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FONV DLC Time Travel?


Halstrom

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Posted

I have all the FONV DLC's but haven't played them all yet.

 

I remember reports of some issues with time based scripts due to one of the DLC's moving the player backwards or forwards in time by maybe years?

 

Can anyone confirm this with more specific info so I can improve my scripts ability to handle it.

Posted

Operation Anchroage moves you back in time.. I guess. It places you at the battle in the past for Alaska. I don't know if that would cause trouble with the scripts. Hope that helps.

Posted

 

I have all the DLC's but haven't played them all yet.

 

 

DLCs for which game? FNV or FO3?

 

Good point, FNV, fixed that :)

 

Though with TTW being so popular it doesn't hurt to know the FO3 ones as well as the same fixes should work on all  :)

 

I thought it was OldWorldBlues or the Sierra Madre one from memory.

Posted

I know Honest Hearts jumps you forward 30 days, which causes the game to CTD if your timescale is anything other than 30. The other DLCs probably do the same thing in some fashion since they all involve traveling out of the main FNV area, but I've restarted the game so many times Honest Hearts is the only DLC I've actually managed to get around to playing so I'm not sure.

Guest endgameaddiction
Posted

I have my timescale set to 3 and I know it never crashed for Dead Money. For Honest Hearts I don't remember. I only did one play through. The only problem I had with Honest Hearts was never being able to go back to the Mojave after I finished the quest line. Was a disappointment. I didn't create a hard save before going into the DLC world.

Posted

Thats weird, it worked for me.

 

Heres a workaround, type into the console:

 

player.moveto 00103E6B

 

That will teleport you to Doc Mitchel's house, and I don't think ( ;) ) there'll be any problems.

Posted

I have went to HH and OLB with your mods and no problem. It was quite a few versions ago. I used standard default timescale so no scripts seemed to be messed up. For the most part even other mods that work and travel to other places or lands seem to work just fine with your mods. Even Tale of Two Wastelands seemed to work just fine as well. However I haven't messed with any of the DLC's there the last time I was in FO3.

 

@Odessa

Wouldn't there be problems with getting back? The scripts that have already ran might not run correctly if you return.

Posted

Because my timers check the current time against the time the script last ran and Loop til they catch up in 6-30min loops, I was concerned if the clock jumped forward a year there would be a huge lag while it caught up, reverse time travel could be crazier, no idea what would happen then. I've added a couple of limits to the next beta, limiting it to 7 days of updates max. I don't know how long the longest sleep mod is.

Posted

Another kick in the head advances time by 8-24 hours after every KO. Have never had issue with your mod though.

 

The trouble I've had is from hardcore mode / 3rd party needs mods causing death. I actually think that there is no safe way to advance time in NV with hardcore mode enabled (I use restoreAV spells and do it 8 hours at a time)- at least via incrementing the GameDaysPassed variable- changing the month/year shown may be different, is that seperate?. I could be wrong. Is that the var you are checking?

 

 

@ RitualClarity: Its possible, but the vanilla game doesn't actually have many scripts in it that often run and I don't think anything special is going on in Honest Hearts. The HH quest just won't be marked complete. The way DLC locations/quest are implemented they are no different from any other. I wouldn't recommend messing with the game like that unless you've hit a showstopper with no old save available though.  (sorry for off topicing, Halstrom..)

Posted

Another kick in the head advances time by 8-24 hours after every KO. Have never had issue with your mod though.

 

The trouble I've had is from hardcore mode / 3rd party needs mods causing death. I actually think that there is no safe way to advance time in NV with hardcore mode enabled (I use restoreAV spells and do it 8 hours at a time)- at least via incrementing the GameDaysPassed variable- changing the month/year shown may be different, is that seperate?. I could be wrong. Is that the var you are checking?

 

 

@ RitualClarity: Its possible, but the vanilla game doesn't actually have many scripts in it that often run and I don't think anything special is going on in Honest Hearts. The HH quest just won't be marked complete. The way DLC locations/quest are implemented they are no different from any other. I wouldn't recommend messing with the game like that unless you've hit a showstopper with no old save available though.  (sorry for off topicing, Halstrom..)

My scripts watch both GameDaysPassed for the days and GameTime for the hours, no big deal if you advance it a few days, I was just thinking of the lag if some DLC or mod advanced it by a year, it would try and catch up at 6-30minute increments which could take a while. Or if it were reversed, not sure what might happen.

Posted

What I mean is, to advance the game +/- years, is it actually the GameDaysPassed variable that is changed and not something else?

 

According to the GECK wiki, there are these globals:

 

  • GameDay: Returns the in-game day (day of the month).
  • GameDaysPassed: Returns the amount of days passed in game.
  • GameHour: Returns the in-game hour.
  • GameMonth: Returns the in-game month.
  • GameYear: Returns the in-game year
  • Timescale: Number of game minutes that passes in 1 real minute. Default: 30.

I haven't checked, but my suspicion is that changing GameYear does not change GameDaysPassed (but the reverse is true), because that seems fundementally awkward because it affects various other variables. Hence you are safe if that is the var you check.

 

Also, it means the devs can have GameDaysPassed = 0 at start of game, and GameYear = 2277 or 2281 and not January 1, without needing to code offsets, and coding the vars/system isn't convoluted.

Posted

For FO3:

Zeta travel is instant, you're teleported

Operation Anchorage is real-time. It gives the impression of traveling back in time to the Battle of Anchorage, but its just a sim. Gameplay-wise there is no time change.

The Pitt is a trip from the Capital Wasteland to Pittsburgh via pump trolley/handcar. Maybe a couple-three days?

Point Lookout is a trip by paddleboat from the mouth of the Potomac to a coastal town in Virginia I think. Again, 2-3 days game time pass for the trip.

Broken Steel is the biggest time change. After the incident in Project Purity, you're unconscious for 2 weeks and wake up in The Citadel Infirmary. Depending on your setting, I suppose you could wake up a mom (or a dad if you knock up Sarah Lyons).

 

For New Vegas:

Honest Hearts is a month's travel time from Northern Passage to Mt. Zion National Park.

Dead Money takes place somewhere between Mojave Outpost and Los Angeles. Probably 2-3 days.

Old World Blues is instant, teleportation. But you're unconscious for a day or two post surgery. Considering what they do to you in Big MT, I could see the auto-doc performing an abortion due to the likelihood of the fetus not surviving the stress on the mother.

Lonesome Road is a day or two travel time passing through the canyon.

Posted

I haven't checked, but my suspicion is that changing GameYear does not change GameDaysPassed (but the reverse is true), because that seems fundementally awkward because it affects various other variables. Hence you are safe if that is the var you check.

 

Also, it means the devs can have GameDaysPassed = 0 at start of game, and GameYear = 2277 or 2281 and not January 1, without needing to code offsets, and coding the vars/system isn't convoluted.

Probably, and in that case advancing time for appearance's sake looks to be best done by touching GameDay etc than GameDaysPassed, which is more likely to be tracked by a variety of mods like needs mods, Lust, preg etc.

Posted

For FO3:

Zeta travel is instant, you're teleported

Operation Anchorage is real-time. It gives the impression of traveling back in time to the Battle of Anchorage, but its just a sim. Gameplay-wise there is no time change.

The Pitt is a trip from the Capital Wasteland to Pittsburgh via pump trolley/handcar. Maybe a couple-three days?

Point Lookout is a trip by paddleboat from the mouth of the Potomac to a coastal town in Virginia I think. Again, 2-3 days game time pass for the trip.

Broken Steel is the biggest time change. After the incident in Project Purity, you're unconscious for 2 weeks and wake up in The Citadel Infirmary. Depending on your setting, I suppose you could wake up a mom (or a dad if you knock up Sarah Lyons).

 

For New Vegas:

Honest Hearts is a month's travel time from Northern Passage to Mt. Zion National Park.

Dead Money takes place somewhere between Mojave Outpost and Los Angeles. Probably 2-3 days.

Old World Blues is instant, teleportation. But you're unconscious for a day or two post surgery. Considering what they do to you in Big MT, I could see the auto-doc performing an abortion due to the likelihood of the fetus not surviving the stress on the mother.

Lonesome Road is a day or two travel time passing through the canyon.

Cool, that's the sort of info I needed, at least I now know none of it goes backwards and a month of catchup at worst isn't going to be too bad, no one has reported it as a serious issue anyway, I'll probably limit it to a week catchup and see how that goes :)

  • 3 weeks later...
Posted

I'm trying to start the Old World Blues but when I arrive there my H2O/FOOD/SLEEP levels suddenly rise like crazy. I eat, drink water, drink coffee to reduce them but as soon as they drop to zero they start rising again and they rise very fast. I'm not sure if this has anything to do with my timescale being 5.  :s

 

(Had no issue with the same timescale in Honest Hearts).

Posted

Nope. I've been using this mod since I started playing FNV and my timescale is set to 5. Finished about 80% of the main quest and then started playing DLCs. I first finished Honest Hearts with the same settings and now trying the Old World Blues. Had to revert the timescale back to 30 (which is I presume the default value) before getting teleported into the Big MT, since I keep dying within a few seconds. Seems like the need levels rise like +200 at every seconds. I'm playing in the hardcore mode BTW.

Posted

My timescale is always 5 in hardcore mode and I never had issues like that playing all the DLCs. I just finished again OWB few weeks ago but... yes I didn't notice that thing :-O But I usually play with PN core and rebalance, maybe it already makes some adjustments with that issue.

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