Timescale

⭐ ⭐ (222 endorsements) 📥 6,293 downloads 📌 v1.3 📅 3/18/2020
⚪ Last updated 2020

By SKNTheLisper · Gameplay

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 3/25/2020 📅 Created: 3/18/2020

🔍 Analysis

  • 👍 3.5% endorsement rate — high engagement, a strong quality signal
  • 🏆 #181 of 218 Gameplay mods in this game by downloads

📋 About This Mod

Changes the timescale of the game to a customizable amount(default presets of 2, 5, 10, 20 exist, game is 15 by default), also make eating\drinking food items(not potions) advance time according to the nutrition value.

Old version is the original 1. 0 of the mod, and exist if you do not want food\alcohol etc to advance time, but just want the timescale to be changed.

About

While KC:D's timescale is far better than the industry standard(15 vs 20 - 30) I still feel it is too fast and I feel myself too pushed to go through and do things, so therefore this mod. I've uploaded 4 versions, however you can easily change it by unpacking and changing the ratio in the script yourself.

Presets(these only sets the timescale, all other values are the same, see configuration for changing values):

x2 is 2 times faster than real life(so 1 hour in game is 30min in real life).

x5 is 5 times faster than real life(So 1h = 12min).

x10 is 10 times faster, I feel this is best balance personally(so 1h = 6min)

x15 - this is the normal timescale, this only makes it so food + moonshine causes time to move as you consume items.

x20 is 20 times faster than real life, and is what Skyrim uses(so 1h = 3min).

In addition to this, food and moonshine(not other potions) change time(and decrease your energy pr minute time advances!) based on how much you've eaten(their nutrition value * 2 by default) by a factor of 0. 06(by default), which is about 3. 5 energy loss pr hour eating!

The mod is also configurable(as of 1. 2), so the values can be changed easily! Want the default timescale\ratio, but dislike how food doesn't make time advance? No problem, just open up the main file, change ratio to 15 and you're good to go!

But what about food that gives energy? Food that gives energy still gives it, but also loses a portion of it from the advanding time. Depending on amount gained it'll reduce the loss of energy, or just simply give a reduced amount. This is not a bug, it simply is both systems working together in harmony(say you eat enough for 1 hour, and the food would give a total of 15 energy. That'd be 15 - 3. 5 = 11. 5 energy gained, aproximatly).

Known Issues:

The mod checks for changes between total nutrition in inventory when you open, then close inventory(Chests \ giving does not count). As I have not been able to find the hores inventory, when you transfer or move food(or moonshine) from the inventory to the horse, the mod thinks you've been eating.  This is impossible to change unless we either get better mod support, or I can find the horse inventory.

What situations count to the loss of nutrition? Any menu that shows the player character's model and is 'NOT' a store. Stores are an already checked for exception.

Also got a report that there might be issues with the monistary, I have been unable to check and confirm this myself(not having made it that far into the game).

New Game:

The timescale only activates on loading, meaning starting of a new-game you'll probably have to save\load(rest an hour for instance, then load the save) once you've awaken at the mill in Rattay, before loading a save it'll retain the default game's timescale(15). Might be the same issue after the woman's lot DLC story, I haven't tested.

Optional Files instructions:

The dogxml is primarily meant for those that feel Mutt's obidience is too slow to increase now(as it is probably tied to ingame time), this requires you to manually unpack and repack it to change the .xml file's values(values in the file are the default game values).

The alcoholxml file as well, contain changed alcohol entries(in food.xml) to reduce their nutrition  to about half. Reasoning being consumption of food and alcohol now increase time, so you generally would consume alcohol more to pass time, than to get nourishment(for that, you'll use food, which advance time less, but increase nourishment more).

To install either of these files(or both); unpack the timescalemod  folder inside the archives into the Mods folder in kingdomCome directory(it's fine to override the mod.manifest file). So it'll look like:

Kingdom Come Deliverance\Mods\timescalemod\

and inside this folder you'll see:

mod.manifest and a Data folder.

Inside the Data folder you should see the .pak file(s). If you install the main file + both optional files, you'll have 3 .pak files. This is intended and correctly installed.

Configuration

With 1. 2  the mod is now configurable(without having to dive very deep into the source files). To configure open up the Scripts.pak file in winrar,  open up Scripts\Startup\Main.lua (yes in winrar! easiest way to do this, you can still unpack and repack if you really want to),  then make the changes you want, save the file and

📊 Mod Details

Game
Kingdomcomedeliverance Mods
Author
SKNTheLisper
Version
1.3
Downloads
6,293
Endorsements
222
Category
Gameplay
Created
3/18/2020
Updated
3/25/2020

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