[Relz] SDR - Sneaking Detection Recalibrated (#3)

Post » Fri Aug 05, 2011 5:54 am

Current Version: v.2.06, as of 2011/08/01 (TES Nexus only for now)
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Sneaking Detection Recalibrated (SDR) - brief description:
This mod completely rewrites how sneaking/detection works. Complete details are on the main file site (see link above).
A brief list of the main features* are as follows:
- Takes into account the light falling on the detector as well as the player
- The player's sneak skill is not modified in any way
- All penalties / bonuses are calculated separately for each detector-player relationship
- hardcoe settings override all the default oblivion Sneak Mastery perks, and are replaced with new rules and adjustments.
- Having a lit torch can cancel out any current or cast invisibility spell effects on the player.
- Silence spells cast on the player will nullify sound penalties
- Extended sneak attack bonuses up through Master Sneak.
- Everything you have equipped impacts your sound penalties, not just boots.
- Equipped gear takes into account, clothing, light armor, heavy armor, and weapon (if drawn).
- Equipped gear penalties apply to player and NPCs.
- Skillup bonuses for sneak attacks using bows if not detected (courtesy Haarvest and Sky Captain)
- Takes into account peripheral vision angles.
- Sneaking NPCs become transparent if not invisible.
- Chameleon refraction effects replaced with transparency.
- These and more features covered in the readme .txt and a .pdf manual (part of the download package)
- Only one .esp, one .ini, OBSE v19+ and AV Uncapper plugin required.
http://www.tesnexus.com/downloads/readmes/SDR%20-%20Sneaking%20Detection%20Recalibrated_readme.txt.
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New in most recent version: v2.05, 2011/07/30
- Revised how Invisibility is snuffed when holding a lit torch or being under the "light" magical effect. This makes it compatible with Oblviion XP, and in general any mod that altered the way the player interacts with ingredients.
- Fixed the ability to supress the initialization message. (It was working, and then I broke it in the previous release when I fixed something else, sorry about that)
- Minor performance improvements
http://www.tesnexus.com/downloads/file/changelog.php?id=37385.
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Rules for general inquiries:
If you are asking about how SDR works, read the .pdf manual first. It goes into great detail, and I spent a lot of time on it. I tried to make it fairly simple to find and read up on the various features. If you still have questions, I am happy to answer them to the best of my ability, when I have time.
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Rules for feature requests:
If you are requesting a new feature, feel free to do so. If I like it, I'll try to include it in the next version, but I won't guarantee that I will. If the idea doesn't flow with my overall concept, or I'm just not able to at a technical level, or I just don't have time, then it may not happen. Please respect that. But also know that I track all requests, and have been known to change my mind about things. But if I am hounded on a particular issue, I am less inclined to do it.
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Rules for bug reports:
If there is a problem, it is most likely one of three things:
- SDR is not installed correctly (missing AV Uncapper is most common reason)
- Another mod is conflicting with one or more setting (usually disabling a setting in either of the mods will solve the problem)
- There really is a problem with SDR (you must have tested SDR on its own with no other mods installed to claim this)

To properly trouble shoot an issue:
> Read the documentation thoroughly first. I spent a lot of time on it, and it will most like answer your question, or provide a method to solve your problem.
> If there is a conflict with another mod or some other weird behavior, you may only need to change a setting in the .ini. Again, read the .ini and documentation files, and you will most likely figure out which settings to change.
> Search this thread to see if the issue has already been reported and solved.
> If you still haven't solved the problem, I am more than happy to help. Please include the following information in your post:
- A brief description of the issue
- Which versions of SDR, OBSE and AV Uncapper you are using.
- A detailed description of the issue
- Your load order
- Links to videos or images that might show more detail on the problem (if applicable/possible)

I cannot guarantee that I will be able to make SDR compatible with every mod. And as mentioned before, usually a tweak in the .ini settings will solve the issue.

If you discover an issue and resolve it, please post the issue and the solution in this thread so that others may find it.
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Download from any of the following:
http://www.tesnexus.com/downloads/file.php?id=37385
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=6608
http://tesalliance.org/forums/index.php?/files/file/893-sdr-sneaking-detection-recalibrated/
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http://www.gamesas.com/index.php?/topic/1194753-relz-sdr-sneaking-detection-recalibrated-2/
User avatar
Laura Hicks
 
Posts: 3395
Joined: Wed Jun 06, 2007 9:21 am

Post » Thu Aug 04, 2011 8:18 pm

(from Dreamed1)
Since I usually play a mostly non-violent thief, I also support the idea of getting xp toward sneak not only by kill shots, but also by stealing itens while successfully hiding from a NPC or, even more xp, by succesfully stealing directly from a npc. Then, if possible, this could be elaborated a bit more, like more xp if the npc is wake, a bit less xp if he/she is sleeping, etc.

Actually, I believe you already do get xp towards sneak from stealing directly from an NPC when you pick their pocket undetected. You could argue that stealing things from nearby an NPC is actually the reward in an of itself in that you will be able to sell it. Stealing an item isn't really sneaking, but not being detected while sneaking would be.

(from mar3usmc)
I hope that helps a bit. Unfortunately, I will have to turn off this mod for now . This explains quite a few things. It would seem that I was playing in Godmode while sneaking, with only a sneak skill of 62 now. If you need any other information to fix the issue let me know. Here is my load order again in case you see something there,

I'm sorry you are running into troubles. Nothing immediately jumped out at me looking at your load order, but it's good to have as a reference. When you say "Godmode" were you being figurative or literal? Because there is a Godmode, and it has been known to cause problems playing in it with mods. It wasn't designed for them.
User avatar
Causon-Chambers
 
Posts: 3503
Joined: Sun Oct 15, 2006 11:47 pm

Post » Fri Aug 05, 2011 4:46 am

@mar3usmc
So I had not realized that I was not ever being spotted, I mean, NOTHING could spot me, not even if I were directly in front of them in broad daylight. I would stand up, unsneak, and sneak again directly in front of them.... nothing. I turned off SDR and now I am spotable again.
....
SDR - Detector Token Activated on ....
Error in Script 9200fbd7
Attempting to call a cunction on a null object... etc...


That's the exact problem I was working through with Saebel earlier. You'll need to disable SDR, make a new save, then reenable SDR and it should work fine. Some mod or mod conflict is generating null's that shouldn't be there, and it crashes saebel's detector script. Right now this is the only way to fix it.

Let me be clear...This is NOT a problem with SDR, but some other mod or glitch writing things into the gameworld that shouldn't be there. It's just that the symptoms show up when using SDR.

BTW, I have yet to find out exactly what mod or conflict caused the original nulls. BUT, for what it's worth, I turned off OOO-WaterFish (which I noticed in your load order) and haven't had the problem in 3-4 hours worth of play. :shrug: It's an intermittent thing though so I wouldn't put too much stock in that. I'm certainly keeping my eyes open and will report back if I manage to pinpoint anything. You'll still need to do that clean save routine though to get SDR back up.

Have Fun!
User avatar
kirsty williams
 
Posts: 3509
Joined: Sun Oct 08, 2006 5:56 am

Post » Thu Aug 04, 2011 4:57 pm

Has someone already reported the NULL error with v2.06?

Error in script 8400fbd7
Attempting to call a function on a NULL reference or base object
File: Sneaking Detection Recalibrated.esp Offset: 0x00EC Command: Let
Error in script 8400fbd7
Attempting to call a function on a NULL reference or base object
File: Sneaking Detection Recalibrated.esp Offset: 0x0105 Command: Let
Error in script 8400fbd7
Attempting to call a function on a NULL reference or base object
File: Sneaking Detection Recalibrated.esp Offset: 0x0123 Command: Let
Error in script 8400fbd7
Attempting to call a function on a NULL reference or base object
File: Sneaking Detection Recalibrated.esp Offset: 0x0144 Command: Let
Error in script 8400fbd7
Attempting to call a function on a NULL reference or base object
File: Sneaking Detection Recalibrated.esp Offset: 0x0165 Command: Let


--Tomlong75210


Edit: I think it is happening while sneaking. I wasn't expecting an error, so I didn't see the print out when it was triggered...
User avatar
OnlyDumazzapplyhere
 
Posts: 3445
Joined: Wed Jan 24, 2007 12:43 am

Post » Fri Aug 05, 2011 7:21 am

Has someone already reported the NULL error with v2.06?

Error in script 8400fbd7
Attempting to call a function on a NULL reference or base object
File: Sneaking Detection Recalibrated.esp Offset: 0x00EC Command: Let
..


Yeah, that's the same one. See my above post.
User avatar
Leonie Connor
 
Posts: 3434
Joined: Mon Mar 12, 2007 4:18 pm

Post » Fri Aug 05, 2011 3:00 am

I'm working on a variation of the code that should prevent the null reference from happening, regardless of what other mods do. It will check to see if the SDR has been initialized first before allowing for the tokens to do anything, it will immediately register the NPC that has the token when it's first added (It was doing that already, but I found a better way to do it), and it will check to make sure the NPC value has something in it before doing anything and if not, populate it. I'm also working on some performance improvments and reducing the number of script variables saved with each token to reduce save-game bloat, and the new plug-in, and an experimental mod that will go through and clean up modded actor values that were left behind by bad saves. Oh, and life too, working on that as well.
User avatar
Amelia Pritchard
 
Posts: 3445
Joined: Mon Jul 24, 2006 2:40 am

Post » Thu Aug 04, 2011 6:22 pm

Does this mod change anything in regard to hitting someone with an arrow while sneaking that they will either run away or search for you depending on any of your sneak calculations? I have tried Duke Patrick's Near Miss Alert mod with this, however it has its own sneak detection values I believe and also causes issues with both mods determining detection?

Also, what kind of possibilities does this mod have outdoors? I ask this because I use Obscura for dungeons which changes much of the lighting but for outdoors I am not aware of any kind of lighting at all at night other than torches. Does the sun play some kind of factor into this? Am I pretty much completely stealthed as if in zero lightning while outdoors at night?

Anyway, I have not read the previous threads so I am assuming this is known or some others have same issue but I seem to lose a good 10FPS if not more while running this mod. It does not seem to matter if its a new game save or not or if I disable any significant mods I am using so I am not sure what I could do to help out with solving that issue. I have All Natural so maybe the lightning that adds is causing some kind of issue? Just a guess since thats basically the only mod I did not consider testing without yet.

Thanks
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Manuela Ribeiro Pereira
 
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Joined: Fri Nov 17, 2006 10:24 pm


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