I managed to accomplish what I need by using the GetSecondsPassed and adjusting it to the time scale. This worked out better since it doesn't have to run faster for people that use the default timescale of 30, and it's more accurate since the script is not always processed exactly every 5 seconds (the default process time). To help debug the script, I set some stuff to output things to the console and noticed the script processing time would vary by up to 0.1 seconds, which isn't much, but over time would add up to a significant error. The only down side is that more in-game time will pass for people with higher timescales before things update. I can't find the page on the GECK Wiki where it gave an example using fQuestDelayTime, but the link it gave for help on the fQuestDelayTime pointed to the Elder Scrolls Construction Set Wiki, which says: It appears this is no longer used in the GECK and is replaced by the SetQuestDelay instead. I misread it and thought it was a gamesetting rather than a quest variable. I've never seen that used in FO3 or FNV. I've always used setquestdelay. On this page: https://geck.technodeep.net/index.php/Special_Variables