I think I had that backwards when I talked about the health regen multiplier earlier. Since it is a multiplier, the lower you set it, the longer the delay is. So if you want the delay to kick in sooner, set it to a higher number. (it multiplies the default delay time by that number)
EDIT: Maybe not lol. It seems setting this very high or very low disables my health regen all together. I guess I'll just have to mess around with it and see what happens.
EDIT 2: OK, lower is DEFINITELY the way to go for a shorter regen wait time. Just don't go super low (like 0.01) or for some reason the regen just never starts. I tried it at 0.25 and the regen kicks in almost instantly after taking damage. You probably wouldn't need anything lower than 0.1 for this setting to have constant regeneration.
EDIT 3: lol... I have absolutely no idea what's going on. Sometimes it works fine. Sometimes the regen just never kicks in. Perhaps there IS some other variable that is put in place when the player has an active notoriety?
EDIT 4: Well... after looking through the tweak tables file, apparently there is something that completely disables health regen when you have any notoriety. There is an entry called "Player_zero_noteriety_regen_delay" with a description of "Delay before health regen is re-enabled after notoriety drops back to 0". So, now to try and find a setting to re-enable regeneration during notoriety, if one exists and is not just something that's hard coded into the game.
EDIT 5: Screw it.