[Relz] Sneaking Detection Recalibrated (#7)

Post » Thu May 03, 2012 7:37 am

http://www.gamesas.com/topic/1363392-relz-sneaking-detection-recalibrated-8/
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Current version: v.4.4.1, as of 2012/04/01
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Latest News:
Version 4.4.1 is now available on TES NEXUS and TES Alliance, in Wrye Bash, Omod, and Manual installation formats. Wrye Bash and Omod now both have installation wizards.

4.4.1 is a minor update, so if you already have 4.4.0 installed, you do not need to update to 4.4.1 unless you really want to.

Visit the http://saebel.net/sdr.php for complete details, download links, installation instructions, up-to-date .ini user guide, mod-conflict info, performance tips, and much much more!

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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
  • No skills are modified in any way
  • All penalties / bonuses are calculated separately for each detector-player relationship
  • 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.
  • Sneak Skill-up bonuses for undetected assassinations
  • Takes into account peripheral vision angles.
  • Sneaking NPCs become transparent if not invisible.
  • Chameleon refraction effects replaced with transparency.
  • Designed for Oblivion and Nehrim.
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For those upgrading from pre-3.x.x versions of SDR, AV Uncapper is no longer required and does not affect SDR anymore, but it is still recommended for all of its other features. :smile:

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Rules for general inquiries:
If you are asking about how SDR works, read the .ini User Guide first. It goes into great detail. 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:
I have decided to stop development on SDR. It's done. So I am not taking any more requests.

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Rules for bug reports:
If there is a problem, it is most likely one of three things:
  • The new SDR OBSE plug-in is not installed correctly
  • Another mod is conflicting with one or more setting (usually disabling/changing an .ini 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 and OBSE 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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Support Note:
I will not be supporting SDR on the Planet Elderscrolls web-site.

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Links to Previous Threads:
http://www.gamesas.com/topic/1275915-relz-sneaking-detection-recalibrated/page__view__findpost__p__19300031
http://www.gamesas.com/topic/1243335-relz-sdr-sneaking-detection-recalibrated-5/page__view__findpost__p__18873538
http://www.gamesas.com/topic/1230623-relz-sdr-sneaking-detection-recalibrated-4/page__view__findpost__p__18591528
http://www.gamesas.com/topic/1216515-relz-sdr-sneaking-detection-recalibrated-3/page__view__findpost__p__18237929
http://www.gamesas.com/topic/1194753-relz-sdr-sneaking-detection-recalibrated-2/page__view__findpost__p__17752443
http://www.gamesas.com/topic/1170938-relz-new-mod-sneaking-detection-recalibrated/page__view__findpost__p__17262286
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Carlos Vazquez
 
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Post » Thu May 03, 2012 7:26 am

Reserved.

Note: I didn't notice that the number of posts per page had changed, and was waiting for page 10. Didn't see that post- limit lock down coming. LOL. :blink:
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james reed
 
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Post » Thu May 03, 2012 1:16 am

Do you mean an option to cap the chameleon value itself before calculating percentage of effectiveness?

Exactly this.
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Khamaji Taylor
 
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Post » Wed May 02, 2012 9:10 pm

Exactly this.
Okay, I'll add that to the list.
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Amysaurusrex
 
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Post » Wed May 02, 2012 9:46 pm

Why does v 4.1 have the NoMerge tag?
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stevie trent
 
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Post » Thu May 03, 2012 3:12 am

Why does v 4.1 have the NoMerge tag?
Because any mod that relies on it needs to check to see if it is active, and pretty much the only mergable stuff are the scripts and tokens. Merging scripts doesn't work. (at least, that's my understanding - but I'm not a wrye bash expert).
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Ashley Clifft
 
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Post » Thu May 03, 2012 2:12 am

A mod can only be mergeable if it introduces no formIDs of its own, i.e if it only overwrites records from another mod, and even then with certain exceptions. SDR doesn't need to worry about that tag at all.

BTW I still remember that stuff i talked about detection spells on enemies, but I'm caught in more interesting things right now... like exams...
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Charlie Ramsden
 
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Post » Wed May 02, 2012 9:57 pm

A mod can only be mergeable if it introduces no formIDs of its own, i.e if it only overwrites records from another mod, and even then with certain exceptions. SDR doesn't need to worry about that tag at all.
That's good to know. I was wondering how it decided what to merge. Although that is definitely true for the main .esp, the Perks and Patches for Oblivion .esp does have three scripts from the main Oblivion.esm that it overrides that deal with setting off trip wires and such. I don't know if something like that is worth merging or not because SDR is fairly far down the load order, and since the other scripts don't really merge with anything, the mod would still need to be active I think. So my gut tells me, no merge.
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El Goose
 
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Post » Thu May 03, 2012 8:17 am

Some interesting observations and a long winding read:

1) I updated to Paladin Mod v 1.3 by PimpSkinny. Looking forward to try some of its features, I ventured in the Bloodworks sewer. After a small fight, I use Paladin's redeem vampire feature twice, CTD after that.
2) I assume some conflict with Ashes to Ashes. Change Ashes to ashes ini file to disable mod (don't have to disable esp, just toggle an ini setting). I also updated to SDR v 4.1.0 with Oblivion Perks optional file (after clean save), tweaked some settings in the ini files to set SDR option 0 (basic). Rebuilt bashed patch.
3) Returned to a previous save 2 minutes before crashing. Now, everytime I killed a hostile NPC or creature, the dead body disappears - just vanishes. It is still there (not sinking below the mesh etc.), but just not visible. I can access the container etc.Successfully used Paladin mod's redeem vampire feature, no CTD.
4) Assumed something amiss with Ashes to Ashes. Toggled setting on to enable mod again.
5) Returned to a previous save (same a step 3), ventured inside, again, dead NPCs creature corpses disappear. No crash.
6) Reverted to SDR v 4.0.4, re-used ini settings for previous version.
7) Returned to a previous save (same a step 3), ventured inside, again, dead NPCs creature corpses DO NOT disappear. No crash. Success!
8) Rebuild bashed patch with SDR 4.0.4 active.

Make what you see of it, but I could conclude that the first CTD was a freak thing, and that SDR 4.1.0 leads me to vanishing NPC and creature corpses. Can someone else confirm? Might be a mod interaction in my extensive (understatement?) mod list, but it works fine with SDR 4.0.4.

PS: There is one ini setting for movement display in console that is toggled on to 1 in the default ini. This will flood your console with SDR messages about player movement. Might want to disable in the default ini you package.
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Mr. Ray
 
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Post » Thu May 03, 2012 6:37 am

(edited for brevity - saebel)
I updated to SDR v 4.1.0 with Oblivion Perks optional file (after clean save), tweaked some settings in the ini files to set SDR option 0 (basic). Rebuilt bashed patch.
Returned to a previous save. Now, everytime I killed a hostile NPC or creature, the dead body disappears - just vanishes. It is still there (not sinking below the mesh etc.), but just not visible.


PS: There is one ini setting for movement display in console that is toggled on to 1 in the default ini. This will flood your console with SDR messages about player movement. Might want to disable in the default ini you package.

In 4.0.4, there were problems with Chameleon effects not dispelling upon death, and I put in a fix in 4.1 by having the original Alpha Value of the actor captured when the SDR token is first added. However, I totally missed the fact that it only happens with SDR detection package option 1. With SDR option 0, it is not recording the initial Alpha Value of the actor when the token is added, which is then called on by the OnDeath script. Totally missed that, as well as leaving the debug setting turned on.

I'm working on a couple of new ideas, such as using the character's current movement velocity to determine visual/audio detection multipliers, rather than having to determine if the character is walking, running, sprinting, etc. This will make it fully compatible with any mod that alters movement without having to create some sort of patch. I'm still working out the details, so it may be awhile before the next release, but I'll make sure those fixes are included.

Sorry about the mess.
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Soph
 
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Post » Thu May 03, 2012 6:40 am

No worries, glad I was able to help pinpoint some minor issues.

Love your mod, so no complaints here :)
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JLG
 
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Post » Thu May 03, 2012 4:01 am

I upgraded to 4.1.0 using the clean save upgrade technique, but im having a bit of problem now.

Im doing sanguine's quest. I havea 100% chameleon spell for 120 seconds spell along with 100 sneak. I cast the spell, go into sneak mode, remain undetected and cast stark reality. I then sneak out of the room to the servant's quarters, but a guard always comes running after me even though i remain in sneak mode the entire time. Also if i sneak near any servants, they will stop and say hello to me, even though i still have 100% chameleon and am in sneak mode.

How is he doing that? I also ren's guard overhaul which should stop psychic guards...

Might just be the new guard that the quest adds outside of the dining room. He will accept bribes, but will try to arrest you anyway after you use the spell. If you cast the spell and it only hits a chair though, he will draw his sword but not detect you. But if the spell hits a guest, he instantly comes running.
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Sheila Reyes
 
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Post » Thu May 03, 2012 12:09 am

I upgraded to 4.1.0 using the clean save upgrade technique, but im having a bit of problem now.

Im doing sanguine's quest. I havea 100% chameleon spell for 120 seconds spell along with 100 sneak. I cast the spell, go into sneak mode, remain undetected and cast stark reality. I then sneak out of the room to the servant's quarters, but a guard always comes running after me even though i remain in sneak mode the entire time. Also if i sneak near any servants, they will stop and say hello to me, even though i still have 100% chameleon and am in sneak mode.

How is he doing that? I also ren's guard overhaul which should stop psychic guards...

Might just be the new guard that the quest adds outside of the dining room. He will accept bribes, but will try to arrest you anyway after you use the spell. If you cast the spell and it only hits a chair though, he will draw his sword but not detect you. But if the spell hits a guest, he instantly comes running.
Those are very good questions, and I don't have an answer. With SDR, Invisibility and/or 100% Chameleon is not 100% detection proof anymore, they can hear you, and their skill can detect you to some extent (see the .ini settings). But combined with your Sneak skill of 100, you should have easily slipped in, cast the spell and slipped out. If you get really close to someone, especially in a brightly lit area, there is still a good chance they will detect you. The closer you get to someone, the bonuses go way up. So you are best off keeping your distance.

I read up on the quest a bit here: http://www.uesp.net/wiki/Oblivion:Sanguine
When the spell hits a guest, it's considered to be an "Assault", because the spell has a "drain health 1" attached to it. The quest was designed with being 100% undetectable in mind, and for whatever reason, the guard is getting a ridiculous boost to see you. But that does happen sometimes, and that's more the problem of Bethesda's psychic guards. I would have thought that RGO would have taken care of that. Basically, you have two options:

1. Run as quickly and quietly away as fast as possible, get outside and fast travel.
2. - Save the game before you cast the Chameleon spell
- Exit Oblivion
- Change SDR's .ini file's detection package setting to 0. This will put you in the "basic" easy mode, where 100% chameleon will function like it was designed for in this scenario.
- Load up the saved game
- Do your thing
- Finish the quest, get the reward, save the game, exit and restore the SDR .ini detection package back to 1.

I'm swamped at the moment, otherwise, I'd check out the quest myself, but I'll add it to the list of things I need to look at.

Good luck! I hope this helped.

saebel
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Chelsea Head
 
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Post » Thu May 03, 2012 3:08 am

Im pretty sure its that one particular guard outside of the dining room. The other guards rush into the room with swords drawn when i cast the spell, but they cannot detect me. That one guard on the other hand always manages to do so.

Edit : Maybe not. I changed the detection package to set sdrIniQ.vDetectionPackage to 1 ; SDR: 0 / Obv: 1 and the game got even weirder.

I closed the door to the dining room, casted chameleon on self, sneaked and casted stark reality.

All the guests and guards started attacking the countess, and when she was unconcious, they ran up to me (sneaking with 100% chameleon) and tried to arrest me.

Edit 2 : I tried turning the SDR mod off, and the guards try to arrest me through the door...
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Tanika O'Connell
 
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Post » Thu May 03, 2012 12:57 am

Im pretty sure its that one particular guard outside of the dining room. The other guards rush into the room with swords drawn when i cast the spell, but they cannot detect me. That one guard on the other hand always manages to do so.

Edit : Maybe not. I changed the detection package to set sdrIniQ.vDetectionPackage to 1 ; SDR: 0 / Obv: 1 and the game got even weirder.

I closed the door to the dining room, casted chameleon on self, sneaked and casted stark reality.

All the guests and guards started attacking the countess, and when she was unconcious, they ran up to me (sneaking with 100% chameleon) and tried to arrest me.

Edit 2 : I tried turning the SDR mod off, and the guards try to arrest me through the door...
That's definitely some weird stuff. My mod doesn't alter AI behavior, just the chances of detection. There's gotta be something else going on. Could you post your load order? I'll have to look at it tomorrow night though, gotta call it a night.
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D LOpez
 
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Post » Wed May 02, 2012 8:57 pm

using the character's current movement velocity to determine visual/audio detection multipliers

Does that mean increasing speed and adjusting the sneak movement rate will have an impact on detection then?
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Amber Hubbard
 
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Post » Thu May 03, 2012 8:26 am

Does that mean increasing speed and adjusting the sneak movement rate will have an impact on detection then?
That's the general idea. The faster you go, the more noise you make. A first level character with basic equipment and average speed will have a multiple of around 1.1 for walking, 1.4 for running, and upwards of around 1.6 if sprinting (using SDR's movement settings). This rate will vary depending on gear worn, terrain, and other factors. Sneak mode will not only reduce your movement rate (and thus make you quieter), but your Sneak skill will also be a factor.

The end result formula is ( loosely ) base sound penalty + (move rate mult * gear penalty). It's more complicated than that, but that's the general idea. You will also have the option of modifying the move rate multiple with your own custom multiple, one for LOS and one for audio, so you can control how significant it is.

This will replace six game settings with two and mods that tweak speeds for sprinting or other reasons no longer need a patch.
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Darian Ennels
 
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Post » Thu May 03, 2012 7:20 am

Will I have to avoid putting points in speed to be a better sneaker then? :confused: And readjust all my settings? Just now where I have figured out some good ones...
Your changes better be good enough to warrant it. :tongue:
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Céline Rémy
 
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Post » Thu May 03, 2012 3:28 am

Will I have to avoid putting points in speed to be a better sneaker then? :confused: And readjust all my settings? Just now where I have figured out some good ones...
Your changes better be good enough to warrant it. :tongue:

It's best to think of it in three components;
- how fast you are moving and what type of movement
- what you are wearing
- whether or not you are sneaking

If you are wearing a lot of gear that makes noise, you will make more even more noise if you are moving faster. Related skills in the gear will help offset that, reflecting your comfort and familiarity with how to move in them - this follows already with how you gain bonuses to armor class or reduce encumbrance penalties with higher mastery levels.

If you aren't wearing noisy gear in the first place, then the multiplier won't have that much of an impact because the starting noise level would be very low. But if you are wearing heavy clunky armor, the base noise is higher, so the multiplier becomes more significant.

Sneak mode not only reduces your movement rate, and thus the noise, it will also further reduce the multiplier depending on how good your sneak skill is.

For example, if you walk without sneaking, you have almost the same movement rate factor as you would when you run while sneaking (it's slightly higher). Add to that modifiers for Sneak skill, and gear adjustments, and you won't have to worry too much about speed at higher skill levels, assuming your are taking basic precautions to not be heard (such as wearing all cloth).

I'm still working on the final formula, as well as opening up some options, and it will probably need some beta testing before I release it to get the .ini settings just right because it is a significant formula change.

Let me know if you have any questions or suggestions.

P.S. As part of the changes, I'm going to allow the user to decide how "quiet" gear can be, so you can set limits toyiur likings instead of being stuck with SDR's default core settings.
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Chloe Botham
 
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Post » Thu May 03, 2012 8:20 am

Heres my current load order (btw if you enable the mod using omod, it enables the nehrim version along with the oblivion version)

Oblivion.esm
Beautiful People 2ch-Ed.esm
x117race.esm
Unofficial Oblivion Patch.esp
DLCShiveringIsles.esp
Unofficial Shivering Isles Patch.esp
Streamline 2.1.esp
Map Marker Overhaul.esp
Map Marker Overhaul - SI additions.esp
MoreMapMarkers.esp
StoneMarkers.esp
DLCHorseArmor.esp
DLCOrrery.esp
DLCVileLair.esp
DLCMehrunesRazor.esp
DLCSpellTomes.esp
Weapon Expansion Pack for Oblivion Nthusiasts.esp
DLCThievesDen.esp
DLCBattlehornCastle.esp
DLCFrostcrag.esp
Knights.esp
HideHelms.esp
Toggleable Quantity Prompt.esp
Oblivion XP.esp
Beautiful People 2ch-Ed Disable BandBlindMask.esp
Beautiful People 2ch-Ed Sheogorath Eye.esp
Beautiful People 2ch-Ed Vanilla Race.esp
Beautiful People 2ch-Ed Merged Hair Modules.esp
Beautiful People 2ch-Ed Merged Eye Modules.esp
x117 Merged SKSRENs Hair Modules.esp
Beautiful People 2ch-Ed MS Elves - NoSc.esp
Beautiful People 2ch-Ed ENG Dialog.esp
Beautiful People 2ch-Ed ENG Race.esp
x117Race ENG Race.esp
EyelashesVannilaRaces.esp
Bashed Patch, 0.esp
Travel Anywhere.esp
Max_Encumbrance-3026.esp
Quest Award Leveller.esp
Quest Award Leveller - Mehrunes Razor.esp
GuildBetrayal.esp
Quest Award Leveller - Vile Lair.esp
Quest Award Leveller - Knights of the Nine.esp
Quest Award Leveller - Battlehorn Castle.esp
SetBody.esp
Enhanced Hotkeys.esp
DLCHorseArmor - Unofficial Patch.esp
DLCOrrery - Unofficial Patch.esp
DLCFrostcrag - Unofficial Patch.esp
DLCThievesDen - Unofficial Patch.esp
DLCThievesDen - Unofficial Patch - SSSB.esp
DLCMehrunesRazor - Unofficial Patch.esp
DLCVileLair - Unofficial Patch.esp
DLCSpellTomes - Unofficial Patch.esp
Knights - Unofficial Patch.esp
DLCBattlehornCastle - Unofficial Patch.esp
VampireScriptbyJarod-C.esp
RenGuardOverhaul.esp
SDR Perks And Patches - Oblivion.esp
Sneaking Detection Recalibrated.esp
LittleCarmine.esp
lop eared mini.esp
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Julie Ann
 
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Post » Thu May 03, 2012 7:29 am

What happens with both Ren Guard Overhaul and SDR deactivated. Just glancing at your load list, those look like the only two things.

Mind you, SDR does not determine AI behavior, just whether or not any given person is detected by any other.
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carla
 
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Post » Wed May 02, 2012 9:50 pm

@LoneWolf Kai
I *might* have come up with a way to do your alpha shading while sneaking thing if SDR is in Detection Package 1 mode. But to do it right, it'll be bloody complicated...

Here's the plan:
- in the main quest script add three variables:
PlayerFadesWhenSneaking
MaxDetectorRef
MaxDetectorValue

If PlayerFadesWhenSneaking is set to 1:

Whenever a detection is run against the player, the detection value(DV) is compared to the MaxDetectorValue(MDV). If DV >= MDV, the MDV is replaced by the DV, and the MaxDetectorRef (MDR) is replaced with the ref of the current detector (CDR).

If DV < MDV and CDR == MDR, the MDV is updated with the new / lower DV. This will ensure that the MDV is constantly updated with the most updated detection value against the player and the ref of the actor that has that value.

Now that I have a solid MDV number, I can use that as a basis for how sneaking the character is. 0 and above, you are totally detected. Below 0 you start to fade in proportion to how undetected you are, with a set minimum value (so you don't totally dissappear).

I would also have to take into account chameleon.

What this does NOT take into account are detection thresholds. So if you are in combat or someone is actively searching for you, just because you are a bit faded does not mean you won't be detected, it only represents how sneaky you are under normal conditions.

Do you think something like that would work for you? It adds a bit of immersion, but is not so 100% reliable that it is fool proof. Combine that with HUD status bars features, in which the sneak eye gets brighter/darker depending on how much light is hitting you, and turn off the option for it to turn red when you get detected, it could be a fun surprise when suddenly you are solid.

My gut instinct is to have it turned off by default though, because it adds some processing, and I can't be sure how solid it would be.
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Tamara Primo
 
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Post » Thu May 03, 2012 6:38 am

That actually sounds quite awesome and is exactly how I was thinking on it. I am a bit worried about it reducing processing performance though. Perhaps it might still be best to do just a simple dependency on the sneak eye like what was suggested earlier.

I'd love to see it and test it, but at the same time, I don't want you to end up wasting your time either if it'd just come back down to the simple version. However, either way I think would be completely awesome.
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CHangohh BOyy
 
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Post » Wed May 02, 2012 9:41 pm

That actually sounds quite awesome and is exactly how I was thinking on it. I am a bit worried about it reducing processing performance though. Perhaps it might still be best to do just a simple dependency on the sneak eye like what was suggested earlier.

I'd love to see it and test it, but at the same time, I don't want you to end up wasting your time either if it'd just come back down to the simple version. However, either way I think would be completely awesome.
Sneak eye dependancy won't work, for lots of technical reasons.*

My proposed solution will add processing, but it's doubtful that it will have a significant impact. The detection formula is being calculated anyway, that the real impact. The only real difference is that there would be an extra 6 to 10 lines of code that's added to the detection script, but it only fires if the feature is turned on and the target is the player. And then another 10 to 20 lines of code when calculating the character's alpha value, which will only kick in if the feature is turned on and will only process on the player character. So yes, it will add processing time, but probably not a significant amount since the calculations are fairly simple. In fact, it probably is the simplest way to do it. It's certainly the most accurate.

*The "sneak eye" can change depending on other mods, and hooking whatever value is being passed to it may not go well. The only options you have left are "GetDetectionLevel" (which is flawed and unreliable) and "GetDetected", which is either a 1 or 0, and also not particularly reliable.
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i grind hard
 
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Post » Thu May 03, 2012 11:14 am

Yeah, I didn't think about other mods affecting the sneak eye so that would definately mess things up.

The approach you suggest sounds quite exciting then! :D
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Ernesto Salinas
 
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