[Relz] Sneaking Detection Recalibrated #6

Post » Tue May 08, 2012 11:02 pm

Yes, you join gamesas and remind them how to program a PC version of their games :)
Hee hee. Thanks for the compliment. Well, I did submit my "resume" (which wasn't much) about a year + ago when they were looking for quest writers, but I hadn't modded anything at that point.

I've read a few reviews that the PC version is clunky, but then PCs only account for a small percentage of their sales. And if history is an example, they, like me, will just wait for team SKSE to fix it. (Those are the guys who really should be getting paid!)

Still, I am looking forward to Skyrim, but once SDR 4.0 is out, I'm going to take a long break from gaming. I've decided to take my shot and see if I can raise enough money to direct a feature film project I've been developing for a while, so my spare time is going to be focused on that. But don't worry, I'll still support SDR with the occasional tweak/fix/patch. But as of 4.0, that ends the creative development side. I also intend to port SDR to Skyrim if there is a ) demand for it, b ) need for it, and c ) tech support for it (go team SKSE!).
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Patrick Gordon
 
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Post » Wed May 09, 2012 2:26 am

SDR is working great for me - no further issues since we found that OSR thing.

Good luck with the movie. :)
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Sharra Llenos
 
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Post » Tue May 08, 2012 2:57 pm

Still, I am looking forward to Skyrim, but once SDR 4.0 is out, I'm going to take a long break from gaming. I've decided to take my shot and see if I can raise enough money to direct a feature film project I've been developing for a while, so my spare time is going to be focused on that.
Looking forward to telling my grand children "I knew the new Steven Spielberg when he was just a fledgling programmer" in my rocking chair :)

But don't worry, I'll still support SDR with the occasional tweak/fix/patch. But as of 4.0, that ends the creative development side. I also intend to port SDR to Skyrim if there is a ) demand for it, b ) need for it, and c ) tech support for it (go team SKSE!).

c ) I think is inevitable, they only play the games to see what they need to do next to a script extender :), programming unstoppable force.

a ) and b ); Not so sure, for all the flak they are taking I think they got quite a lot of things right this time around, time will tell on the details ofc.

Spooky has already chimed in with tips to get the archery more in line with his idea of how things should be (even though the devs took inspiration from his mod the archery needs a few ini tweaks to http://www.gamesas.com/index.php?/topic/1272621-ini-compendium/page__view__findpost__p__19293704, along with ...

(SkyrimPrefs.ini)
[Controls]
bMouseAcceleration=0

(Skyrim.ini)
[Controls]
fMouseHeadingYScale=0.0200
fMouseHeadingXScale=0.0200
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lexy
 
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Post » Tue May 08, 2012 8:53 pm

Looking forward to telling my grand children "I knew the new Steven Spielberg when he was just a fledgling programmer" in my rocking chair :)
That would be cool, and ironic. I used to work at Dreamworks in development, and even met Spielberg a couple of times. But when I say "met", I mean either I opened the door for him or visa versa walking into the building. So not much more than "hey, how ya doin'?", "oh fine, you?" "good, good" "ok have a nice day" "you too".

c ) I think is inevitable, they only play the games to see what they need to do next to a script extender :), programming unstoppable force.

a ) and b ); Not so sure, for all the flak they are taking I think they got quite a lot of things right this time around, time will tell on the details ofc.

Spooky has already chimed in with tips to get the archery more in line with his idea of how things should be (even though the devs took inspiration from his mod the archery needs a few ini tweaks to http://www.gamesas.com/index.php?/topic/1272621-ini-compendium/page__view__findpost__p__19293704, along with ...

(SkyrimPrefs.ini)
[Controls]
bMouseAcceleration=0

(Skyrim.ini)
[Controls]
fMouseHeadingYScale=0.0200
fMouseHeadingXScale=0.0200
(scribbles notes for future reference)
Yeah, I'm actually hoping they stole used a lot of my ideas and improved stealth and sneaking accordingly. I REALLY don't want to have to recreate the whole thing for Skyrim. If anything, I'd like to try my hand at some of the story-telling side and create a quest. Movie first though.
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Arnold Wet
 
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Post » Wed May 09, 2012 3:15 am

Dont set those ini settings in stone though, as we saw with oblivion a future patch may make them irrelevant/broken/more complicated with other settings that affect the same field of behaviour. They are good at the moment.
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FirDaus LOVe farhana
 
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Post » Wed May 09, 2012 12:34 am

Version 4.0.0 is officially released!

http://saebel.net/sdrInstall.php

Features include:
  • New OBSE plug-in required: Add Actor Values
  • New custom game settings
  • New custom actor values to improve detection formula performance
  • Tokens added back to all actors to process detection related actor values and other features
  • Added Token Performance optimization options to the .ini settings.
  • Main Sneaking Detection Recalibrated.esp is masterless and no longer requires Oblivion.esm
  • Secondary perks and patches features split off into separate .esps that are oriented to the game world (Oblivion, Nehrim, etc.) - they fold in features from the previous SDR Mod Compatibility patch.
  • Revised initialization and token script functions for greater accuracy and flexibility
  • Added mod compatibility for Bare Necessities mod
  • Revised/simplified .ini structure and accompanying documentation
  • Various minor improvements to script calculations
  • Revised "Sneak Skill Cleaning" feature to only apply to persistent actors, and can be turned on/off as needed
  • Made Peripheral Vision features more specific in terms of which races/creatures they apply to based on the "skeleton.nif" path of the base creature form.
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Claudz
 
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Post » Wed May 09, 2012 3:05 am

Was going to upgrade to the new release but was still concerned about the actor values thing, exactly what would be affected, so I did a little testing with interesting results. My custom race had a number of positive/negative resistances and abilities and I took the Atronach birthsign. Everything was normal as expected before installing AAV but after dropping it into the game, here's the list of actor values that changed:

Actor value           Initial   AAVSpellAbsorbChance     50        0   WaterBreathing        1         0StuntedMagicka        1         0ResistFire            -51       24ResistDisease         100       0ResistNormalWeapons   -10       0ResistPoison          100       0
Not good news for me as you can imagine. Changed OSR's iHeapAlgorithm to 1 to see whether it'd get fixed but for some reason game wouldn't even start, 5 worked though. The performance between 5 and 6 isn't noticeable to me so that was acceptable. Just a heads-up, in case anyone finds something wrong with their characters.
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saxon
 
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Post » Wed May 09, 2012 12:49 am

Was going to upgrade to the new release but was still concerned about the actor values thing, exactly what would be affected, so I did a little testing with interesting results. My custom race had a number of positive/negative resistances and abilities and I took the Atronach birthsign. Everything was normal as expected before installing AAV but after dropping it into the game, here's the list of actor values that changed:

Actor value           Initial   AAVSpellAbsorbChance     50        0   WaterBreathing        1         0StuntedMagicka        1         0ResistFire            -51       24ResistDisease         100       0ResistNormalWeapons   -10       0ResistPoison          100       0
Not good news for me as you can imagine. Changed OSR's iHeapAlgorithm to 1 to see whether it'd get fixed but for some reason game wouldn't even start, 5 worked though. The performance between 5 and 6 isn't noticeable to me so that was acceptable. Just a heads-up, in case anyone finds something wrong with their characters.
Hmmm. Did you activate the example .esp that came with AAV? If so, it wasn't necessary and that might have something to do with it. Also, maybe OSR's .ini needed to be deleted and recreated again? My mod only provides new custom actor values, and does not alter any existing ones. I'm concerned about the problem, because I can't afford to go back to the 3.x series. My understanding is that the heap algorithm value is going to be different for everyone for OSR depending on various mods and hardware. If neither of my suggestions work, I'll bring it up with the OSR and AAV creators and see if we can't work something out.
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Dan Endacott
 
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Post » Tue May 08, 2012 6:43 pm

Hmmm. Did you activate the example .esp that came with AAV? If so, it wasn't necessary and that might have something to do with it. Also, maybe OSR's .ini needed to be deleted and recreated again? My mod only provides new custom actor values, and does not alter any existing ones. I'm concerned about the problem, because I can't afford to go back to the 3.x series. My understanding is that the heap algorithm value is going to be different for everyone for OSR depending on various mods and hardware. If neither of my suggestions work, I'll bring it up with the OSR and AAV creators and see if we can't work something out.
It's not quite a problem with SDR really, besides that it uses AAV. And no, all I did was dropped AAV's dll into the obse folder, nothing else. Haven't even installed SDR. Algorithm 5 works for me with no issues, so I'm not complaining. :) Though you might want to have a note regarding this so people can double-check their characters and tweak OSR as necessary.

Edit: There's an edit made to a vanilla AI package in the Perks and Patches esp, intentional?
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[Bounty][Ben]
 
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Post » Wed May 09, 2012 2:57 am

I got rid of OSR. None of the iHeap settings worked for me, and once I realized that I'd never had them on at all, it was far easier just to ditch it entirely.

For those of us with the 4.0 RC, is this final version the same, or should we clean save as usual?
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Stephanie Nieves
 
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Post » Tue May 08, 2012 9:18 pm

Was going to upgrade to the new release but was still concerned about the actor values thing, exactly what would be affected, so I did a little testing with interesting results. My custom race had a number of positive/negative resistances and abilities and I took the Atronach birthsign. Everything was normal as expected before installing AAV but after dropping it into the game, here's the list of actor values that changed:
Can I get a copy of your savegame?

For the record - I did some testing when the issues with OSR were first reported here. I wasn't able to reproduce any odd behavior with AAV + OSR, regardless of which heap algorithm I chose. Whatever the issue is, it is very circumstantial.
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steve brewin
 
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Post » Wed May 09, 2012 4:46 am

lol thought I had it stable but somewhere along the lines my actor values broke again. All I've been doing so far is clean install and upgrade SDR. I'm having no luck with this, spent 3 hr already testing everything. :P Guess I have to stick with 3.1 for now. SDR 4 was saying it couldn't detect OBSE when I activated it, no clue what's up with that.

Can I get a copy of your savegame?

For the record - I did some testing when the issues with OSR were first reported here. I wasn't able to reproduce any odd behavior with AAV + OSR, regardless of which heap algorithm I chose. Whatever the issue is, it is very circumstantial.
Hmm sure, don't know how useful it'd be since I kinda doubt you'll be able to load it. My game is heavily modded.
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Iain Lamb
 
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Post » Wed May 09, 2012 6:40 am

I hope you make a version for Skyrim when the CK comes out saebel.
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Leticia Hernandez
 
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Post » Tue May 08, 2012 3:46 pm

Hi saebel, a bit of feedback / notes:

Using AAV 1 beta 4 and SDR 4

I had one quirk on the very first run after installing the above. Using OBSE Loader 0020, when that initializes I always get a brief glimpse of a command window before the game starts; On this first run that command window stayed open a few seconds longer than usual (enough to make me think something was odd here), but then it started to load the game.

After clicking Continue, game loaded up and I got a message from SDR - http://www.bild.me/bild.php?file=3809897ScreenShot197.jpg

A pause of approx' two seconds after that message disappeared, then I got the usual SDR Initialising message .. So I believe it was now working - Decided to save, and restart the game.

On the second run of the game after installing - No problems. OBSE Loader gave its usual brief glimpse of the command window, game loads, continue, SDR Initialising message - No error this time round.


Settings: Prior to the above, I wanted to experience the worst case scenario for my laptop, so installed the additional Perks and Patches

Went with mostly default INI settings for both INI's, only changing light value for Cava Obscura, and changed the Attack / Melee values to Vanilla Extended (option 1) to compensate for having Duke Patricks Combat Archery installed. Also switched off Sprinting - Personal preference.

All other settings remain default - And I have just got to say ... It is soooo improved on the performance front for my machine. I will have to tweak a few settings for the laptop obviously, but prior to this version in between the version 2 and version 4 developments, default settings have not been viable - Now I could actually live with the defaults. When there are many actors obviously FPS gets reduced quite a bit, but during my brief couple of hours last night with defaults, I did not do much FPS monitoring because I wanted just to experience how it feels. It feels good :)

I dont have RBP installed so no problems there, but for anyone interested my OSR settings are as follows (YMMV on your machine) ...
Spoiler
Master = {
_comment = You can turn on or off each distinct feature from here.
bManageFPS = 1
bHookCriticalSections = 1
bHookHashtables = 1
bReplaceHeap = 1
bLogToConsole = 0
bFix64Hertz = 0
bExtraProfiling = 0
bFlushLog = 1
iSchedulingResolution = 1
bReplaceRandom = 1
bExperimentalStuff = 0
iMainHookPoint = 1
}
Experimental = {
iReduceLongSleep = 0
bRemoveShortSleep = 0
iThreadsFixedToCPUs = 0
bSuppressRandomSeeding = 0
bMonitorBSShaderAccumulator = 0
iPrintSceneGraphDepth = 0
bReplaceRandomWrappers = 1
bBenchmarkHeap = 0
bAlternate64HertzFix = 0
bAlternateHeapHooks = 0
iHeapMainBlockAddress = 0
}
FPS_Management = {
_comment = Basic FPS stuff, switches to slow-motion on low FPS; in the past this has occaisonally produced bugs like the NPCs-dropping-dead issue; the issues are believed to be fixed but if you suspect you are having related problems you can try disabling bAllowSlowMotion which is the main suspect for any problems relating to FPS management
bAllowSlowMotion = 1
MaximumFPS = 30
MinimumFPS = 10
iSmoothFrames = 0
iSmoothMode = 0
iSleepExtra = 2
iFPS_Frequency = 4000
iSchedulingParanoia = 1
iHardMaxFrametime = 200
}
CriticalSections = {
_comment = CS stuff helps Oblivion, Fallout, and New Vegas significantly
_comment = most of the benefit comes from the Renderer+0x180 suppression (see overrides below)
_comment = modes: 1=vanilla, 2=fair, 3=staggering, 5=suppressed, 6=prioritize-main-thread, 7=deprioritize-main-thread
bEnableProfiling = 0
bEnableMessages = 1
bUseOverrides = 1
iDefaultMode = 3
iDefaultSpin = 1000
iStaggerLevel = 3
}
Heap = {
_comment = Heap replacement can produce MAJOR improvements in performance on Oblivion at a significant cost in stability
_comment = It crashes instantly on Fallout3, and would only produce a small performance improvement there anyway
_comment = It is not supported at all on Fallout: New Vegas at this time
_comment = Algorithms: 1=FastMM4, 2=Microsoft (slow on XP), 3=SimpleHeap1, 4=TBBMalloc, 5=ThreadHeap2, 6=ThreadHeap3, 8=tcmalloc
_comment = Algorithms numbers 1, 4, and 8 require external DLL files in the Data/OBSE/Plugins/ComponentDLLs folder
iHeapAlgorithm = 6
bEnableProfiling = 0
iHeapSize = 450
bEnableMessages = 0
iGenericFreeDelay = 0
bZeroAllocations = 0
}
Hashtables = {
_comment = The dynamic resizing option is buggy and not recommended.
bAllowDynamicResizing = 0
bUseOverrides = 1
bEnableProfiling = 0
bEnableMessages = 0
bEnableExtraMessages = 0
iHashtableResizeScale1 = 2
iHashtableResizeScale2 = 4
iHashtableResizeDelay = 20
}
(Skipped including the rest of the ini, I dont touch those)
Yes I know bFix64Hertz = 0 should be 1, but I run fine with it off and prefer not having to fix the ABomb problem in my saves so regularly (which this setting speeds up remarkably, ABomb percentage (monitored by checking the saves files in Wrye Bash (right click the save for http://www.tesnexus.com/downloads/images/35230-1-1317081079.png)), increases dramatically over a period of a week as opposed to a month or two with this setting off.
Also note; I am on 32 bit Win 7 without LAA - Before anyone goes making any suggestions for change to the above :)

Streamline I only use Streamsaves, and its StreamPurge (Purge Cell Buffers) (with Purge on Travel disabled - notorious for causing problems)

Thank you saebel, this version is marvellous - I am off to install it on the family desktop. Then get down to some serious sneaky adventuring and tweaking settings a little more on the laptop.

----------------------------------------------------

Edit: Having referenced OSR in combination with Streamline above, thought I ought to add some notes here for posterity, and for Saebel to refer to (could be useful for problem solving, and hard to find information on these old subjects) ..
Spoiler
As mentioned above I only use Streamsaves and Streampurge - The other main Streamline settings I have disabled but if you want to use any more of Streamlines features along with using OSR (most dont because OSR manages FPS just fine), a few tips ....

If you allow Streamsmooth (FPS), ensure you have FPS Max and Min settings 5% inside of OSR's Max and Min, and allow for the Streamline combat FPS increase, example ...

I have OSR min at 10, max at 30

If I were to use Streamlines Streamsmooth the relevant settings would need to be ..

; [Streamsmooth FPS Settings] Acceptable Minimum FPS & Detail Settings
;============================================================
set SLfpsmon.High to 25 ; Highest minimum FPS (top of range)
set SLfpsmon.Low to 12 ; Lowest minimum FPS (bottom of range)
set SLv.CombatFPS to 3.0 ; The number of FPS added to the min/max range when combat is happening nearby


Streamsmooth min FPS is 12 (5% above OSR min FPS of 10)
Streamsmooth max FPS is 25 (add 3 to that figure for combat FPS adjustment = 28 = 5% lower than OSR max FPS of 30)

= Inside of OSR fps settings (reference the gamesas past OSR topics to find the above information and the technical reasons why it needs to be adhered to)

Of course if you increase your OSR max fps setting then you can also increase Streamline max FPS setting accordingly

Also if you use any part of Streamsight, ensure you have read the ranges mht file in the documentation for streamline, for these settings ..

set SLv.MinDistanceFog to 11000 ; Min distance before fog starts (0%)
set SLv.MaxDistanceFog to 41000 ; Max distance before fog ends (100%)

.. which should be set in accordance with the corresponding oblivion.ini changes (also detailled in the ranges mht file).

Also note - The Weather Un-sticker setting which comes into play when using more of Streamlines options - If you use a scripted Weather mod (for instance http://www.tesnexus.com/downloads/file.php?id=18305), disable the Weather Un-sticker. If you dont use a scripted weather mod, for instance if you just use something like http://www.tesnexus.com/downloads/file.php?id=33424, have the Weather Un-Sticker enabled.

Also note - After any changes to the Streamline ini, you need to go into Streamlines in game menu and re-initialise streamline so that it re-reads the ini ..
In-Game, press right Ctrl + Home keys, menu pops up, click Special Actions, then choose the Re-Initialise option. Thereafter your settings will be saved in the next save you make (stored in the obse save)
You could use Duke Patricks Safe Saves instead of Streamline, but it does not include a PCB so you then need to also use something like HTFPCB ... But thats not as intelligent as Streamlines PCB (excepting Purge on Travel being buggy) - I prefer Streamline tried and tested to death for both functions. Oblivion without a PCB mod is awfully problematic.
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Stephy Beck
 
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Post » Wed May 09, 2012 5:41 am

I had one quirk on the very first run after installing the above. Using OBSE Loader 0020, when that initializes I always get a brief glimpse of a command window before the game starts; On this first run that command window stayed open a few seconds longer than usual (enough to make me think something was odd here), but then it started to load the game.

After clicking Continue, game loaded up and I got a message from SDR - http://www.bild.me/bild.php?file=3809897ScreenShot197.jpg

A pause of approx' two seconds after that message disappeared, then I got the usual SDR Initialising message .. So I believe it was now working - Decided to save, and restart the game.

On the second run of the game after installing - No problems. OBSE Loader gave its usual brief glimpse of the command window, game loads, continue, SDR Initialising message - No error this time round.
/\/\ Just reproduced this with four different user accounts on the desktop - It does not reccur on the second run in each case.

I dont think it is anything to be concerned about for the record, everything seems to be working fine thereafter.
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Pat RiMsey
 
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Post » Tue May 08, 2012 4:56 pm

Can I get a copy of your savegame?

For the record - I did some testing when the issues with OSR were first reported here. I wasn't able to reproduce any odd behavior with AAV + OSR, regardless of which heap algorithm I chose. Whatever the issue is, it is very circumstantial.
I'm beginning to wonder if it was OSR too - I ran into the same problem yesterday, after I'd gotten rid of it. I was having issues with DLL, and while I was troubleshooting, I had that bug turn up again. Unfortunately, I don't know how I did it, so I can't reproduce it, but I'm posting a bug report on the DLL thread, so maybe someone else can do it.
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Killah Bee
 
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Post » Wed May 09, 2012 6:58 am

I'm beginning to wonder if it was OSR too - I ran into the same problem yesterday, after I'd gotten rid of it. I was having issues with DLL, and while I was troubleshooting, I had that bug turn up again. Unfortunately, I don't know how I did it, so I can't reproduce it, but I'm posting a bug report on the DLL thread, so maybe someone else can do it.
That's really weird, DLL doesn't touch AV values nor the game engine. It just runs scripts on the leveled lists it generated.
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Andrea P
 
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Post » Wed May 09, 2012 2:24 am

Hey all, thanks for the great feedback.

The "OBSE not detected" thing is a new feature I added last minute based on some recommendations I picked up from the OBSE thread. I was having trouble capturing whether or not OBSE was installed at all, and that was the recommended method. Obviously, I've missed something in the technique. Basically the system thinks there is no OBSE until it finds it, and the error message is kicking in too early. I'm not sure how the other folks do it, but I have the day off tomorrow, so I'll take a gander at it then.

There's an edit made to a vanilla AI package in the Perks and Patches esp, intentional?
Oh crud, I totally forgot about that. I changed that so I could test / figure out a bug I was having with the NPCs Fade While Sneaking feature and forgot to remove it. It'll be cleared out for the next update.

For those of us with the 4.0 RC, is this final version the same, or should we clean save as usual?
It is not the same. There were a few changes made last minute. Although I don't *think* you'll need a clean save, it certainly would be the wiser way to go. Hopefully moving forward clean saves won't be necessary as long as I'm just patching bugs.
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vanuza
 
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Post » Tue May 08, 2012 10:34 pm

Version 4.0.1 is now available
--------------------------------------------------------------------------------------
This update fixes the "no OBSE" error and a few other minor bug fixes.

If you already have 4.0.0 installed, you can just install the 4.0.1 update file, which has just the .esps. The update can be installed directly over 4.0.0 version without the "clean save" technique, allowing you to keep your current .ini file settings.

http://www.tesnexus.com/downloads/file.php?id=37385
http://tesalliance.org/forums/index.php?/files/file/893-sdr-sneaking-detection-recalibrated/
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jessica Villacis
 
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Post » Tue May 08, 2012 3:26 pm

:) Grabbed, will test out tomorrow.

Maybe I spoke too soon about Skyrim working well, http://www.gamesas.com/index.php?/topic/1291472-sneaking-is-broken/ Theres a new patch 1.2 coming out on Wednesday which solves (fingers crossed) mouse problems http://www.gamesas.com/index.php?/topic/1294878-12-update/ .. Hopefully by the time you get there sneaking will be among them too - But theres also Quarn and Kivans https://unofficialskyrimpatch.16bugs.com/projects/7078/bugs pending :) (you can also report bugs in the http://www.gamesas.com/index.php?/topic/1214251-wipannounce-unofficial-skyrim-patch/ for the development of the USP).
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Cccurly
 
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Post » Wed May 09, 2012 3:05 am

4.0.1 has a small problem when enabling the perks & patches file: http://img828.imageshack.us/img828/3369/sdrs.jpg

Considering SDR is listed as one of that file's masters, I'm not sure why it needs a detection routine :)
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kevin ball
 
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Post » Tue May 08, 2012 9:05 pm

4.0.1 has a small problem when enabling the perks & patches file: http://img828.imageshack.us/img828/3369/sdrs.jpg

Considering SDR is listed as one of that file's masters, I'm not sure why it needs a detection routine :)
And you are sure 4.0.1 was installed? That error message indicates to me that 4.0.0 was installed. The detection routine is necessary to grab the correct quest variable. But I'll double check it on my side.

Edit: Ah bleck. I coulda swore that worked before. It fired off it's check for SDR before SDR had finished initializing. I guess I need to insert a routine that checks for that first. Weird.

Edit 2: Having trouble (sigh). When it loads the previously saved 4.0.0 game, it is reading the saved .initialized value (which is 1), and then goes off of that, before the new 4.0.1 can kick in with the new information, even though it is later down on the food chain in order. grumble grumble.
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Laura Cartwright
 
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Post » Tue May 08, 2012 8:19 pm

Version 4.0.2 is now available
--------------------------------------------------------------------------------------
This update fixes the "wrong SDR version" error if either of the optional Perks and Patches .esp was also installed and active.

If you already have 4.0.0 or 4.0.1 installed, you can just install the 4.0.2 update file, which has just the .esps, without the "clean save" technique, allowing you to keep your current .ini file settings.

http://www.tesnexus.com/downloads/file.php?id=37385
http://tesalliance.org/forums/index.php?/files/file/893-sdr-sneaking-detection-recalibrated/

=========================================
Edit: For modders who are curious about what is under the hood in the new version...

The 1.0.1 version of Perks and Patches had its initialization quest enabled on game start, so it was firing its script and reading the old save game data before the main SDR.esp could finish initializing with the new data in 4.0.1. The 1.0.2 version of P&P no longer has its initialization quest enabled at game start, stopping it from running right away. After the 4.0.2 version of the main SDR.esp initializes, it searches to see if P&P is loaded, and if so, starts the initialization quest with a runscript command. At the end of the initialization script, if all went well, the P&P initialization script stopquests itself. So there's a tiny little performance bonus as well. (Crossing fingers) Hopefully that will do the trick. I did a lot of testing this time around, and regardless of the scenario, it seemed to work correctly every time.

P.S. Sorry for all these mini patches just to get rid of a few poorly coded error message captures. The rest of the mod is solid, and those error message changes were added at the last minute. I got so focused on the finish line up ahead, I didn't notice the root sticking out right in front of me.
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lucile
 
Posts: 3371
Joined: Thu Mar 22, 2007 4:37 pm

Post » Wed May 09, 2012 6:13 am

Saebel sorry to be a pest but the token settings need a bit more clarifying for me ..

Using 4.0.2, and decided I dont need the Perks and Patches seeing as the only thing in there to affect my setup would be the attack / melee tweaks which I reduce for Duke Patricks Combat Archery anyway.

So to the tokens - Correct me if I am wrong ...

; >> Token Performance <<
; ------------------------------------------------------------------
; This setting determines how often in seconds Oblivion checks to see
; if there are any new actors within range that do not have tokens
; and then proceeds to assign them. No more than 2.

set sdrIniQ.vTokenDistributionDelay to 1.0 ; SDR: .5, 0 means every frame <<-- So 1.0 would equal 1 second? (its the reference to frames that throws us non programmers off)

; This setting determines how often in seconds the token processes
; all of its scripts, including updating all of the actor values needed
; for proper detection. No more than .5 <<-- no more than Half a second ?

set sdrIniQ.vTokenScriptDelay to .2 ; SDR: .1, 0 means every frame <<-- .2 would be .2 of a second ?

I have been trying the default settings for an hour before making the above changes. Default settings occasionally give me just a little too much performance drop (but nothing like it was before, the latest versions are still a remarkable improvement - I am just tweaking to get a slightly more overall comfortable experience on this machine). After setting these only had about half hour but I think I have found the ideal here for me.
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Trevor Bostwick
 
Posts: 3393
Joined: Tue Sep 25, 2007 10:51 am

Post » Wed May 09, 2012 4:11 am

At last! An easy one! Yes, all values are in seconds. When the time elapses, the script (or portion thereof) will fire on the next available frame and reset the respective timer. 0 would be zero seconds, therefore no delay, which means every possible frame.
Saebel sorry to be a pest but the token settings need a bit more clarifying for me ..

Using 4.0.2, and decided I dont need the Perks and Patches seeing as the only thing in there to affect my setup would be the attack / melee tweaks which I reduce for Duke Patricks Combat Archery anyway.

So to the tokens - Correct me if I am wrong ...

; >> Token Performance <<
; ------------------------------------------------------------------
; This setting determines how often in seconds Oblivion checks to see
; if there are any new actors within range that do not have tokens
; and then proceeds to assign them. No more than 2.

set sdrIniQ.vTokenDistributionDelay to 1.0 ; SDR: .5, 0 means every frame <<-- So 1.0 would equal 1 second? (its the reference to frames that throws us non programmers off)

; This setting determines how often in seconds the token processes
; all of its scripts, including updating all of the actor values needed
; for proper detection. No more than .5 <<-- no more than Half a second ?

set sdrIniQ.vTokenScriptDelay to .2 ; SDR: .1, 0 means every frame <<-- .2 would be .2 of a second ?

I have been trying the default settings for an hour before making the above changes. Default settings occasionally give me just a little too much performance drop (but nothing like it was before, the latest versions are still a remarkable improvement - I am just tweaking to get a slightly more overall comfortable experience on this machine). After setting these only had about half hour but I think I have found the ideal here for me.
User avatar
Melissa De Thomasis
 
Posts: 3412
Joined: Tue Feb 27, 2007 6:52 pm

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