SM Combat Hide 1.2 Vs. Attack And Hide 2.1

Post » Sun Dec 26, 2010 3:30 pm

Am using Attack and Hide 2.1 since 2007. Today came across http://tesnexus.com/downloads/file.php?id=20303

Which one is with better script, which one - more immersive, more performance friendly?
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[ becca ]
 
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Post » Sun Dec 26, 2010 8:43 pm

Am using Attack and Hide 2.1 since 2007. Today came across http://tesnexus.com/downloads/file.php?id=20303

Which one is with better script, which one - more immersive, more performance friendly?


I prefer SM Combat Hide (more immersive and customizable). BTW it' s not keep yourself "invisible" while you hit (at range) the target. So, if you like this feature, well, you should choose Attack and Hide. But i notice Attack and Hide is a "bit" unbalanced, mainly with high sneak attribute.
I use SM Combat Hide with "SCA near miss magic and arrows alert the target".
SM Combat Hide it's a great solution for skip the situation (very annoying) when you are escape for half cyrodiil from 1 or more enemies (until you or a guard kill them)

-Edit: sometimes the "keep yourself "invisible" while you hit at range" is actived by SM also, under some circumstances. Sorry for bad english :D
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Bellismydesi
 
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Post » Sun Dec 26, 2010 3:31 pm

Can these be played together?
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Timara White
 
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Post » Mon Dec 27, 2010 12:17 am

Can these be played together?


They both do basically the same thing, probably using slightly different methods. I would not recommend using both at the same time.
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Stay-C
 
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Post » Sun Dec 26, 2010 1:23 pm

Doesn't Stealth Overhaul do the same thing too?
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Reven Lord
 
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Post » Sun Dec 26, 2010 11:47 pm

Doesn't Stealth Overhaul do the same thing too?


Nop.

I thought Stealth Overhaul introduce only these things:
A sneak penalty if you wear an armor.
A different sneak multiplier (more rapid and short is the meele weapon equipped = more sneak multdamage you get).
The assassin perk.
Stealth Overhaul is not sufficient for made you like "Assassin Creed" or "Riddike".
So, when you hit an enemy from distance = no matter if you go behind a rock while your arrow is flying against the target, because he'll find you anyway (beacon/satellite ? :shakehead: )...
When you hit with a meele weapon and you must run away = escaping for half Cyrodiil from your http://www.youtube.com/watch?v=9VDvgL58h_Y until a patrol/gate guard kill him (very annoying and unrealistic)...


I use these "sneak" mods in this order:

Spoiler
TIE.esp
SM Combat Hide.esp [Version 1.2]
Realistic Sneak for NPCs.esp [Version 1.04]
StealthOverhaul.esp (Redux version)
SM Bounty.esp [Version 1.22c]
Duke Patricks - Near Miss Magic And Arrows Alert The Target.esp [Version 7.1]

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asako
 
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Post » Sun Dec 26, 2010 9:39 pm

It must be TIE then that incorporates it since when I shoot while hidden the NPCs around the victim jump into action moving about and if I hide after running I hear them say, "He was just here a minute ago".
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Lily Evans
 
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Post » Sun Dec 26, 2010 2:48 pm

This thread has me looking at new alternatives for Nehrim - where the stealth to me is difficult (probably because my character bites at it, but I digress).

Read the readme for Combat Hide and it says:
Compatability
----------------
Compatible with Attack and Hide. I recommend you use the ini to modify the iAICombatMinDetection to between -40 and -45
So how does one interpret that?

Why would one use both?

As I understand it Attack and Hide addresses being able to rehide after attacking while Combat Hide improved staying hidden while in combat.
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Alyna
 
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Post » Sun Dec 26, 2010 7:23 pm

Attack and Hide changes one game setting which makes it easier to hide from enemies while you're already in combat with them. Higher means it's easier to hide. The vanilla default is -50, and I know the medium setting is -34.

SM Combat Hide doesn't make it any easier to hide while in combat, or while attacking when you're not in combat. It uses scripts to alter the AI. If you hide from your enemies while in combat, it adds a wander package, which will make the NPC walk (or run) around in an area close to where he lost you, untill he sees you again or you managed to hide for a certain amount of time. This way it'll actually get harder to hide from your enemies.

2 entirely different mods, and I'd say they should actually be used together for the best effect.

For those who'd like to know, SM Combat Hide checks if the NPC notices you again by checking if the default detection mechanic already used in the game returns that it'll notice you, and additionally by checking if you're in it's line of sight, without full invisibility. If one of these is true, he'll see you again. It also stops guards from pursuing you if your bounty hits 0 in any way, including when your regional bounty from SM Regional Bounty hits 0.
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Angela Woods
 
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Post » Mon Dec 27, 2010 2:32 am

Attack and Hide changes one game setting which makes it easier to hide from enemies while you're already in combat with them. Higher means it's easier to hide. The vanilla default is -50, and I know the medium setting is -34.

SM Combat Hide doesn't make it any easier to hide while in combat, or while attacking when you're not in combat. It uses scripts to alter the AI. If you hide from your enemies while in combat, it adds a wander package, which will make the NPC walk (or run) around in an area close to where he lost you, untill he sees you again or you managed to hide for a certain amount of time. This way it'll actually get harder to hide from your enemies.

2 entirely different mods, and I'd say they should actually be used together for the best effect.

For those who'd like to know, SM Combat Hide checks if the NPC notices you again by checking if the default detection mechanic already used in the game returns that it'll notice you, and additionally by checking if you're in it's line of sight, without full invisibility. If one of these is true, he'll see you again. It also stops guards from pursuing you if your bounty hits 0 in any way, including when your regional bounty from SM Regional Bounty hits 0.


Ooooooo.... Good information. Thank You.
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Matt Bee
 
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Post » Sun Dec 26, 2010 7:04 pm

And a thank you from me as well, MrFurious.
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Amysaurusrex
 
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Post » Sun Dec 26, 2010 9:27 pm

iAICombatMinDetection is the setting that makes Attack and Hide do its core stealth work. Changing that variable with the ini to the same value should do the same function as Attack And Hide. Attack and Hide 2.1 may change a few other things as well but they were not to do with the core purpose of the mod. But yes you can use both as long as you set that setting in SMCombatHide to the same (otherwise the Attack and Hide value is going to be overriden)
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Eoh
 
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Post » Sun Dec 26, 2010 4:32 pm

Attack and Hide changes one game setting which makes it easier to hide from enemies while you're already in combat with them. Higher means it's easier to hide. The vanilla default is -50, and I know the medium setting is -34.

SM Combat Hide doesn't make it any easier to hide while in combat, or while attacking when you're not in combat. It uses scripts to alter the AI. If you hide from your enemies while in combat, it adds a wander package, which will make the NPC walk (or run) around in an area close to where he lost you, untill he sees you again or you managed to hide for a certain amount of time. This way it'll actually get harder to hide from your enemies.

2 entirely different mods, and I'd say they should actually be used together for the best effect.

For those who'd like to know, SM Combat Hide checks if the NPC notices you again by checking if the default detection mechanic already used in the game returns that it'll notice you, and additionally by checking if you're in it's line of sight, without full invisibility. If one of these is true, he'll see you again. It also stops guards from pursuing you if your bounty hits 0 in any way, including when your regional bounty from SM Regional Bounty hits 0.


To me is seems redundant to use both mods as you can edit the SM ini to get the same effect as Attack and Hide. I always say the less mods the better.
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[ becca ]
 
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Post » Mon Dec 27, 2010 4:38 am

iAICombatMinDetection is the setting that makes Attack and Hide do its core stealth work. Changing that variable with the ini to the same value should do the same function as Attack And Hide. Attack and Hide 2.1 may change a few other things as well but they were not to do with the core purpose of the mod. But yes you can use both as long as you set that setting in SMCombatHide to the same (otherwise the Attack and Hide value is going to be overriden)


I just checked again, and apparently I was using Attack and Hide v2.0. v2.1 features some (by the looks of it very random) changes to spell costs and sometimes mastery levels of various default in-game spells, as well as a decrease in magnitude of (some? all?) default chameleon spells by about 75-80%.

The values used for iAICombatMinDetection (in both v2.0 and v2.1) are actually -40 for harder, -34 for medium and -27 for easier.
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Davorah Katz
 
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Post » Mon Dec 27, 2010 12:02 am

iAICombatMinDetection is the setting that makes Attack and Hide do its core stealth work. Changing that variable with the ini to the same value should do the same function as Attack And Hide. Attack and Hide 2.1 may change a few other things as well but they were not to do with the core purpose of the mod. But yes you can use both as long as you set that setting in SMCombatHide to the same (otherwise the Attack and Hide value is going to be overriden)

So what I understand from this discussion and SM's message above is that I need not use both, just use SMCombatHide and I'm fine with setting the SMCombat ini value for iAICombatMinDetection to that found in Attack&Hide (-40 for harder, -34 for medium and -27 for easier, as reported by Mr. Furious), to have the effect of both mods (v.2.0 for Attack&Hide), using only one (SMCombatHide). Correct?
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Vincent Joe
 
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Post » Mon Dec 27, 2010 3:10 am

So what I understand from this discussion and SM's message above is that I need not use both, just use SMCombatHide and I'm fine with setting the SMCombat ini value for iAICombatMinDetection to that found in Attack&Hide (-40 for harder, -34 for medium and -27 for easier, as reported by Mr. Furious), to have the effect of both mods (v.2.0 for Attack&Hide), using only one (SMCombatHide). Correct?


Correct.

I didn't notice the INI in SM Combat Hide, but it does make Attack and Hide v2.0 redundant.
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Marie
 
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