i'm stuck and need help

Post » Mon Mar 14, 2011 2:52 pm

Ok i'm confused. how can i slow down time in game? i tried making an esp and went to gamplay>globals>timescale. I changed this to 1 from 30. Yet time is still the same.

i tried the console and (set timescale to 1). This worked. Why won't the construction set work? i enabled my esp too so it should have worked why wont it?

i dont want to rely on the console as i want an esp so i can load it if i need it. i make lots of saves and am worried about using the console too often. i ruined my last game that way and need help with the consturctin set.
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Nichola Haynes
 
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Post » Mon Mar 14, 2011 2:17 pm

Changed once in console and saved it will usually stay at that setting ever after. Unless there is a mod changing it on a regular basis though. I know a few which do that. I don't know if it needs special precautions to make your changes to the globals in the plugin survive your load order, or if your mod isn't accepted at all by the game (a pre-1.2 game will silently ignore a plugin created in a 1.2 CS). But I know there could always be another mod messing up this change to the globals by reverting it.
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Becky Palmer
 
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Post » Mon Mar 14, 2011 5:35 pm

Changed once in console and saved it will usually stay at that setting ever after. Unless there is a mod changing it on a regular basis though. I know a few which do that. I don't know if it needs special precautions to make your changes to the globals in the plugin survive your load order, or if your mod isn't accepted at all by the game (a pre-1.2 game will silently ignore a plugin created in a 1.2 CS). But I know there could always be another mod messing up this change to the globals by reverting it.


thanks but thing is, I disabled all esps except for the main game and the shivering isles, so i know its not a mod conflict issue. i can't get my constructionset esp to work and still need help
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Jade Muggeridge
 
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Post » Tue Mar 15, 2011 4:25 am

Are you doing this on a new game or with an existing save game? If its an existing save game you might need to do the clean save process to flush out any other mods making changes. If you have a bashed patch it might have that tweak turned on.
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Matt Fletcher
 
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Post » Tue Mar 15, 2011 1:24 am

Add below to a activator of some kind that you can activate, or to a spell and cast spell to activate

Have not tested code but should be ok

scn 0RealTimeshort ChangeTimebegin OnActivateif ChangeTime != 1		set TimeScale to 0.95		MessageBox "Game is in Real Time."		set ChangeTime to 1	elseif ChangeTime == 1		set TimeScale to 30		MessageBox "Returning to Game Time."		set ChangeTime to 0endifend

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phillip crookes
 
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Post » Tue Mar 15, 2011 4:52 am

I still don't understand why you want to use an esp to set your timescale. Isn't it easier to just use the console?
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Misty lt
 
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Post » Mon Mar 14, 2011 5:27 pm

Add below to a activator of some kind that you can activate, or to a spell and cast spell to activate

Have not tested code but should be ok

scn 0RealTimeshort ChangeTimebegin OnActivateif ChangeTime != 1		set TimeScale to 0.95		MessageBox "Game is in Real Time."		set ChangeTime to 1	elseif ChangeTime == 1		set TimeScale to 30		MessageBox "Returning to Game Time."		set ChangeTime to 0endifend



thanks but every time i try the script it says error on line7 'elseif' is a problem. can you check the scpt on your end plz i need some1 to go through this with me :) thanx i apprecaite ur help

if it makes any difference it on;y accepts if i make it an object not a magic effect script?
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Nick Swan
 
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Post » Tue Mar 15, 2011 4:09 am

I still don't understand why you want to use an esp to set your timescale. Isn't it easier to just use the console?


its easier yea but i make many saves and i messed my last game up as i relied on the console so now i need to make esps so that if i dont want an effect i can just untick it in the start up menu. i made too many mistakes with the console before i really dont wanna use it if i can thanx anyway for your post
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Dan Endacott
 
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Post » Mon Mar 14, 2011 10:55 pm

thanks but every time i try the script it says error on line7 'elseif' is a problem. can you check the scpt on your end plz i need some1 to go through this with me :) thanx i apprecaite ur help

if it makes any difference it on;y accepts if i make it an object not a magic effect script?


O'Really, i ran that exact script in begin scripteffectstart for spell ok

Any way, i decided to make a spell out of it, might add it to tesnetwork, but might not, too many script there really

http://hotfile.com/dl/57193415/c324d82/TigerpawsRealTime.esp.html

Go to spells in game, wait a couple secs and you'll get it, it will be a lesser spell up top, 2 of them,
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Mr. Ray
 
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Post » Mon Mar 14, 2011 10:05 pm

O'Really, i ran that exact script in begin scripteffectstart for spell ok

Any way, i decided to make a spell out of it, might add it to tesnetwork, but might not, too many script there really

http://hotfile.com/dl/57193415/c324d82/TigerpawsRealTime.esp.html

Go to spells in game, wait a couple secs and you'll get it, it will be a lesser spell up top, 2 of them,


ok i got the script to run but nothing happens :(
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MatthewJontully
 
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Post » Mon Mar 14, 2011 8:58 pm

Just Download on that link above, no need, all done

or here http://hotfile.com/dl/57193415/c324d82/TigerpawsRealTime.esp.html
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Valerie Marie
 
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Post » Mon Mar 14, 2011 11:11 pm

Just Download on that link above, no need, all done

or here http://hotfile.com/dl/57193415/c324d82/TigerpawsRealTime.esp.html


ok thanx but i realy wanted to know ur opinion on why my script wont work as ur an expert clearly :) i need expert help on ths
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Adriana Lenzo
 
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Post » Tue Mar 15, 2011 12:05 am

Make sure this script scn aaRealTimeScript is not a object and set for magic effect and use ScriptEffectStart instead of onactivate

Then use quest to activate it at game start like i did, just dl that file and investigate it, it has all the answers, had to re-edit missed the second bit of the script
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Jessie
 
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Post » Tue Mar 15, 2011 3:17 am

Make sure this script scn aaRealTimeScript is not a object and set for magic effect and use ScriptEffectStart instead of onactivate

Then use quest to activate it at game start like i did, just dl that file and investigate it, it has all the answers, had to re-edit missed the second bit of the script


thanx now it works :)

btw i just downloaded ur mod and really like how you give the option to change from real time to game time and visa versa. cool :)
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Kevin Jay
 
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Post » Tue Mar 15, 2011 4:07 am

one question: how did you make it so that you get the spell when you start the game, i had to make a container and placed it in-game to start mine.
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Princess Johnson
 
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Post » Mon Mar 14, 2011 1:33 pm

plz answer i cant figure it :)
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Siobhan Wallis-McRobert
 
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Post » Tue Mar 15, 2011 4:53 am

Create a new quest, set priority to say 60
Name of quest : 0TigerpawsRealTimeQuest
Checkbox ticked : Start game enabled

Script i used
ScriptName 0TigerpawsRealTimeQuestScript

Short DoOnce

Begin Gamemode
If DoOnce == 0
Player.AddSpell 0TigerpawsRealTimeSpell01
Player.AddSpell 0TigerpawsRealTimeSpell02
Set DoOnce to 1
Stopquest 0TigerpawsRealTimeQuest
EndIf
End
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Soph
 
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Post » Tue Mar 15, 2011 3:48 am

Create a new quest, set priority to say 60
Name of quest : 0TigerpawsRealTimeQuest
Checkbox ticked : Start game enabled

Script i used
ScriptName 0TigerpawsRealTimeQuestScript

Short DoOnce

Begin Gamemode
If DoOnce == 0
Player.AddSpell 0TigerpawsRealTimeSpell01
Player.AddSpell 0TigerpawsRealTimeSpell02
Set DoOnce to 1
Stopquest 0TigerpawsRealTimeQuest
EndIf
End


nice! :)
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WTW
 
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Post » Mon Mar 14, 2011 10:15 pm

You all might want to check out Tekuromoto's http://www.tesnexus.com/downloads/file.php?id=24677. It requires OBSE, but allows automatic shifting between timescales depending on both location and activity.
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Jaki Birch
 
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Post » Mon Mar 14, 2011 3:53 pm

Or 'Automatic Timescale' by TheNiceOne, does a good job also.
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Alexandra Louise Taylor
 
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