Is there a way to make time move forward or bring up the wai

Post » Mon Nov 19, 2012 2:23 pm

I am paralyzing the player for most of the day and I don't want them to physically have to stare at their paralyzed character for this duration. Is there a way to move the game clock ahead or bring up the wait menu? Ideally I'd like to just fade the screen to black (which I know how to do) and then just move the clock ahead, then fade back in, and remove the paralysis so they can get up.
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Katie Pollard
 
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Post » Mon Nov 19, 2012 5:42 pm

The current ingame time is a global called GameHour. So, you could simply use http://www.creationkit.com/GetValue_-_GlobalVariable to check what the current time is, then http://www.creationkit.com/SetValue_-_GlobalVariable to set the time to the current time + however many hours you want to pass.

If you go over 24 (If gamehour == 20 and you add 10 to that) the game automatically wraps it around for you and sets things properly. (Making it 6)
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Laura Tempel
 
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Post » Mon Nov 19, 2012 1:55 pm

That was incredibly easy! Thanks!
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Silvia Gil
 
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Post » Mon Nov 19, 2012 2:42 am

I read somewhere that a few things get messed up when you use SetValue on GameTime ... not that I can find where I read it now.

Do things like cell respawn rates etc get taken into account?



(sadly, you can't use Sleep, because you can't force a player into sleep ... only to give them the choice of weather or not to sleep)
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Imy Davies
 
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Post » Mon Nov 19, 2012 11:07 am

Setting game hour can cause issues if I remember correctly. I'd suggest simple paralysing the player, and maybe show a message box telling the player to sleep. Similar to how jail time works. The player can wait in realtime for their whole incarceration if they want :P
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Amy Gibson
 
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Post » Mon Nov 19, 2012 5:00 am

Oh dear... I need to use this at a later time as well, so I shouldn't?

In my mod the player travels between my land and Skyrim via boat, and I was going to use SetValue to make it appear as though many hours had gone by.

Then is it safe to set the timescale very high for a few seconds, then setting it back to whatever it was at? Thus allowing a large portion of time to go by in like 5 seconds?

You could even use http://www.creationkit.com/WaitGameTime_-_Utility to ensure that it's reset at the proper time. Then you wouldn't even have to deal with what hour it really is or any of that. :)
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Steve Fallon
 
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Post » Mon Nov 19, 2012 8:06 am

I don't know for sure if it causes problems. I just remember back when fast travelling messed up the game clock (now fixed), and the workaround was to manually set the game hour in the console. Some people reported this caused problems, and I just thought best to leave that alone is all :)
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Leticia Hernandez
 
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Post » Mon Nov 19, 2012 2:35 pm

It's possibly worth bringing up that there is a console command, http://www.creationkit.com/SetPCSleepHours, that could be useful here. I don't think it's currently accessible from Papyrus but it might be something SKSE could implement, if a request were put in.

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Kieren Thomson
 
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Post » Mon Nov 19, 2012 5:36 pm

It's possibly worth bringing up that there is a console command, http://www.creationkit.com/SetPCSleepHours, that could be useful here. I don't think it's currently accessible from Papyrus but it might be something SKSE could implement, if a request were put in.

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That is DEFINATELY worth an ask ;)
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AnDres MeZa
 
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