Would low timescale break timed quests?

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dani26795
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Location: Spain

Would low timescale break timed quests?

Post by dani26795 »

Hello there,
After seeing this nice work on a classic game that always intrigued me but never played, I decided to download it and also add some mods for good meassure, including Tedious Travel which helps me on the following issue.

For me, the map is so huge that I personally like to take distances are 1:1 to scale, so the default timescale of 12 feels too fast for me and makes it look like my character goes too slow on the map(eg, tedious fast travelling to a place thats about 9 ingame kilometers away takes 6 ingame hours), so I was thinking of reducing the timescale to 3 so it fits better with a "walking speed" travelling while I run around (9 km in 1.5 hours sounds more feasible for me).

However, I worry that this could affect negatively in some way to how the timed quests work. Would setting the timescale this low cause me any trouble, or is it completely fine? Thanks in advance to your answers.

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BadLuckBurt
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Re: Would low timescale break timed quests?

Post by BadLuckBurt »

I dont think this would cause any problems. If anything you will have more time to complete timed quests.

I dont know if TT honours your chosen timescale or just goes back to 12 after you finish travelling, you'd have to ask the author
DFU on UESP: https://en.uesp.net/w/index.php?title=T ... fall_Unity
DFU Nexus Mods: https://www.nexusmods.com/daggerfallunity
My github repositories with mostly DFU related stuff: https://github.com/BadLuckBurt

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dani26795
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Joined: Sat Jan 25, 2020 3:51 am
Location: Spain

Re: Would low timescale break timed quests?

Post by dani26795 »

BadLuckBurt wrote: Sat Jan 25, 2020 3:29 pm I dont know if TT honours your chosen timescale or just goes back to 12 after you finish travelling, you'd have to ask the author
I have test that out already. When selecting destination it calculates travel time with the default 12 timescale, but the actual travel sequence respects my timescale choice, so it's all good

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Hazelnut
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Re: Would low timescale break timed quests?

Post by Hazelnut »

IIRC when I corrected the timescale issue with TT I ensured that it restores the original value and not just the fixed default, but it's probably worth checking the code. Pretty sure it's on Github. Let me know if you need help to check. (I'm not the author BTW)
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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