» Wed Jun 20, 2012 1:37 pm
The first difference is that http://www.creationkit.com/RegisterForSingleUpdateGameTime_-_Form will trigger a call to http://www.creationkit.com/OnUpdateGameTime_-_Form event, whereas http://www.creationkit.com/RegisterForSingleUpdate_-_Form will trigger a call to http://www.creationkit.com/OnUpdate_-_Form.
Aside from that, the only difference is a matter of units. http://www.creationkit.com/RegisterForSingleUpdate_-_Form uses real time - if I put in 60, an update will be triggered in 60 seconds. http://www.creationkit.com/RegisterForSingleUpdateGameTime_-_Form uses game time - if I put in 60, a game time update will be triggered in 60 in-game hours.
So basically http://www.creationkit.com/RegisterForSingleUpdateGameTime_-_Form is useful when you need something to happen after a certain amount of game time specifically. It's also sensitive to timescale, so if I have a non-default timescale then game time updates might happen more or less frequently after the same call to http://www.creationkit.com/RegisterForSingleUpdateGameTime_-_Form.
This extra functionality adds an extra dimension to your scripts, though, and one that's not necessarily wanted. Unless you have something that should specifically rely on game time (for example, setting a quest stage after 3 or 4 days as you mentioned in this thread's opening post) it's better to use http://www.creationkit.com/RegisterForSingleUpdate_-_Form so you have more control over when the update happens, and to help prevent and potential bugs from things like resting and non-standard timescales.
I hope that clears things up a bit for you.
Cipscis