Well its great to see a new version after quite a while, congrats SM!
This thing about detect life has been an interesting feature for me. I tried to make a script, which used variables from the main SM script, that would flag additional things to display a different detect shader: so for example, I tried adding extra races from other mods like RBP, the sheogorath race from SI, knights of order NPCs... to be flagged as daedra and display the orange shader. However upon testing it didn't work, in fact detect life didn't work at all, so in the end I edited the main SM script directly in a patch file to include those races, but any time the script changes my patch will be rendered obsolete (like now). This is the part of the script I had to modify (I don't know if it has changed in 0.90):
if bRunDetectLife if nextitem.getDistance Player <=(Player.GetTotalActiveEffectMagnitude DTCT) * 21.3 (BTW whats this factor for?) if SMDetectLifeOn == 0 ; Custom Detect Life Shader nextitem.playMagicShaderVisuals zzLifeDetectedBright 3 elseif ((nextitem.GetCreatureType == 2 || nextitem.GetFactionRank UndeadFaction >= 0) && ...;Undead if (Player.GetVampire || DetectLifeUndead) nextitem.playMagicShaderVisuals zzSMShaderAzure 3 endif elseif nextitem.GetCreatureType == 1 || nextitem.GetIsRace Dremora;Daedra (here is where I had to add the stuff from other mods I wanted flagged as daedra) nextitem.playMagicShaderVisuals zzSMShaderOrange 3 elseif SMDetectLifeOn == 1 nextitem.playMagicShaderVisuals zzLifeDetectedBright 3 elseif SMDetectLifeOn == 2 nextitem.playMagicShaderVisuals zzLifeDetected 3 endif endif endif
So, originally I wanted to make another script which referenced "nextitem" variable and told it what shader to play if the NPC met criteria like being of the RBP seducer or xivilai race, being in the SI Order faction, etc. I don't know if I did something wrong or if its just impossible to alter how that variable works outside its script.
Also, the detect life shader doesn't seem to work on invisible actors, is that intended?