Changing the time scale: a bad idea?

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SirDanest
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Changing the time scale: a bad idea?

Post by SirDanest » Fri Feb 11, 2022 6:55 pm

I'm aware of the time scale command I'd like longer days, but I've heard rumors that changing the time scale can have unforeseen negative affects on some aspects of quests and the like. Any truth to this"? is it safe to experiment with different time scales?
thanks

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jlf65
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Re: Changing the time scale: a bad idea?

Post by jlf65 » Sat Feb 12, 2022 12:01 am

It highly depends on the mods you run. I had to use the time scale in my scripts in Radio Gaga. I've yet to see a problem with time scales no lower than 6. I normally run at 10 myself. I tested Radio Gaga with plain TTW3 down to 2 without issue, but I don't guarantee the game will work at 2 for more than brief moments. Like I said, I normally run at 10. I used to run at 6, but felt the days were too long at that point.

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Risewild
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Re: Changing the time scale: a bad idea?

Post by Risewild » Sat Feb 12, 2022 2:12 am

The game's internal functions are tied to timescale.

I will quote Roy:
RoyBatty wrote:
Sun Mar 10, 2019 11:10 pm
No it can't be changed without the game breaking in some way at some point. It ranges from Actors doing stuff at the wrong time of day, to quests not progressing, to CTDs.
I remember that changing timescale could/would break some quests but I can't remember which, so after a quick search, I found this post also by Roy:
RoyBatty wrote:
Thu Jul 02, 2015 2:21 pm
It breaks multiple quests in the NV engine, which we've proven time and again with users having difficulties with certain missions. It breaks specifically Finding the Garden of Eden, Take it Back, and the Beginning of Broken Steel.
And another post by Roy:
RoyBatty wrote:
Sun Mar 15, 2020 11:08 am
Many things in the game are tied to the timescale. You might find AI packages acting weird though and not being performed at the correct time of day and other strange things.
Changing timescale could/would also cause crashes in Doc Mitchells house at the start of New Vegas, would also cause crashes at the start of Broken Steel (mentioned by Roy in that quote up there), Honest Hearts, Lonesome Road, also a quest for the NCR (when Kimball is about to arrive or something like that). And these are only the ones I could remember from the top of my head.

There's no safe way of changing the timescale :( .
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jlf65
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Re: Changing the time scale: a bad idea?

Post by jlf65 » Sat Feb 12, 2022 10:56 pm

Risewild wrote:
Sat Feb 12, 2022 2:12 am
There's no safe way of changing the timescale :( .
in the game console: "set TimeScale to 10"

:lol:

I look at this as a "well, if you do this and have a problem, we aren't going to help since you're not following the rules." I'm fine with that since I know how to deal with my problems myself. Other people will need to abide by this rule in case they need help somewhere down the line. I've personally never seen a problem, but that doesn't mean there isn't one in my game - I just didn't notice it at the time it occurred. I personally programmed my mod that uses time to work properly regardless of the timescale, and tested it thoroughly. Other mod authors almost certainly have not. So it's mostly a crap-shoot, one which the TTW authors are simply not going to deal with. They have enough issues with problems in the stock operation of the game, never mind changing one of the fundamental characteristics of the game.

Sir_Schadenfreude
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Re: Changing the time scale: a bad idea?

Post by Sir_Schadenfreude » Sun Aug 14, 2022 8:11 pm

So what about changing timescale back to normal before critical moments and playing at 10-20 the rest of the time--would that work?

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Risewild
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Re: Changing the time scale: a bad idea?

Post by Risewild » Mon Aug 15, 2022 2:59 am

Sir_Schadenfreude wrote:
Sun Aug 14, 2022 8:11 pm
So what about changing timescale back to normal before critical moments and playing at 10-20 the rest of the time--would that work?
No, the game has too much stuff depending on the timescale running in the background too. :?
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