I've tested a fix that may remove or at least mitigate the problem. If you open Clock.cs and add this...
Code: Select all
static DaggerfallDateTime canTriggerNow;
static bool UpdateCanTrigger(Clock clock, DaggerfallDateTime now)
{
if (canTriggerNow == null ||
now.ToSeconds() > canTriggerNow.ToSeconds())
{
//if possible, save and trigger
canTriggerNow = now;
return true;
}
//else add 1 hour
clock.remainingTimeInSeconds += 3600;
return false;
}
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// Check if time is up
if (remainingTimeInSeconds
Code: Select all
// Check if time is up
if (remainingTimeInSeconds <= 0 &&
UpdateCanTrigger(this, now))