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"Default value is 20. Setting the value to 1 will make time advance at the same rate as the real world. Values down to 0 are possible, where less than 1 represents game time at a fraction of real time and 0 freezing the time of day completely.
Note: NPCs are unable to cross cell boundaries when timescale is less than 1. Fast traveling while timescale = 0 may also prevent your game from loading properly."
"Settings lower then 6 cause issues as far as I know, .... I recommend for safety not going below 6 or 7"
http://steamcommunity.com/app/72850/discussions/0/385429125014934706/#c385429125014991106
"Be aware, you cant set the timescale lower then 6 without things being buggy in game so I strongly recommend sticking to 10 at the lowest as it is exactly half of the default which makes it a stable multiplier."
http://steamcommunity.com/app/72850/discussions/0/535150948600160158/#c535150948600229941
0 might or might not be bugged, since theorically it would stop time from progressing, haven't tried though. Just a note, if a NPC requires a specific time to act, then just advance time by waiting "T" done, fixed.
I like the speed between 4 - 6.
I haven't actually lowered the timescale yet, just doing some research before changing the timescale. I'm going to be starting a fresh game. What timescale do you play at?
I haven't felt a personal need to change it. I go into a dungeon when it is daylight, lug some stuff around, scope out enemy patterns, botch sneaking, slaughter the whole den, come back out to night time. Feels about right to me.
As Sin said, very likely to be a issue linked to mods.
Reducing time scale would only reflect how many minutes passes in the game at each minute in real life. It shouldn't in any way affect the navmesh from npcs behavior and such.
As for rivers, it doesn't affect them. Again, mostly likely some enb set incorrectly, or maybe a junked LOD or even meshes overwritting each other...