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If theres no mattress or bed nearby: Im pretty sure, not 100% sure, but PRETTY sure, you can spawn in assets with the "Player.placeatme" Command. Try this: "Player.placeatme 00015848 1" Which is the console ID for a simple Mattress. It should spawn one in at ur feet. After ur done simply open the console, click on it, and type "Disable" to delete it.
I have a perk in my mod called 'Longer days' that makes days last longer and nights go by really fast, all automatically.
All my time in the game was with that perk active.
Considering Roy is experienced with this game(both as a player and a developer) way more than any of us here combined, you want to follow his words, rather than anyone else who said "I didn't have any problem".
If you are sane with the timescale you set, there are no issues. You "might" only have a problem with it if you set the timescale way to fast. Setting it slower would actually make the game run better because none of the issue Mr. Batty mentioned would ever occur.
As I said above, slowing the timescale will have no adverse effects at all under those conditions because you are giving more time for those events to occur.
Speeding up the timescale a little bit will not cause much problem with timed events. The events will still occur, you just may have less real time to accomplish them in.
Speeding up the timescale to ridiculous amounts will cause many problems.
So, anybody wanting to make timescale changes just has to understand what they are doing and how it effects the game. A whitewash "it is a bad idea" is a bad answer. It is the same with any change, go crazy with the change and the game will be negatively affected.
I have been making mods for the Bethesda games since 2003 starting with Morrowind. I would say I am an experienced modder.
This answer and yours above bring up an interesting point of view that makes me consider using a shorter timescale. As you said, if many events and actios of NPCs are based on a specific time, they will occur at that moment regardless of whether the time runs fast or not but I understand that a passage of time too slow or too fast would cause problems.
Remember, I said a faster time passing, especially if it is insanely fast, will cause you problems in the game.
For example, a one hour AI package may go past before the NPC is even at the location the AI package is supposed to occur at. And if you have to interact with the NPC at the location only during that AI package being active, you may never be able to interact with the NPC. And if it is quest related, that can cause problems.
NV's default "time scale" is 30 right? I was thinking of halving it. I want to have more time to enjoy daylight without having to use mods.
So, in my mod, I made it a quest script which once activated, is saved with your save game and implemented during the daylight hours. It also speeds up the time during the nighttime hours. All automatically.
If one wants longer timescale, why would they want shorter nights?
That was one of my biggest peeves of farcry 3, they made nights like 2 minutes long and days like 20 minutes. So dumb imo
The game has a sleep/wait option so I don't mind the nights being long. Maybe I shouldn't mind short days as all I need is sleep to start doing day missions again. However most players agree that having longer days is better as long as you have an option to advance the time. If there is a possibility that the altered timescale could cause problems then I would not use a variable timescale of longer days and shorter nights. I prefer the passage of time to have a single constant value.
If you change the passage of time with the command "settimescale" in the game console and save your gameplay, the timescale set will always be active in the save used and in new saves. As long as you don't go back to an old save where the timescale hasn't changed yet.