Ive got only OBse. Is it enough for SDR, or do I need sound command and the other file you pointed in tes nexus's page?
Ive got only OBse. Is it enough for SDR, or do I need sound command and the other file you pointed in tes nexus's page?
The only prerequisite you need is OBSE. v20+, v21 recommended.
Everything else is included in the installer package. That's what "bundled" refers to, but I included links to the originals so that folks know where they come from and can endorse the mods when they get a chance.
http://www.saebel.net/SDR/sdrInstall.php
I've updated the Nexus page with language that will hopefully help clarify that. Sorry about the confusion.
So here is a question I have had brewing in the back of my mind.
Do you folks like the current documentation in which the .ini reference guide is a separate file from the Player's Handbook?
There is a lot of overlap of information between the two. If converted into a word document, the ini reference guide ends up being around 58 pages (but would probably be smaller if I stripped out all the weird formatting). The Player's Handbook is around 51 pages.
In my opinion, the pdf file is easier to navigate, because it has a table of contents and a navigation pane with collapsible sections.
The ini reference guide is smaller in side, and can be navigated, but requires installing notepad ++ and an "ini language."
The main reason I have kept the two separate has been primarily due to file size / maintenance. If I only change the default settings values, I only have to change the ini reference guide. But if I add new settings, change the names of settings, or remove settings, I have to update both.
Updating the .ini reference guide for me has been very easy, since all I have had to do is just cut and paste the contents of my "default .ini" script into the guide and strip out the begin / end headers.
However, at this point, I don't think there are going to be many more changes. So my temptation is to merge everything into one support document for the player. And then my ini defaults script would be trimmed down to not have all the extraneous data, which would significantly improve load times.
What are your thoughts?
I just tried it. I didn't run into any crashes, but I don't think the mod was functioning as it was intended. It felt glitchy.
P.S. Found a very big bug in the base detection amount. It's flipping the factor around. So instead of starting at -65 and increasing to 0, it's starting at 0 and decreasing to -65. So if you've been getting people detecting you at long range and then losing you at close range, that's probably why.
Whoops.
Fix will be in the next release.
I've uploaded a hotfix on the Nexus in the update section that should fix the base detection error I mentioned earlier. It also has improved performance when restarting and loading game saves once the default settings have been stored (about 40% faster load times). It only includes SDR.esm and the sdr.dll OBSE plug-in. Just install it directly over the old one. I was hoping to have the merged documentation done, but it's taking me longer than I thought.
I've stumbled across something else, and I honestly don't recall what I was thinking at the time.
As I was going through and updating the documentation, I got to the Detect Life section. In the description, it talks about how Invisibility and Chameleon do not prevent the Detect Life bonus from being applied. But when I looked at the formula, that's not what is going on at all. In fact, for some reason, the detect life bump is being applied to the overall lighting adjustment (which doesn't make any sense). I must have cut and paste the code into the wrong section and didn't double check my work thoroughly.
Detect Life works against Invisibility in the default Oblivion game, but only for the player.
So, now the question is, how do I handle Detect Life vs. Invisibility/Chameleon? I've actually always been on the fence about this, since there are many ways to look at it.
Various options are:
1. Invisibility protects the target from the Detect Life spell.
2. Chameleon protects the target from the Detect Life spell.
3. Invisibility/Chameleon do not protect the target from the Detect Life spell (and thus bonuses) but do protect you from the light that is hitting you.
4. Invisibility/Chameleon affects are totally nullified by the Detect Life spell.
This will be a fairly significant change to the formula (or at least that portion of it), so I need to tread carefully here.
Some thoughts.
Detect Life is a Mysticism spell.
Invisibility and Chameleon are Illusion spells.
I guess it comes down to perspective of how these magics work. Illusion spells, in general, tend to affect the mind. For example, Illusion spells include paralyze and charm, along with calm, command, frenzy, silence, rally, etc. But it also includes light and night-eye. The former generates an actual working light source and the latter alters your vision to be able to see in the dark. (I'm not really sure why Night Eye is not an Alteration spell). So the question becomes, what is the interpretation of what Invisibility / Chameleon is actually doing.
One thing I was surprised to learn is that according to the http://www.uesp.net/wiki/Oblivion:Chameleon Chameleon doesn't actually affect your chance of being noticed, but rather the range at which you can be noticed. This goes completely contradictory to what I've been told about how the http://cs.elderscrolls.com/index.php?title=Category:Detection. I also question whether or not that's actually correct. But I suppose I can try to double check it somehow.
Off tangent, back on track. So one way to look at Invisibility / Chameleon is that they are not actually making you transparent/bending light itself, they are affecting the minds of the observers. That would fall in line with all the rest of the Illusion spells. So now it becomes a question of interpretation.
Using night-eye does not allow you to see invisible things, but Detect Life does. Detect life reveals the life sources of creatures around you. However, you could also make the argument that the invisibility spell affects the mind of the observer using detect life. In which case, even if the effect "works", the observer still doesn't see the Invisible/Chameleon person because they have been Jedi Mind tricked into Not seeing them (or at least partially not seeing them in the case of Chameleon).
anyway, I have much to ponder
If anyone else has any thoughts about it, I'm open to new ideas.
From my point of view:
- Chameleon simply replicate the chameleon (animal) mimetics ability. It makes no sense as a "jedi mind" control because of the magnitude: what does it means if an enemy is 35% mind tricked?!?
- Invisibility is like Harry Potter's "cloak of invisibility", but it could also be a "jedi trick", which require concentration. If you do any action you loose the concentration and the trick wore off. But still it makes no sense: when I cast the spell, nobody can see me. How can I mind-control all people of the world for those 15-60 seconds? Even Darth Vader has not that much power!
I think Detect Life should counter both effects (but it's less effective against Invisibility)
Also, I think some magic creatures should be able to naturally see invisible enemies, without the need for Detect Life (example: Dragons, in some fantasy worlds), but they won't necessary see enemies with chameleon (which are "camouflaged", not cloaked). This makes chameleon a bit more useful and a valid alternative to Invisibility.
So I think that:
- chameleon gives a weaker but stable protection, it works against everyone but is totally ineffective if standing in the light or if the detector uses Detect Life
- invisibility gives a stronger but unstable protection, it works even if standing in the light, gives partial resistance against Detect Life, but is totally ineffective against some magic creatures
I'd like to report that newest beta update (8.1.2b0) made my character unable to acquire sneak skill points (first beta was fine for me). I installed it directly over previous but I was in the guild hall with some guildmates. Is that a problem? Should we install it only when we are at home with no one near us? Even when it doesn't require a clean save technique?
I turned on the debug and it works indeed. I'm at sneak skill level 54. It took me literally more than 15 minutes of constant sneaking inside the guild to raise sneak skill percent from 81 to 82 of my 54 sneak-skill-level. So I don't belive that to be intended, as it's like a hundred times more difficult to raise sneak now. I received from 0.007 to 0.011 every now and then. It adds it more likely when I stand up for a second and start sneaking again immediately but that might be just impression. So, everything seems to be running but very very very slowly.
Hm, but I was undetected almost all the time. I used invisibility to make sure. I already have max sneak skill range at 1200. I made so to be able to earn a bit while attacking from some distance which I do a lot in dungeons.