» Thu May 06, 2010 9:53 pm
I can confirm that I used v1.5 in my previous test.
Using the new .esp file you posted, everything works very well with only two quirks.
Detect spells that target roving references (i.e. creatures and npc's) sometimes do not work quite right in exterior cells. The issue is that if the player stands near the edge of a cell and casts, say, Detect Life, an npc only a few feet away may not be "detected" if that npc's original starting position is farther away across the boundary of another cell. In this case, running in that direction, crossing into the different cell, causes the spell to detect the npc. A good example of this are the four npc's by the silt strider in Balmora ("Hul," the silt strider travel service, and the two dunmer on top of the nearby building). If the player casts Detect Life or Detect Humanoid while standing a little west of their position, the npc's will not get picked up. Once the player runs east onto the silt strider port, they do (and other npc's farther away are no longer "detected"). I mention this because although it is not a bug, it might sometimes lead to unexpected behavior depending on the player's position relative to both the starting position of applicable npc's/creatures and the edges of exterior cells. Overall, this is a minor point as the mod otherwise works exactly as expected for every spell except one.
Detect Enchantment doesn't do anything.
The changes you made for this version had a huge impact on the playability of the mod. Not once did my game crash while testing and, save for detect enchantment, the spells all work now.