Simulate "Real" Game Time Passing?

Post » Thu Sep 01, 2016 7:57 pm

I can manipulate the passing of "game" time quite easily using the TimeScale global, what I can't do is make any active effects or summons decrement their durations.


I can't use the FastTravel() function because that would put players through multiple loadscreens (if it even works from interiors) and using a fixed location would be very far from ideal too.



Is there any other way of making "real" game time pass?

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Olga Xx
 
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Post » Thu Sep 01, 2016 9:21 pm

SlowTime greater than 1?



It's not very reliable in terms of precision timing, but giving it a value greater than 1 causes the Game World to speed up accordingly; not been able to test specifically on Spell-Effect duration, but Load Doors for example have to play their animation before they trigger loading, so it might work.


Edit : Just tried with the Talos Shrine in Whiterun--doesn't work, unfortunately. The Game World speeds up, but the Spell duration itself remains real-world time :/



Bonus Tip : Slow Time, Positive 100, is the stuff of nightmares... NPCs flying everywhere, becoming long strings of twisted flesh... ::Shudder::



Edit 2: What about forcing a Wait? Use Input.TapKey() to open the Wait Menu, set it to the hours, and then wait? Not elegant, but... :shrug:

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Madeleine Rose Walsh
 
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Post » Fri Sep 02, 2016 1:36 am

Stuff of nightmares you say? Dammmmmn I think I can actually use that for something else.


Please excuse me whilst I cackle maniacally :rofl:



Really appreciate the suggestion. I was kinda hoping this might have been the sort of obstacle the collective modding hivemind might have been able to subvert by now :P



I noticed SKSE has GetDuration(), but no SetDuration() ? bother. Fortunately it's not a super big deal, just slightly immersion breaking when the player recovers from a 3-12h blackout but their 30s duration summon is still next to them <_<


Maybe I will have to get creative with FastTravel()..... but I would need to operate under the assumption that no markers are revealed.


Can I place map markers at runtime using quest alias'? Just thinking out loud here... This is getting complicated fast because I usually want to move to an interior.



Edit (in response to your edit):


Hmm, forcing a wait would kinda be like cutting off my nose to spite my face. I would gain +2 immersion for temporary effects expiring but would also get -10 from the forced wait menu.


I'm also disabling player controls so I can use that cool wake up animation from the Abandoned Shack when you meet Astrid for the first time. So yeah forcing input could be....jarring.


I might revisit creative applications of FastTravel() as I get nearer to completion.

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Vera Maslar
 
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Post » Thu Sep 01, 2016 9:09 pm

Why not see if you can circumvent the forced-wait dialog showing somehow, by "blacking out" the screen maybe?, then using the cool waking thing from the shack?

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Killer McCracken
 
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Post » Fri Sep 02, 2016 12:01 am

Menu's show over fade out / imagespace modifiers :( even dialogue too lol.

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Becky Palmer
 
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Post » Fri Sep 02, 2016 1:38 am

Debug.ToggleMenus()?



Never used it, but it's listed on the Wiki as a command--combine it with Serethil's suggestion, and it might look quite good? Looks like the first call will hide them, second call will reveal (so, same as TM in the Console).

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Leticia Hernandez
 
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Post » Thu Sep 01, 2016 6:45 pm


Wow. That svcks.... Goes to show I know almost nothing about CK though!

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Katharine Newton
 
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Post » Thu Sep 01, 2016 3:14 pm

Thank you both, that sounds very promising. It's been bumped down the list but when I get around to trying it out I'll post back here.

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stevie critchley
 
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