Author Topic: Stop or stall the IG clock ... on purpose  (Read 800 times)

Legacy_FunkySwerve

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Stop or stall the IG clock ... on purpose
« Reply #15 on: January 27, 2011, 12:56:09 am »


               Ok, I'll make one more try to explain this.

Greyfort wrote...

Note: The issue with the delay command still a problem...Yet... since single player mod you can have those scripts fired after you adjust everything calander wise, then its hard coded to check calander which has already ben changed and no issue that is how i got around it.

It's not 'a problem', it's the only problem. Setting time ahead is trivially easy. Fixing durations is the hard part, and there are no hooks to 'have those scripts fired' - the duration of all temporary effects in the mod is affected, no matter what applied them and when. This is the case whether the mod is single player or not (his isn't, note the reference to DMs) - multiplayer/singleplayer has nothing to do with this.

One option would be to scan all creatures in the mod and all their items, using nwnx_structs to check durations of temporary effects and itemprops, and reapply them with the same duration plus the amount you're setting time ahead. Compared to simply adjusting day/night appearance, that's an absurd amount of zots to invest for a difference players are unlikely to even notice.

I admire the spirit in which you're posting - the notion that anything can be accomplished with enough determination and cleverness. Unfortunately, doing so is sometimes just not worth the cost.

Funky