ghowriter Posted March 3 Share Posted March 3 So i created a custom passive spell and everything works in the game except the duration. The spell duration is supposed to be two in-game hours but the game engine applied it and the active effect shows 2 hours left but it's been active well over two in-game hours. Would someone please explain how the spell duration works? Seems it runs on real hours instead of game hours and this is uncool. Thanks to all. Link to comment Share on other sites More sharing options...
kryten397 Posted March 4 Share Posted March 4 (edited) In skyrim 1 minute = 20 game minutes so for 2 game hours ,set the duration to 6 minutes. Durations have always been real time, not game time. Edited March 4 by kryten397 wrong game time entered Link to comment Share on other sites More sharing options...
ghowriter Posted March 4 Author Share Posted March 4 thank you so much; this helps a lot Link to comment Share on other sites More sharing options...
ghowriter Posted March 4 Author Share Posted March 4 will it show in game a as 2 hours or 4 minutes though? Link to comment Share on other sites More sharing options...
kryten397 Posted March 4 Share Posted March 4 Theres a global value called TimeScale which can be found using SSEedit or CK.I got it wrong its 20 minutes not 30. So for 2 game hours its 6 minutes That value can be changed ,because i noticed the mod Requiem has reduced that down to 10 minutes. It will show in game as real time 6 minutes,not game time -2hours Link to comment Share on other sites More sharing options...
ghowriter Posted March 4 Author Share Posted March 4 things like this make the skyrim game make so sense, lol why on Nirn would they base spell effects on real time? makes no sens to me at all... Link to comment Share on other sites More sharing options...
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