Pillars of Eternity II: Deadfire

Pillars of Eternity II: Deadfire

174 ratings
Slower Days and Longer Nights
   
Award
Favorite
Favorited
Unfavorite
Mod
File Size
Posted
Updated
68.645 KB
15 Sep, 2018 @ 4:23am
19 Jun, 2019 @ 8:00am
5 Change Notes ( view )

Subscribe to download
Slower Days and Longer Nights

Description
This mod is updated for game version 5.0+ and the latest DLC “The Forgotten Sanctum”!

What does this mod do?
This mod makes the day and night last twice as long. I felt that the day and night went by too fast so I doubled the time it takes for a day to pass. The mod shouldn't affect anything other than slowing down the pace of the day/night cycle.

Character and combat speed will work just like before.

The mod shouldn't cause any issues in game but use at your own peril. I don't know if there are some scripts that are dependent on the day/night cycle but I haven't run into any issues in my game.

Installation:
  • Look for (or create) an override folder in your PillarsOfEternityII_Data directory. The folder structure should look like this:
    Pillars of Eternity II └─ PillarsOfEternityII_Data  └─ override
  • Hit the "Subscribe" button.



  • All done, you can now safely launch the game.

FAQ:
Do I need to start a new game for this mod to work?
No, once installed this mod will start working immediately.

Will this mod cause conflicts with mod x, y and z?
This mod changes the WorldTimeSettingsGameData entry in global.gamedatabundle. Any mod that changes the WorldTimeSettingsGameData entry will conflict with this mod.

Ok, but what exactly does this mod change?
This mod only changes the following line of code in the WorldTimeSettingsGameData entry:

ORIGINAL:
"GameToRealTimeRatio":24

MODDED:
"GameToRealTimeRatio":12

Legal:
The Slower Days and Nights mod isn't endorsed by Obsidian Entertainment, Inc. and doesn't reflect the views or opinions of Obsidian Entertainment, Inc. or anyone officially involved with making Pillars of Eternity. Pillars of Eternity and Obsidian Entertainment and all related logos are trademarks or registered trademarks of Obsidian Entertainment, Inc. Pillars of Eternity © 2015 Obsidian Entertainment, Inc.
9 Comments
Spherikal  [author] 29 Oct, 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 28 Oct, 2021 @ 6:32pm 
@h0ax @Spherikal Has this been put to rest or is it a known issue?
At Least Three Udon 25 Jul, 2020 @ 6:19am 
Do you know what this mod affects too? Eothas challenge, which make it bearable no need to change that.
Spherikal  [author] 19 Jun, 2019 @ 7:54am 
@Smurph : Pretty sure that's illegal.
Last of the Romans 17 Jun, 2019 @ 3:04pm 
@Smurph How could you request such a radical change?
Pagan 17 Jun, 2019 @ 9:34am 
Can you make a version with longer days and slower nights?
Harag 31 Mar, 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] 15 Dec, 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 14 Dec, 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.