[Relz] SDR - Sneaking Detection Recalibrated (#4)

Post » Fri Sep 16, 2011 2:31 pm

Current Version: v.2.06, as of 2011/08/01 (TES Nexus only for now)
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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
- The player's sneak skill is not modified in any way
- All penalties / bonuses are calculated separately for each detector-player relationship
- hardcoe settings override all the default oblivion Sneak Mastery perks, and are replaced with new rules and adjustments.
- Having a lit torch can cancel out any current or cast invisibility spell effects on the player.
- Silence spells cast on the player will nullify sound penalties
- 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.
- Skillup bonuses for sneak attacks using bows if not detected (courtesy Haarvest and Sky Captain)
- Takes into account peripheral vision angles.
- Sneaking NPCs become transparent if not invisible.
- Chameleon refraction effects replaced with transparency.
- These and more features covered in the readme .txt and a .pdf manual (part of the download package)
- Only one .esp, one .ini, OBSE v19+ and AV Uncapper plugin required.
http://www.tesnexus.com/downloads/readmes/SDR%20-%20Sneaking%20Detection%20Recalibrated_readme.txt.
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New in most recent version: v2.05, 2011/07/30
- Revised how Invisibility is snuffed when holding a lit torch or being under the "light" magical effect. This makes it compatible with Oblviion XP, and in general any mod that altered the way the player interacts with ingredients.
- Fixed the ability to supress the initialization message. (It was working, and then I broke it in the previous release when I fixed something else, sorry about that)
- Minor performance improvements
http://www.tesnexus.com/downloads/file/changelog.php?id=37385.
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Rules for general inquiries:
If you are asking about how SDR works, read the .pdf manual first. It goes into great detail, and I spent a lot of time on it. I tried to make it fairly simple to find and read up on the various features. If you still have questions, I am happy to answer them to the best of my ability, when I have time.
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Rules for feature requests:
If you are requesting a new feature, feel free to do so. If I like it, I'll try to include it in the next version, but I won't guarantee that I will. If the idea doesn't flow with my overall concept, or I'm just not able to at a technical level, or I just don't have time, then it may not happen. Please respect that. But also know that I track all requests, and have been known to change my mind about things. But if I am hounded on a particular issue, I am less inclined to do it.
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Rules for bug reports:
If there is a problem, it is most likely one of three things:
- SDR is not installed correctly (missing AV Uncapper is most common reason)
- Another mod is conflicting with one or more setting (usually disabling a 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. I spent a lot of time on it, and it will most like 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. Again, read the .ini and documentation files, and you will most likely figure out which settings to change.
> Search this thread 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. Please include the following information in your post:
- A brief description of the issue
- Which versions of SDR, OBSE and AV Uncapper 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)

I cannot guarantee that I will be able to make SDR compatible with every mod. And as mentioned before, usually a tweak in the .ini settings will solve the issue.

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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Download from any of the following:
http://www.tesnexus.com/downloads/file.php?id=37385
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=6608
http://tesalliance.org/forums/index.php?/files/file/893-sdr-sneaking-detection-recalibrated/
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http://www.gamesas.com/index.php?/topic/1216515-relz-sdr-sneaking-detection-recalibrated-3/
User avatar
Dean
 
Posts: 3438
Joined: Fri Jul 27, 2007 4:58 pm

Post » Fri Sep 16, 2011 11:13 pm

Rather than constantly posting updates on my progress, I'm just going to keep re-editing this post, so you can check back here to know where I'm at.

Development Progress So Far:
New OBSE plug-in dll added with following features:
- completely replaces Oblivion detection with my own system
- moved a couple of custom user function scripts out of the .esp and into the .dll as custom functions to hopefully boost performance
Revised ini / detection formula
- .ini and detection formula are broken down into three main categories for easier processing and customization (Sight, Sound, Skill)
- detection between NPCs now functions exactly as it would between an NPC and the player
Completely revised all the scripts to take into account the new plug-in and detection formula, including but not limited to:
- removed scripting for tracking companions (no longer necessary)
- more efficient processing in general
Expanded / revised Movement (still in process)
- Added Sprinting movement rate
- Revised default movement rates for running
- Being on horseback is now taken into account for detection
Revised effects of Invisibility / Chameleon
- Invisibility is no longer 100% effective across the board
- Separate ini settings for Chameleon / Invisibility across all three major detection categories
More features that I'll list later.

What I'm working on now:
- Figuring out fatigue hits for Sprinting / Running

What's next after that:
- Figuring out if / how to armor penalties when Sprinting during combat
- More things on the list to come later
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Anna Beattie
 
Posts: 3512
Joined: Sat Nov 11, 2006 4:59 am


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