SDR - Sneaking Detection Recalibrated
v1.00 beta: This mod recalibrates the system for detection, sneaking, and sneak attacks. It takes into account Sound, Light, Movement, Gear, Spells, Distance, Location, Combat, Sleeping, etc. It has only one .esp and comes with an .ini file that allows massive customization to taste.
SDR - Sneaking Detection Recalibrated
Started by
Site Bot
, Mar 02 2011 12:40 AM
396 replies to this topic
#1
Posted 02 March 2011 - 12:40 AM
#2
Posted 02 March 2011 - 01:11 AM
Looks like a lot of work went into this, is this the initial release?
#3
Posted 02 March 2011 - 01:25 AM
Yup. A LOT of work went into it. Spent the last several weeks on it. This is the initial release, so there may be bugs, or some tweaks needed for the settings to be just right.
Play testing was mostly done in the sewers during the tutorial, running around the market place district, and a couple of exterior locations near the main city. As far as I can tell, it's working as planned.
Testing was done also with only the barest minimum mods. But I designed it to work with all of the main ones, so I don't expect there to be many problems. I plan on loading up a bunch and doing more testing after I've finished and uploaded the more detailed manual that goes with it.
Play testing was mostly done in the sewers during the tutorial, running around the market place district, and a couple of exterior locations near the main city. As far as I can tell, it's working as planned.
Testing was done also with only the barest minimum mods. But I designed it to work with all of the main ones, so I don't expect there to be many problems. I plan on loading up a bunch and doing more testing after I've finished and uploaded the more detailed manual that goes with it.
#4
Posted 02 March 2011 - 01:35 AM
I can't imagine it messing with any mods (that don't deal with sneaking) because most mods, as I'm sure you know better than me, don't really overhaul the game. Besides overhauls, because thats what they're for. I'll do some testing of this and report back what I find.
#5
Posted 02 March 2011 - 02:11 AM
Ah, very good. I like the idea of always needing to use caution when doing something like sneaking. I'll be watching for updates.
#6
Posted 02 March 2011 - 03:31 AM
This is what I've been looking for! Something to make Oblivion like a real stealth game.
I'll be watching this mod as unfortunately the beta OBSE 20 conflicts with some mods I'm running. The team is still working on backwords compatibility.
I'll be watching this mod as unfortunately the beta OBSE 20 conflicts with some mods I'm running. The team is still working on backwords compatibility.
#7
Posted 02 March 2011 - 04:01 AM
Does this mod have any effect on hiding after an attack? I currently use the attack and hide mod, that allows my to remain hidden after a ranged sneak attack, if I'm in a good location.
Also does the disabling of the auto-move key apply only when in sneak mode, or at all times?
Also does the disabling of the auto-move key apply only when in sneak mode, or at all times?
#8
Posted 02 March 2011 - 05:44 AM
Interesting... The idea is good and the mod seems to get rather good feedback. I think i will try this out!
#9
Posted 02 March 2011 - 10:32 AM
@FoxZero
I made an alternate file that is OBSE 19b compatible. It's only one line of code that needs OBSE 20.
@strudo
This mod does not have any effect on hiding after an attack. I looked at the Attack and Hide mod, and the settings used are AI settings that my mod does not touch, so they should be compatible.
With that setting, the auto-move key is disabled whether you are sneaking or not. I tried to make it sneak only, but my tests found that you could be in auto-move walking, and then go into sneak mode. Which defeats the point. I tried to find some way of checking to see if auto-move was active, but couldn't find a single function that did that. If you can think of an option where it is only disabled in sneak mode, I'd be happy to implement it.
If you just need auto-move temporarily to get a good run at a wall for awhile, save and exit the game, disable it in the ini file, start the game, run your heart out, save and exit the game when you are done with your work out, and change the ini setting back.
I made an alternate file that is OBSE 19b compatible. It's only one line of code that needs OBSE 20.
@strudo
This mod does not have any effect on hiding after an attack. I looked at the Attack and Hide mod, and the settings used are AI settings that my mod does not touch, so they should be compatible.
With that setting, the auto-move key is disabled whether you are sneaking or not. I tried to make it sneak only, but my tests found that you could be in auto-move walking, and then go into sneak mode. Which defeats the point. I tried to find some way of checking to see if auto-move was active, but couldn't find a single function that did that. If you can think of an option where it is only disabled in sneak mode, I'd be happy to implement it.
If you just need auto-move temporarily to get a good run at a wall for awhile, save and exit the game, disable it in the ini file, start the game, run your heart out, save and exit the game when you are done with your work out, and change the ini setting back.
#10
Posted 02 March 2011 - 12:56 PM
definitely trying this out tonight. One thing I'm curious about is the implementation of the light/sound penalty for casting spells while sneaking: is it a function of the actual light produced by the spell effect or is it the act of casting a spell that raises your chance of being detected?
what I'm getting at is that it would be cool to make a set of "shadowy" spell shaders for my assassin type chars
what I'm getting at is that it would be cool to make a set of "shadowy" spell shaders for my assassin type chars



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