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When posting bug reports, questions, etc., please include which versions of SDR, OBSE and AV Uncapper you are using.
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/
Brief description below. Latest version news follows description.
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Sneaking Detection Recalibrated (SDR)
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 will cancel out any current or cast invisibility spell effects on the player.
- Silence spells cast on the player will nullify sound penalties
- As your Sneak mastery level increases, the speed at which you sneak gets faster
- 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.
* Although some of these features may seem familiar from other stealth mods, other than the skillup feature, all others were coded from scratch with completely new formulas and concepts.
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Current Version: v2.00, 2011/05/25
Changes to latest version. (Complete changelog available int he readme)
GENERAL CHANGES
> Broke scripts up into smaller functions that could be called from player and NPCs alike.
> Overhauled scripts and variable naming conventions to be more efficient.
> Completely redid almost every formula, and rebalanced default .ini settings accordingly (see below)
> Included option to load SDR with default settings if .ini is missing. User is warned with a message box if that occurs.
> Rewrote the messages that pop up when you advance to Apprentice / Journeyman / Expert / Master in Sneak.
BASIC SETTINGS
> Revamped the sneak movement speed / sneak mastery so that it applies equally (mostly) to NPCs and player, as well as provide more customization flexibility.
> Fixed bug where custom light level offset was being replaced by old SDR light level offset programming that I forgot to delete.
ADVANCED SETTINGS
> Reduced the default combat penalty adjustment from 50 to 35
> Reduced the default light penalty multiplier to 1 to accommodate the new hardcoe formulas.
hardcoe SETTINGS
> NPCs that hold a lit torch will now also have any invisibility effects cancel out on them if the option is selected for players in Basic settings.
> Changed the short range boost from two distances to three, as well as increased the range and penalty multiplier of each.
> Reduced Tracking of suspicious activity bonus to 30
> Revised how bumps for torches and light spells work, and provided user customizable settings
> Added new option for exponential curved lighting bonus to be spotted, rather than just a linear one. The degree of bonus can be changed in the ini settings.
> Added new peripheral vision adjustments. Ini settings allow adjustment to scale, as well as option to disable for creatures and Argonians.
> Added new option to replace Chameleon effect with alpha shading. Applies to player and NPCs.
> Added option for NPCs to become more transparent if they are sneaking. Transparency amount depends on how well they can sneak in comparison to player's Sneak skill and other environmental factors.
> Added a sub-setting that adjusts how well you can see someone based on their disposition towards you, making it much easier to see allies, and harder to see enemies.
DEBUG SETTINGS
> Removed debug text for sneak movement multiplier when sneak mastery goes up as it no longer applies.
> Added debug text option to show NPC Alpha channels and factors that go into calculating them.
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Feedback, suggestions and bug reports are very welcome.