So the mod works if you indeed start a new game but the command set timescale to X (10 for me) doesn't work with the console command they maybe made a different command line for this thing. If I can find it or if anyone else can tell me about it that'll be awesome!
I added "AdjustedTimescale_10.esp" to data and "Plugins.txt". Also ran console command "obc set timescale to 10" and checked after loading save with console command "GetGlobalValue timescale" that timescale is indeed 10. Time has moved at 1/3 of original speed for quite a few days already and I haven't seen anything weird or buggy about it 👍🏻.
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
I am using the 10 version and it seems not to be working correctly with vendors in Shivering Isles. They are supposed to open at 8am to 6pm but instead one opens at 8:30 another at around 10 am and another one at 9am. Both Amber/Madness smiths work correctly.
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obc set timescale to 10 worked like a charm, this was driving me crazy!
And yes, I have updated Plugin.txt after the patch.
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.