set timescale to #

Post » Thu Dec 15, 2011 3:51 pm

I had a Companions quest that was bugged (or poorly designed) and wouldn't initiate since I had already cleared out the dungeon for another quest. My options were either to rez the dead Silver Hands at the end of the dungeon, or to skip back a few steps in the quest progression and the wait 32-ish days for the dungeon in question to reset before proceeding.

I chose to wait. However, instead of doing the wait command x32 (ugh) I did the console command "set timescale to #" where 20 is the default and 1 is realtime. I used 100000 to hurry this stuff up. Everything worked, quests initiated, everyone was happy. Now I've come across some information that "set timescale to #" can bug other time-sensitive quests, although I cannot find any specific examples of where harm was done - just dire, vague warnings not to use it. All my quests seem OK so far.

Does anyone have specific examples of "set timescale to #" causing short- or long-term harm to quests and the game's (rather flexible) timeline?
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Elea Rossi
 
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Post » Thu Dec 15, 2011 7:19 pm

Hello? *tap-tap* Is this thing on?
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Ellie English
 
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Post » Thu Dec 15, 2011 10:00 pm

I had a Companions quest that was bugged (or poorly designed) and wouldn't initiate since I had already cleared out the dungeon for another quest. My options were either to rez the dead Silver Hands at the end of the dungeon, or to skip back a few steps in the quest progression and the wait 32-ish days for the dungeon in question to reset before proceeding.

I chose to wait. However, instead of doing the wait command x32 (ugh) I did the console command "set timescale to #" where 20 is the default and 1 is realtime. I used 100000 to hurry this stuff up. Everything worked, quests initiated, everyone was happy. Now I've come across some information that "set timescale to #" can bug other time-sensitive quests, although I cannot find any specific examples of where harm was done - just dire, vague warnings not to use it. All my quests seem OK so far.

Does anyone have specific examples of "set timescale to #" causing short- or long-term harm to quests and the game's (rather flexible) timeline?


Ugh there were people on a different forum discussing that setting timescale extremely low or extremely high causes problems but I can’t find it. I had it set at 5 for 200 hours with zero issues.
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The Time Car
 
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