Anyone playing with a 1:1 time scale?

Post » Tue May 15, 2012 11:45 pm

Right, so Skyrim uses a 1:20 time scale; for every RL minute, 20 pass ingame. Now, does anyone know if this will break things quest wise down the road?

One of the reasons why I want to change it is so that I can collect more Luna Moths. From what I've observed, they start to appear from 9pm to about 11pm. With a 1:20 timescale, this window of opportunity really goes by quick...
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Tania Bunic
 
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Post » Tue May 15, 2012 8:01 pm

Actually it should be using a 1:30 timescale.

Changing the time scale in Oblivion messed up a couple of quests or so but it didn't really break the game. No idea how it is in Skyrim but hopefully it is similar.
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Ann Church
 
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Post » Tue May 15, 2012 10:22 pm

The game is probably too new for the impact on quests to be known. You could always set it, collect your moths, then set oit back.
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Angus Poole
 
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Post » Wed May 16, 2012 8:10 am

Actually it should be using a 1:30 timescale.

Changing the time scale in Oblivion messed up a couple of quests or so but it didn't really break the game. No idea how it is in Skyrim but hopefully it is similar.

It's 1:20 in Skyrim. You can check it in console w/ "show timescale" cmd.
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Benjamin Holz
 
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Post » Wed May 16, 2012 3:31 am

Changing the time scaling means making the game world less true, because not just the time is scaled, the whole world's scale is scaled. Mountains in the distance are not really that distant, check this out by taking one or two steps to each side when the stars are out, and noting that the mountain peaks move more with respect to the stars than they should.

FAR more.

Think about it, when you go for 5 minutes run, where will you be? Next town? Possibly, now go outside in the real worls and run for 5 minutes, where will you be? Same town. Maybe 10 streets away? Certainly not out into the countryside and halfway to some other town. So the scale is scaled down, and to compensate the time is also scaled down. Otherwise if nothing was scaled, you'd have a game where it took you an hour to walk 3 miles. And where in Skyrim would you be after only 3 miles?

So think of it as gaming compression.
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Kortniie Dumont
 
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Post » Tue May 15, 2012 8:24 pm

It's 1:20 in Skyrim. You can check it in console w/ "show timescale" cmd.

Oh, just checked and you are indeed correct and my statement was false. It was said so often before release it would be 1:30 I just assumed they would go for that.

Changing the time scaling means making the game world less true, because not just the time is scaled, the whole world's scale is scaled. Mountains in the distance are not really that distant, check this out by taking one or two steps to each side when the stars are out, and noting that the mountain peaks move more with respect to the stars than they should.

FAR more.

Think about it, when you go for 5 minutes run, where will you be? Next town? Possibly, now go outside in the real worls and run for 5 minutes, where will you be? Same town. Maybe 10 streets away? Certainly not out into the countryside and halfway to some other town. So the scale is scaled down, and to compensate the time is also scaled down. Otherwise if nothing was scaled, you'd have a game where it took you an hour to walk 3 miles. And where in Skyrim would you be after only 3 miles?

So think of it as gaming compression.

And this is true too. A 1:1 timescale doesn't really work with such compact landscape.
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Kim Bradley
 
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Post » Tue May 15, 2012 6:38 pm

Changing the time scaling means making the game world less true, because not just the time is scaled, the whole world's scale is scaled. Mountains in the distance are not really that distant, check this out by taking one or two steps to each side when the stars are out, and noting that the mountain peaks move more with respect to the stars than they should.

FAR more.

Think about it, when you go for 5 minutes run, where will you be? Next town? Possibly, now go outside in the real worls and run for 5 minutes, where will you be? Same town. Maybe 10 streets away? Certainly not out into the countryside and halfway to some other town. So the scale is scaled down, and to compensate the time is also scaled down. Otherwise if nothing was scaled, you'd have a game where it took you an hour to walk 3 miles. And where in Skyrim would you be after only 3 miles?

So think of it as gaming compression.

That's a game immersion argument/point of view for players. I'm not interested in that as I realize the "small scale" of the game world vs real world. I'm concerned about game/quests bugging if I reduce the scale to 1:1.

I like certain hours of the day for different types of excursions and the 1:20 timescale really shortens them...
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Joanne Crump
 
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Post » Wed May 16, 2012 1:58 am

I tried several different values and found out 1:10 works best for me.

This way each day I can complete one quest, do some other activities and sleep 6-8 hours.
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Trish
 
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Post » Wed May 16, 2012 12:53 am

I play on 1:1 timescale.
The only quets i had issues so far is...
SPOILER
Companion quest when you go with Farkas to some dungeon and get trapped by pulling a lever. Farkas gets surrouned by Silver Hand dudes and...nothing happens. You need to change timescale(i set it 1:30) - after he turns into a werewolf you can change it back to 1:1.

END of SPOILER
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Laura Elizabeth
 
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Post » Wed May 16, 2012 5:06 am

Just press start and wait for 24 hours....
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Maeva
 
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Post » Wed May 16, 2012 8:54 am

I play at 1:10 timescale, no bug to report so far. Have been playing like this for 30 hours I think.
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Rachel Eloise Getoutofmyface
 
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Post » Tue May 15, 2012 6:49 pm

I used 1:1 in Oblivion with no ill effects. The point about compressed travel time is valid. I use wait and sleep to create a "normal" cycle.
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{Richies Mommy}
 
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Post » Wed May 16, 2012 7:46 am

Just press start and wait for 24 hours....

This is exactly the thing that I want to avoid. Oh and start? :blink: PC...
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J.P loves
 
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Post » Wed May 16, 2012 6:56 am

I play on 1:1 timescale.
The only quets i had issues so far is...
SPOILER
Companion quest when you go with Farkas to some dungeon and get trapped by pulling a lever. Farkas gets surrouned by Silver Hand dudes and...nothing happens. You need to change timescale(i set it 1:30) - after he turns into a werewolf you can change it back to 1:1.

END of SPOILER

Thanks! This is the type of info I'm looking for. :tops:
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Gemma Woods Illustration
 
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Post » Tue May 15, 2012 9:33 pm

I used it for TES 4 and now with 5 it got even better because the shadows move smooth with it set to 1:1 while using the sun shadow tweak.

I didn't noticed any bug with it till now, just bugs that are there even without it ;).
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Juanita Hernandez
 
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Post » Tue May 15, 2012 9:10 pm

I play at 1:5 and haven't had any issues. The time scale vs. geographic scale is purely personal preference. If I walk around town for 3 minutes and an hour passes, my immersion is effectively broken. Conversely, if it only takes me a game hour to walk half-way across the map it really doesn't bother me. Every player just has to pick whatever they find least immersion-breaking. Since I role-play heavily and walk everywhere, 1:20 timescale is just way too fast. It makes me feel like I have to rush through everything.

Edit: I did the spoiler part at 1:5 with no issues.
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Meghan Terry
 
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Post » Tue May 15, 2012 11:27 pm

I'm not sure. Haven't found any but haven't really changed the time scale much at all.
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Barbequtie
 
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Post » Wed May 16, 2012 7:58 am

Another thing, do dungeons / npcs respawn using game time or RL time?
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Jah Allen
 
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Post » Tue May 15, 2012 8:08 pm

I play on 1:1 timescale.
The only quets i had issues so far is...
SPOILER
Companion quest when you go with Farkas to some dungeon and get trapped by pulling a lever. Farkas gets surrouned by Silver Hand dudes and...nothing happens. You need to change timescale(i set it 1:30) - after he turns into a werewolf you can change it back to 1:1.

END of SPOILER

Good to know. I'll probably be making a dynamic timescale mod again like I did for New Vegas (you wouldn't believe the number of issues changing your timescale caused in that game - not just quests but CTDs). Really wish the devs would add this as a built in option, it's one of the most common ways people mod their game, it'd be good to see the game fully set up with it in mind.
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Unstoppable Judge
 
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Post » Wed May 16, 2012 5:27 am

Another thing, do dungeons / npcs respawn using game time or RL time?

Game time.

Things like merchant inventories and dungeons all have different amounts of time before they respawn, however. Unlike Oblivion, where everything reset if you hadn't visited in the past three days, it's now a much larger time frame, and can be anywhere from three days to thirty days.

This can cause problems with low timescales, because it means that the game is storing data on every location you have visited in the last month, which can lead to save bloating (which lead to corruption in Oblivion).

Hopefully, the SDK will let us have some sort of control over the respawn rates of different areas, however, so that people who prefer a 1:1 or 1:5 timescale won't have to wait for a month to revisit other locations.
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Lisa Robb
 
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Post » Tue May 15, 2012 5:32 pm

Can you change the timescale on the console versions? I haven't been able to find that setting.
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Jamie Moysey
 
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Post » Tue May 15, 2012 6:22 pm

Can you change the timescale on the console versions? I haven't been able to find that setting.


No, it's only available on PC.
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Emma Pennington
 
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Post » Wed May 16, 2012 6:01 am

No, it's only available on PC.

Kinda' figured. Thanks!
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Claire Vaux
 
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Post » Wed May 16, 2012 6:35 am

Hmm this is a good idea. I always felt time moved just a little bit to fast. In gonna try a 1:15 and see how that is.
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Celestine Stardust
 
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Post » Tue May 15, 2012 9:07 pm

I use 1:5, and it work out nice. Only problem was, as stated above, where the companions quest required an npc cooldown. The vanilla timescale is way to fast for my liking, I do not get why they put it that high... I do not like running around during the night, everything looks so gloomy then...
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Zoe Ratcliffe
 
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