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djarb

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djarb

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82 comments

  1. mohoyuan
    mohoyuan
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    • 3 kudos
    could we only use optional file not while sneaking?
    1. djarb
      djarb
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      • 41 kudos
      You can, but what would be the point? It won't cause any problems, but also won't do anything useful.
    2. mohoyuan
      mohoyuan
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      • 3 kudos
      I want use other timescale mod with your sneaking timescale, is this gonna work?
    3. djarb
      djarb
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      • 41 kudos
      The sneaking mod only tells the main mod that it should not adjust the timescale during sneaking. If your other mod only adjusts time during sneaking, it might work. Otherwise, expect the mods to argue over what the timescale should be. It won't cause crashes, but it probably won't be a smooth experience either.
  2. Adoryck
    Adoryck
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    Great mod, but not my cup of tea. Is this safe to uninstall midgame? Seems the script fires even when unenabled. Thanks. 
    1. djarb
      djarb
      • supporter
      • 41 kudos
      Thanks, and sorry it didn't suit you.

      The script is structured such that rather than scheduling a repeating time event, each time the time event fires it schedules the next time event. That should be relatively safe to uninstall, but it's not perfect. I would suggest simply disabling the mod for this play through, and removing it before you start your next. If you really must uninstall it immediately, my suggestion is to use Fallrim Tools to:

      • purge the mod from your save file
      • uninstall the mod
      • run Skyrim
      In my experience, it works best to do those things in that specific order.
  3. isamukuno
    isamukuno
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    Hey, so I stated a new game and everything was working fine. But the next time I reloaded the MCM had disappeared. I tried running the cc setstage SKI_ConfigManagerInstance 1 and nothing changed. Looking for solutions I saw that some mods have their own cc to jump their MCMs, does anyone know if this mod does and what it is if so?
    1. djarb
      djarb
      • supporter
      • 41 kudos
      It doesn't. Everything is very standard with the MCM for this mod.

      If you're having that sort of trouble, I recommend Menu Maid II which among other things helps with the problem you're having.
  4. FxStryker
    FxStryker
    • member
    • 2 kudos
    Is it possible to get an update to include Solstheim? I've attempted to patch this myself, but the CK script compiler keeps failing when I try to make a patch.
  5. Grogrokl
    Grogrokl
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    • 13 kudos
    The timescale problem is impossible to solve.
  6. Kaysee
    Kaysee
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    • 3 kudos
    I really love this idea but I noticed that in my testing between Riverwood and Whiterun that if I sprinted, stopping occasionally to harvest, the trip would take less time than if I sprinted between the locations ignoring everything due to the timescale always being reset down to 10 when I harvest. I was thinking of using this mod with a higher timescale ramp up and shorter update intervals but only when I want to travel outside of a city.

    I was wondering if it would be possible to add a hotkey to enable or disable the mod so I don't have to go into MCM every time?

    Thanks for your hard work!
  7. bechitter
    bechitter
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    • 4 kudos
    Thank you for this mod. I like attempts to make your Skyrim feel a bigger place. I thought it was strange to walk from the city to the city within a day.
    I wanted to use it in Enderal, so I deleted the condition of "being in Tamriel" and worked again when I compiled it again. Perhaps other people may want to use them in masterpiece mods such as "Beyond Skyrim" or "Wyrmstooth", so it may be good to switch as an option.
    1. TieflingGrimoire
      TieflingGrimoire
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      I know this post is from a while ago, but have you had much experience using it in Enderal? I was also thinking of using it for Enderal! But I know some quests/scenes change the timescale. Have you had any problems with that? Thanks! :)
    2. bechitter
      bechitter
      • supporter
      • 4 kudos
      Yes, I used this mod in Enderal.As you say, the timescale is reset in the scene where the time should be fixed. It ruined the atmosphere a little. But the quests can be continued. There is no problem.
    3. Cindermane
      Cindermane
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      • 4 kudos
      Just posting here to say that I also made the same edit to remove "being in Tamriel" as a condition and it was a huge improvement generally. It was *extremely* annoying for time to move at a snail's pace when I was revisiting the Glenmoril mod and taking care of some of the remaining content in the Bloodborne-like area. I would really recommend people do this edit as well if you have some of the above-named mods or any other mods that add new worldspaces. I would recommend to the mod author to remove this condition as well, or maybe let it be user-selectable which conditions or actions affect time scaling.
    4. djarb
      djarb
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      • 41 kudos
      I hear you, but there are a ton of worldspaces which are nominally indoors, but not marked that way. The "in tamriel" check is more useful than you've recognized.
  8. defrancoj
    defrancoj
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    Don't think it is working; anything I can do to troubleshoot? The MCM menu is blank. I believe I have all prereqs installed and prior.
    1. djarb
      djarb
      • supporter
      • 41 kudos
      Well, you're right, if the MCM is blank something isn't working. Make sure you have the right version of SKSE, etc.
  9. jc43081
    jc43081
    • supporter
    • 0 kudos
    Thanks for this great mod! I am wondering if it’s possible to have “normal” time within a city or town. I like how time goes fast when traveling between places, but it seems odd to watch the sun race across the sky while standing in Riverwood. Not sure if this can be done, but thought I’d ask. Maybe a list of locations in the ini where time runs normally?
    1. djarb
      djarb
      • supporter
      • 41 kudos
      Sure, it's possible. Somebody just needs to write a mod which detects entering or leaving towns, and sends the SmartTimescaleActivityStart or SmartTimescaleActivityEnd modevent, respectively, when that happens.

      The tricky part of that is detecting entering and leaving towns; I've never been entirely happy with any of my own attempts at that, which is what led to me developing this approach in the first place.
    2. SonnyM94
      SonnyM94
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      Best bet would be to possibly attach town detection to the town's map marker discovery trigger? (Its essentially a marker in the CK that causes "*LOCATION NAME* DISCOVERED" to appear)  Not even sure if that's doable lol

      Basically its a script that fires once upon discovering a town/whatever for the first time, this mod kicks in and goes "ok set time scale to THIS next time i visit, whatever else when I'm not here" and remembers it for the rest of that save file
  10. Allan214
    Allan214
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    • 0 kudos
    does this mod detect other Land mod, like Bruma, Beyond Reach, or even Vigilant?

    awesome mod btw!
    1. djarb
      djarb
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      • 41 kudos
      Depends on whether the other land is marked as being part of "Tamriel" in the data files. When in doubt, the mod disables itself.