re:
NPCs yieldExcellent update, this mod is now a must for roleplaying. I can finally play a noble and righteous hero who refrains from killing without having to give up the vast majority of loot in the game. I think it would be great if the dialog options were expanded even further though. Perhaps split "get out of here" into two options - one that makes them leave the game ("You'd better leave the country if you know what's good for you") and one that makes them run away but not leave the game world. That way you can spare a character without them vanishing forever if you know they don't need to die for a quest. Another idea, is it possible to combine dialog options 2 and 3 into one that simply opens the npc's inventory like a loot screen and lets you take whatever you want? That way if the npc has only one specific item you want, you don't have to take everything to get it or gamble on them being willing to part with it. To balance this the mod can count this action against the player's infamy if the player takes more than 3 items or takes any clothing/armor that is currently equipped (stripping the npc would be very humiliating).
Hey Jupiah!
Re: NPCs leaving the game world.
Essential (i.e. cannot die) and NPCs with a quest item in their inventory are not affected by NPCs yield.
And so they will never be killed and disabled by the mod when they become inactive.
Those that are affected (non-essential and those without quest items) actually get killed (by code) then disabled when they leave an active cell.
So even NPCs that you have to kill for a quest will yield. You can spare them for Fame if you wish.
When you move far enough from them (they get put into an inactive cell) or command them to "Get out of here!", they will be killed (satisfying any quests that require them dead) then disabled.
If they are set to respawn (e.g. recurring bandits), they will respawn when their cell is reset.
So, overall, my yield-kill-disable system actually works quite well.

Your 2nd suggestion is actually quite good (more efficient/streamlined) AND doable. Will look into it.

re:
Detect life effect and Night-eye shaderkuertee, Could you clarify how to use the new night-eye shader? Initially I just installed the dll from Scanti's night-eye switcher and installed your mod. I was able to load my game ok, but I didn't really see any difference. I'm not sure what I'm supposed to be seeing

Then I thought that I might need the rest of the files from Scanti's switcher, but as soon as I install the other shaders, my game won't even start. I thought I only needed your files and Scanti's dll - do I need the rest? My game will start fine with your night-eye shaders, but if I copy in Scanti's it won't start. Also, do I need to do something special to actually activate your night-eye shader? Is it in effect normally, or do I still cast a night-eye spell? My character is in a dungeon right now and it was too dark without night-eye, but as soon as I cast night-eye, I can't detect shadows anymore...Edit: I was able to get my game to start by deleting the dev directories (and their contents) from Scanti's switcher. I'm hoping these aren't needed... Would still appreciate the clarification on how to use this and what I should be seeing

Edit 2: After deleting those directories and using the life detect shader for the first time, the next time I used night-eye, I got a pure white screen. So this isn't working too well for me - I might have installed it wrong...
Hey Andalaybay! Yup. Only my files and Scanti's SwitchNightEyeShaders.dll are required.
You'll need to cast a Night-eye spell to see it.
There was a bug in my code that when you start in an interior cell, the mod won't switch to my shader until you move out into an exterior cell then back into an interior cell.
When you get a pure white screen is when the shader variable in the mod becomes invalid. Deleting those other shaders would make that variable invalid.
I have a new version to be released tonight that addresses these issues. I.e. you can delete shaders or add new shaders without the mod getting confused.
And an INI where you can set which shader (0 = default or Timeslip's (if you replaced the default with his) or Zeroed's (if you replaced the default with his), 1 = my custom blue, 2 = red, etc...) to use indoors and outdoors.
My first run through I would get black screens with it on and then only at certain angles. Then came the ever increasing darkness - so we are not needing the other shaders only the dll from Scanti - I'll try removing them later after work. I did make sure to deactivate all other OBGE shaders before use too.
Hey Psymon! Black screens? Ever increasing darkness? Oh?
Not really sure what's happening there? Unless you were using my previous version of Simple vampirism expanded.
It had a bug in its OBGE shader code that created multiple shaders and used them on top of the previous shader at every load.
I've fixed that now and released an update to that mod last night.
Anyway, only my files and Scanti's SwitchNightEyeShaders.dll are required.
Continued...I'm using spoiler tags to simply clean-up this post. Only 1 paragraph per reply.

Spoiler I don't have Timeslip's replacements but I have Zeroed's Less Overpowered Nighteye.
And my mod works with that properly.
For a test (in my new version), I have one of Zeroed's shaders working indoors and one of mine working outdoors.
Timeslip's and Zeroed's mods are true Night-eye shader replacements.
They actually override the vanilla shaders.
Scanti's and my mod are separate (i.e. separated from the game) full-screen shaders that, with Scanti's SwitchNightEyeShaders.dll, can be used in-game at any time - i.e. not just when Night-eye is active.
With Scanti's dll, any shader can actually be overlayed on-top of your normal view or be used at anytime.
(That's a heads-up to other mod authors reading this.)
I also have a couple of OBGE full-screen shader mods:
Abo's Realistic Health low-health shader in my Alternatives to death and reload mod AND
my blood-coloured shader in my Simple vampirism expanded mod.
My Detect life effect and Night-eye shader mod works with them.
The difference between OBGE full-screen shaders and Timeslip's, Zeroed's and Scanti's shaders is that Timeslip's, Zeroed's and Scanti's work off Oblvion's native shader system.
OBGE, as far as I can tell, works off the post-processed-by-Oblivion screen.
By the time OBGE processes the screen, all the shadowed areas are simply and purely just black pixels.
And multiplying the brightness of black (i.e. 0) by any number will always be black (i.e. 0).
Let me release this next version and try that.
re:
Clean-upWould it be possible to extend the protection of dropped items to companions as well? I've had companions drop favorite swords of mine during battle before, and there's never a happy ending to that (unless the item is easily spotted.) In fact, is there a mod that allows you to detect player-dropped items, or items in the grass. I thought I ran across one a long while back...
Hey Tomlong!
Unfortunately, no it is not possible.
Clean-up's dropped-inventory detection was quite a tricky bit of code to write.
And that was before the new OBSE's GetPCLastDroppedItem function.
Also Clean-up's code actually detects all the items that the player drops.
GetPCLastDroppedItem may (I'm not really sure) only detect the last item dropped.
I can't even think of a way to do it. Sorry that I can't help.
re:
Horse commandsTo increase the speed of the attack, you need to tweak the attack animation.kf file itself, which is something I'm afraid only animators know how to, and there have never been more than a handful around here. So, your mod caps the horse's speed at 1.1*player's speed when running as well as when walking? Keep in mind that black horses and Shadowmere have 33 speed, and they are the quickest in the vanilla game. Anything higher than 40 starts feeling like an hyperactive horse.
Ahhh...kf file!
I thought since the horse's walk and run animation speeds were affected by ModAV Speed, it's attack animation would also be affected.
My Horse speed equals player's speed mod only applied its changes when the player is riding the horse at walk-speeds.
I revert the horse's BaseAV speed when the player gets the horse to gallop at run-speeds.
I may have to rethink my Speed +25 Combat training Ability.
Thanks!
I have a problem with Horse Commands 4.8, actually one minor one and one more problematic one. I'm doing the MQ. Maborel gave me his horse. I rode it around quite a bit, but (1) right from the start, it was telling me there was about a 28 percent chance to get caught for horse thievery. Then at one point it went up to about 54; not sure if I left him alone for a long time maybe. Since Maborel gave it to me, it really shouldn't pose any chance for being caught should it? (2) The second time I entered the Kvatch Oblivion Gate, I fast traveled (on horseback) from Skingrad to the Gate. I arrived between the gate and the barricade, and saw a message that my "horse is stabled outside the city gate." Since I've come back out, I can't find the horse. The Horse Command Lesser Power makes the whistle but he never shows up. I've seen that happen when he gets wedged in corridors and such, so maybe he is just stuck somewhere? He is not in the Kvatch camp or at Skingrad. I checked into using one of the console commands (prid, placeatme, etc.) but couldn't get that to work with the Prior Maborel RefID on UESPWiki. Any failsafe way to get the horse back to me.
Maborel's horse? Oh? I'll need to look into that.
That stolen horses component of Horse commands shouldn't even be running on player-owned horses.
The message about your horses stabled outside the city gate is due to Oblivion's default Fast travel system.
Fast travel (may) dismounts the player and puts the horse into the city's stable.
That's the feature that I cannot override with my mod.
I don't really know where the horse is put when you Fast travel to the Kvatch gate. And how would you lose the horse in Oblivion's default system?
(I've not used Fast travel since before Xebeth's Horse commands 1 - that was 2006, before I even started modding.)
Continued...I'm using spoiler tags to simply clean-up this post. Only 1 paragraph per reply.

Spoiler Still having the Horse command Lesser power means that the horse is still alive somewhere.
(You lose that Lesser power when all your horses have died. And you automatically get it back when you get a new horse.)
Since the horse is still in follow mode (I think - because it would have detected that you dismounted), it should teleport to you when next you enter an exterior place (even from another exterior place).
I suggest entering an interior cell then exiting it again. Or going through a city gate. (I.e. entering an exterior place from another exterior place).
The horse should appear next to you.
If it doesnt, check your Horse and rider quest target. The green arrow should point you to where its was last detected.
If the horse is not there and there is no body, the its very likely the horse has been "disabled" in the game.
If you know its RefId, you can renable it again with the console command: .Enable.
I hope that helps.
Thanks for the help, Tomlong!