Problems with timescale

Post » Sat May 28, 2011 6:41 pm

I've tried BTB's quickchar with timescale edit, and now I'm using abot's tempus fugit ring, but when the timescale is anything other than default, time does not seem to pass. I set it to 4 and waited over 20 minutes and the hour didn't change, I changed it to 8 and waited around 10 minutes, still nothing. When I set it back to default, time passed as normal. What's the deal?

Here's my modlist and I'm using MGE's latest beta version. 178 or something? I'll check if it's relevant. (I'm also using the Richer Textures pack but that shouldn't matter)

[Game Files]
GameFile0=Bloodmoon.esm
GameFile1=Morrowind Patch 1.6.5 Beta (BTB Edit).esm
GameFile2=Morrowind.esm
GameFile3=Tribunal.esm
GameFile4=abotTempusFugitRing.esp
GameFile5=Better Telekinesis.esp
GameFile6=Blasphemous Revenants.esp
GameFile7=Bloated Caves.esp
GameFile8=DB_Attack_Mod.esp
GameFile9=Enhanced Detection.esp
GameFile10=Fligg's Slave Mod.esp
GameFile11=Graphic Herbalism.esp
GameFile12=Healers.esp
GameFile13=Keyring.esp
GameFile14=Mashed Lists.esp
GameFile15=Nymeria's Faster Walk.esp
GameFile16=Quick Char.esp
User avatar
Krystina Proietti
 
Posts: 3388
Joined: Sat Dec 23, 2006 9:02 pm

Post » Sat May 28, 2011 12:46 pm

You can get more accurate reading of time passage by displaying values in the console.

Enter:
show timescale
show gamehour

to show the exact fractional values of the timescale and hour.
User avatar
Rinceoir
 
Posts: 3407
Joined: Thu Jun 29, 2006 1:54 am

Post » Sat May 28, 2011 10:35 am

Okay, the gamehour increases over time. Perhaps I'm just really stupid or I don't understand the math. We'll see. I'll see if the hour ever changes and find out if I'm just seriously braindead. Haha. Thanks!
User avatar
Claudz
 
Posts: 3484
Joined: Thu Sep 07, 2006 5:33 am

Post » Sat May 28, 2011 1:43 pm

standard timescale is 30
1 real life minute = 30 in game minutes,

if you set timescale to 4
1 real life minute = 4 in game minutes, pretty slow, near to real time

As you are using the ring, I suggest you halve/double timescale until you find a near to satisfactory setup, then maybe add/subtract in 1 step

[EDIT]Personally, using NOM I like a timescale between 8 and 10, as you are not using eat/sleep mods you can keep timescale higher
User avatar
Maria Leon
 
Posts: 3413
Joined: Tue Aug 14, 2007 12:39 am

Post » Sat May 28, 2011 3:23 pm

Yeah, I'm just dumb. Haha. Thanks everyone for your help. I'll probably keep it at around 15 just for atmosphere/semi realism.
User avatar
Jade MacSpade
 
Posts: 3432
Joined: Thu Jul 20, 2006 9:53 pm

Post » Sat May 28, 2011 5:09 pm

I agree with abot's preference of an 8:1 to a 10:1 timescale range, although it's your game, and so your opinion is the one that matters.

At 30:1 default, the sun almost races across the sky, and by the time you hike a short distance up the road to those trees ahead, it's already getting dark. That always felt wrong to me. At roughly 8:1, I start the game and begin a new day's outing for the character (roughly 6-9am). By the time I've put in 2-3 hours of play, and am just about ready to call it quits for the night myself, the game day is winding down. The character finds a place for the night, I save, and tomorrow's a new day for both me and the character. In my opinion, it makes sense to set your game day length based on your own typical playing session.

At 30:1 timescale distortion, a game with food/drink/sleep requirements becomes a chore to "do" 2 meals a day, interrupting you every 20 minutes. Under those conditions, a "hardcoe" mode is a nuisance, not an enhancement. Using a 10:1 timescale or slower, that happens once an hour or so, with sleep every two hours or longer, which is rare enough that it doesn't get annoying.
User avatar
RaeAnne
 
Posts: 3427
Joined: Sat Jun 24, 2006 6:40 pm


Return to III - Morrowind