About Dynamic time scales: does not mods read the time scale used by the game engine? Say I am using a mod that changes the timescale dynamically do I have to set your timescales in the ini too to get it to work properly?
I'm not sure I understand the question - but I'll try to explain.
There are (at least) two ways to fiddle with the timescale in Oblivion. The one that has been generally used in the past, is to simply open the console and type "set timescale to ##". This will immediately change your timescale to the desired number, and be saved with your savegame. There are a number of mods that do this for you, simply by modifying the timescale variable (Frans is one example), but there never has been much reason to use a mod for this.
But lately, several mods that dynamically changes the timescale in scripts have been created. I think it all started after a thread here discussing dynamic timescales, at least that was what inspired me to add this feature. Not long after, kuertee's
Auto-save and time and Tekuromoto's
Time Manager was created, doing the same as my RSE, though none of the three do the dynamic timescale exactly the same, and all of the three have additional features.
All of those three dynamic timescale mods will simply override any static setting of timescale (from console or Frans etc.), since they set the timescale any time they detect possible changes. But since all three do this in scripts, they will compete, and probably be busy changing the timescale back and forth, so you must never use more than one of those three dynamic timescale mods at the same time.
But note that both Tekuromoto's
Time Manager and my
Real Sleep Extended can be used with its dynamic timescale feature turned off - that is, you can use the rest of Time Manager's features while using the dynamic timescale from RSE, or use RSE's sleep component while using Time Manager's dynamic timescale.
So if you want a dynamic timescale in your game, you must just look at the alternatives and decide which one you like best. Here's a short comparision between the three (for ease, I call them AST, TM and RSE)
What they check for (in addition to their default timescale):
Type of outdoor cell: AST, TM
Interior: AST, RSE, TM
Sneaking: AST, RSE
Combat: AST, RSE, TM
Running: RSE
Walking: RSE
Riding: RSE
Swimming: RSE
Not moving: RSE
RSE also has the advantage that it is not hardcoded in which order it checks for timescale to use, but always use the smallest applicable timescale. Ex: AST and TM both assume combat timescale is lower than Interior timescale (at least I think that is the order), so when in combat while inside they will always use the combat timescale and never interior timescale. But RSE will use the lowest of the two - and personally I happen to prefer the interior timescale to be lower than the combat timescale.
In addition, with RSE you can set any of the cases to "0", which means "don't care". For default settings, I have Running, Walking, Riding and Swimming to "0", meaning that while the player does any of this, any other applicable timescale will be used (default if not in combat, standing or inside).
Now, I only know RSE from the inside, so I may be incorrect with some of the above, and the two others may have some other timescale advantage I don't know of, but I believe this comparision is fairly accurate.