[Relz] Sneaking Detection Recalibrated #6

Post » Wed May 09, 2012 4:51 am

Current Sneaking Detection Recalibrated version: v.4.1.0, as of 2012/01/18
Current SDR Perks and Patches version: v.1.1.0, as of 2012/01/18
Current Add Actor Values version: v.1 beta 5b , as of 2011/12/06
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LATEST NEWS:
Version 4.1.0 is now available. REQUIRES CLEAN SAVE TECHNIQUE.

For those who were having problems with saved actor values not being restored properly, and have a character whose stats need to be fixed, http://www.tesnexus.com/downloads/file.php?id=33248.

The goal of the 4.x.x series is all about performance boosting. The detection formula and features are basically the same, but the infrastructure is very very different, with a new .ini / .esp structure, a new SDR OBSE plug-in version, and an additional OBSE plug-in requirement of Add Actor Values. Complete details, download links, change log and other info are on the http://saebel.net/sdrInstall.php.
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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.
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Visit the http://www.saebel.net/sdr.php for complete details, download links, installation instructions, up-to-date .ini user guide, performance tips, and much much more!
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For those upgrading from pre-3.x.x versions of SDR, AV Uncapper is no longer required, but still recommended. [img]http://www.gamesas.com/images/smilie/smile.gif[/img]
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Rules for general inquiries:
If you are asking about how SDR works, read the http://www.saebel.net/sdrGuide.php. 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:
If you are requesting a new feature, feel free to do so. If I like it, I'll try to include it in the next version, but I won't guarantee that I will. If the idea doesn't flow with my overall concept, or I'm just not able to at a technical level, or I just don't have time, then it may not happen. Please respect that.
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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 am no longer supporting SDR on the Planet Elderscrolls web-site.
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http://www.gamesas.com/index.php?/topic/1243335-relz-sdr-sneaking-detection-recalibrated-5/
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sally coker
 
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Post » Tue May 08, 2012 6:37 pm

Found and fixed a bug that was incorrectly assigning peripheral vision to Khajit and Argonians. It'll be released in the next version.
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Kayleigh Williams
 
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Post » Wed May 09, 2012 4:00 am

Any ideas on release of the 4.0 canidate?
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Ridhwan Hemsome
 
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Post » Tue May 08, 2012 11:47 pm

4.0.0 release candidate available for download on the beta page!

http://saebel.net/sdrBeta.php

Clean save before install please.
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Baylea Isaacs
 
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Post » Tue May 08, 2012 4:13 pm

Cool thanks! Is a clean save also required for this update?
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Nicholas C
 
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Post » Wed May 09, 2012 6:19 am

Yes. Absolutely. Clean save before installing.
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casey macmillan
 
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Post » Tue May 08, 2012 7:19 pm

Edit: Could not recreate it in any shape or form. Tried every combination I know. Everything worked as expected. Which versions of SDR and RBP are you using? (please post answer on next thread)
It happened with SDR 3.2.0 (all beta versions); I'm using RBP 10.52.

Edit #2: Maybe it's a keyboard related thing. What key do you press to toggle the Cat's and/or cast the spell? Did you change the default "C" to something else?
Possibly... I use the Numpad Enter key.

Maybe it's an issue with super hot keys?
Maybe, but I've only got the ability hotkeyed, not the spell, and it worked fine when I tried it without RBP casting the same way.

Was there any other mod you installed besides SDR?
Nope. I keep a log of all changes I make, so I can track down issues more easily.

Were there special shaders that got installed seperately?
Like I said, I'm using Timeslip's nighteye shaders; I thought that might be the issue, but I tried without that installed and I still got the bug. LAME changes the nighteye shader to be bright blue, but again - without RBP active, it worked just fine. It *might* be one of the sub-modules I've got, too... bgBalancingOptionalFCOMAdditions, LameGlue, and OptionalNPCDiversityLame, but I doubt it - those just merge in changes from FCOM and LAME to the levelled lists. I'll try the 4.0 RC and let you know how it works.

Edit: Okay. I started a new game with all my mods active. First, I tried it with an Imperial - gave him the Agent class as before, then added the Eyes of Eventide spell and changed my casting key to the default C. I cast the spell, saved, and reloaded. Worked just fine - the timer ran out, and the spell ended.

Next, I tried it with a Khajiit using the Cat's Eye power. This time, when I reloaded, the nighteye was off and I couldn't get it going again.

Neither time did I have the ability/spell hotkeyed - I chose it straight off the menu, so we can eliminate Super Hotkeys.
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Daniel Brown
 
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Post » Wed May 09, 2012 5:51 am

I've noticed there is no option to turn of gear sound penalties in 4.0 like there is in 3.0. I'm one of those that don't use the penalty for gear. Will you be putting an option like that back in or should I just 0 out the min-max range for cloth,light, heavy armor?

What are the vanilla settings for drawing/sheathing a weapon (or is there even settings for this)?
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Grace Francis
 
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Post » Tue May 08, 2012 6:58 pm

I've noticed there is no option to turn of gear sound penalties in 4.0 like there is in 3.0. I'm one of those that don't use the penalty for gear. Will you be putting an option like that back in or should I just 0 out the min-max range for cloth,light, heavy armor?
Do you mean you just want to use the vanilla method where it goes off of your boots only? I was not planning on putting it back in. The only reason why put it in was because I thought it might help performance (it didn't). I'm open to modifying the gear related settings, but I am curious as to in what way and why. But yeah, you could 0 them out, in which case you could be running around in full plate armor and no one would notice. :rolleyes:

What are the vanilla settings for drawing/sheathing a weapon (or is there even settings for this)?
There aren't any. Default Oblivion never took into account anything dealing with gear or weapons and how you used them other than the weight of your "boots", or more precisely any gear that took up the boots slot (including one piece full body armors and such).

Next, I tried it with a Khajiit using the Cat's Eye power. This time, when I reloaded, the nighteye was off and I couldn't get it going again.
I tried again, and could not reproduce it with just the basic bgCore active. You know, it occurs to me that I tried my test with only the English core version installed. I was missing the other set of installation files. Now that I have my internet back, I'm going to properly installed RBP and see what happens. Also, there were some script errors and scripts that weren't even being called any more that were floating around in the RBP, although they had to do with seducers flying or some such. I'll try again with everything installed and let you know if anything different happens.

Edit: Sorry, could not reproduce the bug. It's gotta be something else. Maybe load order? Boss is updated with my new file structure.
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Dalton Greynolds
 
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Post » Wed May 09, 2012 6:43 am

Well crap. I know it's not load order; I use BOSS 1.9 too. I'll do some more testing tomorrow and see what I can turn up. Thanks for putting up with me. :)
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Yvonne Gruening
 
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Post » Tue May 08, 2012 5:01 pm

...
Some information that might help:
  • The value of your 'NighteyeBonus' stat before and after the reload.
  • Whether or not the "Night Eye" effect appears in your Active Effects tab, both before and after the reload.
  • The results of IsSpellTarget ##0016D2, both before and after the reload. ## is the index of the RBP core esp in your load order.
  • Are all Night Eye spells broken when you reload, or just the Cat's Eye power?
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R.I.p MOmmy
 
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Post » Tue May 08, 2012 8:27 pm

Some information that might help:
  • The value of your 'NighteyeBonus' stat before and after the reload.
  • Whether or not the "Night Eye" effect appears in your Active Effects tab, both before and after the reload.
  • The results of IsSpellTarget ##0016D2, both before and after the reload. ## is the index of the RBP core esp in your load order.
  • Are all Night Eye spells broken when you reload, or just the Cat's Eye power?
I can tell you whether or not the night eye effect is still active, but I don't know how to get the value or the results of IsSpellTarget. As of the latest version, it's just the Cat's Eye power that's broken - I tested it with a normal nighteye spell and that worked normally; potions and items work fine as well.
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Joie Perez
 
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Post » Wed May 09, 2012 6:43 am

I can tell you whether or not the night eye effect is still active, but I don't know how to get the value or the results of IsSpellTarget. As of the latest version, it's just the Cat's Eye power that's broken - I tested it with a normal nighteye spell and that worked normally; potions and items work fine as well.
The 'NighteyeBonus' stat is a stat. So for step 1, you get the value by opening the console and typing player.GetAV NighteyeBonus.
For step 3, you open the console again and type player.IsSpellTarget ##0016D2, replacing the ## with the appropriate mod index.
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kiss my weasel
 
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Post » Tue May 08, 2012 9:00 pm

Okay, here's what I got:

I ripped my load order down to Oblivion.esm, SDR, and bgBalancingEVCore.

I started a new game, made a Khajiit, waited for everything to load, then did my checks.

Before casting (just to get baseline readings):

player.getav nighteyebonus = 0
player.isspelltarget = 0


After casting, but before saving:

player.getav nighteyebonus = 1
player.isspelltarget = 1

The nighteye is active in my Effects page.


After loading the new save:

player.getav nighteyebonus = 0
player.isspelltarget = 1

The nighteye is still active in my Effects page.

I disabled the shaders for this test, just to double-check. I also went back, disabled RBP, and tried it out with just Oblivion.esm and SDR active - this time, it worked fine.
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lisa nuttall
 
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Post » Tue May 08, 2012 5:25 pm

I followed your exact steps as described, and no bug. :(

One last question, did you happen to clean or alter bgBalancingEVcore.esp in any way? Cause according to the BOSS log you are not supposed to. Perhaps you need to redownload and reinstall RBP?
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Ally Chimienti
 
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Post » Wed May 09, 2012 1:33 am

Just on the off chance that I did somehow clean it, I redownloaded the core file (bgBalancingEVCore.esp) and installed it, then added the bash tags as recommended by BOSS (the CRC is 2389AD6D). I tried it again - same thing. I even tried, on a hunch, removing Elys Uncapper from the OBSE/Plugins folder (I thought that since it conflicts with AV Uncapper, maybe it would with AddActor Values) - still nothing. Nothing else in that folder should cause a problem - I've got Elys USV, CustomSpellIcons, OSR, and the UOP jail fix dll. I'm at a total loss here. :(
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Sabrina garzotto
 
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Post » Tue May 08, 2012 7:08 pm

Custom Spell Icons has been known to cause problems, although that shouldn't be the issue. I'm truly sorry. I wish it *was* SDR, then I could at least do something about it.

It's almost as if some script is either overwriting or resetting all the values on the savegame load. That's the only explaination I can think of that would account for that.

I'd strip down the .dlls until there is nothing but the bare bones left.
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W E I R D
 
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Post » Tue May 08, 2012 9:20 pm

Dude, you're a genius. I removed all my DLLs except for SDR and the UOP jail fix, and sure enough - it worked! Some experimenation and a couple reloads later, I found out that it was OSR. :unsure: I might just try to see if I can go without it - I've gotten several upgrades (more RAM, new video/sound cards) since I installed it.
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Dorian Cozens
 
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Post » Tue May 08, 2012 8:29 pm

Interesting. I wonder why OSR would cause it? I've never used it myself, but it's been on my "to try" list.

Well, I'm glad it all worked out. :)

That's one for the books.
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April
 
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Post » Wed May 09, 2012 6:34 am

Were you using a default OSR ini? If not, try regenerating it. (Rename your current one, it'll create a default file when you launch the game.)
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Jessica Lloyd
 
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Post » Tue May 08, 2012 5:48 pm

Yeah, I'd changed three settings:

bAllowSlowMotion = 0 (default 1)
MaximumFPS = 0 (default 30)
iHeapAlgorithm = 3 (default 5)

I let the game generate a new ini, and things worked fine. Just to check, I changed each of the settings to what I had, one at a time, and it still worked. I guess that was all I needed all along. Weird.

Edit: As an aside, I've noticed a huge jump in FPS, too - indoors, I'm back to mid-50s, and outside I'm up to mid-20s. :celebration:
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Liv Staff
 
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Post » Tue May 08, 2012 9:58 pm

Isn't there a limit to how many OBSE plugins can be used.

I've had issues with going over 10-11 myself.

::Skyrim is calling Saebel::
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Sara Lee
 
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Post » Wed May 09, 2012 6:25 am

Isn't there a limit to how many OBSE plugins can be used.

I've had issues with going over 10-11 myself.

::Skyrim is calling Saebel::
But... but I'm not done with Oblivion yet!!!
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FITTAS
 
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Post » Wed May 09, 2012 7:07 am

Good to see that Oblivion has another still in it's clutches, at least, for now. :obliviongate:
Skyrim needs love from both the Official and Unofficial patch teams first before I touch it (Is the process I follow for most games).

But... but I'm not done with Oblivion yet!!!
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Misty lt
 
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Post » Tue May 08, 2012 9:56 pm

Isn't there a limit to how many OBSE plugins can be used.
No.
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Hot
 
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