![]() => Locally signing trusted keys in keyring. $ pacman -U -config Appending keys from msys2.gpg. Warning: msys2-keyring-r21.b39fb11-1 is up to date - reinstallingĮrror: failed to prepare transaction (invalid or corrupted database) $ pacman -U .xzĮrror: database 'msys' is not valid (invalid or corrupted database (PGP signature)) Gpg: Good signature from "Alexey Pavlov (Alexpux) " Msys 205.6 KiB 461 KiB/s 00:00 100%Įrror: failed to synchronize all databases Msys 189.8 KiB 450 KiB/s 00:00 100%Įrror: msys: signature from "David Macek " is invalid :: Import PGP key 4A6129F4E4B84AE46ED7F635628F528CF3053E04? Įrror: msys: signature from "David Macek " is unknown trustĮrror: failed to update msys (invalid or corrupted database (PGP signature))Įrror: failed to synchronize all MINGW64 ~ When I do manage to get one of them to work it always changes the weather instantaneously instead of gradually.Mingw32 468.8 KiB 652 KiB/s 00:01 100% I've also played around with FORCE_WEATHER, FORCE_WEATHER_NOW, GET_CURRENT_WEATHER, GET_CURRENT_WEATHER_FULL, PICK_RANDOM_WEATHER and RELEASE_WEATHER. I haven't been able to figure out how SET_SYNC_WEATHER_AND_GAME_TIME works/precisely what it influences. Is the native SET_SYNC_WEATHER_AND_GAME_TIME any help here? All I know about it is that it takes a single parameter, presumably a boolean, but it sounds like it could be relevant. I'm using the "LockDayTime" function to slow down the time rate, which, for some stupid reason, randomly changes the weather each time it's applied - in other words, if I didn't force the weather to be static, it would change every four seconds. the reason the weather stays static is because I'm specifically telling the code to do so. LENGTH OF IN-GAME MINUTE HOW LONG AN IN-GAME DAY LASTS (real time) 0.5 seconds 12 minutes 1 second 24 minutes 2 seconds (default) - 48 minutes 3 seconds 72 minutes (01:12 hrs) 4 seconds 96 minutes (01:36 hrs) 5 seconds 120 minutes (02:00 hrs) 10 seconds 240 minutes (04:00 hrs) Here's a short conversion chart that will show you how long an in-game day will be in realtime hours for various settings: For example, if you want the in-game minute to last nine seconds, replace the 4000 with 9000. Change it to whatever value you'd like. This number defines the amount of time (in milliseconds) it takes for the in-game minute to advance to the next minute. ![]() ![]() Find the following line of code (It's towards the top): Me.Interval = 4000 Next, open this file with your favorite text editor (notepad is sufficient).ģ. To customize the length of the in-game minute, change the "LongerDaysMod.vb" filename to "LongerDaysMod.txt"Ģ. This way, the function will automatically be enabled every time you launch the game.ġ. ini file for the Simple Native Trainer and change the RealTime=0 line to RealTime=1. Once it has loaded, start up Simple Native Trainer (F3), select the "Time" entry, then select the "Real Time Duration" entry and enable it. If you do not have a scripts folder in the GTA IV main directory you probably don't have HazardX's. Place the "LongerDaysMod.vb" file into the "scripts" folder in your GTA IV main directory. Please note that this mod requires the "Real Time Duration" option within sjaak327's Simple Native Trainer to function properly. GTA IV or EFLC ( should work with any version that allows scripts) Time desynchronization bug fixed through the use of sjaak327's "Real Time Duration" function in his Simple Native Trainer The user can customize this length to his/her desire with a simple edit. This mod makes the in-game minute last 4 seconds, which means an entire GTA IV day will last 01:36 real-time hours (instead of the default 48 minutes). By default, each in-game minute lasts 2 real-time seconds. This mod is designed to make the days in GTA IV last longer.
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