[RELz] new mod - Sneaking Detection Recalibrated

Post » Wed Mar 30, 2011 2:16 pm

Bump for news!

Programming is done.
Documentation is done.
Installation packages are not done..
Testing - not started.

Although I am fairly confident it will work as designed, I have not had any time to test, and do not expect to until Saturday. If you or anyone else would like to give it a whirl before the public release, I would be more than happy to send the install package of your choice. The more testers the better. Just private message me.

Update Edit:
- I just tested out a theory that raising all the detection thresholds above zero would solve the guard hunting you down issue without affecting gameplay. It doesn't work. Regardless of how high you set the detection threshold, if the NPCs detection level against you goes above 0, you are detected. So I have to make some more adjustments. Still aiming to release sometime on Monday, but testing is taking longer than expected.
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Matthew Barrows
 
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Post » Wed Mar 30, 2011 6:28 am

saebel when you release the next version I am going to be throwing this into my game. I have been very interested in the development and watching it for some time.

Will be using it with http://tesalliance.org/forums/index.php?/files/file/514-duke-patricks-combat-archery/ installed, and http://www.tesnexus.com/downloads/file.php?id=35265, the latter has a fair few TNR NPC's sneaking around occasionally, un-levelled and harder to see with your mod I think is probably going to make life even scarier than it is with TIE (which is scary enough sometimes) and our settings in All Naturals fog.

I am about half way through the vanilla DB quests (which will follow on with Arthmoors extension to that http://www.tesnexus.com/downloads/file.php?id=31773 also installed)

Just started the Thieves Guild questline again too, so will put that on hold until your mod is installed.

I have actually reached a point where everything is perfect for the family setup on the desktop, nobody here wants anything else installed and tested, so I can cut down all the fluff I dont want on my laptop and actually concentrate on enjoying the game how I want it. SDR is going to be a part of that equation. Looking forward to tweaking a few ini's and integrating into the above setup.

Disclaimer: The above was not intended as a mere bump, but yeah, BUMP! :), this mod deserves lots more attention.
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Rob Davidson
 
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Post » Wed Mar 30, 2011 3:35 am

Update: Almost done with Thieves Guild Quest line, starting from scratch with a bare bones Oblivion (SI), plus unofficial patches, with a character designed to be an Assassin/Thief. No magic use, light armor only, sneak atttacking whenever possible.

So far, I am very happy with the results. I don't get caught/see when I don't think I should, and get busted when appropriate. And let me tell you, it can be a fine line sometimes, so all the nuances I built in are working as designed. Since it's playing out pretty much how I hoped, I expect to officially release the new version very shortly, after I finish the whole quest line.

There's been enough changes that it warrants a v2.0 label I think.
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Cassie Boyle
 
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Post » Wed Mar 30, 2011 9:16 am

I can hardly wait! This is on par with any of the greatest mods ever made for this game. Thank you very much for all your work Saebel!
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brian adkins
 
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Post » Wed Mar 30, 2011 2:09 am

saebel,
Can't wait.... :rock: My next character is going to be a witchhunter who will use stealth to do his dirty work. :evil:

raed
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Joanne
 
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Post » Wed Mar 30, 2011 2:33 am

On TesNexus this mod is stated to be compatible with SM Combat hide, but not attack & hide. I'm fine with that, however, I would like to know if any kind of compatability patch will be attempted or if v2.0 will no longer conflict w/ A&H. I suppose the only reason I want to know is because I seem to recall compatiblity issues between RGO and SCH, I suppose I should try to find out what issues there actually are between those mods first though... Anyway this is definately going in my LO and I am really looking forward to trying it out.

Edit @ OP;
Ah excellent I was wondering whether that mechanic had been absorbed by this mod or not XD
Fantastic, thank you for the quick reply, I suppose I forgot that part or wasn't as thurough in my lurking as I thought.
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c.o.s.m.o
 
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Post » Wed Mar 30, 2011 5:47 am

I would like to know if any kind of compatability patch will be attempted or if v2.0 will no longer conflict w/ A&H.

A&H is a relatively simple mod that only modifies one setting (last I checked). SDR allows you to modify the same setting in its ini, so technically you won't actually need A&H with SDR installed. So a compatibility patch isn't really necessary.
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Rachel Briere
 
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Post » Wed Mar 30, 2011 3:30 pm

Update: Just finished thieve's guild questline, using pretty much only sneaking, alchemy, and marksman for the most part, and wearing either just cloth or leather the vast majority of the time with a wood-elf/assassin class born under the thief sign, and only the two starter spells (flame and heal). I am very very pleased with how it went. I started at level one and pretty much only followed the thieves guild questline with only one or two side distractions. By the time I became guild-master, I was level 14, had a 50 security and a 75 sneak, Agility of 80 (I didn't try to min/max, just took what I got), about 10,000 gold, a fully stocked house on the waterfront, and most excitingly (for me anyway), I figured out how to keep the Boots of Springhill Jack without cheating.

All in all, as far as I'm concerned, the mod worked great with the default ini settings for the plain old bare-bones Oblivion. As I got better at sneaking, I could get more daring, but if I got too confident, I'd still get caught, even in dark conditions with a 75 sneak. And in broad daylight, if you are in direct line of sight, and in close quarters, you will be seen.

As I went through the test, I would save at certain points, make intentially bad sneaking decisions to see what would happen, then repeat with so-so decisions, then repeat with smart thieving decisions. And I felt rewarded by the results.

So to answer your questions, yes, mod development and testing is complete. I want to do one last double check of all the accompanying documentation (in the next day or so), and then I will release... and proabably start a new thread for it while I'm at it since this one is going to get closed soon enough.
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Rachael
 
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Post » Wed Mar 30, 2011 10:21 am

Version 2.0 is up.

http://www.gamesas.com/index.php?/topic/1194753-relz-sdr-sneaking-detection-recalibrated-2/
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Crystal Clarke
 
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