1549?tab=description) ? in the description of this mod, you can find that "this mod might cause unfixable issues with" Longer Days. Thanks for the answer.
after around 6 to 9 hours of playing i have not noticed anything gamebreaking. i noticed when chasing down kearin in chapter 1, once you hogtie him the time of day progressed from mid day to sunset/night in the spawn of about 15 to 30 seconds. i also noticed once when riding from valentine to horseshoe overlook, the time of day seemed to flicker and jump a few hours later. i did not notice if the actual time of day change(was not paying attention to ingame time before it happened), but the sky went from clear to partly cloudy and the the sun went from sunrise to mid morning.
tldr; so far it seems these two mods work fine together most of the time, with the occasional rapid change in day/weather, so if you can overlook these occasional disruptions to immersion, you can have the beautiful skies of VESTIGIA and the realistic length of day
Hey, I recently tried VESTIGIA (only the weather module) with longer days. After 3 ingame days I noticed that there was no weather chagne at all, almost all the time is just an ordinary sunny day...I mean each day has the same weather set \ sunlight intensity as the previous. Isn't that weird? I just wanted the weather types be most consistant but not in this way.
After a year of using this mod with Vestigia (like hours a day) I have noticed no conflict. Works good with persistent weather too.. Only thing is on Trainers you might not be able to use their time altering functions (although slowing down time it self in terms of slow-motion character speed works fine)
I've been using the two together for a week when i've been playing rdr2 fairly intensely maybe 2½ hours per day on average and no game breaking problems so far... I've played most of the second chapter and the beginning third chapter this way. I'm not running it on a very high multiplier though, i chose to set both day and night to the same 6.875 real seconds per in game minute, meaning 24 hours in game should take 2 hours and 45 minutes irl, if there are no missions.
There has only really been one single thing i've ever seen, but it was a very small thing, was when i rode across the Dewberry Creek at the border from New Hannover to Lemoyne was that the weather switched in an instant within a second with no transition in between, first it was sunny and when i was at the other side of the creek it switches in less than a second to foggy with low clouds, but nothing else bad happened because of this though.
571 comments
Please only report time jumping issues when they occur outside of a mission, or when transitioning from a mission to free roam.
Please report bugs/crashes to the bugs section.
Please include the following in your bug report:
you can see the update version in the right side in the download section(files),it's written in red
For downloading the previous version check: files,old files and choose 3.0.4
Was crashing for me too at the prologue speaking to pearson. 3.0.4 is fine
I see now there is also an update of rdr2 hopefully nothing will be broken.
I haven't started my damn dream playthrough yet due to the lack of time known to be needed for dedicating to this...
Please let me know.
I notced the creator of the mod, kindly added a new version of the mod just 20 days ago.
Now I see only one adequate option, to change the speed of time through the trainer after each mission and with each re-entry into the game :c
If you want 24 hours in game to be 3 hours you should set both to 7.5 (this means 1 hour in the game is 7 minutes and 30 seconds)
I like to put both to 6.875 this gives me 2 hours and 45 minutes per every 24 hours in game (also this means an hour in game is 6 minutes and 52.5 seconds) i think this is a good balance still not passing too so you have time to go around sightseeing in the game wihout it taking several days, but still time you get the sense of time passing.
in the description of this mod, you can find that "this mod might cause unfixable issues with" Longer Days.
Thanks for the answer.
i noticed when chasing down kearin in chapter 1, once you hogtie him the time of day progressed from mid day to sunset/night in the spawn of about 15 to 30 seconds.
i also noticed once when riding from valentine to horseshoe overlook, the time of day seemed to flicker and jump a few hours later. i did not notice if the actual time of day change(was not paying attention to ingame time before it happened), but the sky went from clear to partly cloudy and the the sun went from sunrise to mid morning.
tldr; so far it seems these two mods work fine together most of the time, with the occasional rapid change in day/weather, so if you can overlook these occasional disruptions to immersion, you can have the beautiful skies of VESTIGIA and the realistic length of day
I'm not running it on a very high multiplier though, i chose to set both day and night to the same 6.875 real seconds per in game minute, meaning 24 hours in game should take 2 hours and 45 minutes irl, if there are no missions.
There has only really been one single thing i've ever seen, but it was a very small thing, was when i rode across the Dewberry Creek at the border from New Hannover to Lemoyne was that the weather switched in an instant within a second with no transition in between, first it was sunny and when i was at the other side of the creek it switches in less than a second to foggy with low clouds, but nothing else bad happened because of this though.