=========== SDR - Sneaking Detection Recalibrated ============
This mod completely rewrites how sneaking/detection works.
The previous version (series 8) was extremely buggy (my apologies). The new series 9 version is currently in Beta test, and hopefully will be moving into the Release Candidate phase soon. The new version in my opinion is already better than previous versions, there are just some wrinkles that need to be worked out such as finding the right balance to game setting multipliers and such.
http://www.gamesas.com/topic/1598282-wip-sdr-sneaking-detection-recalibrated-series-9-1/.
=========== Want to test out the new version? ============
I have built a brand new website to support the new series. You can find out more about the new Beta version and what you can expect here: http://sdr.saebel.net/betatest
Make sure you read all the information carefully before you decide to go for it.
Current Build: Beta, 8342
Build Date: July 8, 2016
Full change log is here:http://sdr.saebel.net/betalog
What's left in the Beta stage:
- Fixing Reported Bugs (if any)
- Reviewing how new changes to AI Behavior / Alert calculations feel/work.
- Updating the Dynamic Night Eye feature to work with next incarnation of Oblivion Reloaded (I am waiting on Alenet for that).
- Reviewing how the new fresh kills, near misses, combat shouts, and following guards work.
- Reviewing the game setting values that determine the detection formula results.
Seriously, test test test!
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A note regarding the Dynamic Night-Eye feature:
One of the current challenges I have had is coming up with a good replacement shader for the Night Eye visual effect. I've been experimenting a lot and I finally have something that's ready for review. You can find out all about it here: http://sdr.saebel.net/shaders
The page not only goes into detail about the set up, but it also includes links to download tools and resources so that you can preview the shader itself or mess around and create your own. This page is going to be part of the overall product/solution, so feedback will be most welcome. Personally, I think in darker areas it's got too much of a blue tint for my liking, but I haven't figured out how to fix that yet.
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Regarding availability:
Unfortunately progress will be slow for awhile because I have to make a living. But I will work on it when I can.