[RELz] Time Manager

Post » Thu Feb 03, 2011 11:45 pm

Freakin' sweet. :D


Two requests tho, if you don't mind:

1. There's nothing I hate more than inventory clutter. (Well, that's not true. Hyperbole, man!) Any chance for an .ini option to get rid of the alarm clock hourglass?

2. An odd little request for a compatibility function which shouldn't hurt anything else... could you turn off time passage in the spellmaking menu when (GetGameSetting fSpellmakingGoldMult == 0) ? I use this in Birthsigns Expanded for the Mage's greater power, Epiphany: make a spell, any time. It's supposed to be instantaneous; you can use it in the middle of combat. Naturally, other spellmaking shouldn't be affected... testing that GMST, which I sincerely doubt will be set to 0 in any other situation (at least by people who care about menu time), should cover it.
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naome duncan
 
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Post » Fri Feb 04, 2011 3:49 am

hey tekuromoto,
  • add an auto-save feature like streamline and my Auto-save and time,
  • add a T-pose remover - like streamline and my auto-save and time
  • add a PCB at interval - like streamline and my auto-save and time
(my Auto-save and time was really an alternative to streamline.
i thought streamline had feature overkill (e.g. cast spell every interval, streamline angel) that added back to lag that it minimised.

...and i will cross off my Auto-save and time mod with a link-back to your Time manager.
(similar to what i'm doing with my NPCs are suspicisious mod in preference to shadeMe's upcoming Noise maker component of his PiiiP mod.)
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Auguste Bartholdi
 
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Post » Thu Feb 03, 2011 8:32 pm

i thought streamline had feature overkill (e.g. cast spell every interval, streamline angel) that added back to lag that it minimised.

I would still use streamline for its FPS management features. The features you listed would probably do better just stripped out to a stand-alone "Delagifier" mod; attaching them to pretty much anything counts as bloat IMO.
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Sabrina Schwarz
 
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Post » Fri Feb 04, 2011 4:27 am

Say... you talk about speeding up the NPCs to keep their schedules from getting messed up during immersive waiting. Would this be an issue after, say, spending ten minutes in the alchemy menu at a timescale of 30 (i.e. 5 game hours)?
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matt
 
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Post » Thu Feb 03, 2011 7:48 pm

1. There's nothing I hate more than inventory clutter. (Well, that's not true. Hyperbole, man!) Any chance for an .ini option to get rid of the alarm clock hourglass?

2. An odd little request for a compatibility function which shouldn't hurt anything else... could you turn off time passage in the spellmaking menu when (GetGameSetting fSpellmakingGoldMult == 0) ? I use this in Birthsigns Expanded for the Mage's greater power, Epiphany: make a spell, any time. It's supposed to be instantaneous; you can use it in the middle of combat. Naturally, other spellmaking shouldn't be affected... testing that GMST, which I sincerely doubt will be set to 0 in any other situation (at least by people who care about menu time), should cover it.

Say... you talk about speeding up the NPCs to keep their schedules from getting messed up during immersive waiting. Would this be an issue after, say, spending ten minutes in the alchemy menu at a timescale of 30 (i.e. 5 game hours)?

1) Sure. I'll add a setting that you can set to 0 and you just don't get the item. Simple enough. Though like I say in the readme, just toss it if you don't want it; it's not a quest item or anything - you can give it away to your nearest merchant. But if inventory clutter really bugs you as much as it does me, I have something I've been keeping to myself for a while that I'm priming for release... :whistle:

2) Sure, will do. Adding compatibility via globals is easy-peasy.

3) There's probably bound to be a hiccup if you spend hours and hours in menutime, but NPCs evaluate their AI each hour and if time's passing normally (ie, not astronomical timescales) when you exit the menus they do just fine; they may have to skip dinner and go straight to bed, but it all works out in the end. The (potential) problem is with Immersive Waiting where the timescale is 1200+; hours tick by way too fast for NPCs to eat breakfast, open the shop, close up for lunch, back to work, pub for dinner, home for bed, repeat. Giving them extra speed helps, but they still tend to go "Uhh... where was I goin'?" once in a while. But again, once time's back to normal they manage to work it out. (I tried giving them speed proportional to the timescale increase; you know, if the timescale's 60x, "average" actor speed is 3000. Well, that didn't work too well as they tend to kill themselves tripping over cracks in the pavement or something, and leaping hundreds of feet into the air when stepping onto a curb... kinda funny to watch, though :lol:)

hey tekuromoto,
  • add an auto-save feature like streamline and my Auto-save and time,
  • add a T-pose remover - like streamline and my auto-save and time
  • add a PCB at interval - like streamline and my auto-save and time
(my Auto-save and time was really an alternative to streamline.
i thought streamline had feature overkill (e.g. cast spell every interval, streamline angel) that added back to lag that it minimised.

...and i will cross off my Auto-save and time mod with a link-back to your Time manager.
(similar to what i'm doing with my NPCs are suspicisious mod in preference to shadeMe's upcoming Noise maker component of his PiiiP mod.)


Erm, nah - thanks for offering though. I'm going to keep TM as just a time utility... I'm not trying to make a catch-all. If your T-pose and PCB code's better than streamline, maybe release stripped down version of A-S&T? I'm just using streamline for everything right now, but I'd happily toggle off some functions if a better alternative was around.
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Margarita Diaz
 
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Post » Thu Feb 03, 2011 9:08 pm

I tried giving them speed proportional to the timescale increase; you know, if the timescale's 60x, "average" actor speed is 3000. Well, that didn't work too well as they tend to kill themselves tripping over cracks in the pavement or something, and leaping hundreds of feet into the air when stepping onto a curb... kinda funny to watch, though :lol:

Ha! Total tangent, but have you ever jumped into menumode when an actor is suffering from a Havok push? I've done this a few times testing the Lady's powers under Birthsigns Expanded... Havok continues functioning except somehow it seems to invert material properties such that every bounce increases momentum. It's hilarious in an inn or shop, watching a ragdoll zoom around knocking everything off the shelves and tables!
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^~LIL B0NE5~^
 
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Post » Fri Feb 04, 2011 10:02 am

I had that happen with certain objects too during the development of TAW. In particular, throttlekitty's ivory main gauche (spelling?) had a bit of a life of it's own when thrown - it was kind of terrifying to be in a small room with actually :D
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TIhIsmc L Griot
 
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Post » Thu Feb 03, 2011 6:23 pm

Ha! Total tangent, but have you ever jumped into menumode when an actor is suffering from a Havok push? I've done this a few times testing the Lady's powers under Birthsigns Expanded... Havok continues functioning except somehow it seems to invert material properties such that every bounce increases momentum. It's hilarious in an inn or shop, watching a ragdoll zoom around knocking everything off the shelves and tables!

Seen that happen :lol: Pretty similar to what happens when Source Engine 7 tries to handle the physics of the HL2 buggy, which was just tossed using the gravity gun.
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Tanika O'Connell
 
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Post » Fri Feb 04, 2011 1:45 am

Erm, nah - thanks for offering though. I'm going to keep TM as just a time utility... I'm not trying to make a catch-all. If your T-pose and PCB code's better than streamline, maybe release stripped down version of A-S&T? I'm just using streamline for everything right now, but I'd happily toggle off some functions if a better alternative was around.
T-pose method and PCB method is pretty much the same.
i really didn't like Streamline.
i looked at it in-depth. and there were too many things happening that ADDED to lag after it TAKES some off.
streamline 3.0 was perfect. streamline 3.1 was an FPS killer for me.
and i think his PCB is occuring too often near a save - causing corrupt saves (which i didn't have before streamline 3.1)

i kind-of like the package of Auto-save and time: all misc. operations (that doesn't affect the game) running in intervals in one mod.

cheers, tekuromoto!
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Samantha Wood
 
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Post » Fri Feb 04, 2011 8:41 am

Hey Teku,

Caught your note in the other thread, but I haven't had reason to post till now. I installed OBSE 17 and haven't run into the problem I mentioned before, but I've got a new one now:

I was waiting in Anvil the other day; it was 9:58 AM, and I hit "Wait for 8 hours". Well... I ended up waiting for 12 before I realized what was going on and managed to stop it. I'm not sure what happened; I tried replicating it and failed, but I thought I'd mention it.

On another note: Is there a chance you could include spawn rate modifications in this too? I used to use a 7 day respawn with OOO, but I recently realized that with timescale 10, stuff was rarely respawning (I've played for a grand total of 101 days!). I disabled that plugin, but I'm not sure if 3 might still be too fast - 4-5 would best suit my tastes, I think. Just and idea. :)
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Lynette Wilson
 
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Post » Fri Feb 04, 2011 12:06 am

On another note: Is there a chance you could include spawn rate modifications in this too?

He's done that with http://www.gamesas.com/bgsforums/index.php?showtopic=970513. Definitely visit that thread, even if only for informational purposes... the respawn timer doesn't work the way you'd think it should. In fact it's downright awful.
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Pixie
 
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Post » Fri Feb 04, 2011 2:33 am

I was waiting in Anvil the other day; it was 9:58 AM, and I hit "Wait for 8 hours". Well... I ended up waiting for 12 before I realized what was going on and managed to stop it. I'm not sure what happened; I tried replicating it and failed, but I thought I'd mention it.

Okay, I'll have a look at it, since I'm tweaking the mod for v17. Yay, greater power compatibility!

On another note: Is there a chance you could include spawn rate modifications in this too?

Uh, yah, what tejon says. :P
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Project
 
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Post » Fri Feb 04, 2011 12:56 am

I've been using this mod for a while now, its pretty good (that's an understatement) I use it with timescale for interiors at 30 and outdoors 15, the other settings I have left at default. My character spends a lot of time being outside without necessarily travelling to one place or another so the setting of 15 suits me better, while the 30 for interiors means sometimes leaving a dungeon, finding its dawn outside with a character yawning from lack of sleep. I was wondering though of the possibility of including horseriding as a separate time, just a thought anyway.
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Kyra
 
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Post » Fri Feb 04, 2011 5:08 am

Updated to version 1.1!

Download at http://bit.ly/13Z3Rp

Changed the OP, but here's the pertinent info from the readme, changes in bold.

------------
Introduction
------------

Time Manager is a multi-function suite of time-related functions, including Variable Timescale, Immersive Waiting, Timed Training and Timed Menus, Clock Display featuring an immersive timekeeping option, and a Realtime Alarm Clock.

------------
Requirements
------------

Oblivion Script Extender version 17. Get the latest version here: http://obse.silverlock.org/

Pluggy version 126. Get the latest version here: http://www.tesnexus.com/downloads/file.php?id=23979


------------
Installation
------------

Upgrading
---------
No special steps are required to upgrade from v1.0 to v1.1 of Time Manager, however it is always a good idea to make a backup of your saved game before installing, upgrading, or removing any mod.

Note that there is a new configuration file with several new settings for v1.1, so you will need to edit the new file with your preferences after installing the new version. It would be best to backup your v1.0 ini file before overwriting it with the new one if you made lots of changes to it.


-------------
Customization
-------------

Time Manager features six separate optional modules, each of which is fully customizable via the included file "DS Time Manager.ini". This file is located in \Oblivion\data\, but if you prefer to tidy your Data directory the mod will also look in \Oblivion\data\ini\ for the config file.

Variable Timescale
------------------
TM's Variable Timescale function lets you set different timescales for combat, while sneaking (whether or not your character is detected), or while in interiors, towns, Oblivion realms, or the wide world in general.

There are two modes for the "fallout behaviour" of Variable Timescale. The first, mode 0 (the default), checks for your character's location or situation in the following order: is in combat --> is sneaking --> is in an interior (including dungeons, shops, Oblvion dungeons, etc) --> is outside in Tamriel (the regular world) --> is outside in an Oblivion plane.
The first parameter that tests true for your character is what your timescale is set to. If all of the checks fail, the Town timescale is used.

The second, mode 1, always uses the lowest applicable timescale. For example, if you're sneaking and in combat in a dungeon, the lower of CombatTimescale, SneakingTimescale and InteriorTimescale will be used.

If you dislike the idea of abrupt timescale changes when you change from one location or situation to another, you can ativate the SlowTimescaleChange option. Setting this to anything over 0 will cause the timescale to tick downwards towards the new timescale at a rate of once every number of seconds you choose, and tick upwards half as fast. That is, setting it to 1 will cause the timescale to tick downwards one unit (30 to 29 to 28...) every 1 second, and upwards one unit every 2 seconds. I recommend not setting this much higher than 5 or so, or it can take an awfully long time to adjust from (for example) a low Interior timescale to a high World timescale. Even when using this option, the timescale will change instantly when entering combat or when toggling in or out of sneaking mode (assuming you're using values other than 0 for these timescale options).


Timed Training
--------------
This feature allows you to specify an amount of time that you want to have pass every time you use a trainer to train one of your skills. Simply change the setting in the ini file to the number of hours you want to have the clock adjusted by for each skill level you gain. Be careful not to set this too high and then train a bunch of times in a row if you're using a survival mod, or you may exit the training menu to find that you're debilitated by hunger or some such.

Timed Menus
-----------
Finally, it is also possible to specify a TimescaleCap for each menu type; if set, this cap will limit the value that is used for the timescale calculation detailed above. If set to 0, the current timescale will always be used. This allows you to have the full timed menu effect but mitigate it slightly so that, for example, transactions with merchants are always done at no higher than timescale 15.

Realtime Alarm
--------------
When you first start the mod an item called "Realtime Alarm Settings" will be added to your inventory. Clicking it will bring up a menu where you can set the duration - in realtime minutes - for the timer; the maximum duration is 24 hours. Once the timer is running it will track elapsed time and chime when the time is up. Like any good alarm clock it lets you hit snooze, as many times as you want in fact. You can customize the snooze duration in the ini file. While either the regular timer or snooze timer is running you can activate the settings item again to see how many minutes are remaining until the alarm goes off, and opt to stop or reset the timer if you choose. Loading a saved game (that was saved with the alarm already running, of course) will not interfere with the timer since it checks the computer's system clock, but you will be prompted to confirm that you wish to keep the timer running. This is so that the alarm doesn't harrass you if you're loading a game a day or two later and the alarm is no longer valid.

There isn't anything to customize in the ini file for Realtime Alarm except the snooze time duration. If you don't want to use the Realtime Alarm function at all you can toggle the setting in the ini file, or simply toss away the settings item if you decide later that you don't need the feature. If you lose the settings item and need to replace it, open the console (press ~) and enter "set dstm.doonce to 0"

---------
Changelog
---------

1.1 - Added Variable Timescale options for sneaking and Oblivion realms
- Added alternate fallout behaviour for Variable Timescale
- Added slow timescale change option for Variable Timescale
- Added Timed Training
- Added Timed Menu timescale caps for each menu type
- Added full Greater Power compatibility for all Time Manager functions that adjust either timescale or game time
---- BIG thanks to tejon for pointing me towards the simple, elegant solution I'm now using
- Added support for moving the ini file to the \data\ini\ directory
- Reworked the Realtime Alarm to use the computer's system time (this is what requires Pluggy v126, thanks haama!)
- Improved error-checking upon loading the config file settings
- Added support in Timed Menus for tejon's Birthsigns Expanded version 3 (http://www.tesnexus.com/downloads/file.php?id=12149)
---- there is one sign that has an "instant spellmaking" greater power; this fix prevents time from passing while using the ability
- Fixed a copy and paste error that was making all the Timed Menus use the CharacterFactor for calculations
- 16 Jun 09

1.0 - Initial release
- 15 May 09
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Steven Nicholson
 
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Post » Fri Feb 04, 2011 12:04 am

Grabbing the update ! Keep up the bad work mate :tops:
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Jordan Moreno
 
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Post » Thu Feb 03, 2011 7:36 pm

:woot:

Just curious, what's Pluggy required for? Just system clock access, or are you using it for .ini management? (Haven't checked yet, heh.) If only the former, I would assume Pluggy is not required if the clock/alarm functions aren't used (much like UV simply disables the FFP crosshair with no Pluggy)... perhaps make a note of that?
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Ysabelle
 
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Post » Fri Feb 04, 2011 10:00 am

:woot:

Just curious, what's Pluggy required for? Just system clock access, or are you using it for .ini management? (Haven't checked yet, heh.) If only the former, I would assume Pluggy is not required if the clock/alarm functions aren't used (much like UV simply disables the FFP crosshair with no Pluggy)... perhaps make a note of that?

Yep, true enough.

If you want to turn off the Realtime Alarm feature, feel free to play without Pluggy. If you play without Pluggy, the clock won't work. I dunno if it'll just stall or crash. Feel free to experiment. :)
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Britney Lopez
 
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Post » Fri Feb 04, 2011 3:08 am

If you want to turn off the Realtime Alarm feature, feel free to play without Pluggy. If you play without Pluggy, the clock won't work.

What, uninstall pluggy? :P My point is that there are people who don't/won't use it, though, and most of your mod functions fine without it, and they won't read the thread this far. To avoid scaring anyone off I'd change the readme to state, "Pluggy is required if you wish to use the real-time clock and alarm options."

I dunno if it'll just stall or crash.

The usual result is that the dependent script stops but everything else is fine. If your internal layout is such that this won't hurt anything, all should be well.
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Eibe Novy
 
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Post » Fri Feb 04, 2011 9:55 am

Cool :D

This time I will try out the alarm clock too.

Cheers for the Oblivion realms!
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Carlos Vazquez
 
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Post » Fri Feb 04, 2011 6:54 am

...Realtime Alarm...
excellent, tekuromoto.
pity you didn't find another way to track time that didn't need pluggy as i found out when i did my alarm clock in my Auto-save time and mod.
i would have updated it to use whatever method you would have found. :P

(- Work with survival mod authors to make Immersive Waiting/Timed Menus not interfere with eat/sleep requirements.) Done. Or at least, no big bugs reported yet...
what sort of things do you want to eat/sleep mods to do when the player is immersively waiting or the time brought forward by the timed menus?

do you simply wish eat/sleep mods to "pause" during that time so that requirements for food and sleep do not increase?
this is like how eat/sleep mods are paused when the player is in jail.
(i'm not exactly sure why you'd want this, however, because game-time during those events are still "player-controlled".)

but if that's what you wish to do, the two mods i know of that allow third-party mods to pause their need requirements are:
  • sleep in theNiceOne's RealSleepExtended is paused when the global variable "EatDrinkSleep" is set to 0.
    note this is a global variable set in the RealSleepExtended's esp.
    so the only way to access that (without remastering your mod to that) is with RunScriptLine.
  • food and sleep in my Eat and sleep mod is also controlled by the global variable "EatDrinkSleep".

    and additionally...
  • COBL-aware eat/sleep mods can pause their needs calculation when the global variable "cobSigNoPcNeeds" is 1.

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Jordan Fletcher
 
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Post » Thu Feb 03, 2011 7:38 pm

excellent, tekuromoto.
pity you didn't find another way to track time that didn't need pluggy as i found out when i did my alarm clock in my Auto-save time and mod.
i would have updated it to use whatever method you would have found. :P
Well, I use a different method that you might want to consider: haama fixed the stringtokens in Pluggy so that the time ones work properly (they were updating every 5 minutes or something weird), so I directly poll the system time instead of tracking GetSecondsPassed and saving it to disk.

I asked about including system time polling functions in OBSE but scruggs was focused on getting v17 out the door. He graciously included the Greater Power functions in v17 :woot: so I think I'm pretty lucky anyhow. Maybe I can bug him again about time functions for v18 and get rid of the Pluggy requirement. But until then, if you want to access the system clock, Pluggy's the only option.

what sort of things do you want to eat/sleep mods to do when the player is immersively waiting or the time brought forward by the timed menus?

do you simply wish eat/sleep mods to "pause" during that time so that requirements for food and sleep do not increase?
this is like how eat/sleep mods are paused when the player is in jail.
(i'm not exactly sure why you'd want this, however, because game-time during those events are still "player-controlled".)

I don't think survival mods and TM are incompatible, per se. More than anything, the caveat is in the readme so that players are aware that the potential for problems exists, because survival mods by definition have to pay attention to the time, and TM monkeys around with the time quite a bit. A couple hundred people are using TM by now and there's been no complains at all about survival mods going wonky, and a couple of authors have stepped forward and said "Won't be a problem with my mod" so I think I was probably worried for nothing.

I suppose I could provide an option to pause survival mods, but I don't think it's necessary.

What, uninstall pluggy? :P My point is that there are people who don't/won't use it, though, and most of your mod functions fine without it, and they won't read the thread this far. To avoid scaring anyone off I'd change the readme to state, "Pluggy is required if you wish to use the real-time clock and alarm options."

Good idea. OP changed. Readme changed and reuploaded.
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Lynne Hinton
 
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Post » Fri Feb 04, 2011 2:42 am

http://bit.ly/13Z3Rp

---------
Changelog
---------

1.2 - Fixed bug with Immersive Wait not stopping after set number of hours.
- Fixed bug with timescale not returning to normal if using Immersive Wait but not Variable Timescale.
- Improved the blur feature of Immersive Wait.
- Added checks for OBSE and Pluggy versions.
- Various minor optimizations.
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T. tacks Rims
 
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Post » Thu Feb 03, 2011 8:20 pm

Another bug popped up once I actually started playing with other mods installed. It looks like the messagebox I have that pops up when you load a game with a Realtime Alarm timer running was intercepting and breaking scripts. So I put a delay in before that message pops up. Also fixed how the snooze timer works; it now adds X minutes to the current time when you click "remind me in X minutes" instead of just adding X minutes to when the alarm was supposed go off. Subtle difference, but whatever. Oh, and it now checks the pluggy version properly.

So, version 1.21 is up at http://bit.ly/TMNex.
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Big mike
 
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Post » Fri Feb 04, 2011 3:05 am

Thanks. Will download when I get home :)
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glot
 
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Post » Fri Feb 04, 2011 7:50 am

This is a brilliant mod. Have a bump, more people should see this.
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Chloe Mayo
 
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