[REL] SDR - Sneaking Detection Recalibrated - series 8

Post » Wed Dec 31, 2014 2:58 am

=========== SDR - Sneaking Detection Recalibrated ============

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.

Voted FILE OF THE MONTH on the Oblivion Nexus for April, 2012

SDR has passed 375 endorsemants and over 10,000 unique downloads on the Oblivion Nexus! Thanks for the love y'all. :wub:

=========== Forum Thread Rules ============

- If you are asking about how SDR works, you must read the .ini User Guide first before asking here.
- You can request new features, but there is no guarantee that I will implement them.

- 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.

=========== Current Version ============

Current stable release: v.7.3.2, as of February 25, 2014

7.3.2 is now available in the following installation package formats:
- Patch Only (for those with 7.3.1 installed)

7.3.1 is now available in the following installation package formats:
- Wrye Bash Bain package with Installer Wizard (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)

Note: omod installer is not available at this time. I apologize for the inconvenience, but will rectify at a later date.

Download links, installation instructions, and load order recommendations here: http://www.saebel.net/SDR/sdrInstall.php

The .ini file structure system has changed, so if you are upgrading from any version prior to the 7.x.x series, only use your old .ini files as a reference.

Visit the http://saebel.net/sdr.php for complete details, including mod-conflict info, performance tips, and much much more!

=========== NEW 8.x.x BETA version available for download/testing! ============

The SCOOP!
I have taken the plunge and completely overhauled the inner workings of SDR with the primary goal of boosting performance and generally fixing all the little things that have been bugging me and other players.
For those of you that build OBSE plug-ins, are modders that might want to take advantage of some of the new stuff, or just fans of SDR, this is a very big deal.
New Custom Actor Value System (CAVS)
The entire detection formula has been moved out of the scripts in the SDR.esm and converted into functions in the sdr.dll plug-in. In order to do that, I created my own method of storing and retrieving custom actor values (CAVS). As such, the Add Actor Values plug-in is not required for series 8.x.x.
CAVS uses a three tiered nested array system. In addition, the functions are exposed which means other modders can utilize the SDR's new obse functions to build and maintain a CAVS for their own mods. Performance appears to be on par with AAV. Also, CAVS can store float (decimal) numbers while AAV can only store integers.
For complete details on how CAVS works, read the Modder's Resource Manual, available in the new Modder's Resource Package which can be downloaded from SDR's website or TES Nexus. (links below)

Progress Report
as of 12/03/2014
Current Beta version: v.8.1.1 build 0
SDR OVERHAUL:
Description: All new features, conversion, optimization, updating, new functions, etc.:
Status: complete

ALPHA TEST:
Description: Me and a few brave volunteers (SuPierce!) running around and testing everything.
Status: complete
PLAYER'S HANDBOOK:
Description: mmmmmm. documentation fun!
Status: complete (1st Draft)
MODDER'S RESOURCE PACKAGE:
Description: This will includes detailed documentation on all the new features as well as examples for how modders can use them.
Status: complete (1st Draft)
BETA TEST:
Description: Opening it up to users who want to give it a whirl for awhile before official release.
Status: in progress
UPDATE WEBSITE:
Description: Trying to stay on top of all the myriad of changes as I go!
Status: in progress (79% complete)
MULTI-MEDIA PACKAGE:
Description: This will includes screenshots as well as a video "highlight" covering all the cool new stuff.
Status: not started (might not ever do it actually, but it's on my wish list)
RELEASE!
Status: TBD
Download It!
If you are feeling gutsy, you can try it out by downloading it here: http://www.nexusmods.com/oblivion/mods/37385/?
A summary of all the changes since 7.x.x plus details on the Beta test process can be found here: http://www.saebel.net/SDR/sdrBeta.php

It should be stable, but there is always a risk when working with Alpha/Betas.

New Modder's Resource Package is now available for download:

Nexus (under the miscellaneous section): http://www.nexusmods.com/oblivion/mods/37385/?

SDR Website: http://www.saebel.net/SDR/sdrModdersResourcePackage.php

User avatar
Nathan Risch
 
Posts: 3313
Joined: Sun Aug 05, 2007 10:15 pm

Post » Wed Dec 31, 2014 4:33 pm

Reserved.

Decided to merge the old SDR thread and the WIP thread together, since a beta release is fairly imminent.

User avatar
April D. F
 
Posts: 3346
Joined: Wed Mar 21, 2007 8:41 pm

Post » Wed Dec 31, 2014 6:39 am

Bugger. So although I've made great strides in the documentation, as well as lots of bug fixes, etc., I've run into a major snag. Oblivion keeps crashing on me. No idea why.

I even deleted everything from the Oblivion directory (both in games and mygames) and reverted to a bare bones clean install that I knew for sure worked. Deleted all the saves. I can't even create a character. It either crashes or won't let me click on any buttons.

I'm stumped. I've never run into this before. Until this gets resolved, everything else is on hold. I've spent the last four hours trying to figure out what the heck is going on and am going to walk away from it for a bit. I may have no choice but to do a full uninstall reinstall.

User avatar
anna ley
 
Posts: 3382
Joined: Fri Jul 07, 2006 2:04 am

Post » Wed Dec 31, 2014 2:30 pm

That's one royal hissy fit. Have you deleted the Oblivion ini file?

User avatar
Big Homie
 
Posts: 3479
Joined: Sun Sep 16, 2007 3:31 pm

Post » Wed Dec 31, 2014 6:39 am

yup. I've tried that several times.

User avatar
Anna Watts
 
Posts: 3476
Joined: Sat Jun 17, 2006 8:31 pm

Post » Wed Dec 31, 2014 2:36 pm

Did you reboot your machine? If that doesn't work, kick it. And if that doesn't work, it sounds like you're right - complete removal and reinstallation. I don't have any other ideas, unfortunately.
User avatar
Catharine Krupinski
 
Posts: 3377
Joined: Sun Aug 12, 2007 3:39 pm

Post » Wed Dec 31, 2014 12:51 pm

A new Oblivion installation is required, if even a 99% pure vanilla is crashing

User avatar
kelly thomson
 
Posts: 3380
Joined: Thu Jun 22, 2006 12:18 pm

Post » Wed Dec 31, 2014 12:15 pm

I forgot that the default Oblivion.ini always gives me problems. I was able to clean it up and at least get to the character creation stage where buttons worked. Now I'm reinstalling mods and hoping for the best.

Update:

Seems to be working now, albeit a little sluggish (pushing my limit with the graphics settings). Going to back up these files for sure!

User avatar
ShOrty
 
Posts: 3392
Joined: Sun Jul 02, 2006 8:15 pm

Post » Wed Dec 31, 2014 3:11 am


Whew! I'm glad you recovered... That was seriously scary!
User avatar
Becky Cox
 
Posts: 3389
Joined: Thu Jun 22, 2006 8:38 am

Post » Wed Dec 31, 2014 3:43 am

Yes, thank goodness.

Quick update. I have nearly completed revising the SDR Players Handbook (prev. ini Users Guide), the .ini defaults, and the SDR.esm. All that is left is to revisit/revamp the rules on movement rates (running, sprinting, sneaking) and fatigue. After that, I will be ready for a Beta release on the Nexus.

I'm even considering throwing in the option for NPCs to use sprinting as well under certain conditions, and I'd like to open up the discussion on that before I get too deep into the reprogramming of that whole section.

Currently I am using an obse function that can only modify the player's movement speed. However, I can in theory could switch it and use ModAVMod to alter the scripted factor of the speed attribute for any actor. I would mainly have to establish a few conditions:

1. Under what conditions would an actor start sprinting?

2. Under what conditions would they stop sprinting?

3, How do I make sure that the speed doesn't exponentially increase by mistake? (that shouldn't be too hard actually)

My initial thoughts are as follows:

Initiating Sprint

- Anyone who wants to sprint must have at least 50% of their max fatigue available. They must also be already running.

- The player will sprint when they hit the sprint key on the keyboard.

- if the actor is a follower of the player, and the player starts sprinting, then the follower would sprint too to catch up if they fall behind a certain distance (exterior range max).

- If an actor is in combat, their target is the player, the player is moving away from the actor (not sure how to calc that, perhaps heading angles?), and the player is moving faster than the actor, and they have fatigue to do it, they might sprint to overtake the player.

Stopping the sprint

- Anyone who reaches a threshold of 40% of their total fatigue will be forced to return to running until their fatigue builds up to at least 50%.

- The player can stop sprinting by releasing the keyboard sprint key.

- Followers will stop sprinting when they get within a certain distance of the player (short range max).

- Those in combat with the player will stop sprinting when either the player is no longer running away from them, they run out of fatigue, or they end combat with the player.

In terms of fatigue limits, I'm thinking of initiating similar rules for running.

- Anyone who wants to run can only do so if they have at least 15% of their fatigue.

- They would be forced to walk wen their fatigue reaches 5%

I could have it set up so that the movement rules would work as follows:

0 = turns off all movement rules, letting Oblivion or other mods decided.

1 = turns on all movement rules, sprinting for player only

2 = turns on all movement rules, sprinting for player and NPC followers only.

3 = turns on all movement rules, sprinting for player and all NPCs only.

4 = turns on all movement rules, sprinting for everyone including creatures.

My instinct is to make the default 3, because the sprinting calculations are based on human movement rates, and creatures move at various speeds and have different movement patters. Perhaps I shouldn't even make option 4 available for performance reasons.

Looking forward to y'all's thoughts on this.

User avatar
Destinyscharm
 
Posts: 3404
Joined: Sun Jul 23, 2006 6:06 pm

Post » Wed Dec 31, 2014 10:01 am

I like it just exactly as you describe it. There's nothing you've said there that I would change.
User avatar
Amysaurusrex
 
Posts: 3432
Joined: Wed Aug 09, 2006 2:45 pm

Post » Wed Dec 31, 2014 2:31 am

Unrelated, sorry: If I want my mod to be compatible with SDR, is it ok to use the vanilla "Blindness" actor value in a blindness-inducing scripted spell, or does SDR have its own blindness mechanic I should use? I'm not concerned with affecting the player, only NPCs.

User avatar
Amber Hubbard
 
Posts: 3537
Joined: Tue Dec 05, 2006 6:59 pm

Post » Wed Dec 31, 2014 4:16 am

This is the official SDR thread, so yes it's related.

Yes, you can use the vanilla "Blindness" actor value. SDR also has its own blindness mechanic with a separate "temp blindness" custom AV which is the recommendation for temporary effects like spells. Once the new beta version is released, I'll be working on a Modders Guide that will explain how everything works.

SDR will have some pre-built spells / potions that you can tap into but the Guide will go into more detail on how to create your own.

User avatar
Stace
 
Posts: 3455
Joined: Sun Jun 18, 2006 2:52 pm

Post » Wed Dec 31, 2014 1:34 am

Been running around with SDR a few days on my 'sin, so far so good! I love the fps improvement.

User avatar
Siobhan Thompson
 
Posts: 3443
Joined: Sun Nov 12, 2006 10:40 am

Post » Wed Dec 31, 2014 2:01 am

Would doing an alpha of build 7 be a good idea, to be sure the new features work as intended?
User avatar
Elisha KIng
 
Posts: 3285
Joined: Sat Aug 18, 2007 12:18 am

Post » Wed Dec 31, 2014 1:30 am

I'very been working on Alpha 7/8. I'm stuck on sprinting because I get CTDs when I test for isRunning. It's not SDR though. Something else is causing it. So until I figure out what that is I can't make any progress.

If I can figure it out today, I should have a new Alpha by end of day.

Update:

Resolved issue with CTDs (it was Improved Water 1.2. Updated to 1.3 fixed it)

Sprinting is work for the player.

To do list:

- add rules for NPCs

- massage settings so that fatigue loss rates are "right"

Update 2:

In my description of my plan, I was saying "%", but it's actually going to be a fixed number. % doesn't work when you compare someone who is athletically at their peak vs. someone who is untrained with average ability. The former is going to have way more fatigue than the latter due to training, endurance, etc., and it doesn't make sense to force them to wait until they recover 50% of their max fatigue. Side by side, if the athlete and the untrained both lost all of their fatigue and recovered at the same rate, the untrained person would be able to sprint sooner than the athlete, which doesn't make any sense.

Update 3:

Finished rules for NPCs. Fairly simple stuff. Next up is the hard part: calculating the fatigue stuff and running backwards movement rates. It's complicated, especially when you take into account that other mods will be impacting fatigue as well.

Update 4:

Okay, kinda funny. I'm trying to test out all these different rules in terms of speed/athletics/fatigue/etc. And nothing seems to be making a difference. And I'm like "what's going on?" Well, I have nGCD installed, so every time I manually changed my stats, it would change them back. :rofl:

Update 5:

Got stuck for a few hours trying to resolve CTDs. I did resolve them. Apparently "GetAlarmed" is not a very reliable function and can cause CTDs. That feature is commented out for the time being until a workaround or fix can come in to play.

Update 6:

Changed my mind and going back to a percentage for run/sprint cut off. Just going to handle the math differently.

Update 7:

Fatigue is finished. All that is left is running backwards and updating the documentation with the changes. (I think)

Update 8:

Finished all programming (I think). Updating documentation.

User avatar
Jesus Sanchez
 
Posts: 3455
Joined: Sun Oct 21, 2007 11:15 am

Post » Wed Dec 31, 2014 2:27 am

ANNOUNCEMENT:

This is *probably* going to be the final Alpha. This is a Beta release candidate. Nearly all programming is complete. The only thing I have forgotten to do was create leveled lists for Nerhim (assuming I decide to do that, I might not bother).

This version includes major major changes, especially to running, fatigue, etc.

It also includes the first draft of the newly revised SDR Players Handbook.

PLEASE DO A COMPLETE UNINSTALL AND CLEAN SAVE BEFORE INSTALLING!

If you have iniTweaks, make sure you back them up and double check them against the new ini reference guide as there have been changes.

Here's the link: http://www.saebel.net/SDR/sdrAlpha.php

I've got several other things to do this week, so you all have plenty of time to test while I take a break and get my RL in order.

Thank you for your patience.

w00t

:bunny:

User avatar
Rachie Stout
 
Posts: 3480
Joined: Sun Jun 25, 2006 2:19 pm

Post » Wed Dec 31, 2014 4:02 am


w00t indeed! I've done a preliminary run through all of my testing scenarios and haven't found a single problem. It looks good to go to beta to me. Nice job!
User avatar
Dan Scott
 
Posts: 3373
Joined: Sun Nov 11, 2007 3:45 am

Post » Wed Dec 31, 2014 4:58 am

I am officially moving SDR into the Beta test phase.

You can download it on the Nexus: http://www.nexusmods.com/oblivion/mods/37385/?

For a summary of all the changes prior to the latest version and more info on the Beta test process, please visit: http://www.saebel.net/SDR/sdrBeta.php

User avatar
kevin ball
 
Posts: 3399
Joined: Fri Jun 08, 2007 10:02 pm

Post » Wed Dec 31, 2014 7:18 am

For those of you that want to pop open the hood or are curious about making mods that take advantage of SDR's new features, the first incarnation of the Modder's Resource Package is now complete.

It can be downloaded from the SDR Nexus site in the miscellaneous section, or directly from the SDR website here: http://www.saebel.net/SDR/sdrModdersResourcePackage.php

User avatar
Alina loves Alexandra
 
Posts: 3456
Joined: Mon Jan 01, 2007 7:55 pm

Post » Wed Dec 31, 2014 10:17 am

With the default settings, I still get occasional (rare) instances of people trying to attack each other in inappropriate ways, like through walls. Dropping iSDRsBaseValue back to -65 seems to allow them to do better pathfinding. Or at least I haven't seen any more of those instances.
User avatar
Chris Guerin
 
Posts: 3395
Joined: Thu May 10, 2007 2:44 pm

Post » Wed Dec 31, 2014 4:40 pm

~5 actors 5-10 detection calls per second
~15 actors 50-200 detection calls per second
~25 actors 800-1000 detection calls per second
~35 actors 1200-1400 detection calls per second

These are number of detections per actors. But they are rarely met with default settings from the ini:

Spoiler

; --------------------------------------------------------------------
; [ Detection Formulas - Detection Call Count Thresholds
; --------------------------------------------------------------------
; The more actors there are in a given location, the more detection calls are made, exponentially, impacting performance.
; The specified detection formula will be enforced when the number of detection calls per second made using SDR's system exceeds the following thresholds.
SetNumericGameSetting iSDRsFormulaDCCountE 2600 ; {2600} - forces use of ES Oblivion detection formula
SetNumericGameSetting iSDRsFormulaDCCountD 2000 ; {2000} - forces use of Decimated detection formula at the minimum
SetNumericGameSetting iSDRsFormulaDCCountC 1400 ; {1400} - forces use of Creature detection formula at the minimum
SetNumericGameSetting iSDRsFormulaDCCountB 800 ; {800} - forces use of Basic detection formula at the minimum
; These thresholds will only apply if the resulting formula is lower than current formula derived from the previous section.
; If the number of SDR detection calls is below the lowest threshold, then the formula defaults to the one derived from the previous section.
; Does not apply to detections made by or against the player.
; ]

So, it has to be at least 25 actors in the vicinity. Isn't it a very rare occasion? Or is the new DLL good enough to handle it without slowdowns? I dind't notice any unusual slowdowns yet, but I just started using it. Haevn't been to Market District or Waterfront in Better Cities yet.

BTW I presume that the only scenario that NPCs benefits from the SDR, is when another NPC is trying to sneak near them? I only saw two such instances to date. One was some Argonian in Bravil I belive, and the other was maybe Methedrel. Or are NPCs benefits from SDR formulas not only when somebody is sneaking but for non-sneaking detection as well?

EDIT: What's a new Reboot feature that you mention on the Beta page?

User avatar
Kim Bradley
 
Posts: 3427
Joined: Sat Aug 18, 2007 6:00 am

Post » Wed Dec 31, 2014 12:33 am


You can type "StartQuest sdrQReboot" in the console to reboot SDR and reset everything.

Saebel, I just did a quick check and don't see it mentioned anywhere in the docs.
User avatar
Judy Lynch
 
Posts: 3504
Joined: Fri Oct 20, 2006 8:31 am

Post » Wed Dec 31, 2014 6:17 am

Hmmm. That's interesting. I'll keep that in mind for the next update.

Regarding actor counts, yes, it will be very rare. You will only find something like that happening in places like the market district or the arboretum, and only during peak hours. That also assumes you have mods like Better Cities that boost populations in those areas. The vast majority of the time you probably won't run into any issues.

The detection formula applies to everyone. Everyone makes detections all the time, regardless of whether or not someone is sneaking. It's essential that an actor be able to detect another actor, otherwise they just stand around staring blankly into space and no one interacts with anyone else. In general if actors are friendly or at least on good terms with each other, the detection issue isn't all that important because they don't mind being detected by the other. But for thief types, rivals, any scenario where the target and detector are on opposite sides of the spectrum it becomes important.

The reboot feature is explained in the Players Handbook at the end of the traits section. In short, it allows you to reset all the tokens in case you have made any changes to the race sets. This allows you to "reboot" and reinitialize everyone's core stats without having to do a clean save with SDR inactive.

User avatar
Mrs shelly Sugarplum
 
Posts: 3440
Joined: Thu Jun 15, 2006 2:16 am

Post » Wed Dec 31, 2014 5:53 am

I only just added it to the documentation in the latest release. Although I forgot to update the website with the new Player's Handbook, which I've just done.

(It's on page 13)

User avatar
Loane
 
Posts: 3411
Joined: Wed Apr 04, 2007 6:35 am

Next

Return to IV - Oblivion