FATEDayNight
PartGhost's Grove day and night cycle, standalone: golden dusk and a moonlit night with lit lamps and darkened water, a day length adjustable from three seconds to three hours in FATE Mod Menu, and a time-of-day clock under the town name.
By PartGhost
| Last updated | 2 days ago |
| Total downloads | 7 |
| Total rating | 0 |
| Categories | AI Generated Mods Misc |
| Dependency string | PartGhost-FATEDayNight-0.2.4 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2305README
FATE Day and Night
Grove gets a real day and night cycle. The sun moves, dusk turns the town golden, and at night the sky goes moonlit blue while the lamps and lanterns light the streets.
Day and night cycle by PartGhost, released on its own so it can be installed without the co-op suite.
What it does
- A 20 minute day by default, split roughly into 12 minutes of day, 2 of dusk, 4 of night and 2 of dawn.
- Live lighting, no lightmaps: the Grove's own sun, its three-colour ambient light and the point lights in its lamps, lanterns and torches are blended through PartGhost's keyframe table. Nothing is baked.
- At night the sun and ambient light dim and turn moonlit blue, and the lamps grow up to six times as bright with four times the range, so they throw pools of light on the paths.
- Water follows: the river and fountain darken toward moonlit navy and their foam fades, through a per-renderer material copy — the game's water asset is never modified.
- Only the Grove is affected. Dungeons and other towns keep the game's own lighting.
- A clock in the game's own font, top right above the location and town name, showing the current time of day. It is on by default and can be turned off.
Config
BepInEx/config/local.fatecoop.daynight.cfg
| Section | Key | Default | Meaning |
|---|---|---|---|
| Grove | DayLengthMinutes |
20 |
Minutes for one full day in Grove, 0 to 180. 0 keeps it day. |
| Display | ShowClock |
true |
Show the time of day under the town name. |
With FATE Mod Menu installed, the same settings are in pause menu → Mod Settings → FATE Day and Night:
- Day length (minutes), changed while the game runs. The slider covers the
whole range:
0.05is a three-second day for testing the cycle,20is the default, and180is a three-hour day. Moving it changes the rate, not the current time of day, so the sun does not jump. - Show the time of day, the same switch as the config key.
Install
- Install BepInEx 5 Windows x64 (the FATE BepInExPack uses 5.4.23.5).
- Extract the archive and merge its BepInEx folder beside
FateReawakened.exe. The plugin belongs atBepInEx/plugins/FateCoop.DayNight/FateCoop.DayNight.dll. - Load a character and walk into the Grove.
Notes
- Time is local: there is no host clock, so every player runs their own day.
- It keeps PartGhost's plugin GUID
local.fatecoop.daynightand config path, so your existingDayLengthMinuteskeeps working and do not install it beside the co-op suite, which ships the same plugin — BepInEx would load only one of them. - The co-op build's automated test commands (
test-day) are not part of this release. - If the Grove ever looks unchanged, the log now names the reason:
Grove lighting captured: sun=…,Day and night waiting for Grove lighting, or aphase … sun intensity was …line every ten seconds.
Removal
Uninstall with the game closed and remove only BepInEx/plugins/FateCoop.DayNight and, if you want your settings gone, BepInEx/config/local.fatecoop.daynight.cfg. No game save is touched.
For bug reports and help, make a report on the Fate Reawakened Modding Discord Server https://discord.gg/DZzpBGBrx