So, what does Temporal Effects do? Well, quite simply, it allows Oblivion to be aware of the real-world time when the user is playing (using OBSE's "GetUserTime" function), and then calculate how long has passed since you last played Oblivion. It is only in Alpha at the minute, but it can successfully calculate upto one year between plays (or, more accurately, 364 days; no Leap Years), and then returns this value as a Global representing the number of minutes. Since there are only 1,440 minutes in a Day, it is possible to use this to calculate how many days since the last Play and react accordingly.
On its own, the Mod doesn't really "do much"-- but it can be used as a Master for other, modular updates:
- Real-time Play (It's 10:00 when you play, it's 10:00 in Tamriel -- Built in, for the test version, will be made optional if relased)
- Real Time Imprisonment (10 Days = 10 Real Days until you are let out)
- Gain Salaries whilst not playing (In progress)
- Fable 2-style Property ownership (i.e., receive X-Septims every Y-Minutes, even when not playing)
- Skill Atropy (Skills deteriate when not playing)
- Automated training regiments (Gain Skills when you're on holiday, for example)
And probably a lot more.
It's mainly just an experimental idea at the moment, and in practice may not be so great, but who knows. I'd be happy to hear any comments/suggestions.