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Chems with long durations never expire?


PhantomSkyfire

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Hello, I'm new...ish. Please don't throw heavy things at me! ^_^;

 

I was making a little mod for my personal use. Chems, traits, scripts, good stuff. Had some hiccups but nothing a resourceful fellow couldn't figure out on her own. However, my work hit a snag when I ran headlong into what I think might be a glitch in the game.

 

The central component of my personal mod is a chem that has a duration of 4 hours, or 14400 seconds. After a few ingame days I realized my character wasn't suffering withdrawal and eventually concluded that the chem was simply not wearing off. Turning the duration down to a reasonable number (15) made it function correctly, but any high number seems to last forever (the lowest number I tested with was 3600, or one hour).

 

Have I been sampling my own chems a little too much, or is this an actual bug in the game? If it is a thing, how do I work around it? I'm not adverse to scripting but I'd rather not if it isn't strictly necessary.

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We cannot answer questions to which we do not know the answer. Instead of coming back here in a temper, perhaps you should consider simply setting up a more thorough testing programme, possibly even reporting your results and conclusions so that others who discover similar situations can find your results?
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Thank you for telling me that the answer to my question is unknown. If more people had your drive maybe I wouldn't have to get mock-irate just to provoke someone into answering my post. I'll let everyone know what I find once I remember why I had ever cared about the question in the first place. Edited by PhantomSkyfire
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