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SDR - Sneaking Detection Recalibrated


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#381
saebel

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In response to post #20112559.

I've never used Windows 8, so I can't be sure. But if that's the biggest change since you had a stable game, it's entirely possible that might be the issue. You are the first person to bring this up.

I see you sent me a message on the Bethsoft forums, and I'll reply with some options there.

#382
malonn

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In response to post #20112559. #20154110 is also a reply to the same post.

Great. Thanks, saebel. That was me on the forums, haha. I need the SDR. Sneaking isn't worth it without the SDR.

#383
malonn

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In response to post #20112559. #20154110, #20170135 are all replies on the same post.

I've done further troubleshooting with SDR 7.3.2. After disabling Oblivion Stutter Remover's heap replacement and adding in ENBoost I haven't had any more freezing. Also, and this is a BIG "also": I narrowed done some crashes I was getting to Willful Resistance. I've removed that from my LO and there have been no freezes. So 3 things: OSR disable heap, add ENBoost and the kicker, diable WR. Hope that helps. I haven't tried 7.4.0b5 again yet, but may. I just don't feel like clean saving (--> lazy <--).

#384
saebel

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In response to post #20112559. #20154110, #20170135, #20303564 are all replies on the same post.

Nice info. I've heard about ENBoost, but haven't looked into it yet. I'm surprised about Willful Resistance. OSR has always been rather picky. I get the occasional heap crash as well.

However, if you decide to try something, rather than go with 7.4.0 b5, you might want to try the new and improved 8.1.0. It's still in Alpha, but only because I haven't finished the documentation yet. So if you are willing to be a guinea pig, you can find out more here:

http://www.saebel.net/SDR/sdrAlpha.php

#385
maczopikczo

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In response to post #20112559. #20154110, #20170135, #20303564, #20312214, #20333029 are all replies on the same post.

Is there anything special you'd like us to pay attention to with the latest alpha? I tried it, didn't notice any substantial changes between this version and the 7.4.0.b5 (to my untrained layman's eyes), and decided to stick with 7.4.0.b5 until alpha becomes official. Well, I guess, to an average user no news is good news - it means everything goes smooth and seamless, with no conflicts. But I'd like to give you feedback which is actually more meaningful to you :)

Edited by maczopikczo, 25 November 2014 - 03:54 AM.


#386
saebel

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In response to post #20112559. #20154110, #20170135, #20303564, #20312214, #20316749 are all replies on the same post.

Well, the biggest issues so far are:
- has performance improved overall. The answer has been yes, but I've only heard from two people.
- is detection working properly. some folks have run into issues in the tutorial dungeon with how the guards and assassins interact with each other.
- there have been a lot of weird issues with transparency, although I believe I've fixed all of those.
- general feed back about things like the custom icons and the various features.
- general feed back about the default game settings.
- general feed back about features that should be removed / added. (I've decided to toss in some more realistic running related features because I already have sprinting in there, and it'll save me a slot.)

In general I think it's fairly solid. Under the hood the detection formula is more accurate and efficient compared to previous versions.

#387
malonn

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In response to post #20112559. #20154110, #20170135, #20303564, #20312214, #20316749, #20333029 are all replies on the same post.

I've been following the new alpha version on the official forums. I think I'll wait until it goes beta before I try it. Looks promising though. I'm eager to give it a shot.

On my troubleshooting subject: I re-enabled heap replacement in OSR. I have had zero freezes since then. So OSR may not have been the problem. And stability is so much better with heap replacement turned on. I mod the hell out of my game, and the vanilla heap just can't handle it. So it looks like Willful Resistance was the biggest problem. Not an essential mod. Neat, but far from essential (like SDR).

#388
demni

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Hi Saebel,

I love the mod, but I've never been able to get the night-eye shader to work. It always white screens on me, including the newest look I've taken with 7.4.0b5. Has anybody turned up any theories on why that happens?

#389
saebel

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In response to post #20529559.

I don't have much to offer other than what is on the SDR Website in the trouble shooting section:

The White Screen Effect

The NightEyeSwitcherShader.dll will sometimes cause problems with some setups by causing a whited out effect when the Night Eye Shader effect is active. This has been a problem that has been very difficult to track down. And there doesn't appear to be a consistent solution yet. However, here are a few possible solutions:
In your Oblvion.ini file, use the following setting: bUseHardDriveCache=0. In my case, mine is set to 1, and I don't have the issue, but this worked for another user.
Backup/rename/delete your Oblivion.ini file altogether and let the game create a new default one.
Check to make sure you don't have the "dev" versions of the shaders installed.
Double check your video display settings.


I'll try to dig around and see if there is any new information.
What video card are you using? ATI or Nvidia?
Do you have HDR settings turned on?
Did you install only the shader files needed or did you copy the dev folders over as well?

It shouldn't make a difference, but if you are using 7.4.0b5, you will definitely want to trade up to the new 8.1.0.b9

EDIT: This is from the night-eye shader switcher mod docs:

Any shaders you create must be in the pso file format and be placed in the data\shaders\nighteye folder and the data\shaders\hdr.nighteye folder. Each shader must have 2 versions. One normal shader in the data\shaders\nighteye folder and another for when the game is using HDR in the data\shaders\hdr.nighteye folder.
(If you miss out the hdr version of the shader and the player is using hdr then the screen will black-out or white-out while night eye is active).


Edited by saebel, 03 December 2014 - 08:27 AM.


#390
iamnoone314

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SDR 8.1.0 B9

I'm having trouble changing/adding traits via SDR tweaks.ini

Adding a new race or changing an existing one results in "let cannot be called from the console".

let sdrQ.sTraitsList += "|^HQ:3 HT:0 VQ:4 pFOV:190 bFOV:120^Moonshadow Elves^"    
let sdrQ.sTraitsList += "|^HQ:2 HT:0 VQ:4 pFOV:180 bFOV:120^Imperial^"

I tried the first and when that failed I tried the second. Both resulted in that error and "Night vision" not working.  I have it set to toggle with "L". I did confirm that the toggle works with a Dark Elf. 

Bug? Or did I miss something (obvious)?

 

(Edited since is similar issue as posted above)

Also, when I was testing the night-vision toggle with the Dark Elf, the screen will brighten then the shader effect is applied.  More noticeable in low FPS areas.  Not sure if that is fixable.

Note: ATI card with HDR on.

 

Overall, the performance improvement is quite noticeable.  Thank you for the FPS.


Edited by iamnoone314, 03 December 2014 - 11:53 AM.





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