I'm curious to hear about these details.
I'm curious to hear about these details.
There were three side effects to the new SDR system:
1. How fast you are moving impacts detection.
2. The Journeyman perk of weightless boots was removed
3. The Expert perk of no penalties for running was removed
I felt obligated to replace the perks with new ones.
The new Journeyman perk allows you to bypass tripwires and pressure plates perk, which you can only do when walking while sneaking.
The Expert perk had to be tied to running in some way. But I didn't want it to be too limiting. I had Running Revised w/ Fatigue at the time, and came up with the idea of Sprinting not being possible while sneaking at the same time.
I popped open the hood of several running mods to look at the mechanics and found a couple of things:
1. I couldn't figure out a way of incorporating any of the current mods into the SDR scheme to know when the player was sprinting or not.
2. When taken to an extreme Attribute / Skill levels, the running mechanics were totally out of whack, especially when sprinting.
3. Since your speed significantly impacts how much noise you make, the logical choice was to incorporate new rules for running/sprinting/movement into SDR
4. Although some of the changes applied to everyone, others only applied to the player. My philosophy is "If the player can do it, so should everyone else."
Up until the 8.x.x series, I've only included sprinting, fatigue from sprinting, and minor tweaks to running speed. In the process of revising for 8, there were a couple of things I decided:
1. If I expanded the running features into a complete set, it would save me an .esp slot.
2. I could modify all the movement rates / fatigue rates for movement into algorithms that were more realistic.
3. I could take advantage of new OBSE features to make all of these features more efficient.
4. I could expand many of the changes (such as sprinting and backwards running speeds) to apply to NPCs as well, which would add some balance.
So yes, I *could* make it a separate mod. But I consider the revised movement features to be a natural and integral offshoot of the whole SDR concept. So I would use it. And having all that programming in a separate mod would be less efficient than keeping it in SDR, for both programming and performance reasons.
Also, they work. And they work well. I'd rather modify/cut other features first.
Have you thinked about replacing the apprentice perk? (Do you call that a perk? It simply increase the sneak attack multiplier, but every sneak perk from apprentice to master do the same, if configured).
Some ideas:
- Decrease the chances of being detected after a sneak attack
- Reduce noise from falling
- Better view with Night-eye (less tunnel effect)
- You can jump while sneaking (if you think about it, it's not that easy jump while crouched!) <-- My favourite one
- You can run while sneaking (you can only walk as novice! LOL!)
- You can get permanent invisibility once a day with the One Ring... no that's a bit unbalancing!
You have a good point about the sneak attack multipliers since they now extend throughout all mastery levels. Hmmm.
- Decrease the chances of being detected after a sneak attack
Maybe - but that happens naturally as your sneak skill improves
- Reduce noise from falling
Too complicated. In fact, I'm dumping the whole landing / splashing idea because it's not working as well as I thought and reduces performance.
- Better view with Night-eye (less tunnel effect)
I think of it is a physiological thing (besides, people can already turn off the tunnel vision if they want)
- You can jump while sneaking (if you think about it, it's not that easy jump while crouched!) <-- My favourite one
Not sure how to do that.
- You can run while sneaking (you can only walk as novice! LOL!)
Bwahahaha - very very very tempting. (see below)
- You can get permanent invisibility once a day with the One Ring... no that's a bit unbalancing!
Guess what I stumbled across?
The game setting that determines how often detection checks are made!
For whatever reason, it never made it to the CS wiki. I have added a page for it: http://cs.elderscrolls.com/index.php?title=FDetectionTimerSetting
The default is .3 seconds. I'm going to test what it's like at .5 seconds.
P.S. How the hell have I managed to work on this mod for so freaking long and not know about this?!!!!!
Sounds like that could potentially help performance immensely, can't wait to see the results.
The one i know of is http://www.nexusmods.com/oblivion/mods/41863/?.
After you finish playing, run xedit and you'll see "Log anolyzer" under the "Other" tab in the context menu when you right click on an .esp.
Thanks for continuus work on this, hope you will succed with all your plans for that mod.
And hope that you will succeed in your RL endeavours as well
I think I've resolved the crashing. Between OSR, more heap, and rebooting the Oblivion.ini, I haven't had any crashes yet. Back to testing and refining the system.
I have fixed one bug for the next release in which NPCs with chameleon of 100+ were totally visible. Amazing how that works when you leave out one line of code (sigh).
If you wouldn't mind sharing, what settings for OSR and moreheap helped with your stability. I couldn't get moreheap to play nice and gave up on it. It's probably a bit system dependent, but it would be worth giving it another chance.
Well, I didn't spend a whole lot of time wandering around, so I can't be 100 % sure this will work.
For OSR, I turned off fps management, turned on heap replacment and chose heap option 1. For more heap, I set both values to 1024.
Hope that helps.
EDIT: I'm still getting stack hash crashes. No idea why.
Are you testing http://cs.elderscrolls.com/index.php?title=FDetectionTimerSetting? Just curious.
Updates:
- I'm still getting stack hash crashes (with or without SDR installed)
- Found some function scripts that were causing bloat with undestroyed string variables
- Applied new SM Combat tweak where that feature has been moved out of the NPC token to its own separate token.
Been using Cheydinhal as my testing ground (OCR, Unique Landscapes, Better Cities, tons of graphics overhauls, TIE, MOO, etc.):
- without SDR I'm getting fps rates of anywhere from 21 to 45 fps, mostly in the mid-20s to low 30s.
- with SDR, I'm ranging from 11 to 29 fps, mostly in the high teens to low 20s.
- on average, I'm losing about 17 fps with SDR installed.
Active Mod Files:
00 Oblivion.esm01 All Natural Base.esm [Version 1.34]02 Tamrielic Ingredients.esm03 Open Cities Resources.esm [Version 4.1.5]04 Harvest[Containers].esm05 Better Cities Resources.esm [Version 5.5.3]06 bookplacing.esm [Version 2.0]07 Fundament.esm [Version ision]08 Knights - Revelation.esm09 SDR.esm [Version 8.2.0]0A Unofficial Oblivion Patch.esp [Version 3.4.5]0B UOPS Additional Changes.esp0C DLCShiveringIsles.esp0D Unofficial Shivering Isles Patch.esp [Version 1.5.3]++ USIPS Additional Changes.esp0E Better Cities .esp0F All Natural.esp [Version 1.35]10 All Natural - SI.esp [Version 1.35]++ ImprovedWater.esp11 Rainbows.esp12 All Natural - Real Lights.esp [Version 1.35]13 AkaviriBattleCat.esp14 Book Jackets Oblivion.esp15 Book Jackets Oblivion - BP.esp16 Chapel Tithe.esp17 ImprovedSigns.esp18 Camping.esp19 Q - More and Moldy Ingredients v1.1.esp1A Reznod_Mannequin.esp1B Skyrim Ingredients.esp1C Enhanced Economy.esp [Version 5.4.3]1D GOSH Region Ambiance.esp1E GOSH.esp1F BookTrackerOBSE.esp20 DarNifiedUI Config Addon.esp21 Lava Does Fire Damage.esp22 Map Marker Overhaul.esp [Version 3.9.3]23 Map Marker Overhaul - SI additions.esp [Version 3.9.3]24 Enhanced Hotkeys.esp [Version 2.3.1]25 DLCHorseArmor.esp26 DLCOrrery.esp27 DLCVileLair.esp28 DLCMehrunesRazor.esp29 DLCSpellTomes.esp** Book Jackets DLC.esp** GrimbotsSpellTomes.esp++ MaleBodyReplacerV5.esp2A ACCCGR SI.esp** RTFemaleReplacerV12.esp2B Wood Bows and Leather Armors.esp2C Slof's Horses Base.esp2D Slof's Extra Horses.esp2E kuerteeHorseCommands.esp2F DLCThievesDen.esp++ Harvest[Containers] - Vanilla.esp++ Harvest[Containers] - SI.esp30 TIE.esp [Version 1.50]31 Tamrielic_Ingredients.esp32 Cyrodiil transportation network OC.esp33 OC+CTN Patch.esp34 EM_CompInnsleeping.esp [Version 0.9]35 Trade and Commerce.esp36 Trade and Commerce Update.esp37 EMBridgeHouse.esp38 Fighters Guild Quests.esp39 Kvatch Rebuilt.esp [Version 3.0]3A OCR + Kvatch Rebuilt Patch.esp [Version 4.0]3B Kvatch Rebuilt Weather Patch.esp3C OldCrowInn.esp [Version 5.5.0]3D LetThePeopleDrink.esp [Version 2.6]3E Mages Guild Quests.esp3F Nascosto Isles 3.esp40 All Natural - Nascosto Isles Weather Patch.esp [Version 2.0]41 VaultsofCyrodiil.esp [Version 5.5.0]42 DLCBattlehornCastle.esp43 DLCFrostcrag.esp44 AFK_Frostcrag.esp [Version 1.2.Non-COBL]45 BrumaGuildReconstructed.esp [Version 1.0.1]46 Knights.esp** Knights - Book Jackets.esp47 Knights - Revelation.esp48 OCC-KOTN-Patch.esp [Version 3.0]49 Blood&Mud.esp4A Blood&Mud - EE patch.esp [Version 4.2]4B The Lost Spires.esp4C MannimarcoRevisited.esp4D ReclaimSancreTor.esp [Version 1.0.5]4E Roads of Cyrodiil.esp [Version 1.0]4F ROC+Fighters Guild Quests.esp50 Faregyl.esp [Version 2.0.10]51 Feldscar.esp [Version 1.0.13]52 Gottshaw Village.esp [Version 1.0.1]53 Molapi.esp [Version 1.0.1]54 Reedstand.esp [Version 1.0.4]55 Urasek.esp [Version 1.0.4]56 Vergayun.esp [Version 2.0.2]57 xuldarkforest.esp [Version 1.0.5]58 LostSpires-DarkForest patch.esp59 xulStendarrValley.esp [Version 1.2.2]5A xulTheHeath.esp5B XulEntiusGorge.esp5C xulFallenleafEverglade.esp [Version 1.3.1]5D LostSpires-Everglade patch.esp5E xulColovianHighlands_EV.esp [Version 1.2.1]5F xulChorrolHinterland.esp [Version 1.2.2]60 xulBeachesOfCyrodiilLostCoast.esp [Version 1.6.4]61 xulBravilBarrowfields.esp [Version 1.3.3]62 xulLushWoodlands.esp [Version 1.3.1]63 xulAncientYews.esp [Version 1.4.3]64 xulAncientRedwoods.esp [Version 1.6]65 ROC+Ancient Redwoods.esp [Version 1.0]66 xulCloudtopMountains.esp [Version 1.0.3]67 RST+Cloudtop Mountains.esp [Version 1.1]68 xulArriusCreek.esp [Version 1.1.3]69 xulPatch_AY_AC.esp [Version 1.1]6A xulRollingHills_EV.esp [Version 1.3.3]6B xulPantherRiver.esp6C Blood&Mud-PantherRiver patch.esp6D xulRiverEthe.esp [Version 1.0.2]6E xulBrenaRiverRavine.esp [Version 1.1.1]6F xulImperialIsle.esp [Version 1.6.7]70 xulBlackwoodForest.esp [Version 1.1.0]71 xulCheydinhalFalls.esp [Version 1.0.1]72 Blood&Mud-CheydinhalFalls patch.esp73 KvatchRebuilt-CheydinhalFalls patch.esp [Version 2.0]74 xulAspenWood.esp [Version 1.0.2]75 xulSkingradOutskirts.esp [Version 1.0.2]76 ROC+RST+Skingrad Outskirts.esp [Version 1.0]77 xulSnowdale.esp [Version 1.0.4]78 Feldscar+Snowdale Patch.esp [Version 1.0.2]79 xulCliffsOfAnvil.esp [Version 1.12]7A RST+Cliffs of Anvil.esp [Version 1.2]7B xulSilverfishRiverValley.esp [Version 1.0.2]7C xulJerallGlacier.esp [Version 1.0.0]7D xulTheEasternPeaks.esp [Version 1.0]7E ImpeREAL Empire - Unique Forts.esp7F ImpeREAL Forts + Lost Spires + Silverfish River Patch.esp [Version 1.0]80 LostSpiresImpeREALFortsPatch2.esp81 Frostcrag Village.esp [Version 1.0.7]82 Sutch Village.esp [Version 1.0.3]83 LostCoast + SutchVillage Patch.esp [Version 1.0]84 Open Cities New Sheoth.esp [Version 2.0.1]85 Open Cities Outer Districts.esp [Version 4.1.4]86 ImprovedWaterfrontShips.esp87 Open Cities Reborn.esp [Version 1.1.6]88 Open Cities Reborn B&M Additions.esp [Version 1.1.5]89 OCR-East Wind.esp8A OCR-Flags Removed.esp8B Better Cities - Open Cities Reborn.esp [Version 5.4.0]8C Better Cities - Open Cities Reborn B&M Compatibility.esp [Version 5.5.0]8D OCR+ULCH Patch.esp [Version 1.0.3]8E ROC+UL-II+LtPD+OCOD Patch.esp [Version 1.0]8F IWS-OCR patch.esp90 OCR+ULBWForest Patch.esp [Version 1.0.2]91 RST+OCR Patch.esp [Version 1.1]92 RST+Cheydinhal Falls.esp [Version 1.1]93 OCR+Cheydinhal Falls Patch.esp [Version 1.1]94 OCR+ULSkingradOutskirts Patch.esp [Version 2.0]95 OCR-TAC Patch.esp96 BarrowFields-Blood&Mud-Patch.esp [Version 1.1]97 Harvest [Flora].esp [Version 3.0.1]++ Harvest [Flora] - Shivering Isles.esp [Version 3.0.1]++ Harvest [Flora] - DLCVileLair.esp [Version 3.0.0]98 Harvest [Flora] - DLCFrostcrag.esp [Version 3.0.1]++ Book Placement v2.esp [Version 2.0]99 Auto Update Leveled Items And Spells.esp [Version 1.2.5]9A Bag of Holding.esp [Version 1.5.0]9B Banes Guilds United.esp++ Banes Guilds United BrumaGuild patch.esp++ Banes Guilds United Integration patch.esp++ Banes Guilds United LAME patch.esp9C Better Dungeons.esp++ DaedricRequirements.esp9D HUD Status Bars.esp [Version 5.3.2]9E Dousing The Flames.esp [Version 1.10]9F Goblin Tribal Shields.espA0 GuildAdvancementBGU.espA1 Side's Backpacks.esp [Version 1.0]A2 SnusDungeons.espA3 SnusDungeons - BD patch.espA4 Toggleable Quantity Prompt Advanced.esp [Version 3.3.0]A5 Alternative Beginnings.esp [Version 1.4.1]A6 RealisticForceHigh.espA7 RealisticMagicForceMedium.espA8 HavokCollisionFix.espA9 Druid Mod.espAA IThieveryRaiseVeryHard.espAB RenGuardOverhaul.espAC Enhanced Grabbing.esp [Version 0.5]AD Duke Patricks - Combat Archery.esp [Version 7.3.5]AE Duke Patricks - Near Miss Magic And Arrows Alert The Target.esp [Version 7.1]AF Duke Patricks - Fresh Kills Now Alert The NPCs.esp [Version 4]B0 Duke Patricks - Melee Combat NO RECOIL.esp [Version 5.9]B1 Bundlement.esp [Version ision]B2 JCN_AV Uncap.esp [Version 1.01]** Cava Obscura - Cyrodiil.esp** Cava Obscura - SI.esp** Cava Obscura - Filter Patch For Mods.espB3 1em_Vilja.esp [Version 4.04]B4 1em_Vilja_Neck_Seam_Concealer.espB5 bgBalancingEVCore.esp [Version 10.52EV-D]B6 Oblivion_Character_Overhaul.esp [Version 2.0]B7 bgMagicEV.esp [Version 1.7EV]++ bgMagicSpellTomes_for_WryeBash.esp [Version 1.68EV]++ bgMagicItemSigil.esp [Version 1.68EV]++ bgMagicEVStartspells.esp [Version 1.68EV]B8 bgMagicBonus.esp [Version 1.7EV]++ bgMagicEVAddEnVar.esp [Version 1.68EV]B9 bgMagicEVPaperChase.esp [Version 1.68EV]BA bgMagicAlchemy.esp [Version 1.57]BB bgMagicPotionNumberSoulGemValue.esp [Version 1.68UV]BC bgBalancingOptionalLessHealth.esp [Version 10.0UV-U]++ bgBalancingEVOptionalClasses.esp [Version 9.0EV-U]++ bgBalancingEVOptionalFangs.esp [Version 10.0EV-D]++ bgBalancingEVOptionalMoreEyes.esp [Version 10]BD bgBalancingEVLAMEAddition.esp [Version 10.51EV-D]++ bgBalancingEVLAMEGlue.esp [Version 10.0EV-D1.62EV]++ bgBalancingEVOptionalSeamReducerHighElfFix.esp [Version 10.0EV-D]BE bgIntegrationEV.esp [Version 1.0b]BF NakakitaPatch.esp++ NakakitaFaces.espC0 OCR + Integration Patch.esp [Version 3.0]C1 IntegrationTheStrandedLight-SilverfishRiverValley patch.esp [Version 1.1]C2 IntegrationTheStrandedLight-EasternPeaks patch.esp [Version 1.1]C3 Better Cities IC Arboretum.esp [Version 5.5.3]C4 Better Cities IC Arena.esp [Version 5.5.3]C5 Better Cities IC Elven Gardens.esp [Version 5.5.3]C6 Better Cities IC Green Emperor Way.esp [Version 5.5.0]C7 Better Cities IC Market.esp [Version 5.5.3]C8 Better Cities IC Talos Plaza.esp [Version 5.5.3]C9 Better Cities IC Temple.esp [Version 5.5.3]CA Better Cities IC Waterfront.esp [Version 5.5.0]CB Better Cities - Reclaiming Sancre Tor.esp [Version 5.5.0]CC Better Cities IC Waterfront FPS Patch.esp [Version 5.5.1a]++ Better Cities - TIE Restricted Area.esp [Version 5.5.0]CD Better Imperial City - Blood & Mud patch.esp [Version 5.5.0]CE Better Cities - Unique Landscape Imperial Isle.esp [Version 5.3.0]CF No More Annoying Comments.esp** [GFX]_Initial_Glow-all.esp++ kuerteeEffectDrainShaderInitialGlowOnly.esp** bgMagicEVShader.esp [Version 1.7EV]D0 bgMagicLightningbolt.esp** ROC - OCReborn Road Record.esp++ Harvest Containers Filter patch for mods.esp [Version 1.00]** All Natural - Indoor Weather Filter For Mods.esp [Version 1.35]** TIE Weapon + Armor Filter.espD1 Bashed Patch, 0.espD2 bgMagicEVNoSorting.espD3 Maskar's Oblivion Overhaul.esp [Version 4.3.1]D4 RenGuardOverhaul_PatchForSDR.espD5 SDR_Detect Life Shader Patch [Oblivion].esp [Version 5.0.0]D6 SDR_Trip Wire Pressure Plate Patch [Oblivion].esp [Version 8.1.0]D7 Saebels GUI Tweaks.esp
I've got a couple questions. I upgraded to 8.1.2, and I didn't find a SDR_Tweaks.ini file, so I had to make one myself (it's in the Data/SDR/ini folder). I've got these settings in it: