closing time

by SomethingObscure·v1.0·Updated 2020-03-31

Your favorite hotel is Dawn, where everyone stays all night. Now they are all trying to leave at once. Not good anymore.

Screenshots 1 screenshots

About this mod Machine translation

Your favorite hotel is Dawn, where everyone stays all night. Now they are all trying to leave at once. Not good anymore.

You have just spent a peaceful night at the inn. You wake up to find that everyone who has been partying at the bar all night is now stampeding toward the exit, causing a traffic jam that will take ten minutes to clear. It doesn’t have to be this way.

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This mod runs in the background. Whenever you sleep, it takes inventory of all the NPCs around you so that when you wake up, they are where they actually were at that time. Your mornings might actually be peaceful now. This goes for sleeping anywhere, anytime.

Spoilers: Show

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SKSE is required. This archive contains an ESP-FE plug-in and BSA archive. The plugin only contains new records and some simple scripts.

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This should work for all hotels, all beds, all sleeping styles, and all NPCs.

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What if the NPC is lost forever?

They won't. Even if I teleport them to the holding unit and leave them there, their AI package will take over and eventually they will move back to where they want to be. The only time you're stuck is if they don't have an AI package at all, and if that's the case, then they're not finished NPCs. However, the script checks to see if they are still there and moves them to the default location so that it is safe for everyone.

Does this also affect waiting?

No. As far as I know, there is no way to make an event wait.

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Fixed Creation Kit, SSEEdit, SKSE, etc. and am confident that this should work even if my first four attempts were disasters.

I originally had the idea for this mod sometime in 2018. After making Tidy Up, many people pointed out that Clean Up works on the entire unit at once. I didn't want Tidy Up to work like that, but after studying how Clean Up uses SKSE to scan a cell for references of specific types and then run a function on each type, I realized I should try to use my new knowledge to fulfill my old wish. So, thank you IronDusk33!

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You've just had a restful night at the inn.  You wake up and discover that everyone's been partying at the bar all night, and are now all stampeding towards the exit door, causing a traffic jam that takes ten minutes to clear up.  It doesn't have to be this way.



This mod runs invisibly in the background. Whenever you sleep, it takes stock of all of the NPCs around you, so that when you wake up, they're all be where they'd actually be at that hour.  Your mornings may now actually be peaceful.  This will always be true any time you sleep, in any location.

Spoiler:

Show



SKSE is required. The archive contains a single ESP-FE plugin and BSA archive. The plugin contains only new records and a few simple scripts.



This should work with all Inns, all beds, all ways you can sleep, and with all NPCs.



What if the NPC is lost forever?

They won't be. Even if I teleported them to the holding cell and left them there, their AI package would still take over and eventually they'd move back to where they want to be.  The only case where they'd be stuck is if they have no AI Package at all, and if that's true they're not a finished NPC.  However, the script checks to see if they're still in there, and moves them to their default location, so everyone's safe.

Will this affect waiting too?

No. As far as I can see, there's no way to get an event from waiting.



Creation Kit Fixes, SSEEdit, SKSE, and being convinced that this should work even though my first four attempts were disasters.

I originally had the idea for this mod some time in 2018.  After making Tidy Up, many pointed out that Clean Up worked on the entire cell at once. I didn't want to make Tidy Up work that way, but after looking at how Clean Up used SKSE to scan the cell for references of a specific type and then run a function on each, I realized that I should try to use that new knowledge to achieve my …

Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. 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.
  3. Place the files exactly as the readme says; mods with listed dependencies need those installed too.
  4. 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.

File & checksum

Filename
关闭时间
File size
7.8 KiB
SHA-256
c14ffe6e6a18e6789b20c56ceb3d5d35d79d44cae25368d7fa6c881a14088a9e
Stored at
2026-10-09 18:37