Question about ScriptEffectElapsedSeconds

Post » Sun May 19, 2013 10:49 am

Hi, I have a problem in one script. I'm using OBSE 21 Beta3. I have a number of timers in a magic effect script, all work but 3 of them don't work as they should. They are countdown timers, and are set to the duration of an effect and have to reach zero so that the effect is removed. But in game they are very slow, it seems that 1 sec = 10 seconds. For a duration of 25 seconds that is fetched and set the timer to, the timer runs for 250 seconds instead. So I had to divide the timers by 10 (lines 11, 18 and 25), and they run in the correct time, but still I guess there's something wrong.. The timers are Burden1timer, Burden2timer and Burden3timer. The script updates normally, there aren't slowdowns, and DebugPrints outside the timers are printed very quickly in the console.

Another question (line 4) (I didn't find out on my own yet): if there is more than one effect that affects the target, effect '0' is the first one that was applied or the last one? And how can I get the duration of a precise effect (in my case of a burden effect)? For magnitude I can use GetTotalActiveEffectMagnitude, how can I do for duration? Right now GetNthActiveEffectCode and effect browsing the only solution I can see.

Here's the part of the script:

Spoiler

Thanks in advance

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Nicholas C
 
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