I downloaded the MCM version, but it's not in the MCM, so I can't customize it
Without the ability to create custom autosave triggers, all this mod does is remind you how long you've been playing, which is not helpful, just annoying.
Has anyone tried porting this over to SSE as of late? If so, does it just need to be converted to the new format to work properly, or are there a few extra steps?
Feature request: Save current configuration It's best practice to save a user's current configuration and have a "restore default" option. Everytime I created a new game I noticed this mod reset itself so I did digging to find its INI file and edited the values to my liking. While this is a simple fix it would be more user-friendly store the changes users make in MCM to their profile (like Camping), some file, or the original INI.
Also are the values that exist in "autosaveandtime.ini" the default game variables or the author's personal settings? If the latter could you also please disclose in the INI file which ones are actual game variables and the game's default values. This is so the user can restore the game's original settings while also being able to take advantage of custom settings added by the mod.
Thanks.
I downloaded this mod only for the auto-save expansion and it works wonderfully. I don't have to wait 3-5 mins at a time for load screens now for auto-saves when I fast travel or change cells. That alone is worth an endorsement.
You can tweak the INI instead the MCM and execute bat "inikuerteeAutoSaveAndTime.ini" in console to activate the changes in-game. Save the modified INI to apply it in your future new games in the same way.
Hello, I love your mod! It is now a musthave in any modbuild. However I found some bugs: The mod doesn't recognise Braidwood Inn as a city. Mod does recognize to much Solitude-Dragonbridge path as a city
It sounds like the Location record for Braidwood city isn't tagged with either the LocTypeCity or LocTypeTown keyword in the CreationKit. I suggest you post a comment in the modder's forums to add either of those tags.
Also, just in case it hasn't been tagged, the Braidwood cell needs to be tagged with LocTypeInn. Although, I can't remember if this mod does anything with LocTypeInn locations like my other mods do.
So your mod just utilizes the keywords from CreationKit? What does this require to fix, a record in USLEEP maybe? Actually, my comment was a little wrong. Braidwood Inn works okay, as interior. Problem is with the Kynesgrove town, it is not recognized as city.
I have just checked this in tes5edit (well I'm a modder myself, of course not so experienced as you) and Kynesgrove location truly does not have LocTypeCity or LocTypeTown keywords, but it however does have the LocTypeSettlement. I think the best option would be to add this LocTypeSettlement check to your script
You're welcome, I'm glad to be of help I have one more request - could you please change MCM setting for userTimeScaleOutdoorsIncrement? Right now it allows to be set from 0 to 10, but I for example set it to 120 using console command. So would be great if MCM allowed to set it up to 120.
Ahhh, of course! I built the MCM as quick I could and forgot to check their min and max ranges.
Unfortunately, RL work has taken me out of modding/playing. I'm not sure when I address this. My other mods are in the same "holding pattern". I've want and got stuff to do on them but I don't have the time.
But I'm glad to hear that you use 120 for outdoor Timescale. I've always hinted that I wanted to try it but I've have not strayed from 90.
Of course, I understand this mod is anyway incredible stable and much more functional than it's counterpart Dynamic Timescale. Actually 90 is a very good choice. Here check this reddit thread https://www.reddit.com/r/skyrimmods/comments/4v8x1u/actual_size_skyrim/ So Skyrim in-game is 14.79 sq miles and Skyrim in-lore is 121,000 sq miles (close to Poland). That means Skyrim in-lore is 8181 times bigger than Skyrim in-game, square root from that is 90.45! So one mile in-game is equal to 90 miles in-lore Of course cities and towns and weird Skyrim.esm locations like a huge part of that DragonBridge-Solitude path which is recognised as city make their difference, and that's why I upped 90 to 120 on road/wilderness to account these miscalculations. I also use very high userTimeScaleOutdoorsIncrement to get timescale change immediately, and I have 6 (smallest safe timescale) for cities interiors and standing. Together with Time Flies, Hunterborn, Frostfall and needs mod this changes a lot, for example I am now still in early game (lvl 15 with YASH), I have travelled across half Skyrim, done some not very important quests (YASH!!!) and it is already first days of Sun's Dusk (November)! When winter comes I will install one of the winter overhauls, when spring - something for spring, with summer - for summer, with autumn I use vanilla Skyrim climate.
Ahhh...that's a well-contributed discussion. I'll read more later tonight at home. It might give me other ideas.
And I'm a little surprised that 90 Timescale has a logical representation in the land mass and lore. What an arbitrary fluke!
I find 90 to be a suitable fit for in-between cities travel. With minimal combat in between, I generally get from one city/town to the next in just under daylight duration. I.e. Nighttime approaches as I near the next city/town - not counting Dragon Bridge-Solitude, Whiterun-Riverwood and Windhelm-Kynesgrove.
But I would really like for night to catch me mid-travel.
I'll remember to set my outdoor Timescale to 120 next time I play.
Absolutely love this mod! The timescale changes make traveling from town to city much more realistic. I always wondered how to make traveling on the road feel more epic and strenuous. I liked how Baldur's Gate and Pillars of Eternity did it by adding 1-2 maps between each town/city to emulate traveling, though I wish they had made each one random or had various different setups for each location. Anyways, this mod nails it.
The Auto-save feature also makes playing much more seamless and immersive. No more having to go to the main menu and save, thus kinda knocking you out of your groove.
However, I'm not sure if I read the mod correctly, but is there a way to lock the name of each save/auto save file so that they do not change based on location? I always found it annoying when I'd find a new cave/ruin/dungeon, would save it, die, then when I go to reload the save file it shows the name of the dungeon. I play without a HUD using Less Intrusive HUD II, though I still use the messages.
It looks like I missed the last bits of your messages the last time I checked these forums.
The "save by location" only works if you entered a NEW location. And that works with the in-game state of Locations Discovered. Every time that statistic changes (i.e. is increased), the mod triggers a new save operation. To turn this off, set "userAutoSaveNewLocation" to "off" in the MCM.
This doesn't have a section under the SkyUI5 (user interface*) MCM (mod configuration manager). I installed SKSE (script extensions) and SkyUI 5 a week or two before installing this mod for the first time.
The game stops for about 2 seconds whenever writing a save file. This may have nothing to do with the mod, which is why I wanted to change the configuration to save at more opportune moments.
*(I like to spell out my acronyms -- or at least provide hints -- to help new people understand.)
By far my favorite aspect of the mod is the auto timescale. Before finding this mod, I manually did the same thing which got very annoying especially when I forgot.
329 comments
Without the ability to create custom autosave triggers, all this mod does is remind you how long you've been playing, which is not helpful, just annoying.
https://www.nexusmods.com/skyrimspecialedition/mods/22032
I know, old post.
Periodically get message "The mod stalled".
Reinstall with clear save doesn't help.
It's best practice to save a user's current configuration and have a "restore default" option. Everytime I created a new game I noticed this mod reset itself so I did digging to find its INI file and edited the values to my liking. While this is a simple fix it would be more user-friendly store the changes users make in MCM to their profile (like Camping), some file, or the original INI.
Also are the values that exist in "autosaveandtime.ini" the default game variables or the author's personal settings? If the latter could you also please disclose in the INI file which ones are actual game variables and the game's default values. This is so the user can restore the game's original settings while also being able to take advantage of custom settings added by the mod.
Thanks.
I downloaded this mod only for the auto-save expansion and it works wonderfully. I don't have to wait 3-5 mins at a time for load screens now for auto-saves when I fast travel or change cells. That alone is worth an endorsement.
bat "inikuerteeAutoSaveAndTime.ini"
in console to activate the changes in-game. Save the modified INI to apply it in your future new games in the same way.However I found some bugs:
The mod doesn't recognise Braidwood Inn as a city.
Mod does recognize to much Solitude-Dragonbridge path as a city
It sounds like the Location record for Braidwood city isn't tagged with either the LocTypeCity or LocTypeTown keyword in the CreationKit.
I suggest you post a comment in the modder's forums to add either of those tags.
Also, just in case it hasn't been tagged, the Braidwood cell needs to be tagged with LocTypeInn. Although, I can't remember if this mod does anything with LocTypeInn locations like my other mods do.
Sorry that I can't be of much more help.
Actually, my comment was a little wrong.
Braidwood Inn works okay, as interior. Problem is with the Kynesgrove town, it is not recognized as city.
I have one more request - could you please change MCM setting for userTimeScaleOutdoorsIncrement?
Right now it allows to be set from 0 to 10, but I for example set it to 120 using console command.
So would be great if MCM allowed to set it up to 120.
Unfortunately, RL work has taken me out of modding/playing. I'm not sure when I address this. My other mods are in the same "holding pattern". I've want and got stuff to do on them but I don't have the time.
But I'm glad to hear that you use 120 for outdoor Timescale. I've always hinted that I wanted to try it but I've have not strayed from 90.
Actually 90 is a very good choice. Here check this reddit thread
https://www.reddit.com/r/skyrimmods/comments/4v8x1u/actual_size_skyrim/
So Skyrim in-game is 14.79 sq miles and Skyrim in-lore is 121,000 sq miles (close to Poland).
That means Skyrim in-lore is 8181 times bigger than Skyrim in-game, square root from that is 90.45!
So one mile in-game is equal to 90 miles in-lore
Of course cities and towns and weird Skyrim.esm locations like a huge part of that DragonBridge-Solitude path which is recognised as city make their difference, and that's why I upped 90 to 120 on road/wilderness to account these miscalculations.
I also use very high userTimeScaleOutdoorsIncrement to get timescale change immediately, and I have 6 (smallest safe timescale) for cities interiors and standing.
Together with Time Flies, Hunterborn, Frostfall and needs mod this changes a lot, for example I am now still in early game (lvl 15 with YASH), I have travelled across half Skyrim, done some not very important quests (YASH!!!) and it is already first days of Sun's Dusk (November)!
When winter comes I will install one of the winter overhauls, when spring - something for spring, with summer - for summer, with autumn I use vanilla Skyrim climate.
And I'm a little surprised that 90 Timescale has a logical representation in the land mass and lore. What an arbitrary fluke!
I find 90 to be a suitable fit for in-between cities travel. With minimal combat in between, I generally get from one city/town to the next in just under daylight duration. I.e. Nighttime approaches as I near the next city/town - not counting Dragon Bridge-Solitude, Whiterun-Riverwood and Windhelm-Kynesgrove.
But I would really like for night to catch me mid-travel.
I'll remember to set my outdoor Timescale to 120 next time I play.
Thanks for the link and the recommendation!
The Auto-save feature also makes playing much more seamless and immersive. No more having to go to the main menu and save, thus kinda knocking you out of your groove.
However, I'm not sure if I read the mod correctly, but is there a way to lock the name of each save/auto save file so that they do not change based on location? I always found it annoying when I'd find a new cave/ruin/dungeon, would save it, die, then when I go to reload the save file it shows the name of the dungeon. I play without a HUD using Less Intrusive HUD II, though I still use the messages.
It looks like I missed the last bits of your messages the last time I checked these forums.
The "save by location" only works if you entered a NEW location.
And that works with the in-game state of Locations Discovered.
Every time that statistic changes (i.e. is increased), the mod triggers a new save operation.
To turn this off, set "userAutoSaveNewLocation" to "off" in the MCM.
The game stops for about 2 seconds whenever writing a save file. This may have nothing to do with the mod, which is why I wanted to change the configuration to save at more opportune moments.
*(I like to spell out my acronyms -- or at least provide hints -- to help new people understand.)
ilold, then realized that this might be a lifesaver (i die alot) and pressed download.