[Relz] Sneaking Detection Recalibrated (#12)

Post » Thu Aug 15, 2013 9:40 pm

Voted FILE OF THE MONTH on the Oblivion Nexus for April, 2012
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Current version: v.7.1.0, as of August 11, 2013
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Latest News:
SDR has exceeded 170 endorsemants and over 10,000 downloads on the Oblivion Nexus, making it the most endorsed stealth mod on the Nexus! Thanks for the love y'all. :wub:

7.1.0 is now available on the following sites:
http://oblivion.nexusmods.com/downloads/file.php?id=37385
http://tesalliance.org/forums/index.php?/files/file/893-sdr-sneaking-detection-recalibrated/

The 7.1.0 version is available in the following installation package formats:
- Wrye Bash Bain package with Installer Wizard (works for Oblivion and Nehrim)
- Omod package with Installer Script (works for Oblivion and Nehrim)
- Manual installer for Oblivion Only
- Manual installer for Nehrim Only

- RGO for SDR patch is available as a separate download in the optional files section. (It is already bundled in the Wrye Bash installer, but not the other packages)

All the file names have changed since SDR series 5.x.x and earlier, and there are many new and renamed .ini settings. Therefore, if you are upgrading from any version prior to the 6.x.x series, only use your old .ini file as a reference.

If you are upgrading from 6.x.x series to 7.x.x, your SDR Tweaks.ini file should still be good.

Visit the http://saebel.net/sdr.php for complete details, download links, installation instructions, up-to-date .ini user guide, mod-conflict info, performance tips, and much much more!

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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
  • No skills are modified in any way
  • All penalties / bonuses are calculated separately for each detector-player relationship
  • Having a lit torch can cancel out any current or cast invisibility spell effects on the player.
  • New spells to deafen/blind targets as well as muffle your character's noise, with custom spell icons.
  • New spells for NPCs to cast blindness/deafness on the player.
  • 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.
  • Sneak Skill-up bonuses for undetected assassinations
  • New hearing/vision traits for all races and creatures. Takes into account peripheral and binocular vision angles.
  • Sneaking NPCs can become transparent if not invisible.
  • Chameleon refraction effects replaced with transparency.
  • Designed for Oblivion and Nehrim.
  • NPCs will actually cast Detect Life and Night-Eye spells and powers if they have them and are spooked.
  • SM Combat Hide mod by Strategy Master is adapted and built in (with permission).
  • New Perks, such as sneaking while sprinting and bypassing pressure plates and tripwires.
  • Patches / Compatibility for Real Sleep Extended, Basic Primary Needs, Bare Necessities, Oblivion X.P., Druid Mod Remade, Thieves Arsenal, and Reneer's Guard Overhaul.
  • Dynamically changing Night-Eye effect that changes in color and peripheral constraints depending on the lighting conditions.
  • Fully customizable to taste via .ini file settings.

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THE RULES:
1. If you are asking about how SDR works, you must read the .ini User Guide first before asking here.
2. I have decided to stop development on SDR. It's done. I am not taking any more requests, so if I don't respond, please don't think me rude.
3. If there is a problem, it is most likely one of three things:

  • The SDR OBSE plug-in is not installed correctly
  • Another mod is conflicting with one or more settings (usually disabling/changing an .ini 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. It will most likely 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. See documentation.
  • Search this thread or previous ones 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. You must include the following information in your post:

  • A brief description of the issue
  • Which versions of SDR and OBSE 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)

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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Links to Previous Threads:

http://www.gamesas.com/topic/1463329-relz-sneaking-detection-recalibrated-11/

http://www.gamesas.com/topic/1447296-relz-sneaking-detection-recalibrated-10/
http://www.gamesas.com/topic/1391047-relz-sneaking-detection-recalibrated-9/
http://www.gamesas.com/topic/1363392-relz-sneaking-detection-recalibrated-8/
http://www.gamesas.com/topic/1336793-relz-sneaking-detection-recalibrated-7/
http://www.gamesas.com/topic/1275915-relz-sneaking-detection-recalibrated-6/
http://www.gamesas.com/topic/1243335-relz-sdr-sneaking-detection-recalibrated-5/
http://www.gamesas.com/topic/1230623-relz-sdr-sneaking-detection-recalibrated-4/
http://www.gamesas.com/topic/1216515-relz-sdr-sneaking-detection-recalibrated-3/
http://www.gamesas.com/topic/1194753-relz-sdr-sneaking-detection-recalibrated-2/
http://www.gamesas.com/topic/1170938-relz-new-mod-sneaking-detection-recalibrated/

User avatar
alyssa ALYSSA
 
Posts: 3382
Joined: Mon Sep 25, 2006 8:36 pm

Post » Thu Aug 15, 2013 10:08 pm

Reserved.

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Ludivine Dupuy
 
Posts: 3418
Joined: Tue Mar 27, 2007 6:51 pm

Post » Thu Aug 15, 2013 10:53 pm

You started the new thread as I was writing my reply. :stare:

So I've copied it here.

I could agree that it's some kind of 'overload', especially considering the number of people that were in the Temple of the One when I entered and got a CTD, and the number of horses outside in the stables when I exited the city and got a CTD. However, one of the locations where I consistently got a CTD was the All Saints Inn, and the only person in there was Willet the barman. Plus I'd previously been outside around the docks, and didn't get any CTDs that I could attribute to SDR.

Actually, the identities of the cells that I was getting CTDs in did make me think of another possible cause, but this may be muddying the waters for you: disabled actors. The IC districts, the Temple of the One, and the All Saints Inn have all, in my game at least, got one or more disabled actors in them. The other cells I went in to where I didn't get a CTD - the Tiber Septim, the King and Queen, and the Better Cities tunnel locations - do not have any disabled actors in them as far as I am aware. But like I said, this may be completely irrelevant, especially as you appear to be using GetHighActors to obtain your list of actors in the vicinity, so you should not be processing disabled actors anyway.

Although I think I did notice one thing when I was looking through your code trying to understand it. :blink:

From what I saw, you appear to be using GetHighActors directly in the ForEach loop. I don't know if this might not be a good idea - it could cause it to execute a GetHighActors every time it loops around, potentially rearranging the list of actors and getting itself in a right mess. I tend to assign GetHighActors to an array variable, then run the ForEach loop over that.

User avatar
Anthony Santillan
 
Posts: 3461
Joined: Sun Jul 01, 2007 6:42 am

Post » Thu Aug 15, 2013 5:34 pm

Actually, if you look closer, I'm setting an array variable and using the array variable in the ForEach:

Let vGetHighActors := GetHighActors; processes high actors/snip/ForEach vHighActors <- vGetHighActors

Also, I can't seem to replicate the crashes. Nonetheless, I threw in some extra code here and there to trap for some possible scenarios.

Here's a link to the current beta:

https://www.dropbox.com/s/tlqdcng1am0rzlm/SDR.7z

You should be able to install it right on top of the old one, and it will re-initialize all the tokens, but exit out of the initialization / detection formulas if the actor is disabled.

Can you give it a shot and let me know what happens? I don't want to release it if it doesn't work:

User avatar
Craig Martin
 
Posts: 3395
Joined: Wed Jun 06, 2007 4:25 pm

Post » Thu Aug 15, 2013 2:50 pm

Just to chime in on the CTD's. With my first test of 7.1 I actually got a CTD after moving around 50 in-game yards down a shoreline with only some deer and a minotaur visible. I reloaded and got a CTD the same place.

I then read shadowborn had made a Clean save so I did as well and I've just finished playing for about 2 hours and I got no CTDs.

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Cheryl Rice
 
Posts: 3412
Joined: Sat Aug 11, 2007 7:44 am


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