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Mod to improve wait menu

General mod discussion and requests.
mementoauderesemper
Posts: 41
Joined: Sat Sep 07, 2019 10:12 pm

Re: Mod to improve wait menu

Post by mementoauderesemper » Tue Sep 17, 2019 4:26 pm

jlf65 wrote:
Tue Sep 17, 2019 3:02 pm
You want Stewie's Tweaks for NV if you want faster waiting... among other things. It gives a bunch of different improvements to more internal stuff in the game. Things like indicating if enemies are above or below you, if an interior has been explored or if it's respawned, running while over-encumbered uses AP, jumping uses AP, etc. It's all configurable, so you can just use only those features you want.
Damn, I even have this, must have skypped that option. Many thanks, you saved me an esp slot :D

OT question: I read here and there that lowering timescale too much can break the game. But to what degree is it save to set it at?

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jlf65
Posts: 1535
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Re: Mod to improve wait menu

Post by jlf65 » Tue Sep 17, 2019 7:28 pm

I run the TimeScale at 10 and haven't (yet) seen a problem. Changing the time scale can have subtle effects that can be tough to see. Example, my tuneable/shootable radio mod, Radio Gaga, has a timeout for how long you're away from a radio before resetting the radio when you come back to the cell where the radio is. The script code that handles the timeout explicitly uses the time scale to correctly handle the timeout regardless of what the user sets it to. I ran into that when I was originally testing radio gaga since I run at a timescale of 10. Other mods may take longer or shorter for something to happen than expected if the timescale is changed and the mod doesn't handle it. So far, I haven't noticed anything, but if you change the timescale, you're on your own debugging issues.

mementoauderesemper
Posts: 41
Joined: Sat Sep 07, 2019 10:12 pm

Re: Mod to improve wait menu

Post by mementoauderesemper » Tue Sep 17, 2019 7:57 pm

I see... you got me worried now. Its my first playthrough, better keep this quiet.

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

Re: Mod to improve wait menu

Post by Risewild » Wed Sep 18, 2019 3:33 am

The game's internal functions are tied to timescale.

I will quote Roy:
RoyBatty wrote:
Sun Mar 10, 2019 11:10 pm
No it can't be changed without the game breaking in some way at some point. It ranges from Actors doing stuff at the wrong time of day, to quests not progressing, to CTDs.
I remember that changing timescale could/would break some quests but I can't remember which, so after a quick search, I found this post also by Roy:
RoyBatty wrote:
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.
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RoyBatty
Gary
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Re: Mod to improve wait menu

Post by RoyBatty » Wed Sep 18, 2019 3:56 am

Stewies tweaks has an option to make waiting faster.
Image

mementoauderesemper
Posts: 41
Joined: Sat Sep 07, 2019 10:12 pm

Re: Mod to improve wait menu

Post by mementoauderesemper » Wed Sep 18, 2019 7:26 am

Risewild wrote:
Wed Sep 18, 2019 3:33 am
The game's internal functions are tied to timescale.

I will quote Roy:
RoyBatty wrote:
Sun Mar 10, 2019 11:10 pm
No it can't be changed without the game breaking in some way at some point. It ranges from Actors doing stuff at the wrong time of day, to quests not progressing, to CTDs.
I remember that changing timescale could/would break some quests but I can't remember which, so after a quick search, I found this post also by Roy:
RoyBatty wrote:
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.
I see. Coming from SKyrim modding didnt thought it could be this distructive. Thanks for the information, I wont touch it.

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