Hi might be a stupid question but does this affect only the displayed and sunrise / sunset etc time? Or does it also affect regenerating magicka and health and stuff.
The GamePass version doesn't have a "DataOpen" folder, but a "Data" folder, which contains the plugins.txt and all the other files. The mod doesn't seem to work if I use the Data folder. The game launches normally, but nothing changes. Any suggestions?
Just wanted to let you know that, for whatever reason, the mod seems to be working fine for me with the Gamepass version. It is in the data folder where other .esp mods go. Did you also list it in your plugins.txt?
Thanks for the info. No luck so far. I added the file (AdjustedTimescale_10.esp) to the Data folder and added "AdjustedTimescale_10.esp" to the end of the "Plugins.txt" file. I thought I might have to execute "set timescale to 10" once. But it didn't help either.
Yeah the mod only does anything on starting a new game. Otherwise, you only need to use the console command once - unless you load up a save from before you used the console command. Saves made after using the console command will retain the chosen timescale.
Obviously, if you use a console command and still want achievements to work you'd need a mod to reenable them.
Sorry, I just want to understand why it is not enough to insert "set timescale to x" (in a new game or existing save file) via console command but the presence of the mod is also necessary, thanks.
This is more of a request. Could you make one for timescale 1. now it seems my console command for timescale seems to be broken. my first game I set it to 1 but now it seems my console command for timescale seems to be broken. had no problem with the quests that used to be timed in Old Oblivion
I will try the 10 timescale. I remember in Skyrim I used timescale to 10 and it ruined the Civil War quest because Legate Rikke wouldn't give me the dialogue to advance in quest. But other than that it was fine.
Hey, could anyone please explain why Adjusted Timescale - 10 is recommended?
Thinking on using Adjusted Timescale - 15 as it would make 24 in-game hours equal 96 real-world minutes, 48 minutes of day/night time. Adjusted Timescale - 10 would make 24 in-game hours equal 144 real-would minutes. That's a whole hour and 12 minutes (72 minutes) worth of a day/night cycle.
Erm, seems a tad bit too long to me. ¯\_(ツ)_/¯ Lol But, since it's recommended, I might just get it. I'm just wondering why it is.
I also would recommend 10 as the 'correctest' scale after doing a RIDICULOUSLY deep dive on Bethesda World Scaling with a focus on the same kind of "Selective Compression" that you find in American Truck Simulator, Euro Truck Simulator 2, and even "Prototype" scale model railroads.
The community has found over the years that the outdoor worlds of Morrowind, Oblivion, and Skyrim are all at the same scale, and if you put them all in their proper places, they mesh up quite nicely - a side effect of using the same scale for a 'cell' the whole time.
Since a cell has a specified size in Bethesda-Units (the scale used for all the 3D models, including characters), and we can count Cells from left to right and top to bottom on a map, we know how large the game map is in real world units like meters or feet (and can convert to km and miles).
...BUT...
Bethesda has also published maps that have a real world (100km) scale in the corner. If we measure that scale in the image (46 pixels) we can then also measure the distance (say...460 px for easy 'head math') ...between two features east/west of each other and divide by 46 pixels (10.0) and get the distance between the two cities in 'actual' km (e.g. 10 x 100 = 1000 km / 621 miles.
...Finally...
We can divide the 'actual' km by the 'game unit' distance and see how 'compressed' the world is, just like American Truck Simulator...
And after all that nerdy stuff?
The answer is 9.92x. The 'game scale' is just about 1/10th the size of the world as calculated from the published maps.
So if you set the clock speed to 10x (1 minute = 10 minutes), then the distance and time compression are within 1% of each other.
Real world example: San Francisco to Los Angeles is 383 miles and takes around 6.9 hours to drive. If you leave at noon, you'll arrive around 7pm Nobody wants to drive that distance in a simulator like ATS at 1:1 scale. Ugh.
Solution: Compress the world 10x. Also Compress the clock 10x The distance from San Francisco is now 383 "real" miles, and 38.3 "game" miles. If you leave at noon, you STILL arrive at 7pm(on the game clock) - but it only took you 42 minutes playing to do that.
Skyrim and Oblivion work the same way. The "SF to LA" world (or Skingrad to Bruma) is 9.92x smaller (for gameplay/boredom reasons) and setting the clock to 10x brings the scale of the clock back into alignment with the "selectively compressed" scale of the world.
How would you factor in the player speed? I'm playing in 1:20 timescale and It feels better than the default 30 but still is a little fast, but I feel that if I lower it even more, the time that passes when traveling between 2 cities would be unreal
Does this basically break every single 'time specific' quest like it did in the original? I remember the modded timecycle drift getting so bad in the original that NPC's wouldn't show up at the right time, if at all, stores opened hours later than they should, etc.
I was wondering kind of same, i don't know how it works with this game, but in some games it might mess up some npc schedules. Anyone noticed anything like that?
It can and will if you go to an extreme value, but most values wont cause any major issues except awkward silences in certain scenarios where NPCs should be addressing one another (like when Martin addresses the Blades).
But if you use values like 5 or lower it can and will break NPC routines, well... routinely.
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Thanks
You only need the mod if you want to start a new game and have a certain timescale applied without using a console command.
Obviously, if you use a console command and still want achievements to work you'd need a mod to reenable them.
Thinking on using Adjusted Timescale - 15 as it would make 24 in-game hours equal 96 real-world minutes, 48 minutes of day/night time.
Adjusted Timescale - 10 would make 24 in-game hours equal 144 real-would minutes.
That's a whole hour and 12 minutes (72 minutes) worth of a day/night cycle.
Erm, seems a tad bit too long to me. ¯\_(ツ)_/¯
Lol But, since it's recommended, I might just get it. I'm just wondering why it is.
The community has found over the years that the outdoor worlds of Morrowind, Oblivion, and Skyrim are all at the same scale, and if you put them all in their proper places, they mesh up quite nicely - a side effect of using the same scale for a 'cell' the whole time.
Since a cell has a specified size in Bethesda-Units (the scale used for all the 3D models, including characters), and we can count Cells from left to right and top to bottom on a map, we know how large the game map is in real world units like meters or feet (and can convert to km and miles).
...BUT...
Bethesda has also published maps that have a real world (100km) scale in the corner. If we measure that scale in the image (46 pixels) we can then also measure the distance (say...460 px for easy 'head math') ...between two features east/west of each other and divide by 46 pixels (10.0) and get the distance between the two cities in 'actual' km (e.g. 10 x 100 = 1000 km / 621 miles.
...Finally...
We can divide the 'actual' km by the 'game unit' distance and see how 'compressed' the world is, just like American Truck Simulator...
And after all that nerdy stuff?
The answer is 9.92x. The 'game scale' is just about 1/10th the size of the world as calculated from the published maps.
So if you set the clock speed to 10x (1 minute = 10 minutes), then the distance and time compression are within 1% of each other.
Real world example:
San Francisco to Los Angeles is 383 miles and takes around 6.9 hours to drive. If you leave at noon, you'll arrive around 7pm
Nobody wants to drive that distance in a simulator like ATS at 1:1 scale. Ugh.
Solution: Compress the world 10x. Also Compress the clock 10x
The distance from San Francisco is now 383 "real" miles, and 38.3 "game" miles.
If you leave at noon, you STILL arrive at 7pm (on the game clock) - but it only took you 42 minutes playing to do that.
Skyrim and Oblivion work the same way. The "SF to LA" world (or Skingrad to Bruma) is 9.92x smaller (for gameplay/boredom reasons) and setting the clock to 10x brings the scale of the clock back into alignment with the "selectively compressed" scale of the world.
But if you use values like 5 or lower it can and will break NPC routines, well... routinely.
thanks!
Thanks!