» Sun Aug 22, 2010 12:37 pm
Version 3.4 progress:
Earlier today I ran into a bit of a snag during my final play testing of my stealth changes. The problem popped up when I was testing sneak at various skill levels during the darkest time period. Actually it was a two-fold issue. First of all, I could get pretty close to my enemies, without even realizing they were there, because my compass perception markers were not showing up until they were practically on top of me. The second problem, which was probably related, was that the NPCs were not aware of me either . . . even when I fired off my gun nearby. Only the closest ones even searched for me, and then just for a few seconds.
I finally figured out that the problem was that the game was just never designed to use the type of dynamic visibility changes that my mod had now added. So I was running into conflicts in the way my dynamic values were interacting with some of the fixed sneak values. The solution took a while, but what I ended up doing was replacing two fixed values with two more dynamic values. It's a bit complicated, but my Stealth Quest Script uses my exterior Detection Multiplier, which changes, based on time of day and weather conditions. Then this is used with my global Sneak Distance to determine the minimum distance your will be detected at. Now my dynamic Detection Multiplier also changes the Sneak Base Value, the Sneak Sound Los Multiplier, and the Detection Sneak Light Modifier. The end result is that four sneak settings that were set values in the default game are now dynamic values that all change together as your sneak conditions change . . . which is really cool (in my opinion). My solution is not perfect, as it just simulates changes in detection ability, due to conditions . . . so it can be a bit quirky (and even funny) at times . . . but it is so much better than the default stealth.
Oh, I even added a few changes that I had not expected would make it into this release. First of all, I was able to further improve my new Gunshot effect (formerly my PushAway effect), so that it takes roughly the same number of consecutive hits to affect an NPC as the PC; plus, when an NPC gets back up after being knocked down, it will take at least three more consecutive hits to knock them down again.
The last item is minor, but it has been driving me nuts since v.1.0. Today I finally came up with a simple solution in making the PipBoy Light into a decent light, where you should now be able to find your way . . . even on the darkest night (even when using Fellout). My solution increases both the magnitude and the radius of the light, while reducing the HDR harshness . . . so you'll be able to light your way outdoors, without being blinded by an indoor light that is way too intense.
So I'm getting very close (no more play testing). All I have to do is clean up my esps and merge a couple; finish up my new Reduced Quest XPR module, and write the ReadMe. I'm going skiing tomorrow, but I may be able to release this by late Saturday (unless I ski both days).