[Relz] Sneaking Detection Recalibrated #6

Post » Wed May 09, 2012 4:58 am

AV Uncapper does not change your chameleon stat itself. It changes the way the stat is used in the vanilla detection formula. Since SDR replaces the vanilla detection formula, you will not see the effects of AV Uncapper on chameleon while SDR is installed.
Ah. Well, that would explain the problem. I did not realize that was how it worked. Is there a way I can build in some compatibility?
User avatar
Mrs. Patton
 
Posts: 3418
Joined: Fri Jan 26, 2007 8:00 am

Post » Tue May 08, 2012 8:37 pm

Ah. Well, that would explain the problem. I did not realize that was how it worked. Is there a way I can build in some compatibility?
Not at the moment. I would have liked to pass the target's modified "Invisibility level" to the SDR script alongside the distance, hasLOS, and targetAttacked parameters. However, the OBSE mechanism for calling user scripts has some limitations which prevented this. The same is true for the detector "Blindness level", so you're not seeing the AVU effects on blindness either. For the time being, you'd need to reproduce the Diminished Returns forumla in your own scripts. It'd be a huge pain, but I can't offer anything else atm.
User avatar
Sherry Speakman
 
Posts: 3487
Joined: Fri Oct 20, 2006 1:00 pm

Post » Wed May 09, 2012 12:15 am

Not at the moment. I would have liked to pass the target's modified "Invisibility level" to the SDR script alongside the distance, hasLOS, and targetAttacked parameters. However, the OBSE mechanism for calling user scripts has some limitations which prevented this. The same is true for the detector "Blindness level", so you're not seeing the AVU effects on blindness either. For the time being, you'd need to reproduce the Diminished Returns forumla in your own scripts. It'd be a huge pain, but I can't offer anything else atm.
No worries. Other than the Moth Priests, blindness isn't used anywhere in the default game or DLCs, and as far as I know, no mods use it either.

As for creating my own curve, I'm not sure it's worth the time. There is already a system to tweak the effectiveness of Chameleon in three separate categories. The simplest solution would be for an end user to decide at what point the 100% effectiveness should kick in and reverse engineer it. For example, it is very hard but not impossible to get 120 av points of Chameleon. At 80% effectiveness, that would put the SDR visual at an effective 96 points for the visual.
User avatar
Prisca Lacour
 
Posts: 3375
Joined: Thu Mar 15, 2007 9:25 am

Post » Tue May 08, 2012 3:21 pm

Initially, I complied with the SDR's running speed until I went to Shivering Isles and met Jayred Ice Veins. He led me to the Bone Yard to make his bone arrows, and he ran much faster than my character. So I went into the .ini file and changed these two entries like so:

set sdrIniQ.vMoveRunMult to 3.0 ; SDR: 2.5 / Obv: 3.0
set sdrIniQ.vMoveRunAthleticsMult to 1.0 ; SDR: 0.5 / Obv: 1.0

With running speed back to normal I revisited Jayred Ice Veins. Again, he was faster than my normal run speed as if he was sprinting. This is normal for SDR?
User avatar
Gemma Flanagan
 
Posts: 3432
Joined: Sun Aug 13, 2006 6:34 pm

Post » Tue May 08, 2012 6:58 pm

Initially, I complied with the SDR's running speed until I went to Shivering Isles and met Jayred Ice Veins. He led me to the Bone Yard to make his bone arrows, and he ran much faster than my character. So I went into the .ini file and changed these two entries like so:

set sdrIniQ.vMoveRunMult to 3.0 ; SDR: 2.5 / Obv: 3.0
set sdrIniQ.vMoveRunAthleticsMult to 1.0 ; SDR: 0.5 / Obv: 1.0

With running speed back to normal I revisited Jayred Ice Veins. Again, he was faster than my normal run speed as if he was sprinting. This is normal for SDR?
I'm not 100% sure. The sprinting effect only applies to the player, but the settings you changed apply to everyone (I think). Depending on other settings, I think encumbrance is a factor, and also he may just be plain faster than you. You should compare his base speed attribute and athletics skill to yours. That would be the most telling.
User avatar
Tyler F
 
Posts: 3420
Joined: Mon Aug 27, 2007 8:07 pm

Post » Wed May 09, 2012 3:18 am

Would it be possible to set a maximum effecivity for chameleon in your detection formula? That seems like the most simple and effective way to me.
User avatar
Greg Swan
 
Posts: 3413
Joined: Tue Jun 05, 2007 12:49 am

Post » Wed May 09, 2012 6:02 am

Would it be possible to set a maximum effecivity for chameleon in your detection formula? That seems like the most simple and effective way to me.
Well, there is already a percentage of effectiveness option. Do you mean an option to cap the chameleon value itself before calculating percentage of effectiveness?
User avatar
ZzZz
 
Posts: 3396
Joined: Sat Jul 08, 2006 9:56 pm

Post » Tue May 08, 2012 9:48 pm

Post limit.

http://www.gamesas.com/topic/1336793-relz-sneaking-detection-recalibrated-7/
User avatar
Darian Ennels
 
Posts: 3406
Joined: Mon Aug 20, 2007 2:00 pm

Previous

Return to IV - Oblivion