» Tue Dec 06, 2011 2:29 pm
Messing around with the time scale can and will cause issues regarding specific NPC schedules, which in turn can and will increase the odds of crashes and "stuck" schedules (NPCs won't complete their schedules, will stop moving, won't engage in scripted conversations, etc.). I'm not 100% sure of it, of course, but I do presume that the time scale ratio was determined first, and then every single schedules that exists in the game was added and made with that specific time scale in mind. The schedules don't all "adapt" well (some do, some don't) do a modified time scale. In other words, do it at your own risk.
You might be lucky enough to never actually see schedule mishaps happen in front of you if you do change the time scale, but believe me, they do happen. I know that enough for having made a modification myself for Fallout 3, for which I had to change the time scale, which is when I noticed what kind of effects (neutral or negative) it can have in the game's world. And Skyrim uses the same engine, it behaves the same way as Fallout 3 did with schedules. I'll be able to fully confirm this myself when the Creation Kit is finally released.