[RELz] Sneak Penalties

Post » Wed Mar 09, 2011 10:34 am

Nothing new and un-usual found so far, but wanted to share this one, needs a bit of Michael Jackson music to accompany and would be better animated but this was quite funny...

At Faregyl, following this guy watching him do the occasional moonwalk, when he walked in here and I discovered other creatures who moonwalk :D

http://www.bild.me/bild.php?file=5276257ScreenShot4.jpg
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Sarah Kim
 
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Post » Wed Mar 09, 2011 2:19 am

Nothing new and un-usual found so far, but wanted to share this one, needs a bit of Michael Jackson music to accompany and would be better animated but this was quite funny...

At Faregyl, following this guy watching him do the occasional moonwalk, when he walked in here and I discovered other creatures who moonwalk :D

http://www.bild.me/bild.php?file=5276257ScreenShot4.jpg


Hehe...with the current version they'll change direction constantly, I hope that's what you mean. Could you please test http://www.mediafire.com/?q2qgwxdg7u87j9x version? I want to make sure that it works fine before I upload to Nexus. They will change direction every 3-6 seconds now only and I made sure that they never play the animation while they're moving (which doesn't happen anyway, but better safe than sorry).

The moonwalk is actually what they do when they turn around btw, it's just more obvious if they do it constantly.
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Michelle Smith
 
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Post » Wed Mar 09, 2011 8:21 am

Could you please test http://www.mediafire.com/?q2qgwxdg7u87j9x version? I want to make sure that it works fine before I upload to Nexus.


Yep no problem, grabbed already but just about to go for a bar lunch with my better half so it will be a few hours before I get back to this now.
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Sarah Knight
 
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Post » Tue Mar 08, 2011 11:00 pm

Yep no problem, grabbed already but just about to go for a bar lunch with my better half so it will be a few hours before I get back to this now.


Enjoy your meal (and drinks)! Just one more thing I possibly fixed (which is not in the version I uploaded for you) is a check for idle anims. I'm not sure, but actors sitting on chairs or performing other idle anims (praying, whatever) may have been affected. I didn't test before I added the check, but now I tested and they're not affected. Just saying in case you notice weirdness while sneaking up to someone sitting in a chair.
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Ross Thomas
 
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Post » Wed Mar 09, 2011 2:53 am

Yes, the setting altered by Attack and Hide is not touched by my mod. But due to the sneak penalties (mainly the one for standing still) it might be harder to hide. If you can't hide anymore you may want to try SM Combat Hide instead, it works great with Sneak Penalties and I can still hide from enemies if I pay attention and if I'm far enough away from them when hiding.

Coolio. Attack and Hide has three levels; I'm using Medium, so if I have problems hiding, I might be able to use Easier. SM Combat Hide conflicts with RGO (which I use), but I like the "no homing beacons" feature of Combat Hide. I might just ditch RGO and go with No Psychic Guards instead.

Now that I've played with each character type (warrior, mage, thief) the only thing that really needs fixing are enchantments, spells and alchemy - all of which can still be exploited to no end. My mage is by far the most powerful character while warrior and thief both have their advantages and disadvantages.

I recommend JRoush's Advanced Alchemy - it eliminates the alchemy exploits while still keeping alchemy useful. On the same subject, one thing I'd like to see, if you're interested in doing so, is a "time delay" on summonings - say, 10-15 seconds. It irritates me to no end when you hack through a mage's undead/Daedra/wild animals, start to move toward him, then have to face another horde of summons. And, of course, if you're a PC conjurer, it makes the game far too easy.
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Lakyn Ellery
 
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Post » Wed Mar 09, 2011 7:00 am

Just had about an hour sneaking around, horse mounted guards seems to have been sorted, and liking the new slighter turns an NPC does when they start to detect you, makes sneaking up on them a bit more awkward but not too much, it now looks like they are uneasy, and you have to shift your angle of attack slightly and carefully so as not to fall into their line of sight. Its looking good Phitt.
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Lloyd Muldowney
 
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Post » Wed Mar 09, 2011 6:39 am

The game engine has some limitations, sometimes tweaks can be regarded as fixes but it turn out they are exploits in others situations; examples of this are "Attack & Hide" and "Guard Overhaul" mods. Interesting the idea of tweaking Sneak Penalities; I could give this mod a try later.
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Michelle davies
 
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Post » Wed Mar 09, 2011 5:30 am

New version is up, hopefully all bugs fixed and better looking 'look around if suspicious' behavior. Also added a new value to the ini so you can adjust this behavior.

I recommend JRoush's Advanced Alchemy - it eliminates the alchemy exploits while still keeping alchemy useful. On the same subject, one thing I'd like to see, if you're interested in doing so, is a "time delay" on summonings - say, 10-15 seconds. It irritates me to no end when you hack through a mage's undead/Daedra/wild animals, start to move toward him, then have to face another horde of summons. And, of course, if you're a PC conjurer, it makes the game far too easy.


JRoush's Alchemy looks like a great mod, just downloaded. I think I'll try his Uncapper thing as well. I'm not interested in uncapping, but I'm interested in the stuff mentioned in the 'Weaker Resist Magic' thread since enchantments tend to be overpowered. I agree that summons are a rather big 'problem' in Oblivion, both for the player and for enemy actors. It would require a lot of effort and testing to fix this without any bugs or anomalies I guess. Maybe a serious scripter should better do this, like Tejon or Duke Patrick or TheNiceOne or whoever is willing to do it.

Just had about an hour sneaking around, horse mounted guards seems to have been sorted, and liking the new slighter turns an NPC does when they start to detect you, makes sneaking up on them a bit more awkward but not too much, it now looks like they are uneasy, and you have to shift your angle of attack slightly and carefully so as not to fall into their line of sight. Its looking good Phitt.


Thanks for testing! I sneaked around as well for a while and the only problem I found is that it looks good on some creatures and not so good on others. But Oblivion's animations are not the best thing about this game, so I guess it's ok now.
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Zach Hunter
 
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Post » Tue Mar 08, 2011 10:50 pm

Thanks for testing! I sneaked around as well for a while and the only problem I found is that it looks good on some creatures and not so good on others. But Oblivion's animations are not the best thing about this game, so I guess it's ok now.


Yep on balance its good all round from what I have seen too. The most extreme I have seen will not affect most people, the T.I.E cats (which I think are just mini mountain lions which Veritas scaled) whose little legs start scrabbling away. While down the sewers though rats dont display similar behaviour (ie not mad speed moonwalking = good), I found most of them go up on their haunches and have a look around.

Looking forward to the next version :)

Edit: Also linked it on the Wrye Bash Pictorial Guide list of bains, considering its already a simple bain.
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Heather Stewart
 
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Post » Wed Mar 09, 2011 6:59 am

Ooo this is what ive been looking for! Sneaking just isnt a challenge on my assassin nowadays... this will make it one, and at least give my targets a chance! Thx Phitt :)
Also a bit of topic, but would you mind if i used your helmet collection, steel halberd and ripple blade in a mod im making? its the same mod Psymon linked ya too
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Robert Jackson
 
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Post » Wed Mar 09, 2011 8:36 am

Phitt, I just tried to pm you and it appears your inbox is full :) Could you clear things up enough to send me a pm? Also the previous pm you sent about Ob XP is gone. I was keeping it for reference when I start looking at implementing those changes. Don't know if we can get that one back or not...

Sorry for highjacking your thread - you're a little hard to get a hold of atm :)
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Amy Siebenhaar
 
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Post » Wed Mar 09, 2011 7:19 am

hey phitt, maybe i just didnt see it anywhere when i read the thread but are there any ACTUAL skill edits? Stealth Overhaul reduces skills but does so in a way that makes any leveling mod impossible. Does this also alter your stats or skills in a drastic way as Stealth Overhaul?
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Adrian Morales
 
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Post » Tue Mar 08, 2011 10:26 pm

hey phitt, maybe i just didnt see it anywhere when i read the thread but are there any ACTUAL skill edits? Stealth Overhaul reduces skills but does so in a way that makes any leveling mod impossible. Does this also alter your stats or skills in a drastic way as Stealth Overhaul?

Huh!?!? Any leveling mod?

Are you sure?

I'm using it with nGCD and I was not aware of any issues. More details please.
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D IV
 
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Post » Wed Mar 09, 2011 2:18 am

hey phitt, maybe i just didnt see it anywhere when i read the thread but are there any ACTUAL skill edits? Stealth Overhaul reduces skills but does so in a way that makes any leveling mod impossible. Does this also alter your stats or skills in a drastic way as Stealth Overhaul?


Since Phit is using Obse, I don′t see a single reason he wouldn′t be using Obse functions to edit the skills if he needs to, for the sneak penalties. And the way Obse skill "editing" works, it′s the exact same method the ingame damage/drain skill effects use. So they have no effect on skill usage points / your actual skill / levelling, just like those ingame effects dont have. :)


BTW: Phit, grabbed this for my game, thanks a lot for this man - practically just when I started wondering if I should get a mod that adds depth to sneaking difficulty! :goodjob:
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Jodie Bardgett
 
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Post » Tue Mar 08, 2011 9:31 pm

Hey, thanks. Although one of 'my' mods is basically your mod so...

Pff. The ideas were all yours, I was just the implementation guy. Hell, I thought we made a pretty good team. And I may tap your modeling expertise at some unspecified future date. ;)

Speaking of teamwork...

Now that I've played with each character type (warrior, mage, thief) the only thing that really needs fixing are enchantments, spells and alchemy - all of which can still be exploited to no end. My mage is by far the most powerful character while warrior and thief both have their advantages and disadvantages.

I'm all over this one, Ars Gratia Artaeum generally reduces the power of spellcasters. I'm waiting for some additional tools before I can show anything -- prototyping without them then completely re-writing it from scratch when they're out doesn't appeal to me as much as Civilization 5 -- but meanwhile, I would absolutely love your input on what's really broken, and if you've got ideas on fixing them, share those too (ignore technical limitations, that's my problem). PM me if you get a chance, please!
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Lalla Vu
 
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Post » Wed Mar 09, 2011 4:26 am

I gave the esp name and the link to the BOSS team, so they can add it to the Masterlist.
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Jason White
 
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Post » Wed Mar 09, 2011 1:41 am

I gave the esp name and the link to the BOSS team, so they can add it to the Masterlist.


'fraid you were ninja'd with that one in the previous boss thread :)

@ Phitt, now progressing through the brotherhood instead of just looking for critters affected.

This fella needed a bit of careful movement to avoid detection http://www.bild.me/bild.php?file=8274548ScreenShot10.jpg

This one had very keen senses, and started moving to try and spot me ( wish I could jump at this point :) ) http://www.bild.me/bild.php?file=9037564ScreenShot13.jpg

The most awkward and alert so far was this one, took about twenty minutes to successfully get past him http://www.bild.me/bild.php?file=6000992ScreenShot15.jpg

Having to avoid sharp movements and position yourself stealthily in places where you need to stay still has definately been improved with SneakPenalties.
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Nicole M
 
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Post » Wed Mar 09, 2011 9:35 am

Thanks Phitt, implementing the torchlight penalties makes this already very good mod a gem! :)
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Lil Miss
 
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Post » Wed Mar 09, 2011 6:46 am

New and probably final version is up (unless there are any bugs). I think I've tackled everything I wanted now and together with Stealth Overhaul and SM Combat Hide it's the sneak experience I imagined. New version has a minimum distance at which enemies with a line of sight will always see you (even with the 'standing still penalty' it was possible that enemies bump into you without noticing you're there...) and a combat penalty (it was still possible to have a nice sword fight with someone in the dark (in sneak mode of course) while his friends were standing 20 feet away from you without noticing it). See description for more details.

Phitt, I just tried to pm you and it appears your inbox is full :) Could you clear things up enough to send me a pm? Also the previous pm you sent about Ob XP is gone. I was keeping it for reference when I start looking at implementing those changes. Don't know if we can get that one back or not...

Sorry for highjacking your thread - you're a little hard to get a hold of atm :)


Cleaned my PM box. I still have the PM I sent you about the changes I implemented. Will send it to you again and will happily answer any questions you may have.

hey phitt, maybe i just didnt see it anywhere when i read the thread but are there any ACTUAL skill edits? Stealth Overhaul reduces skills but does so in a way that makes any leveling mod impossible. Does this also alter your stats or skills in a drastic way as Stealth Overhaul?



Since Phit is using Obse, I don′t see a single reason he wouldn′t be using Obse functions to edit the skills if he needs to, for the sneak penalties. And the way Obse skill "editing" works, it′s the exact same method the ingame damage/drain skill effects use. So they have no effect on skill usage points / your actual skill / levelling, just like those ingame effects dont have. :)


Yep, the skill penalties are all done via modav2 (like in timed blocking, which I use :P), so I wouldn't know why they should affect any skill system.

I'm all over this one, Ars Gratia Artaeum generally reduces the power of spellcasters. I'm waiting for some additional tools before I can show anything -- prototyping without them then completely re-writing it from scratch when they're out doesn't appeal to me as much as Civilization 5 -- but meanwhile, I would absolutely love your input on what's really broken, and if you've got ideas on fixing them, share those too (ignore technical limitations, that's my problem). PM me if you get a chance, please!


I'll gladly send any suggestions I have your way. There is nothing better than throwing ideas at someone who will (or at least might) implement them for you after all! :P

[...]


Glad you like it and didn't find any more bugs!
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Khamaji Taylor
 
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Post » Tue Mar 08, 2011 8:53 pm

New and probably final version is up (unless there are any bugs). I think I've tackled everything I wanted now and together with Stealth Overhaul and SM Combat Hide it's the sneak experience I imagined. New version has a minimum distance at which enemies with a line of sight will always see you (even with the 'standing still penalty' it was possible that enemies bump into you without noticing you're there...) and a combat penalty (it was still possible to have a nice sword fight with someone in the dark (in sneak mode of course) while his friends were standing 20 feet away from you without noticing it). See description for more details.


Good timing, I have saves in all the places I wanted to test it out, going to give the new one a run through those, thank you.

Edit: Curious about this one "made sure the player is not affected by the token script (don't ask)"
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luke trodden
 
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Post » Wed Mar 09, 2011 8:35 am

Good timing, I have saves in all the places I wanted to test it out, going to give the new one a run through those, thank you.

Edit: Curious about this one "made sure the player is not affected by the token script (don't ask)"


I use a token that is put into the inventory of all actors around the player. That token has a script that controls the behavior when enemies are alerted (move left and right) and now the minimum distance to the player at which enemies see you as well. Unfortunately I forgot to exclude the player. I'm not sure whether the token was added to the player at all since I never saw a 'bla bla added' message. And it wouldn't have caused any trouble either, just a few script lines that run in the background without a purpose. But better safe than sorry, now the token is definitely not added to the player and if he already got one it is removed.
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Tasha Clifford
 
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Post » Wed Mar 09, 2011 12:11 pm

I'm not sure whether the token was added to the player at all since I never saw a 'bla bla added' message.


Understood, similar trick to what Spooky uses in some of his mods - no such message has occurred here either.
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marina
 
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Post » Wed Mar 09, 2011 2:59 am

Do you think is possible to use this mod with Elys uncapper and Legendary Abilities , mods that allow the sneak skill to level up to 200 ?
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Trent Theriot
 
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Post » Wed Mar 09, 2011 1:18 am

Do you think is possible to use this mod with Elys uncapper and Legendary Abilities , mods that allow the sneak skill to level up to 200 ?


There is no limitation, but with 200 sneak (if the value is uncapped and you really get a 200 sneak magnitude with 200 sneak) you probably have trouble initiating dialogue with people because they can't see you. < Joke
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Oceavision
 
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Post » Wed Mar 09, 2011 2:27 am

Just wanted to mention that I hightly recommend http://www.tesnexus.com/downloads/file.php?id=34905 in combination with this mod. Why? Because you can make a status bar that shows the amount of light falling on your character. It's sometimes hard to tell how much light is falling on you (which becomes even more obvious if you have the Status Bar installed) and since staying in the dark is much more important now it helps a lot and makes sneaking even more tactical. Personally I use the mod only for the light level and set the

set tnoHSB.updateInterval to 0.01


so it updates every frame. No idea whether this has a performance impact if you have lots of other status bars, but for the light level alone it had no impact at all on my system. Just add this to the ini and the light level will show up when you sneak only:

set tnoHSB.hud_color to sv_Construct "HUDcolorOrange*(tnoHSB.min>0)"			set tnoHSB.hud_val to sv_Construct "GetActorLightAmount"				set tnoHSB.hud_min to sv_Construct "IsSneaking"set tnoHSB.hud_max to sv_Construct "100"								set tnoHSB.hud_x to HUDbars							set tnoHSB.hud_y to HUDbarsAboveSetStage tnoHSB 10


It's a really cool feature and makes it much easier to find the best spot for your character to hide and helps deciding when you need to walk quickly or turn back to avoid too much light exposure.
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Dan Endacott
 
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