» 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.
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Introduction
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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.
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Requirements
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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
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Installation
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Upgrading
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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.
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Customization
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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
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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
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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
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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
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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"
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Changelog
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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