Jump to content

Gamehour variable set to a negative number causing black screen


Recommended Posts

I was going to post a bug report on the tracker but thought I'd post here first as I'm unsure of the conditions which actually cause the issue.

The issue (and fix) is discussed here (specifically post #11 on the 2nd page) but the TL;DR is that it's where the game randomly sets the gamehour variable to a negative number and upon transition to a new cell the view is pitch black but your avatar can still move.

I'm unsure whether it's a bug that exists in vanilla FO4 or whether it's caused by a mod.

Assuming it is a vanilla issue, does anyone know if it's an issue with the engine or whether it can be fixed via the CK?

Link to comment
Share on other sites

Probably not what you want to hear, but the solution is simple - don't mess with the timescale. It's well known that setting it to extremely low values can cause problems and it's not considered a bug when you do something via the console that then breaks the game for you.

Link to comment
Share on other sites

10 minutes ago, Arthmoor said:

Probably not what you want to hear, but the solution is simple - don't mess with the timescale. It's well known that setting it to extremely low values can cause problems and it's not considered a bug when you do something via the console that then breaks the game for you.

Would that include the time scale slider in I-Need I've been using it for a long time and it seems to work ok. It's lowest scale is 8 would you call that extremely low or not. this is in Skyrim SE not Fo4 though but I assume similar rules apply

Link to comment
Share on other sites

Yes, it's never really a good idea to mess with the timescale at all, but if you're going to, don't ever take it below 10 because below 10 the game starts to get really screwy. I'd also not take it above 100 or so unless you're just testing something that requires the passage of time. Too fast and the engine will choke on all the events that triggers.

And yes, this applies to older games as well, all the way back to Oblivion.

Link to comment
Share on other sites

5 hours ago, Arthmoor said:

Yes, it's never really a good idea to mess with the timescale at all, but if you're going to, don't ever take it below 10 because below 10 the game starts to get really screwy. I'd also not take it above 100 or so unless you're just testing something that requires the passage of time. Too fast and the engine will choke on all the events that triggers.

And yes, this applies to older games as well, all the way back to Oblivion.

ok thanks for the info.

Link to comment
Share on other sites

13 hours ago, Arthmoor said:

Probably not what you want to hear, but the solution is simple - don't mess with the timescale. It's well known that setting it to extremely low values can cause problems and it's not considered a bug when you do something via the console that then breaks the game for you.

I didn't touch the timescale or gamehour variables but I'm not ruling out that a mod I'm using didn't.  I couldn't tell from that thread whether the other users who have experienced the issue were also using mods, and I can't find much discussion of this issue elsewhere.  Hence why I asked whether it was a known vanilla issue.

Perhaps I'll have a poke around in xEdit.

Link to comment
Share on other sites

The timescale value will not change unless a mod does it. It's incredibly rare to find one that alters it directly via a plugin file, it would be more expected to come up in a mod's scripting. xEdit cannot help you with finding a script that's changing the timescale.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...