Slow day and fast night (updated)
Automatically set different game timescales in day, night and workshop modes to suit your gameplay.
Screenshots 4 screenshots
About this mod Machine translation
Original address:
Automatically set different game timescales in day, night and workshop modes to suit your gameplay.
Install this mod at any time in any game and players will get a never-ending supply of [.SKK Slow Days menu ] side items (crafting replacements at the Chemistry Workbench) to configure:
Enabled [ *On | Off ]
Day time scale [ 1 | *5 | 10 ]
Night time scale [ 10 | 15 |*20 ]
Workshop Schedule [ 0 |*1 | Disabled ]
When enabled, the time will be checked, updating the timescale every 30 minutes and when the player enters/exits workshop building mode.
The default day/night switching times are 06:00 and 20:00, this can only be changed via xEdit (before the mod is loaded) or in-game using console commands.
The default game timescale is 20:1, and since 2017 multiple SKKMods have been setting timescales between 1 and 20 for thousands of users without any reported issues. While some well-respected guides may suggest that running different timescales can break tasks or even AI packages (LOL), there is no actual cited evidence to support this belief.
Quality mods that use realtime timers should index them to the current game timescale value, and of course all SKKMods do this (example below). Otherwise, their in-game update cycle will be affected.
In limited circumstances (for example, Workshop Builder mode) it is possible to set the game timescale to zero, but the game will hang during FastTravel, Wait, or Sleep when the game attempts to calculate the passage of time.
Console configuration
=======================
If another secondary menu item triggers you, just throw it away and use the console (or make an MCM JSON thing):
These values can be statically hacked with xEdit, or as an overlay file before the mod is loaded. Once loaded, only menu or console command changes are effective.
Install
============
Install this mod anytime in any game as it is 100% new content. It has zero dependencies on *anything* and has no load order requirements.
Copy SKKSlowDaysFastNights.esp and SKKSlowDaysFastNights – Main.BA2 to your ...\Fallout 4\Data directory and add to Plugins.txt, or enable it in the Bethesda mod menu, using the mod manager or however you organize it.
As this was released after November 2019, Fallout4.exe 1.10.162.0 (or later) or equivalent workaround is required. BA2 archives have been modified to work with any version.
Even though some people may be lucky, SKK does not support the removal of any CreationEngine mods from an active save game. Those who know know.
Yes, you can ESL tag ESP.
conflict
=========
Anything that sets the timescale dynamically will conflict. This will detect:
(1) SKKDynamicTimescale.esp to disable itself.
(2) WorkshopFramework.esm to disable its Workshop timescale setting.
Known issues
=============
none
Real-time script processing dynamic game time scale set SKK_SDFNTimescaleDay to 5; value 1 to 20
set SKK_SDFNTimescaleNight to 20;value 1 to 20
set SKK_SDFNTimescaleWorkshop to 1;value 0 to 20 or -1 to disable
set SKK_SDFNDayStart to 6;gamehour of daytime start
set SKK_SDFNDayEnd to 20;gamehour of daytime end
call this function to implement value changes:
cqf SKK_SFDNQuest "SKK_SFDNQuestScript.SwitchEnabled" value;0:disabled 1:enabled
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Plot Revealed: Show
Float fRealHoursDelta = fGameHoursDelta * (20 / pTimescale.GetValue())
Float fminRealTimeSeconds = (8 / pTimescale.GetValue()) * (60 * 60)
Float fGameHoursToWait= 0.35 * (pTimescale.GetValue() / 20)
Float fGameHoursUpdateTime = ((fRegularUpdateTime / 3600) * pTimescale.GetValue())
Float fGameHoursToNextNoiseCheck = fTimerStartTime + ((fTimerTime * pTimeScale.GetValue()) / 3600)
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If you've read the comprehensive solution description and article but still need support,
Best to use the SKK Mods Discord channel discord
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Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.