» Tue May 17, 2011 7:08 am
I'm going to be releasing version 1.6 in a couple of days. This will be a minor update to correct some of the minor issues with v.1.5, a rebalance of my Weapon Effects, and a new NVSE quest script, that I'm calling Time Passes.
This new script is an expanded version of my Needs script, which also resets the Timescale to 30 during the default time passing menus (sleeping, resting, or traveling), which is what my earlier Sleep script did just while you were sleeping. When you exit these menus, your Timescale is restored to your selected Timescale. This was done to fix the default game bug that happens whens you are using a Timescale which is much slower than the default 30 and when you are in these menus for an extended period of time (such as when you are sleeping for 10 or 12 hours).
Another new feature that I added to this script is the "Time Passes" part, which is my own version of Menu Time. The game clock no longer stops while in most menus (includes Pip-Boy, Dialog, Trade, Repair, Crafting, and Gambling) . The NPCs and Creatures will still freeze while you are in menu mode, but the sun will now advance and your Needs will now increase. My default Menu Time Multiplier is 1.0 [time passes at the same rate as the rest of the game]. This works well for my default Timescale of 4, but you may want to use a slower rate with faster Timescales. This is selectable in my Options Menu (from 0.10 to 1.0; 90% slower than Timescale to same as Timescale rate).
I ran some extensive play testing over the last two days, and my new script worked very well, with no issues at all. I tested this at various Timescale settings, with various Menu Time multipliers. I mostly used my default settings: Timescale of 4, with my 1.0 Menu Time multiplier (while in the menus, time passes at the Timescale pace . . . just like the rest of the game). This totally changes how you treat menus, and adds quite a bit more immersion. In the default game, you can spend an hour gambling, but when you exit the casino, it is still the same time as when you went in. It now feels so much more realistic to walk out and see that time did indeed pass while I was in there, instead of feeling like time for the rest of the game world just stopped and waited for me to finish gambling. Just before sunset, I spent some time trading with a traveling merchant, which took longer than I intended . . . by the time we had finished trading, the sun had set and it was getting dark. Really makes you a LOT more frugal with the amount of time that you spend in menu mode. Before adding this to my game, I had been considering increasing my Timescale to 6, as days were feeling a bit too long . . . but now a Timescale of 4 feels about perfect.
The changes that I made to my 3 Weapon Effects seem to fix the problem of some creatures (like the geckos) getting stuck in an unconscious state. I also applied different formulas to the amount of fatigue that is lost when you are hit (whacked, shot, or blasted), and I increased the amount of fatigue that is restored when you come to (so it will now take more to knock you out again).
I was initially planning on including my Hard-Core module in v.1.6, but all my modding time the last few days has been focused on just fixing and improving v.1.5 (my Realism Core part). Rather than postpone v.1.6, I've decided to postpone the release of my Hard-Core module until v.1.7. There are a few other things that I'm playing around with, which may make it into v.1.6.