[REQz] Real Time Mod

Post » Sat Feb 19, 2011 11:12 am

On the off chance, is there a mod that links the ingame time to the time on your computer?

If not, I'm not surprised; but would it be possible to create a mod like this?
User avatar
:)Colleenn
 
Posts: 3461
Joined: Thu Aug 31, 2006 9:03 am

Post » Sat Feb 19, 2011 6:08 am

On the off chance, is there a mod that links the ingame time to the time on your computer?

If not, I'm not surprised; but would it be possible to create a mod like this?

Well, I've never heard of one, but what would happen when you pause and come back half an hour later?
User avatar
Evaa
 
Posts: 3502
Joined: Mon Dec 18, 2006 9:11 am

Post » Fri Feb 18, 2011 9:48 pm

Closest thing I know of is set timescale to 1 in the console (or, even better, via Wrye Bash) - but of course, not only is that not quite the same thing, but you probably already know about it anyway. :P
User avatar
Sylvia Luciani
 
Posts: 3380
Joined: Sun Feb 11, 2007 2:31 am

Post » Sat Feb 19, 2011 8:34 am

You'd probably need some OBSE plugin that can get the windows time/date and set that to the ingame time/date. Also a Timescale of 1 would be required.
User avatar
matt oneil
 
Posts: 3383
Joined: Tue Oct 09, 2007 12:54 am

Post » Sat Feb 19, 2011 2:30 am

This should actually be pretty easy to pull off. There is an OBSE command which gets the current system time, and of course you can set TimeScale to 1. The only remaining issue is, as mentioned, taking care of time differences at game load: massive changes in current time can throw off NPC schedules, and they might take several hours to catch up. However, the "immersive waiting" feature of Tekuromoto's Time Manager should be able to take care of this. If someone could paste these things together, you'd probably have the mod you're looking for. (I call Not Me, especially because my monitor just died and I'm posting from a borrowed Mac.)

You'd probably want to disable fast travel, unless you don't mind arriving the moment you left... or, I suppose, setting up a system whereby you're not allowed to play until the proper amount of time has passed! Also, loading older games might be weird. "Journal: Did nothing for six weeks. Wait, oh yeah, the Oblivion crisis!" If you use any hunger/thirst/fatigue mods it would probably be a good idea to make sure they don't check time on game load, or you could wind up with a starving Tamagotchi!
User avatar
Smokey
 
Posts: 3378
Joined: Mon May 07, 2007 11:35 pm

Post » Sat Feb 19, 2011 2:00 am

Journal:

Stood in rain for 10 minutes looking through my bags.
Killed everything in a whole dungeon in, like, 45 minutes.
Walked all the way back to IC Market carrying, like, 312 pounds of stuff.
I think after I sell it I will just stand in place for 3 or 4 days doing nothing.
I never sleep anymore.

:)

Yeah, sleeping would be really strange, wouldn't it? With a timescale set to your local time. How would that even work?

gothemasticator
User avatar
Sarah Evason
 
Posts: 3507
Joined: Mon Nov 13, 2006 10:47 pm

Post » Sat Feb 19, 2011 4:28 am

Haha, mostly I was just picturing how cool (since I play at different times during the day) it would to have the time in Oblivion match up with the time outside. Not the issues this would have with sleeping.

And on that note, new idea: Making Oblivion weather match real weather in my area! Probably quite a bit more difficult, unless.. can OBSE run outside scripts?

Tejon, thanks for the tip; do you think that someone totally new to modding could piece this one together? It would mostly be copy-and-paste scripting in this case, right, and some simple math?
User avatar
Natalie J Webster
 
Posts: 3488
Joined: Tue Jul 25, 2006 1:35 pm

Post » Fri Feb 18, 2011 10:57 pm

I remember CDM starting a thread about him making a mod to do this just the other day. Maybe a quick forum search will find you it, and you can ask him more details.

Found that thread for you :P http://www.gamesas.com/index.php?/topic/1097127-wipidea-temporal-effects/page__p__16026644&#entry16026644
User avatar
Svenja Hedrich
 
Posts: 3496
Joined: Mon Apr 23, 2007 3:18 pm

Post » Fri Feb 18, 2011 11:32 pm

Tejon, thanks for the tip; do you think that someone totally new to modding could piece this one together?

Actually yes, if you want to get into scripting this would be a great way to do it. Don't expect to get it right the first time... rather, even if you get it exactly right, expect the game engine to do something stupid and annoying which forces you to find a different solution. ;) But if you're up for the challenge, this looks like a pretty good starting point.
User avatar
Dewayne Quattlebaum
 
Posts: 3529
Joined: Thu Aug 30, 2007 12:29 pm

Post » Sat Feb 19, 2011 11:55 am

Even if you get it exactly right, expect the game engine to do something stupid and annoying which forces you to find a different solution.

Words to live by.
User avatar
candice keenan
 
Posts: 3510
Joined: Tue Dec 05, 2006 10:43 pm


Return to IV - Oblivion