Skyrim Special Edition
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CrEaToXx

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CrEaToXx

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About this mod

Simple interval and hotkey based game time display...

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Simple Game Time

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What is it?


A simple function to display game time on an interval, or by pressing a hotkey, which is pre bound to left shift.

Installation?

Needs SKSE!

MO2 drag&drop?  Of course you will need Skyrim SE as well.

Any bugs or limitations?

Not bugs, but limitations. No MCM because of simplicity reasons. Use xEdit to tweak the hotkey global value. Should be easy to identifie. The DxScanCode number is over here. See the screenshot in image section, to learn how to use xEdit to tweak.

Can we change the interval integer?

Yes, if you want to tweak the interval global, 1.0 is equivalent to updating every hour of game time(not real time). So this is also dependend on your timescale. So f.e. if you have a timescale of 5, like I do, an ingame hour is 60/5 = 12 real time minutes. The default 1.0 is equivalent to 1 ingame hour, respectively an update every 12 minutes(real time). The default Skyrim timescale is 20, which would give you and update every 3 real time minutes. To get the same update interval as me(12 real time minutes), you'd need to change the global to 4.0.

FAQ

Will you please give a more detailed description?

I don't know what else to say. If you don't have any questions, I suppose everything's working to suit your needs. For sure, the new way I create mods wants you to forward some effort on your own. I really can't be bothered anylonger to create an MCM for any configurable mod I'm building. I don't do that because I'm lazy, or want to scare of users. I do that solely for the reason such small functions do not need a major code bloat, by adding MCM menus.

Any further development?

Don't know. Basically that's all I need. But if there's some demand I might add more functions. Building an MCM also depends if users want to clutter up their MCM list, and if there are enough function variables to justifie the code bloat of adding an MCM. For comparison. The code I'm using right now, is equivalent to anywhere between 3-5% of how much code I would need to import, to create a functional MCM. However, ideas are there, also the skills, but as long as I do not need more functions, I likely will not put more stuff in, unless there is major demand. Ideas would include: 

- show date
- show time without using digits, so f.e. just send a message like "It is early in the morning"...it is "late at night"...etc.
- widget to show time anywhere, even in menus...yes, it's possible, have a look at my Follower Mod's weight widget to see how it's done.

Obviously the advantage of an MCM is giving the ability to configure pretty much everything. But as I said, I first need quantity of variables to justifie it. You want an MCM and features, gather up with feedback to force me doing it...popularity and recognition creates more tolerance towards importing functions, I personally would not use and need...;)

Also, there is another way to provide easy configuration, by utilizing PapyrusUtils, which would allow for configuration directly inside Mod Organizer, making a need for MCM entirely obsolete. You don't want to constantly reconfigure in MCM anyways, due to stability and potential bug creation reasons.

But there is A matter of Time?

I'm fully aware of this, and I was using that mod for a very long time, until it started crashing due to its FISS dependencie, and FISS's broken port. If you get crashes in MCM, FISS is responsible for it. So I had to drop the mod, just to figure I was using the ingame time only all the time. Obviously all the other very fine functions where never of great use to me, other than adding good visuals. Then when I removed it I figure I miss the display of ingame time, because I would need to continously enter the map menu to figure the game time. So the mod had to happen.