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skyrim dynamic timescale

Page 2 of 2 - Skyrim timescale - what is safe? I use Dynamic TimeScale, so basically the timescale changes depending on whether you are indoors, in a city, or outdoors. Coincidentally, I just download a mod called Dynamic Timescale which also alters global timescale values. This mod monitors the timescale based on what the player is doing and where they are. Currently it will change the timescale if the player is in combat and if they are in/outside. Most events are measured based on the elapsed game time (or in-game time), but others are measured based on real time (the passage of time in the real world). if your walking outside it speeds time up whereas if your dungeon crawling it slows it down. Now exactly which one of the settings in Dynamic Timescale messes with AFT, I dont know just yet. I don't like going into a cave in the afternoon and coming out in the middle of the night, it's a bit silly. - posted in General Skyrim Support: I use Dynamic Timescale to set outdoor areas to 8, city areas to 3, and indoor areas to 2. As I understand it by default time in Skyrim passes at 20x Real Time. - posted in Skyrim Technical Support: I just got this warning myself. The default values are 5 while in combat, 6 while inside, and 12 by default. So, 1 minute of play represents 20 minutes of Skyrim time, and a day lasts 1 hour 12 mnutes of player activity. Game time passes faster than real time by a factor of … 6 is my favorite timescale, and also has been shown to be the lowest "safe" setting for changing the timescale to. Page 2 of 2 - What's and AFT & Why is it warning me? But with a little tinkering, these two mods might play well … These values can be changed in … Last edited by EbonHawk ; Dec 24, 2014 @ 8:27pm #7 So I started using the dynamic timescale to make towns and dungeons timescale 6 and the World timescale 12, essentially abstracting time and distance in the world while keeping interior and town gameplay at a more realistic speed. I would set those values lower but Im a bit paranoid from everything Ive previously read. This creates the illusion of a larger world as journeying from one hold to another might take 2-4 nights instead of 1. Time in Oblivion is measured in several different ways. I havent had any problems in about 8 months of playing. Another poster chimed in and mentioned Dynamic timescale which changes the time scale depending on the situation e.g. A related timescale is the time required to radiate the current gravitational binding energy of the sun at its current luminosity; this is the Kelvin-Helmholtz time: tKH ≈ GM2 ⊙/R L⊙ ≈ 3×107 yr. (8) This is the timescale on which the sun would contract if its nuclear energy sources were turned off.

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