Hi, there's 2 insert field settings, one for day length (was 36, made it 12 based on comments), what is the 2nd "time scale" field for? Guessing if I enter 20, night will = 8?
First field is calculator, second field is what you want the scale to be. I guess i should've just connected them into 1 but i don't know if i will update the mod just for that.
I've been using your MOD for about 20 hours of gameplay. 12 seems to be a really good scale.
The vanilla design of the game days are way too short. In what world does it take all damn day to start a fire, spear a fish and walk around a small island to pick up rocks!?
As with all games it is difficult to create a time scale that 'feels' real without turning gameplay into real life time scales.
Your MOD is awesome! TY for your time and effort. Especially thanks for sharing it.
Good, but it's not exactly what I want, a up day & down night... This mod only do a global change... When we set to speed up the night & then retun to normal time, the day/hour do a rollback...
Changing night, dawn, day and evening lengths/times is something I wanted to do earlier, so it is currently in the works.
The rollback is caused by the game wanting to jump back/further in time because of the different time scale. I've heard some others aren't very happy with it too so I might look into how to fix that as well.
For the last game version, that work but compar to old version when we want to change the night speed, we need to quit the party & then redo the same to rechange the day speed.
& I notice that change in fact all time too in game like for the water, cooking timer, the natural reduction for the character's water & food... Example, with day speed set to 1, cook boar meat take +3h in game time for nearly +1h real time.
For the benefit of people who actually read (if you can believe that) in the future:
This mod is still working with UMM on the new out-of-beta 1.0.1 game version...
I set the scale to 6 with UMM (same as I had in Fallout 4) and it seems to be working where one in-game minute is now approx. 10 seconds or so... I think... I'm kind of drunk... But with this there's so much, MUCH more time and daylight to think about what the hell, how the HELL are you going to survive, dammit !
So far, things, such as UV rays, thirst, hunger etc. seem to 'stretch' and work well over the slower time flow - Everything still happens; the sunburns, thirst; etc. but it takes a longer time to become a problem because of the lowered time scale.
EDIT/UPDATE: ----------------------------------
Yeah, it still works but apparently I've got to restart the mod every time I continue playing a saved game after quitting and shutting down. Not a problem but I wonder if that's how it was originally or not...
What exactly do you mean by "restarting" the mod on every startup?.. setting the green status to red and then changing it back to green again?.. or something different?.. I'm new to using mods with this game..
BTW, I was using another mod with the same effect (not that popular one with double stack size) and there was this annoying problem of either hunger or thirst bar depleting extremely slowly to the point that you almost never need to eat or drink other than one occasion for a full day.. this is not the side effect of kinda slower depletion of those stats due to strechted day&night times (with time scale 12).. this is something much much slower and I think its a glitch that happens when you change the scale value more than one time on a save slot.. have you noticed something similar with your mod?.. I'm gonna start using yours and I hope this thing doesn't exist in it..
I am almost entirely sure the slow thirst and hunger depletion is because of the stretched day length and it only feels like it's too slow. With timescale 12 you slow the depletion of everything by 2.5x compared to normal game. If you are really sure the depletion speed gets changed in a non-intended way, I will make a little prototype to test that specifically and then report the results here.
About the mod restart... dpsampson mentioned the older version works with the new game update, it could be they were using an old version of the mod, hence why it doesn't work properly. Always make sure you're using the latest mod version!
I'm 100% sure this specific depletion rate is an anomaly and not the consequence of lowering the time scale.. yes, I understand it gets expectedly slower with lower values, but this is something else which basically turns the player into a terminator, if you will..
I'm sorry it looks like I'm behaving inappropriate by getting you into this totally unnecessary discussion here, since I couldn't even start playing with your mod yet (it didn't seem to work with my 1.0.6 version game).. I just assumed your mod may suffer from the same issue, cause yours and the other author's (TheLich) mod are almost the same thing.. you both have your own unique .dll files without touching any core game content.. I don't know, maybe it has nothing to do with mods and just a limitation of the game itself when you alter such things.. but if you decide to test it out, I would happily wait for your results..
What could be the reason of your mod not working with my game?.. I tried de-activating and activating the mod on the main menu, ticking off and on the "default setting" button while trying different values such as 9, 12 and 18.. nothing seems to work.. I installed the mod manager with doorstop proxy method.. could it be your mod may require assembly method?.. I have no idea what to do.. the other mod activates just fine, but I want to try out and play with yours, not that one..
Hello, as of currently I can say there are at least 2 confirmed bugs in my mod - timescale resetting after each restart and game time jumping back on first restart after editing the timescale; I have not looked into the vitals depletion yet. A fix for the mentioned issues is on the way.
This mod should work fine with the doorstop proxy installation method, it has no reason not to work. Did you make sure "default settings" were ticked off before messing with the timescale? If yes, could you describe in detail what's happening during your changing of timescale?
To be honest, there is not much detail there is to tell.. yes, I made sure ticking off the default setting and then tried various values on the custom section (the mod status is active and everything seems fine).. then I hit "save" and load my game.. I look at my watch and see the time scale is still running at 36.. I could've lived with the other 2 issues you mentioned if it worked at all, but sadly it doesn't in its current state.. at least not in my game (steam - 1.0.6)..
Try changing the time scale while in the actual game itself, not while in main menu. You're experiencing one of the bugs I mentioned where it resets the timescale every time you enter the game.
after putting into folder how do i change the time scale im new to this s#*! and it aint easy Ive downloaded mod manager then what? how do i access it in game or in folder
I bet it's not easy when you refuse to read or watch instruction videos... But CTRL + F10 will call up the UMM mod loader during gameplay, if not, you did something wrong and it's not able to start and run when you start the game.
It's all explained in the instructions for UMM and in a 3 minute video that shows it all.
17 comments
Guessing if I enter 20, night will = 8?
Thank you for reply & mod ;-)
The vanilla design of the game days are way too short. In what world does it take all damn day to start a fire, spear a fish and walk around a small island to pick up rocks!?
As with all games it is difficult to create a time scale that 'feels' real without turning gameplay into real life time scales.
Your MOD is awesome! TY for your time and effort. Especially thanks for sharing it.
When we set to speed up the night & then retun to normal time, the day/hour do a rollback...
The rollback is caused by the game wanting to jump back/further in time because of the different time scale. I've heard some others aren't very happy with it too so I might look into how to fix that as well.
& I notice that change in fact all time too in game like for the water, cooking timer, the natural reduction for the character's water & food...
Example, with day speed set to 1, cook boar meat take +3h in game time for nearly +1h real time.
For the benefit of people who actually read (if you can believe that) in the future:
This mod is still working with UMM on the new out-of-beta 1.0.1 game version...
I set the scale to 6 with UMM (same as I had in Fallout 4) and it seems to be working where one in-game minute is now approx. 10 seconds or so... I think... I'm kind of drunk... But with this there's so much, MUCH more time and daylight to think about what the hell, how the HELL are you going to survive, dammit !
So far, things, such as UV rays, thirst, hunger etc. seem to 'stretch' and work well over the slower time flow - Everything still happens; the sunburns, thirst; etc. but it takes a longer time to become a problem because of the lowered time scale.
EDIT/UPDATE:
----------------------------------
Yeah, it still works but apparently I've got to restart the mod every time I continue playing a saved game after quitting and shutting down. Not a problem but I wonder if that's how it was originally or not...
BTW, I was using another mod with the same effect (not that popular one with double stack size) and there was this annoying problem of either hunger or thirst bar depleting extremely slowly to the point that you almost never need to eat or drink other than one occasion for a full day.. this is not the side effect of kinda slower depletion of those stats due to strechted day&night times (with time scale 12).. this is something much much slower and I think its a glitch that happens when you change the scale value more than one time on a save slot.. have you noticed something similar with your mod?.. I'm gonna start using yours and I hope this thing doesn't exist in it..
About the mod restart... dpsampson mentioned the older version works with the new game update, it could be they were using an old version of the mod, hence why it doesn't work properly. Always make sure you're using the latest mod version!
I'm 100% sure this specific depletion rate is an anomaly and not the consequence of lowering the time scale.. yes, I understand it gets expectedly slower with lower values, but this is something else which basically turns the player into a terminator, if you will..
I'm sorry it looks like I'm behaving inappropriate by getting you into this totally unnecessary discussion here, since I couldn't even start playing with your mod yet (it didn't seem to work with my 1.0.6 version game).. I just assumed your mod may suffer from the same issue, cause yours and the other author's (TheLich) mod are almost the same thing.. you both have your own unique .dll files without touching any core game content.. I don't know, maybe it has nothing to do with mods and just a limitation of the game itself when you alter such things.. but if you decide to test it out, I would happily wait for your results..
What could be the reason of your mod not working with my game?.. I tried de-activating and activating the mod on the main menu, ticking off and on the "default setting" button while trying different values such as 9, 12 and 18.. nothing seems to work.. I installed the mod manager with doorstop proxy method.. could it be your mod may require assembly method?.. I have no idea what to do.. the other mod activates just fine, but I want to try out and play with yours, not that one..
This mod should work fine with the doorstop proxy installation method, it has no reason not to work. Did you make sure "default settings" were ticked off before messing with the timescale? If yes, could you describe in detail what's happening during your changing of timescale?
Ive downloaded mod manager then what? how do i access it in game or in folder
I bet it's not easy when you refuse to read or watch instruction videos... But CTRL + F10 will call up the UMM mod loader during gameplay, if not, you did something wrong and it's not able to start and run when you start the game.
It's all explained in the instructions for UMM and in a 3 minute video that shows it all.
UNITY MOD MANAGER