The forum has been set to read-only mode. For community discussion and questions, head over to our Discord: https://discord.taleoftwowastelands.com

Timescale adjustments on FNV

General discussion of Tale of Two Wastelands
User avatar
RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

It breaks multiple quests in

Post by RoyBatty » 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.


It caused broken quests for me in Fallout 3 too in several playthroughs so I stopped using it. An exact example would be Head of State, after leaving the Temple of the Union the slaves would never reach The Mall.


Image

Arkngt
Posts: 382
Joined: Fri Jun 26, 2015 7:52 pm

OK about NV, I've almost

Post by Arkngt » Thu Jul 02, 2015 2:32 pm

OK about NV, I've almost never played it. But I must have done Head of State 10 times with timescale 8 w/o issues. But, nevermind, if it messes with the NV engine I'll not temper with it.


»You're no match for science!« Doctor Mobius

Gribbleshnibit8
Posts: 481
Joined: Sun Nov 04, 2012 2:06 am

There was a mod for FNV that

Post by Gribbleshnibit8 » Thu Jul 02, 2015 3:29 pm

There was a mod for FNV that had a solution to this. Whenever certain stages of certain quests were active, it would automatically set the timescale back to 30 until those parts were done. The problem with this solution is it requires knowing exactly what stages of what quests to work on, which for FNV alone is a pretty big task, and adding in FO3 makes it even more work.



User avatar
RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Maybe it's a combination of

Post by RoyBatty » Thu Jul 02, 2015 4:11 pm

Maybe it's a combination of sutter remover and time scale changes that cause the problem. Internal game clocks becoming out of sync... who knows.


Image

DoctorEvil
Posts: 12
Joined: Thu Jul 02, 2015 6:44 am

So basically another solution

Post by DoctorEvil » Thu Jul 02, 2015 5:16 pm

So basically another solution would be to just switch the timescale back to 30 for the duration of those missions? I'd prefer that to having to deal with a 30 timescale the whole game



Dood
Posts: 87
Joined: Sat Jun 13, 2015 6:10 am

DoctorEvil wrote:So basically

Post by Dood » Fri Jul 03, 2015 1:38 am

[quote=DoctorEvil]

So basically another solution would be to just switch the timescale back to 30 for the duration of those missions? I'd prefer that to having to deal with a 30 timescale the whole game

[/quote]

That plus remember autosaves and manual saves in case anything goes wrong.

Lucent ENB for TTW




User avatar
rickerhk
Posts: 123
Joined: Mon Sep 17, 2012 1:50 pm

In Project Brazil we set a

Post by rickerhk » Fri Jul 03, 2015 1:56 am


In Project Brazil we set a timescale of eight. All our quests have been developed and tested with that setting. However, I don't use Stutter remover or NVAC when working on the quests in the mod. I have a feeling that NVSR does indeed mess with NPC AI at times. There was a time in FO3 where it would cause random NPC deaths - now it's more random and subtle. PCB mods mess with AI even more - especially background processing. Anyway there isn't any script or quest in Project Brazil that depends on background NPC AI package processing - because I believe it's pretty much busted - or if not busted then the lower timescale busted it :)


When playing TTW, FNV or just FO3 I leave the timescale at 30 because I prefer that setting anyway.


 


Raygereio
Posts: 5
Joined: Sat May 09, 2015 10:28 am

RoyBatty wrote:It broke

Post by Raygereio » Sat Jul 04, 2015 7:17 pm

[quote=RoyBatty]It broke things for me, I used to try and play with timescale 12. It screwed up quests with timer stuff like Contreres and the girl that goes to the Boomers.[/quote]

In what way did things break for you? And do you know for certain it was caused by you messing with the timescale?

I ask because I've been reading doomsday stories about how messing with the timescale will screw up your game and possible blow up your computer since the early days of Oblivion modding. However I played New Vegas several times with mod I made myself that changed the timescale to 20 normally, 10 when in town areas and 3 when indoors or in combat. And I noticed no bugs caused by it.



User avatar
Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

RoyBatty wrote:

Post by Risewild » Sat Jul 04, 2015 11:34 pm

[quote=RoyBatty]


 


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.


It caused broken quests for me in Fallout 3 too in several playthroughs so I stopped using it. An exact example would be Head of State, after leaving the Temple of the Union the slaves would never reach The Mall.


[/quote]


Signature:

User avatar
RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

With Contreres he would be

Post by RoyBatty » Sun Jul 05, 2015 2:53 am

With Contreres he would be stuck in "I'm not ready yet, come back tomorrow" and I could never complete the quest.


With what's her head, she disappeared into limbo and died.


This was repeatable when loading an old save. If I went back before starting that stage of the quest, and set timescale to 30, they would function normally. At that point I stopped changing the time scale. :P


Image

Post Reply