[RELz] Sneak Penalties

Post » Wed Mar 09, 2011 10:05 am

Phitt I think there may be one remaining bug, I installed the new version on the family machine last night and today my eldest's character (which hasn't developed a good sneak level yet) has found an oddity.

NPC's sleeping at 90 degrees to the bed. For example if the bed is head to toe north/south, NPC is sleeping east/west.

I cannot replicate this in my game, but considered if I am high enough (at level 64 sneak right now) not to be detected in their sleep I would have no effect. Whereas a lower sneak level character may have an effect on sleeping NPCs' making them rotate in their sleep?
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Nathan Maughan
 
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Post » Wed Mar 09, 2011 2:50 am

Phitt I think there may be one remaining bug, I installed the new version on the family machine last night and today my eldest's character (which hasn't developed a good sneak level yet) has found an oddity.

NPC's sleeping at 90 degrees to the bed. For example if the bed is head to toe north/south, NPC is sleeping east/west.

I cannot replicate this in my game, but considered if I am high enough (at level 64 sneak right now) not to be detected in their sleep I would have no effect. Whereas a lower sneak level character may have an effect on sleeping NPCs' making them rotate in their sleep?


Are you sure this is not an old version you installed? This bug happened before I put in a check (in v1.2) as I found out while sneaking in Cropsford Camp (with a 77 sneak character). But I tested with v1.2 and NPCs didn't do this anymore (since I put in a check for IsSleeping to make sure that sleeping NPCs aren't affected by the look around if suspicious thing). I'll test with the current version, but I wouldn't know why it should happen.
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Harinder Ghag
 
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Post » Wed Mar 09, 2011 1:02 am

Are you sure this is not an old version you installed? This bug happened before I put in a check (in v1.2) as I found out while sneaking in Cropsford Camp (with a 77 sneak character). But I tested with v1.2 and NPCs didn't do this anymore (since I put in a check for IsSleeping to make sure that sleeping NPCs aren't affected by the look around if suspicious thing). I'll test with the current version, but I wouldn't know why it should happen.


Yep v_1_3

Grabbed it soon after release copied to memory stick transferred to desktop after trying it out on the laptop and installed. I have not previously installed it on the desktop.

The NPCs' seen so far affected are DB members in the Cheydiinhall sanctuary. Vicenti on his slab, Ocheeva in her room bed, and the Orc (forget his name) in the common sleeping room.
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Prue
 
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Post » Tue Mar 08, 2011 11:58 pm

Yep v_1_3

Grabbed it soon after release copied to memory stick transferred to desktop after trying it out on the laptop and installed. I have not previously installed it on the desktop.

The NPCs' seen so far affected are DB members in the Cheydiinhall sanctuary. Vicenti on his slab, Ocheeva in her room bed, and the Orc (forget his name) in the common sleeping room.


That's really strange, I can't seem to replicate this bug (sneaked around sleeping NPCs for a few minutes) and the check for GetSleeping is definitely in the script. Downloaded v1.3 to make sure I didn't accidentally upload an old version. How large is the fiesize of the esp you use on your family desktop? It should be 10.9 kb, anything less would be a previous version.
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Skrapp Stephens
 
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Post » Wed Mar 09, 2011 3:18 am

How large is the fiesize of the esp you use on your family desktop? It should be 10.9 kb, anything less would be a previous version.


Ahaa! 7.89 kb - No idea how though, I do extract downloads to make sure they are bain simple or complex and re-pack as necessary, but with the last two versions of Sneak Penalties I haven't bothered, just placed the download in bash installers. Maybe a corrupt one ... anyway no matter I have a fresh download which is the correct size and will overwrite, thank you, and apologies for the false alarm. Have a pint on me :foodndrink:
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Victor Oropeza
 
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Post » Wed Mar 09, 2011 6:21 am

Wait, no, sorry I checked the archive size, the esp on the desktop is 10.9 kb. So correct version installed.

I cant replicate it either on the laptop, but there is no difference in load order or installed mods, apart from being a beefier machine and increased game settings the desktop has the same BAIN setup ... Going to throw my laptop save across on to the desktop and see if I can replicate.

Edit: I cant replicate it with my save, or even loading up my eldests last save (which unfortunately has been written over by a more recent one), going back to the sanctuary everyone sleeps normally.

Possibly an oblivion random weirdness. The only thing affecting DB sanctuary in our setup is Khettienna's Better Dark Brotherhood Sanctuary, but I cant see that having an effect on NPC sleeping habits.
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casey macmillan
 
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Post » Wed Mar 09, 2011 12:45 pm

I have installed this mod with SM Combat Hide (a comeback to an old tried mod, which once I found had some unbalancing sides) and Stealth Overhaul Redux (not the last Stealth Overhaul 1.4 which have some flaws). I'm in testing phase (My character level 36, Sneak, Security, Marksman = 82). So far most of the tweaks are working, except "Very Close Actors with a line of sight".
HUD Status Bars, good but some peoples may not find this immersive.
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Sian Ennis
 
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Post » Wed Mar 09, 2011 1:08 am

Wait, no, sorry I checked the archive size, the esp on the desktop is 10.9 kb. So correct version installed.

I cant replicate it either on the laptop, but there is no difference in load order or installed mods, apart from being a beefier machine and increased game settings the desktop has the same BAIN setup ... Going to throw my laptop save across on to the desktop and see if I can replicate.

Edit: I cant replicate it with my save, or even loading up my eldests last save (which unfortunately has been written over by a more recent one), going back to the sanctuary everyone sleeps normally.

Possibly an oblivion random weirdness. The only thing affecting DB sanctuary in our setup is Khettienna's Better Dark Brotherhood Sanctuary, but I cant see that having an effect on NPC sleeping habits.


I really wouldn't know why this should happen. Like I said there is a check so they can't rotate while they're sleeping. Only if for unknown reasons that check was ignored by the engine it could. Maybe just a random engine bug, obviously I'll play with my mod and I'll see whether I encounter any problems during the next few hours of gameplay.

I have installed this mod with SM Combat Hide (a comeback to an old tried mod, which once I found had some unbalancing sides) and Stealth Overhaul Redux (not the last Stealth Overhaul 1.4 which have some flaws). I'm in testing phase (My character level 36, Sneak, Security, Marksman = 82). So far most of the tweaks are working, except "Very Close Actors with a line of sight".
HUD Status Bars, good but some peoples may not find this immersive.


I tested "Very Close Actors with a line of sight" over and over, with NPCs and creatures. It always works in my game, so I don't know what went wrong on your side. Some things to keep in mind:

1. It will not work if you are invisible.
2. It may not work if you have a huge amount of chameleon.
3. There is a check for the light level on the player so I have to check for line of sight as few times as possible (since the function drains performance). If you character has more than 33% light level (which is not that much) the script will not trigger since I figured that enemies would see you anyway in that case.
4. The distance at which it is triggered is very small, large creatures like Daedroths for example may not be able to trigger it since they will never come close enough.

Other than that I have no idea why it shouldn't work.
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leigh stewart
 
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Post » Wed Mar 09, 2011 8:30 am

I tried this out with Attack and Hide. It was indeed a bit hard with Medium, so I went to Easy, but that was pretty much like what I had before I started. One odd thing, though - I was outdoors, during the day, and fired a bow at a xivilai and clannfear enemies about 100 yards away (far enough that I needed bow zoom to see them. They immediately spotted me and came running toward me.

I still want to give Sneak Penalties a fair try-out with Combat Hide, but I also want keep a guard improvement mod (I don't normally incur bounties, but the psychic guards irritate the crap out of me). Combat Hide conflicts with RGO, and No Psychic Guards is recommended to start with a new game, as it "might mess up a save game". I'll check around for something.
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yermom
 
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Post » Tue Mar 08, 2011 8:50 pm

I tried this out with Attack and Hide. It was indeed a bit hard with Medium, so I went to Easy, but that was pretty much like what I had before I started. One odd thing, though - I was outdoors, during the day, and fired a bow at a xivilai and clannfear enemies about 100 yards away (far enough that I needed bow zoom to see them. They immediately spotted me and came running toward me.

I still want to give Sneak Penalties a fair try-out with Combat Hide, but I also want keep a guard improvement mod (I don't normally incur bounties, but the psychic guards irritate the crap out of me). Combat Hide conflicts with RGO, and No Psychic Guards is recommended to start with a new game, as it "might mess up a save game". I'll check around for something.


Did you hit them or did your shot miss? If the shot hit the following will happen: The creature that was hit will start to attack you (which is how it is in vanilla Oblivion). With my mod loaded after a few seconds (5 seconds by default) you'll get a huge penalty because you are in combat. The result is basically that you lose your sneak bonus and you are treated as if you are not in sneak mode. So the other creature would attack you as well if it can see you (or better said if it would be able to see you while you're not in sneak mode). If you don't like this feature you can turn it off in the ini or decrease the penalty.

If the shot did not hit then it can't be caused by my mod. Do you use any of Duke Patrick's mods? Like the one that alerts enemies when you miss with an arrow or spell. That would be the only reason I can imagine why they would attack you. Or you were just out of luck and they saw you. If you sneak around in bright daylight or early evening/late morning your light level is 100%, it's almost impossible to sneak in that case if actors have a line of sight on you.

No idea who said that No Psychic Guards can mess up your save games. All it does is change a few game settings. Impossible that this messes up your save game.
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Emma-Jane Merrin
 
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Post » Wed Mar 09, 2011 3:06 am

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 wish this was also the case for Stealth Overhaul. Right now i am only using this Sneak penalties mod. I cant use overhaul other than the dagger damage bonus due to messing up my skills for nGCD, and cant use Combat Hide due to Reeners Guard overhaul. havent gotten to do much experimentation yet but hope it wont be too difficult or easy without the other mods included that you had. btw, piiip is worth checking out too as someone mentioned, i use it.
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Ann Church
 
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Post » Wed Mar 09, 2011 5:57 am

i wish this was also the case for Stealth Overhaul. Right now i am only using this Sneak penalties mod. I cant use overhaul other than the dagger damage bonus due to messing up my skills for nGCD, and cant use Combat Hide due to Reeners Guard overhaul. havent gotten to do much experimentation yet but hope it wont be too difficult or easy without the other mods included that you had. btw, piiip is worth checking out too as someone mentioned, i use it.

Again what evidence is there for this (2nd time asking)?

Read the nGCD thread where I talk about level fluctuations that are purely cosmetic. I asked on the nexus page too.

I know proximity based is an issue but I'd never heard of SO causing issues - it has been around a long time - seems a big deal would have been made before now.
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JeSsy ArEllano
 
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Post » Wed Mar 09, 2011 9:01 am

oh really? maybe I was thinking of proximity that completely ruined leveling mods as it hasn't been updated in years. when I first installed nGCD and had SO i remember when I was close to leveling up sometimes I would randomly level up and down a lot as well as the leveling progress bar would be change drastically... but I am assuming that is what you mean by purely cosmetic? i actually think i remember you asking about SO the same page I asked about proximity. :P

thanks
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TWITTER.COM
 
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Post » Wed Mar 09, 2011 7:38 am

I recently did try Proximity Based Sneak Penalties with Realistic Leveling and it did shoot me up to level 12 by being successful at sneaking once - so no it is still not compatible with natural grow mods.

And recently I found that the mod Hear No Evil (an update of no psychic guards) was causing level fluctuations with nGCD (but not with Realistic Leveling) ... tejon confirmed that this was purely cosmetic and what would happen is after a successful sneak the level would go to 25000 or something, but not really. On cell reset or reload of game it would correct itself. RL and nGCD are both very advanced in that they can correct themselves.

The only stealth mod I know of that is bad to use with them is proximity based - and I recall Mr. Dank even said if someone wants to pick the mod up they are welcome to. I've used three variations of stealth overhaul with RL and nGCD and never noticed any of these kinds of issues.

Sorry for posting off topic, but wanted to address possible misinformation.
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Zualett
 
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Post » Wed Mar 09, 2011 5:26 am

Just had a look at Stealth Overhaul in the CS and it uses modav and not modav2 for applying the penalty. Now I don't know whether this has an effect on a leveling mod like nGCD. Modav is not like modav2. While modav2 doesn't affect the base actor value and works like a damage attribute/skill spell for negative values and like a restore attribute/skill spell for positive values (so penalties can be removed by simply using potions or visiting an altar while positive values can never exceed the maximum base value of that stat) modav is a script modifier that can only be adjusted back and forth by script. It can also exceed the maximum of a stat. It still doesn't affect the base actor value afaik though so I don't know why it should cause problems with a leveling mod.
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Andrew Lang
 
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Post » Tue Mar 08, 2011 9:44 pm

From the readme of Realistic Leveling:
Known Issues
------------
.
.
.
Any mod that attempts to modify base attributes or health using "player.setAV" will have its effects removed at the next skill advance or message box. Only a small number of existing quests and mods do this, as the vast majority use "player.modAV" or fortify abilities which work fine with this mod and is the recommended way to do it.

Any mod that modifies base skills using "player.setAV" will affect attributes and level at the next skill advance or message box. If base skills are decreased this way, then attributes and level can go backwards. No mods should do this for temporary skill changes, instead they should be using "player.modAV", "player.modAV2", or fortify/drain abilities.

Any mod that advances minor skills using "advancePCSkill" or "modPCSkill" without using "SetPCMiscStat 2, n" or showing a message box will not affect attributes until the next message box or skill advance. Skills advanced with these functions do not show up as a "Skill Increase" in "GetPcMiscStat". "GetPCMajorSkillUps" and "GetPcMiscStat" changes are used to trigger recalculating attributes. Displaying a message box also triggers recalculating to work around this limitation.

Any mod that applies large skill or attribute drain abilities that drain the stat to zero will delay recalculation until the drain ability is removed. These large truncated drain abilities make it impossible to correctly calculate experience and set attributes. A debug message will be printed to the console when recalculation is aborted because of large drain abilities.
So Player.setAV is the main culprit.
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Logan Greenwood
 
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Post » Wed Mar 09, 2011 4:51 am

I have got some strange behaviour from enemies trying to detect you, especially vampires. The sneak eye start twinkling and the vampire buffing themselfs with spells then stopping... This become notable especially on inconscious vampires (I use damage fatigue arrows, they fall inconscious after sometime). I don't know what mod is behind this. Anyway I wouldn't recommend Attack & Hide or Combat Hide, this make the game easy.
Or maybe something like:
iAICombatMinDetection -45
should be reasonable.
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Jordan Fletcher
 
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Post » Wed Mar 09, 2011 5:25 am

Downloading now. Sounds great! :D
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Shiarra Curtis
 
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Post » Wed Mar 09, 2011 3:05 am

Ok I found the info i was looking for.
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Jamie Lee
 
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Post » Wed Mar 09, 2011 9:50 am

Implementing a bonus to sneak during a rain ? :)
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Chris Duncan
 
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Post » Wed Mar 09, 2011 12:39 pm

Hi, I′m getting missing mesh markers on bodies I have looted. The markers appear only on bodies that I return to/walk by later on, on my way out of a dungeon. I confirmed with refscope the markers are from this mod. I can get you a Refscope log if you need it, at the moment I don′t have one.


I′m using MMM′s carrion rats, incase that could be related, also I′m using Enhanced Economy with an option to randomly remove (actually: hide) lootable equipment on bodies when they are activated. I don′t know if any of this is important, just reporting. :)
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R.I.P
 
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Post » Wed Mar 09, 2011 6:50 am

Hi, I′m getting missing mesh markers on bodies I have looted. The markers appear only on bodies that I return to/walk by later on, on my way out of a dungeon. I confirmed with refscope the markers are from this mod. I can get you a Refscope log if you need it, at the moment I don′t have one.


I′m using MMM′s carrion rats, incase that could be related, also I′m using Enhanced Economy with an option to randomly remove (actually: hide) lootable equipment on bodies when they are activated. I don′t know if any of this is important, just reporting. :)

im having the exact same problem, but it wasn't consistent enough for me to try looking too far into it. i also have carrion rats, but not the random remove on loot for EE. i noticed it later on after i was backtracking from a dungeon. it doesn't seem to happen instantly.
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Samantha Mitchell
 
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Post » Wed Mar 09, 2011 12:43 pm

Implementing a bonus to sneak during a rain ? :)


Rain already has a bonus due to the lower light level of rainy weather (when compared to a clear sky). Other than that I don't think it's much easier to sneak while it's raining.

Hi, I′m getting missing mesh markers on bodies I have looted. The markers appear only on bodies that I return to/walk by later on, on my way out of a dungeon. I confirmed with refscope the markers are from this mod. I can get you a Refscope log if you need it, at the moment I don′t have one.

I′m using MMM′s carrion rats, incase that could be related, also I′m using Enhanced Economy with an option to randomly remove (actually: hide) lootable equipment on bodies when they are activated. I don′t know if any of this is important, just reporting. :)


That's weird. I've been playing with the mod active for a few hours now and I didn't encounter any markers. The mod adds a token to actors, that's the only item that could be responsible for the missing meshes (since it has no mesh assigned). But the token is just like any other token from other mods - it is a clothing object with 0 value and weight that has no biped slots selected and is not marked as 'playable'. Do you have any mods that (for unkown reasons) automatically assign biped slots to equipment objects that have none? Or mods that attempt to make items without slots show up? Can you maybe tell me the FormID Refscope shows so I can confirm that it is the token?

EDIT: And the token script should remove the token when the actor dies (if me.GetDead == 1 removeme).
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Amanda Leis
 
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Post » Wed Mar 09, 2011 8:55 am

Rain already has a bonus due to the lower light level of rainy weather (when compared to a clear sky). Other than that I don't think it's much easier to sneak while it's raining.



That's weird. I've been playing with the mod active for a few hours now and I didn't encounter any markers. The mod adds a token to actors, that's the only item that could be responsible for the missing meshes (since it has no mesh assigned). But the token is just like any other token from other mods - it is a clothing object with 0 value and weight that has no biped slots selected and is not marked as 'playable'. Do you have any mods that (for unkown reasons) automatically assign biped slots to equipment objects that have none? Or mods that attempt to make items without slots show up? Can you maybe tell me the FormID Refscope shows so I can confirm that it is the token?

EDIT: And the token script should remove the token when the actor dies (if me.GetDead == 1 removeme).


I′m not at home, so I can′t post my load list or the Refscope report right now, but it seems possible to me that the game engine equips stuff on NPCs when they get (re)loaded.

I don′t have any "special" mods - FCOM, Better Cities, ULs, Cobl + races, etc...common stuff, as I mainly wanted to install what I consider a base install and get to play. And then I naturally added some "fixes" like this mod or some of my own scripts. :) But as said, nothing should stand out from any other people′s load order (actually if you wan′t to see it, I posted it a week ago in OOO thread).


That said, I personally always assign a null.nif for the slotless rings I use to tag or script NPCs. That way you don′t have to worry about the whole deal - even if anything makes the NPC to equip the ring, it′s not visible and as it doesn′t take any slots, it doesn′t hide parts of the NPC either. :)
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Arnold Wet
 
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Post » Tue Mar 08, 2011 11:06 pm

That said, I personally always assign a null.nif for the slotless rings I use to tag or script NPCs. That way you don′t have to worry about the whole deal - even if anything makes the NPC to equip the ring, it′s not visible and as it doesn′t take any slots, it doesn′t hide parts of the NPC either. :)


That's a good idea, will assign a null.nif as well and upload for those who have problems. Although it's still weird that a slotless item shows up on someone...if you could exploit that bug somehow you could make an unlimited amount of slots!
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Alexis Acevedo
 
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