Okay I went back and took another look at my test character. I used the automatic save from the Vault 101 exit, then I consoled a sneak and melee skill of 50 and a combat knife at 50% health. After reporting that it didn't work I had this thought that maybe I got my commands mixed up and that I gave the Knife a health of 5000% and my sneak was at 0.5.
That wasn't the case, however when I consoled the silent running perk I must have miskeyed because I actually had the Swift Learning perk for some reason. I'll correct this and try it out again.
Also I am using the normal version of Fellout that makes the night darker, though I wish the moon were just a hint brighter it does make it exiting to sneak around at night. If there was some way of linking the sneak modifier to the weather that would nice. I am using a rain mod that is supposed to make sneaking easier while raining, I don't know if it can differintiate between light rain and a full blown thunderstorm, but thats not really up to you. I think there should be a minor difference in detection between clear skies and overcast, especially at night. Though with the number of weather mods out there trying to maintain compatability with all of them could get tiresome.
And regarding your modifer for LOS vs Sound Detection, you said that it was at .7. I was playing around in the GECK and found kind of a mickey mouse way of addressing this. Suppose you made your noise detection be .7 * AcousticGlobal. By default the Acoustic Global could be set at 1, but for some areas, like a super duper mart or subway tunnels the global would be set to 1.25, and for others, like a vault or statesman hotel it is set to .75. This could allow for some disparity between indoor locations that have different acoustic properties. How I did it was to make an object script that used the GetInSameCell function, and placed it on an object that I then added to key cells. If the player enters that cell the global switches to the local option otherwise it stays at 1. This may not be the best way of doing this, plus it would be kind of a pain to go through all the interior cells and place the Acoustic Token. :shrug:
That wasn't the case, however when I consoled the silent running perk I must have miskeyed because I actually had the Swift Learning perk for some reason. I'll correct this and try it out again.
Also I am using the normal version of Fellout that makes the night darker, though I wish the moon were just a hint brighter it does make it exiting to sneak around at night. If there was some way of linking the sneak modifier to the weather that would nice. I am using a rain mod that is supposed to make sneaking easier while raining, I don't know if it can differintiate between light rain and a full blown thunderstorm, but thats not really up to you. I think there should be a minor difference in detection between clear skies and overcast, especially at night. Though with the number of weather mods out there trying to maintain compatability with all of them could get tiresome.
And regarding your modifer for LOS vs Sound Detection, you said that it was at .7. I was playing around in the GECK and found kind of a mickey mouse way of addressing this. Suppose you made your noise detection be .7 * AcousticGlobal. By default the Acoustic Global could be set at 1, but for some areas, like a super duper mart or subway tunnels the global would be set to 1.25, and for others, like a vault or statesman hotel it is set to .75. This could allow for some disparity between indoor locations that have different acoustic properties. How I did it was to make an object script that used the GetInSameCell function, and placed it on an object that I then added to key cells. If the player enters that cell the global switches to the local option otherwise it stays at 1. This may not be the best way of doing this, plus it would be kind of a pain to go through all the interior cells and place the Acoustic Token. :shrug:
That sounds like a really interesting solution, Steve, though you are right it would be a bit of a pain to have to place it in all interior cells. I wonder if there is some other way to manage it.