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Always Sunday!

PostPosted: Sun Aug 17, 2008 8:26 am
by Stat Wrecker
I understand the game was recently patched, yes? Well if so they missed the fact that when you save and log off, and then log back on, your saved game day is not the same day of week when you logged off. I logged off on Tuesday and then relogged and it was Sunday. FO3 does not have this problem? SO ... shops refresh after 3 days, correct, then you have to wait for 3 days to be sure the shops have refreshed. Why didn't they fix this?

Always Sunday!

PostPosted: Sun Aug 17, 2008 12:15 pm
by Cat Haines
I....uh....what?

Always Sunday!

PostPosted: Sun Aug 17, 2008 8:14 am
by Angelina Mayo
I....uh....what?


A common complaint seems to be that when you load your game no matter what in game day you saved on it resets it to a sunday.

Always Sunday!

PostPosted: Sun Aug 17, 2008 12:31 pm
by Ross
I....uh....what?


Not a biggy but the shops refresh every 3 days ... dah!

Always Sunday!

PostPosted: Sun Aug 17, 2008 4:14 pm
by Spencey!
:facepalm:

Always Sunday!

PostPosted: Sun Aug 17, 2008 6:54 pm
by Nicholas
I wonder if this is a post patch problem? Doc Mitchell's inventory hasn't refreshed since I started a new playthrough after the patch, it's irritating.

Also does anyone know if this mucks up ED-E's quest?

Always Sunday!

PostPosted: Sun Aug 17, 2008 11:36 am
by josie treuberg
I wonder if this is a post patch problem? Doc Mitchell's inventory hasn't refreshed since I started a new playthrough after the patch, it's irritating.

Also does anyone know if this mucks up ED-E's quest?

Its not post patch its been around for a while.

Always Sunday!

PostPosted: Sun Aug 17, 2008 10:32 am
by Rex Help
Its not post patch its been around for a while.


O_o wow. Goes to show how much I pay attention. I guess that means ED-E's quest is safe.

Always Sunday!

PostPosted: Sun Aug 17, 2008 11:30 pm
by Alada Vaginah
I think I got to level 26? before I learned about the shop not restocking glitch.

Always Sunday!

PostPosted: Sun Aug 17, 2008 4:39 pm
by Justin
Yeah, I had this before the most recent patch, but I eventually just stopped paying attention and haven't checked post-patch.

Always Sunday!

PostPosted: Sun Aug 17, 2008 2:27 pm
by Strawberry
This raises some interesting questions. I've written a couple of mods tweaking time - one causes time to pass while you're in menus like the Pipboy and gambling, the other lets you change the time of year (I'm working on a Nevada Skies compatibility patch for my Ambient Temperature mod - what'll happen is, Ambient Temperature uses weather statistics to calculate the temperature for your current season and time of day, and I'll use that to determine what kind of weather you get, so you'll be able to adjust your weather by tweaking the season). Anyway, there are a bunch of global time variables that all seem to operate independently of one another, except that there's a hard coded script somewhere that keeps them all updated. There's gamedayspassed, which is the number of days (decimal number) since you started playing. Then there's gamehour, gameday, gamemonth, and gameyear. Gamehour's a decimal number between 0 and 24 that tells you what time it is, while the others are integers that tell you the date. Any one of these variables can be tweaked via script without effecting any of the other ones - you can set gamedayspassed ahead and it won't effect the date or time, you can set the month without effecting the year... What I'm wondering is which one of these is used to determine when cells reset, or if there's another number, maybe an individual timer for each cell? Anyway, I don't think the "day" (Monday, Tuesday, Wednesday...) is what determines it.