Pillars of Eternity II: Deadfire

Pillars of Eternity II: Deadfire

Slower Days and Longer Nights
9 Comments
Spherikal  [author] Oct 29, 2021 @ 4:45pm 
@Axem Black: If you're also experiencing the issue then I'd say it's a known one and not much I can do about (since I no longer play PoE2, and to solve it I'd probably have to mess with the game scripting through the assembly files — which I'm not very good at).

If you or anyone else finds a solution please let me know and I'll try to incorporate it in the mod!
Axem Black Oct 28, 2021 @ 6:32pm 
@h0ax @Spherikal Has this been put to rest or is it a known issue?
At Least Three Udon Jul 25, 2020 @ 6:19am 
Do you know what this mod affects too? Eothas challenge, which make it bearable no need to change that.
Spherikal  [author] Jun 19, 2019 @ 7:54am 
@Smurph : Pretty sure that's illegal.
Last of the Romans Jun 17, 2019 @ 3:04pm 
@Smurph How could you request such a radical change?
Pagan Jun 17, 2019 @ 9:34am 
Can you make a version with longer days and slower nights?
Harag Mar 31, 2019 @ 6:42am 
Many thanks for this mod, I felt it was too long too, I've even edited your setting and reduced it further to 6 :)
Spherikal  [author] Dec 15, 2018 @ 3:47pm 
@h0ax That's would be really odd (having two or more clocks working at the same time) but wouldn't surprise me if true. Unfortunately I'm not able to duplicate the behavior. I tried testing this outside of the Valian Trading Company but it seems to open and close at the correct times.

If you (or anyone else) is able to test this further it'd be great, cause currently I'm not quite sure how to find or solve this issue :(
h0ax Dec 14, 2018 @ 8:44pm 
One interesting side-effect I've noticed with this mod is that some events, like NPCs coming out at night or going home, seem to be firing on the original time ratio, not the modded one. I noticed this when I went to take care of some Principi harrassing the shipwright in Neketaka just at the turn of dusk, just in time to see a trio of gamblers wander into their positions as if it were just turning dawn. I've noticed that Resting doesn't seem to account for the proper time changes, either: I'll Rest for however long I'm supposed to, but only four or so hours seems to pass. I wonder if the game has two internal clocks, one for environment and one for actual time passage.

I haven't been paying attention to the timing on Daily Wages, or I'd say for certain whether they're effected by the mod, but it's entirely possible.