Version Change Log
updated on: February 25, 2014
For the sake of brevity, except for the most recent list of changes, all beta and unreleased versions are excluded, and their changes folded into the next official release.
This series is currently in beta test. For a list of all the changes and upgrade types, please go the Beta Test page.
7.4.0 beta 5 - October 17, 2014
fixed issue in which calculating the move type was causing a crash when a creature instantly spawned within the player's detection range.
tweaked to make sure that both the detecting and target NPCs have an SDR script token on them before running a detectin check. If not, it will return with the default Oblivion Formula result.
moved the debugging data code to an external script that is only called when debugging is turned on. This will allow for slightly faster performance (I think).
7.4.0 beta 4 - September 27, 2014
fixed issue in which an incorrect variable was being referenced. This broke the ability to calculate movement rates, which in turn busted a bunch of things such as detection and the alternate sneak skillup system.
corrected the default value of the iSDRsAltSneakSkillupSystem global variable. (note, this is not a significant change)
7.4.0 beta 3 - September 21, 2014
fixed issue in which after launching and loading a game, reloading a game later would cause up to a minute delay before SDR initialized
revised how checking for OBSE version works and updated OBSE related error messages to be easier to read with more instructions.
fixed issue where script broke when trying to assign nighteye power. This also fixed some other issues including:
- sneak skill up points not being awarded
- player always being transparent while sneaking
- detect life shaders not working
fixed issue where detection formula to assign to actor was not being correctly calculated
fixed issue where system was ignoring the iSDRsAltSkillUpSystem game setting if it was set to "2" to work in conjunction with Oblivion XP.
fixed issue where player was not "initialized" properly, thus ignoring the detection formula that should be used against the player.
added counts for detection calls by formula type to expand debugging information.
broke up debugging information into three lines with more info for easier reading.
more revisions to the .ini grammar, spelling, tags, and descriptions
revised default values for FPS and Actor Count settings when determining formula to use. Hopefully this will provide an overall smoother experience.
7.4.0 beta 2 - September 15, 2014
removed detection package toggle script steps
removed reference to token distance variable that is no longer used
added call to token checker so that token distribution happens at the moment of cell change
corrected message that was still calling on defunct SDR Detection Package variable
updated with correct "F" formula tags. Cleaned up grammar. Etc.
7.4.0 beta - September 12, 2014
changed name to sdrDetectionCallNPC
added check to see if target actor is disabled
added calculations to determine which formula to use
added check to see if target actor is disabled
removed checks for disabled targets/detectors (redundant)
removed "Force Detection Level of Followers feature".
Note: This was an old feature needed to close a sneak skill up loophole when it came to followers. The new SDR sneak skill up system resolves that issue.
Revised how the detection formula works. There are now a total of five variants:
Note: Although the Oblivion formula is possible, it will be exceedingly rare for it to be used unless the system is experiencing major performance hits (low fps, concentrated populations of high processing actors, etc.) Complete details will be in the .ini Guide.
- Advanced SDR formula
- Basic SDR formula
- Trim SDR formula
- Stripped SDR formula
- Oblivion default formula
modified how helmets affect sound factor calculations. No longer a multiplier but a - penalty depending on helmet type.
modified how helmets affect LOS calculations.
modified how gear and weapon penalties are calculated for creatures (they aren't)
hoods now impact LOS/peripheral vision at a value of 1 (vs. a fur helmet of 2)
Note: this is based on the fact that the only head gear available in default oblivion that isn't armor is a hood. Unfortunately, if a mod has added something like headband circlets that also take up the "hair slot", they will also be counted as if they are a hood for impacting vision. I haven't figured out how to differentiate a "hood" vs. anything else. And I can't rely on the word because of the various languages. Perhaps there will be a solution to that in the future.
Relocated "formula" calculations out of the Detection formula script into the token script.
Completely revised how SDR determines which detection formula is used.
moved sdrAssignNightEyePowers sub-script formula out of subscript and into token script.
moved sdrAssignDetectLifePowers sub-script formula out of subscript and into token script.
Now hands out tokens to all actors within two cells of the player.
Counts total number of high, middlehigh, middlelow, and low processing actors in immediate surroundings.
Tracks the number of detection calls made per second.
new subscript for calculating visual angle. Improves performance with new detection formula system.
new subscript for calculating audial angle. Improves performance with new detection formula system.
Replaced Detection Package system with Detection Formula Scenario system
Removed Detection Package toggling
What is/isn't in the various detection formulas.
ignores detect life effects
ignores crime gold for skill checks
ignores clothing value for skill checks
ignores weather conditions
Trim (as Basic above, +)
skips short range bump calculations
ignores talking/dialogue adjustments for skill/sound checks
ignores helmet modifiers for calculating LOS and Hearing adjustments
Stripped (as Trim above, +)
skips scaled exponential lighting bonus
skips all recalculations for peripheral/binocular vision and visual angles. Used default line of sight.
skips all audio adjustment calculations for hearing angles/type. (not quality)
skips adjustments due to third party mods for misc bonus
skips adjustments due to health/fatigue for misc bonus
ignores intelligence check features for "target attacked detector" bonus calculations for skill checks
ignores moving torch bonus calculations for skill checks
Uses default Oblivion formula, ignoring all SDR settings
7.3.2 - February 25, 2014
SDR.esm: Fixed crashing issue caused by sudden appearance of large populations. Detection system now checks to make sure detector/target both have an active SDR token before applying the new detection formula. If either one is missing their token, system will use Oblivion's default formula instead.
SDR.esm: Minor change in calculation for the skill check for determining "being attacked" bonuses.
7.3.1 - January 30, 2014
SDR.esm: Fixed startup quest so that SDR will initialize with a new game/character. (It was only initializing after saving and reloading a game)
SDR_obse.dll: Disabled the coding that was designed to auto-reset detection levels when an actor died/became unconscious as it was crashing the game in certain areas. Don't know if we'll be able to add that feature back. It still has the GetDetectionLevel2 command though.
7.3.0 - January 18, 2014
SDR.esm: Added "Balrog" and "Lesser Balrog" to the "inclusions" list of Daedra (they are referred to as Daedra in MMM docs, but not flagged as such in construction kit).
SDR.esm: The SDR.ini file will no longer be loaded. All default settings will be loaded internally. SDR.ini file should only be used as a reference by the player to decide what to put in the .SDR Tweaks.ini file. This will reduce the amount of technical support headaches.
SDR.esm: Fixed a bug where reloading the game was toggling auto-night eye off unexpectedly for characters with innate night vision. Default behavior when you begin a new game with SDR is that auto-night-eye will be toggled off. From that point forward, the game will remember your most recent toggle choice and turn on/off auto-night-eye accordingly when you load a saved game.
SDR.esm: In order to (hopefully) prevent the issue where victims of an attack can't seem to detect their attacker, these game settings have been changed to the following defaults:
SDR Perks and Patches.esps: Changed how they are initialized to make sure that they aren't running when the main SDR.esm is initializing and then stops the main PP quest from running after the PP initialization is over. This improves performance and reduces the chance of the Perks and Patches features from being run/intialized when they shouldn't.
*NOTE: on the above settings, the first four are HARDCODED and cannot be altered. The SDR main quest script checks every 10 seconds and resets them if some other mod changes these values. The nearest equivalent to those thresholds are the Behavior Combat/Hostile/Searching/Default settings, so tweak those up/down accordingly. The formula applies the value in four areas, so when considering how much to increase/decrease by, multiply by 4. For example, a value of 9 will add a total of 36 points, 10 will add 40 points, etc.
SDR_OBSE.dll: New SDR Plug-in that has the following features (kindly provided by Kyoma!):
- fSneakUnseenMin 0
- fSneakNoticedMin -20 (was 0)
- fSneakLostMin -20 (was 0)
- iAICombatMinDetection -40 (was 0)
- iSDRsBaseValue -65 (was -25)
- iSDRsDetectionAdjInCombat -> iSDRsBehaviorAdjInCombat 18
- iSDRsDetectionAdjSearching -> iSDRsBehaviorAdjSearching 15
- iSDRsDetectionAdjHostile -> iSDRsBehaviorAdjHostile 12
- iSDRsBehaviorAdjDefault 9 (new)
- fSDRsSoundCheckMult 1.5 (was 1.0)
OBMM Installer wizard no longer checks OBSE version. It was set to check for a minimum 20, but user with 21 were getting installation errors.
- When actors die, their detection values are reset. No more "I'm dead, but can still detect you."
- New function: sdrGetDetectionLevel2 can pull the actual detection number, not just 0 to 4 but -100 to 1000+, for any detection pair.
7.2.0 - August 28, 2013
SDR.esm: Additional pre-cautions to make sure that NPCs/Creatures that have not been fully initialized with all the new settings or are disabled do not utilize the new detection system. (being tested)
SDR.esm: Created a quest (startquest sdrrsq) that can be started in the console to allow a user to add the new SDR custom spells to their character in the event that a clean save upgrade from prior version wiped them out.
SDR Perks and Patches.esp (both): Minor changes to how it reads and checks versions for compatability between the .eps and the .esm.
SDR Perks and Patches [Oblivion].esp: Removed the 'Find Saebel' test quest entirely.
Omod installer: Fixed bad 'endif' in installer script. Also added check to always ask if the user wants to install the tweaks.ini file, since OBMM cannot detect if the tweaks file exists or not.
184.108.40.206 - August 12, 2013
SDR Perks and Patches [Oblivion]: Hotfix that removed the Find Saebel quest pop up messages/notifications.
7.1.0 - August 11, 2013
Updated User Manual to cover changes since 7.0.0
SDR.esm: Fixed OnCellChange script to check interior cells to see if they are flagged to behave as exterior cells, and then update the detection distances and everything else associated with cell changes accordingly.
SDR.esm: Updated the initialization portion of tokens to do a "run once" of updating actor values with an "initialization" mode to bypass certain features such as innate chameleon abilities that should be in effect immediately rather than fading in.
Note: The above tweak *might* also solve some issues where actors are not detecting people until they are attacked.
Removed the option of having "silence spells" (which were only intended to stop someone from casting magic) also make the target of the spell noiseless.
Removed the iSDRsSilencePerk game setting
SDR.esm: Removed the following game settings: fSDRsTempDeafRecoveryRate / fSDRsTempBlindRecoveryRate
SDR.esm: Added the following game settings: sdrQ.vDurationTempBlind / sdrQ.vDurationTempDeaf
SDR.esm: Altered game mechanics on temporary blindness/deafness spells / magic effects.
SDR.esm: Fixed issue where waiting/sleeping did not cancel or reduce duration of visual/audio effect even though the magical effect had ended.
SDR Perks and Patches [Oblivion]:Changed the Aleswell Invisibility effect on creatures from 80 Chameleon to 100 Chameleon.
SDR.ini: Added more races to the race/creature traits lists, including the following: (show/hide list)
|Race/Creature Name||Category||Source Mod|
|Akavirian||Human Races||Reclaiming Sancre Tor|
|Alessian Youth||Human Races||Reclaiming Sancre Tor|
|AQWorkerRace||Elven Races||Let The People Drink!|
|Ayleid||Elven Races||Knights of the Nine - Revelation (1.3.7)|
|Chimer||Elven Races||Knights of the Nine - Revelation (1.3.7)|
|Chronicler 1||Human Races||Dark Brotherhood Chronicles|
|Chronicler 2||Elven Races||Dark Brotherhood Chronicles|
|Ghost Race||Human Races||Better Cities Resources (5.3.3)|
|Giant||Giants||Martigen's Monster Mod (3.8)|
|Imperial Youth||Human Races||Reclaiming Sancre Tor|
|MannimarcoRace||Human Races||Mannimarco Revisited|
|Marble Mannequin||Statutes and Mannequins||Reznod Mannequins (3.0)|
|Modrath||Khajiit Races||Reclaiming Sancre Tor|
|Morihaus Race||Minotaurs||Knights of the Nine - Revelation (1.3.7)|
|No Speech Imperial||Human Races||Knights of the Nine - Revelation (1.3.7)|
|Ogre Mage in Human Form||Ogres||Better Cities Resources (5.3.3)|
|Reavers||Human Races||Martigen's Monster Mod (3.8)|
|Redguard Youth||Human Races||Reclaiming Sancre Tor|
|Spider Daedra||Spider Daedra||Dark Brotherhood Chronicles|
|Talking Head||Human Races||Knights of the Nine - Revelation (1.3.7)|
|Undead||Human Races||Martigen's Monster Mod (3.8)|
|Watcher||Elven Races||Dark Brotherhood Chronicles|
|Wethyl||Human Races||Kvatch Rebuilt|
|Wooden Mannequin||Statutes and Mannequins||Reznod Mannequins (3.0)|
|Zombie Argonian||Argonians||Martigen's Monster Mod (3.8)|
|Zombie Boss||Human Races||Martigen's Monster Mod (3.8)|
|Zombie Elf||Elven Races||Martigen's Monster Mod (3.8)|
|Zombie Imperial||Human Races||Martigen's Monster Mod (3.8)|
|Zombie Khajit||Khajit||Martigen's Monster Mod (3.8)|
|Zombie Orc||Orcs||Martigen's Monster Mod (3.8)|
7.0.4 - June 30, 2013
Bug fixes and changes.
SDR.esm: Fixed issue where if SDR custom detect life shaders were turned off, it wasn't stopping an attempt to apply them to NPCs, causing console spam.
SDR Perks and Patches [Oblivion].esp: Saebel now has clothing to wear in case he decides not to wear his armor. (er hem)
7.0.3 - June 28, 2013
Bug fixes and changes.
SDR.esm: Fixed issue where if after a clean save and install, and the player was in an exterior cell, all detection levels were broken until the player moved into an interior cell.
SDR Perks and Patches[Oblivion].esp: Found yet another alternate method to add the Saebel NPC to the Arboretum that hopefully will work better than the last attempt.
7.0.2 - June 28, 2013
Bug fixes and changes.
SDR.esm: Added check to make sure default Alternate Sneak Skill up system does not kick in if Oblivion XP is detected.
SDR.esm/SDR.ini: Added .ini option so that you can have both the Alternate Sneak Skill up system and Oblvion XP running concurrently, if that's what you really want.
SDR Perks and Patches[Oblivion/Nehrim].esp: Changed at which player level the new SDR spells will be available for purchase.
SDR Perks and Patches[Oblivion].esp: Fixed issue in which encountering the Saebel NPC was spamming "add spell" messages to the console.
SDR Perks and Patches[Oblivion].esp: Found an alternate method to add the Saebel NPC to the Arboretum so that SDR Perks and Patches[Oblivion].esp no longer requires to be in a special load order relative to other mods (such as Better Cities).
7.0.1 - June 24, 2013
Bug fixes and changes.
SDR.esm: Fixed issue where all actors encountered were being added to an internal array that was only supposed to track actors that were transparent.
SDR.esm: Fixed the sdrUninstall quest script so that null or invalid references are skipped when attempting to set their transparency.
SDR.esm: Fixed issue where the base alpha value was incorrectly being saved and retrieved for the sdrUninstall quest script.
7.0.0 - June 23, 2013
Bug fixes and changes.
SDR.esm: Moved and renamed the Perks and Patches .ini settings variables into SDR.esm.
SDR.ini: Renamed the SDR Core.ini file to just SDR.ini
SDR.ini: Added the revised Perks and Patches .ini settings into the SDR.ini file, allowing SDR Tweaks.ini file to be used to tweak the perks and patches .ini settings in addition to the SDR.ini settings.
SDR Perks and Patches[Oblivion/Nehrim].esp: Removed the SDR Perks and Pactches - Oblivion/Nerhim.ini file from the installation package as it is no longer needed.
SDR Perks and Patches[Oblivion/Nehrim].esp: Fixed issues that were preventing Perks and Patches .esp from initializing.
SDR Perks and Patches[Nehrim].esp: Expanded the number of Merchants that can sell the new SDR spells, but higher level spells won't be available unless the character is of a higher level. Who has the spells? There are five merchants that sell the blindness/deafness spells, and two that sell the muffle spells. You'll just have to find them. Although Maius, Nara, and Utilia still sell them.
SDR Perks and Patches[Oblivion].esp: Delayed availability of higher level spells to be purchased from saebel NPC until player reaches higher levels.
.ini User Guide: Updated to reflect the changes since 6.2.0.
SwitchNightEyeShaders.dll: Created customized version (5.1) that surpresses console spam when shaders are successfully assigned unless flagged with an optional 1 as a second parameter.
6.2.3 - June 22, 2013
Bug fixes and changes.
Removed some console spam accidently left behind that was used to debugging during development of 6.2.2.
6.2.2 - June 21, 2013
Bug fixes and changes.
Fixed error that was not giving character any sneak skill up points.
Modified various settings and code to support the new alternate skill up system better.
Changed the default sdrQ.vCompanionDispoThreshold setting from 40 to 10.
Fixed error where followers' detection levels were unintentionally being included in places where they shouldn't.
Added additional option for displaying sneak skill up debugging, including current % towards next sneak skill level.
Tweaked the Auto-nighteye start up behavior to only load shaders if Auto-night game setting is set to 1, the shader switcher plug-in is installed, and the shaders are installed.
6.2.1 - June 18, 2013
Bug fixes and changes.
Revised description for alternte sneak skill up to recommend default setting of .75 for points awarded if playing Nehrim.
Added assassination skillup option to SDR Perks and Patches [Nehrim] mod.
Fixed how assassination skillups are handled in the Perks and Patches mods.
6.2.0 - June 17, 2013
Bug fixes and changes.
Fixed issue in which the correct auto-night vision brightness settings were not being applied correctly when the game is first launched.
Tweaked the night-eye brightness levels to be slightly different depending on the innate vision type/ability of the player, so the visual effect of night-eye will be slightly different depending on whether or not your race naturally has day, twilight, or night vision.
Modified the auto-nighteye shader script to be more efficient and less performance draining
changed default of iSDRsLightingBumpTorch game setting from 20 to 10
changed default of iSDRsLightingBumpLightSpell game setting from 10 to 5
changed lighting multiplier if on fire from *10 to *5
Added two new game settings that allow you to disable/enable all blindness/deafness spells, effects and formula calculations
Updated Perks and Patches (Oblivion) to take into account new game settings. If allow blindness/deafness/muffle is turned off, those respective spells will not be available for purchase from Saebel Blackston
Updated Perks and Patches (Nehrim) to add the new temp blindness/deafness spells to the LL2CreatureLich100 and MOB05MagierRandomSpell spell leveled lists. So watch out.
Updated Perks and Patches (Nehrim) to add the new SDR spells to Nehrim merchants as follows:
Maius : Muffle spells (if iSDRsAllowMuffling is set to 1)
Nara: Blinding Attack spells (if iSDRsAllowBlindness is set to 1)
Utilia: Deafening Attack spells (if iSDRsAllowDeafness is set to 1)
Updated all scripts to make sure that if SDR is disabled for any reason that the scripts won't execute.
Updated all muffle/blindness/deafness effects/spell scripts to not function if the relevant allow muffle/blindness/deafness setting is disabled.
Updated all detection formula scripts to ignore blindness/deafness if the relevant allow blindness/deafness setting is disabled.
Updated WryeBash Installer Wizard to automatically select the SDR Tweaks.ini sub-package if SDR.esm is not detected as being installed already.
Updated the user manual to cover new changes since v6.1.5
6.1.6 - June 13, 2013
Bug fixes and changes.
Fixed bugs in the alternate sneak skill up system. (Thanks to shadowborn for the code.)
Fixed how temporary deafness effect is applied to the player.
Fixed how temporary blindness effect is applied to the player.
Tweaked the temporary blindness/deafness spells to be treated as proper spells, so they can now be dispelled, rested, or travelled away.
Added custom spell icons for blindness, deafness, and muffle magic effects (requires Custom Spell Icon plugin).
Added .ini settings to the SDR Core.ini to allow you to change the path of the custom spell icons if you don't like the ones I provided.
Added leveled spells to the SDR.esm and scripted in adding them to the leveled lists with the SDR Perks and Patches (Oblivion).esp. That means your enemies will be able to cast temporary deafness and temporary blindness spells at you. You are in for a nasty shock! (Thanks to migck for the code.)
6.1.5 - June 7, 2013
New sdr_OBSE.dll (v16) - minor code reorganization, no impact on game play compared to prior version.
Added blindness visual effect when player is blinded.
New SDR Core.ini file setting: sdrQ.vBlindnessMultiplier - determines how powerful the blindness visual effect is.
Added deafness audio effect when player is deafened.
Added SoundCommands.dll OBSE plug-in as part of the installation to support new deafness effects.
SDR Core.ini file setting changed: sdrQ.vPlayerFOV default is now back to Oblivion's default of 75 to resolve issues players were experiencing. Feel free to change it in your SDR Tweak.ini file
Updated .ini User Guide.pdf to cover changes/new features.
6.1.3 - June 4, 2013
New feature and bug fix.
When cast on the player, the volume of the player's footsteps reduces in proportion to the magnitute of the muffled magic effect.
New SDR Core.ini file setting: vPlayerFootstepsVolume - determines the default volume of player's footsteps.
Fixed formula for alpha value calculations for creatures that have an unusual base alpha value due to magical effects.
6.1.2 - June 3, 2013
Fixes to detection formula:
Added in code to correctly capture and use the new deafness and temporary deafness actor effects in the sound portion of the detection formula.
Bundled in Tejhon's Detect Life texture as part of the file package in a new textures\SDR sub-folder.
6.1.1 - June 3, 2013
Fixes implemented to resolve issue with Detect Life shaders:
Repointed Saebel Blue shader to use an Oblivion.bsa texture instead of a BG magic EV.bsa texture.
Bundled in Tejhon's Detect Life texture as part of the file package in a new textures\SDR sub-folder.
6.1.0 - June 1, 2013
Fixes implemented to resolve issue with errors when calcuating actor's base weight:
Removed iSDRsApplyMassToFootsteps game setting as it is no longer used.
Fixed sound formula when calculating impact/weight of feet when landing/splashing/walking/running.
Added new "sdrGetCreatureFootweight" function to SDR_OBSE.dll, version 15.
Replaced calculations for determinig creature/race weight with system using "foot weight" base plus encumbrance.
Updated .ini User Guide with minor edit in the Gear/Sound Section.
6.0.2 - May 31, 2013
Minor fix in the SDR.esm to avoid some 'Null' errors when calculating stuff involving horses and riders.
6.0.1 - May 31, 2013
This release cleaned up some dirty edits in the SDR Perks and Patches [Oblivion].esp.
Better Cities Full.esp
Better Cities Full - B&M Edition.esp
Better Imperial City.esp
the Better Cities IC Arboretum.esp
Note that if you have Better Cities installed, you need to load SDR Perks and Patches [Oblivion].esp before any/all of the following:
6.0.0 - May 30, 2013
This release expands and improves upon the Detect Life shader options, how Detect Life impacts the detection formula, a system-wide attempt an improving performance, a rewrite of the detection formula, and numerous other tweaks and fixes.
- Renamed all files.
- Made SDR Core.esp into SDR.esm master file.
- Swapped out ( ) with [ ] for sub-files for better reading by game engine in Oblivion loader.
- Renamed and moved all .ini files into a data\ini\SDR sub-folder
- Created a SDR Tweaks.ini file to store your favorite changes which will override whatever settings are in the SDR Core.ini. This allows you to tweak the settings without overwriting the core.ini.
- Redesigned the .ini files to allow for collapseable sections for those who use Notepad ++ and want to install a custom language style
- Updated both Oblivion and Nehrim Perks and Patches files to use SDR.esm as a master
Detection Formula Changes:
- Rewrote nearly the entire formula, almost from the ground up.
- Default Oblivion detection formula is no longer used as a backup when performance is low. Instead a somewhat lighter "no frills" version of the SDR detection formula is used instead.
- Oblivion threshold system no longer thwarts blindness or no LOS when detector is in combat with target.
- Added new detection package (7) that dynamically determines which formula variant to use based on current fps.
- Redesigned how peripheral/binocular vision works.
- Revised and expanded race/creature traits to include the following:
- Hearing quality (5 posibilities, ranging from deaf to superior)
- Hearing type (3 possibilities, depending on ear structure)
- Vision quality (5 possibilities, ranging from blind to night)
- Customized peripheral vision field of view
- Customized binocular vision field of view
- Added adjustments to vision/hearing impairment depending on the type of helmet worn.
- Added scaling improved hearing for vampires depending on the stage of their vampirism.
- Removed invisibility/chameleon magic effect to be able to affect the sound factor.
- Added new temporary blindness, deafness, and temporary deafness actor values.
- Added spells that cause temporary deafness/blindness.
- Added spells that can muffle noise that a character makes.
- Added calculations that take into account wind and rain for calculating the sound factor.
- Removed the "is riding horse" multiplier. Mounts are handled differently.
- Moved the "on attacked" detection bonus into the skill factor check only.
- Rewrote the formula for how day/twilight/night vision thresholds are calculated.
- Rewrote how jumping/landing works with sound penalties.
- Fixed minor error in how movement type is calculated.
- Changed the Sleeping Skill factor from a flat penalty to a multiplier
- Completely replaced the use of Oblivion's fSneak game settings with SDR's system
- Added numerous game settings to support the new system
- Removed a few game settings that were no longer being used
- Created new sdr_obse.dll (v14) to support the new game settings
New Detect Life Features:
- Expanded to seven different options for how Detect Life works, taking into account the undead, vampires, and daedra, along with the option for a custom shader for each scenario.
- Over 50 custom Detect Life shaders to choose from, provide by various modders (with permission).
- Option to use keyboard commands to rapidly demo the shaders on the player so you can determine which ones you would like to use for the new custom detect life shader options.
- Rewrote the scripts for processing and applying Detect Life settings to detection formulas and effect shaders.
- Updated compatibility information for Supreme Magicka in regards to detect life shader conflicts.
NPC/Player Token Changes:
- SDR now recognizes when a new version of SDR has been installed or if the token distribution spread has changed since the last load. This forces the tokens to reinitialize and means that using a "clean save" technique should not be necessary when updating SDR to future versions after this release.
- Changed the NPC Token Script delay timer to a frame timer for more flexibility and efficiency.
- Removed the OnDeath script handler and replaced it with code in the NPC token script.
- Reviewed and rewrote all scripts to improve overall effiency.
- Cleaner method of auto-adjusting Night Eye shaders, now varies with player's vision threshold.
- Rewrote how the NPC/Player transparency was being calculated.
- Changed how auto-moving impacts sneaking and detection.
- Changed how followers are calculated.
- Summoned creatures now run/sneak if their summoner is also running/sneaking.
- Added alternate Sneak skill-up system that is more challenging and realistic.
- Added option to customize the POV the player has when looking at the screen to change from the default 75 to an .ini settable amount (default 90).
- Added NPC "Saebel Blackston" to Oblivion Perks and Patches. He sells the new spells. You can find him somewhere in the Imperial City. Try the Arboretum first. Other places to look are the Arcane University courtyard, Waterfront District, and the All Saints Inn in the Temple District.
- Updated the user manual to cover all the new .ini settings, how to get the new spells via Perks and Patches, and a resource guide for 3rd party mod developers that want to use SDR features.
- Added feature that makes uninstalling SDR less painful by undoing any Chameleon refraction/auto-nighteye/transparency settings.
- Created new patch for Reneer's Guard Overhaul that has more efficient scripts, is SDR friendly, and allows you to completely remove the configuration ring and only use the .ini file.
5.0.1 - December 22, 2012
Fixed a minor bug that kept reinitializing the settings over and over again. (sorry about that)
5.0.0 - December 20, 2012
This release had enough changes that it warrants a new series number. Although you can use your old .ini file for a reference (since there will be a lot of the same settings as before), do not copy and paste.
Changes to requirements.
- Series 5.0.0 will require OBSE v21 beta 2 or later.
Changes to SDR Core.esp
- The "sdrIniQ." has been changed to "sdrQ." for all the quest variables.
- A number of quest variables have been converted into game settings.
- Created an alternative skill up system when sneaking.
- Added new options for detection bonuses upon successful attacks.
- Added option to keep auto-move while sneaking, but with a penalty.
- Added new game settings and multipliers to take into account the terrain being walked/run on.
- Added new modifiers for overall encumbrance.
- Added new options to detect life options in regards to vampires and the undead.
- Revised calculations for determining when NPCs check to cast Night-Eye/Detect Life spells.
- Fixed bug that returned out of the NPC token script too early when a Night-Eye/Detect Life spell was cast.
- Improved programming surrounding "Player Fades While Sneaking" features, including new option to ignore followers' detection of the player when calculating alpha fade.
- General minor bug fixes and tweaking/review of all scripts to maximize efficiency.
Changes to SDR Perks And Patches.esp
- Added more challenging sneak attack multiplier scaling, which is now the new default, in the SDR Perks and Patches .ini file. Also note that I've moved the numbers around. If you want to use your old setting, unless it is the default vanilla (0), just add 1 to what your previous setting was. The new default setting is:
set sdrPPiniQ.vSAttackOpt to 1
Changes to SDR Thieves Arsenal Patch.esp.
- This patch has been folded into the SDR Core.esp, and is no longer needed.
Changes to SDR_obse.dll plugin.
- New SDR_obse.dll to handle new game settings.
4.5.5 - June 6, 2012
This update improves capturing when an actor is unconscious, as well as adds dynamic / toggleable detection packages.
- Revised calculations for determining an actor's unconscious state.
- Added two additional detection packages: 5 = manually toggle through 0 to 4, 6 = dynamically adjusts depending on the number of creatures / NPCs in the area and the threshold settings.
- Revised the following SDR Core.ini settings:
set sdrIniQ.vDetectionPackage to 6 ; SDR: 6 / Obv: 0
- Added the following SDR Core.ini settings:
These are for the dynamic detection package adjustment
set sdrTokenQ.vThreshold3 to 10 ; SDR: 10
set sdrTokenQ.vThreshold2 to 15 ; SDR: 15
set sdrTokenQ.vThreshold1 to 5 ; SDR: 5
set sdrTokenQ.vThreshold0 to 25 ; SDR: 25
These are for assigning the manual detection package toggle keys.
set sdrIniQ.vDetectionToggleKeyUp to 52 ; SDR: 52 . (>)
set sdrIniQ.vDetectionToggleKeyDown to 51 ; SDR: 51 , (<)
set sdrIniQ.vDetectionToggleKeyMod to 157 ; SDR: 157 Cntrl (Right)
This setting debugs the detection package, and shows number of creatures, NPCs, followers, and FPS.
set sdrIniQ.dbgDetectionPackage to 0 ; SDR: 0, 1 enables
4.5.4 - May 24, 2012
This update improves the alpha transparency visuals for fading while sneaking and the chameleon effect, as well as provides a patch for the Thieves Arsenal mod.
- Revised calculations for determining an actor's alpha value.
- Added "edged" outline effect of player if they have a high Chameleon rating.
- Added setting to default back to refraction effect for player Chameleon values of 100+
- Revised the following SDR Core.ini settings:
set sdrIniQ.vPlayerMinTransparency to 40 ; SDR: 40
set sdrIniQ.vBaseChamAlpha to 80 ; SDR: 80
- Added the following SDR Core.ini settings:
set sdrIniQ.vEdgedEffectThreshold to 75 ; SDR: 75
set sdrIniQ.vUseRefractionWhenNeeded to 1 ; SDR: 1, 0 Disables
set sdrIniQ.dbgPlayerTransparency to 0 ; SDR: 0, 1 enables
- Added optional Thieves Arsenal Patch that prevents unconscious actors from detecting the player or from attempting to cast Detect Life / Night-Eye spells.
4.5.3 - May 15, 2012
This update fixes issues revolving around the auto-nighteye effect.
- Went back to an earlier version of the Auto Night-eye visual effect that actually will allow you to see in dark places where the previous version did not, but should have.
- Renamed the ability to "Innate Night Vision".
- Added optional SDR_PurgeNightEyeVisualEffect.esp for removing the "permanent" night eye effect if the end user decides to uninstall SDR at some point in the future.
4.5.2 - May 13, 2012
This update fixes issues revolving around the effects of invisibility/chameleon.
- Fixes the "No Refraction" transparency issue where the player had the Chameleon effect, but was not transparent.
- Revised how the transparency value is calculated
- Revised the default SDR Core.ini settings for the transparency minimum of the player (visual only):
set sdrIniQ.vPlayerMinTransparency to 60 ; SDR: 60
set sdrIniQ.vBaseChamAlpha to 30 ; SDR: 30
- Revised the visual and skill detection formulas so that invisibility / chameleon effects kick in earlier and apply in a much more logical faction. This improves the overall effectiveness of Invisibility / Chameleon. The previous formula made it too weak.
- Fixed the detailed NPC to Player detection debug settings for the Visual factor so that it will always display some sort of information. Previously if there was no line of sight, or some similar legitimate reason for having a 0 visual, there was no debug message telling you so and the reason why.
- Removed the following .ini line of code, as it is no longer used:
setnumericgamesetting iSDRsDbgNoLOS 0 ; SDR: 0, 1 enables
- Submitted load order change to BOSS. SDR should be loaded after Supreme Magicka to avoid a bug in which an undetected player that casts spells on a target has those spells resisted. This bug and solution was reported by a player, but has not been confirmed by me. But I submitted it to BOSS anyways, 'cause it couldn't hurt.
4.5.1 - May 06, 2012
This update fixes four important issues. It is recomended to do a clean save with SDR_Core.esp deactivated before installing this version in order to reset the NPCs' vision types.
- Fixes an incorrect line of code in the SDR Core.ini file that was giving Twilight vision to every race that also had Peripheral vision. The revised line should replace:
set sdrIniQ.vVLRTwilight to sv_Construct "%z|Sea Elf" sdrIniQ.vVLRPeriph
set sdrIniQ.vVLRTwilight to sv_Construct "%z|Sea Elf" sdrIniQ.vVLRTwilight
- Changes the programming of the auto-nighteye feature so that if SDR is ever uninstalled, the user will not be stuck with a permanent night-eye visual effect. Also renamed the granted ability to "Innate Night Vision".
- Fixed the start up script to accurately update the Sneak mastery descriptions depending on which Detection Package has been selected.
- Fixed the Night Eye and Detect Life spells that are assigned to NPCs with via the Detection Magic module so that they have a minimum mastery level requirement as well as a magicka cost that parallels the same spells found in default Oblivion.
4.5.0 - April 26, 2012
This update addresses a number of issues, bug fixes, and small performance boosts, as well as merges the SDR NPC Behavior .esp mod into the SDR Core .esp.
General scope changes
- Merged NPC Behavior.esp into SDR Core.esp.
- Revised the .ini Guide to be easier to read in terms of spacing, table of contents, and feature headers.
Changes to SDR Core .esp.
- Removed the two SDR actor values from the menu that shows your adventuring stats.
- Fixed an issue where selecting a specific NPC was not showing filtered debug data.
- Added frame counter to delay actors from doing anything for three frames when going from disabled to enabled. This will hopefully prevent a rare crash occurence when determining line of sight.
- Added a delayer option for casting detection magic (night eye/detect life). The delayer starts when the NPC token is first added, and resets itself after each attempt to cast, or whenever the current night eye/detect life effects end. So you would get a delay of x seconds between when the detect life effect ends and the next attempt to cast.
- Regardless of detection level against the player (0-3), if the detector is in combat with the player, and the player is not in line of sight, they are clear to cast the detection spell (after the delay, if any).
- If the detection level against the player is > 0, the detector is clear to attempt to cast.
- Detectors will not attempt to cast if their disposition towards the player is greater than their aggression, if they have invisibility active, or are in the midst of casting another spell.
- Minor changes to initialization messages, with option for verbose list of active features of both the Core and Perks and Patches printed to the console on startup.
- Changed the auto-collision feature to be disabled if the detector is in a deep sleep (GetSleeping = 3)
- Added break points to prevent the advanced formulas and scripts from firing when either the detector or the target was disabled.
- Removed debugging for drawing/sheathing weapons, as you can see the effects during the standard detection debugging process.
- Modified the non-line-of-sight moving light sources calculations. Detectors were picking up moving light sources, even though they were on the other side of a wall because they were within the "radius" and did not have "line-of-sight". So I added the requirement that the target has to have line of sight of the detector. It's not ideal, but the alternative is worse, and there is no method I am aware of to pick two points and determine what and what kind of obstructions are in the way between them.
- Added "sneaking" tag to debug of player's movement type.
- Fixed issue where SDR was not consistenty or accurately grabbing jumping/landing air time and penalties.
- Revised how the mesh folder that holds the Skeleton.nif is calculated to allow any creature from any mod to be added to the Peripheral / Night Eye / Twilight vision lists.
Changes to SDR Perks and Patches .esps
- Added same Journeyman Sneak perk of bypassing basic pressure plate traps and tripwires that was in Perks and Patches for Oblivion to the Perks and Patches for Nerhim.
- Fixed description of Journeyman Sneak perk if Detection Package is > 0, applied fix to both Perks and Patches .esps.
- Fixed compatibility issues with Bare Necessities (Ob only) and Real Sleep Extended (Ob and Nehrim).
4.4.1 - April 01, 2012
This update has only a few minor updates, and if you have version 4.4.0 installed, you don't really need to install it, but you can if you want to.
- Fixed grammar in an error message if the Night-Eye Switcher OBSE plug-in is not detected.
- Added OBMM version, with installer wizard.
- Added BAIN installer wizard to WryeBash installation package.
4.4.0 - March 31, 2012
This update has some important fixes and changes that will require a clean save technique to install. Note that the changes listed are a combination of all unofficial versions since 4.1.0:
- Updated / revised entire SDR website.
- Updated .ini User Guide.pdf manual.
- Renamed all the SDR .esp files
- Gave all .esp files the same version number
- Added new SDR NPC Behavior.esp
- Added new auto-updating dynamic Night-Eye effect that changes color/brightness/peripheral blur depending on the lighting conditions. Includes Scanti's SwitchNightEyeShaders OBSE plug-in, bundled in.
- Added new features to assign Detect Life and Night-Eye abilities and spells to NPCs, as well as rules to use them
- Added a version of SM Combat Hide, tailored for SDR. (with permission)
- New Day Vision/Twilight Vision/Night Vision options, with user customizable lists in the SDR Core.ini file, and modified effects.
- New Peripheral Vision customizable lists in the SDR Core.ini file.
- Added recommendation for Sneak icon settings when working with HUD Status Bars. (See Mod Compatibility section).
- Added option for the player to fade while sneaking, depending on how well the player is detected. Off by default.
- Added compatibility patch for Basic Primary Needs
- Added the option to force the detection level of followers when running detection checks against the player.
- Added new "collision" distance bump
Bug fixes / Performance boosters / Formula changes:
- Fixed token distribution bug.
- More efficient scripting.
- Option to restrict advanced detection calls to player or certain groups, improving performance.
- Removed splashing/landing tracking from non-player actors.
- Creatures can now fade while sneaking (if they are capable of sneaking)
- Modified Skill to Skill check for more consistent results as the distance between detector and target changes.
- Fixed bug where followers would sometimes randomly disappear, or become partially transparent when they shouldn't.
- Fixed bug where an actor became invisible after they died.
- Made "X" the default sprint key instead of the grab key to reduce the number of mod conflicts.
- Revised and expanded options for debugging detection of Player.
- Fixed error with how the "Effective Sneak Skill" was being calculated when taking into account Luck.
- Revised and upgraded many of the detection sub-formulas (Sight/Skill/Sound)
- Changed third party mod penalties to just a general adjustment that can be applied to the detector and/or the target to simplify 3rd party mod programming.
- Added variables to determine how much a given armor/cloth category can be off-set with skills.
- Added max chameleon value cap, before effectiveness is calculated.
- New formula change in terms of how movement penalties/multipliers are calculated and applied.
- Removed need for "Sprinting flag" to calculate movement penalties, which now dynamically goes off of the movement rate, making SDR compatible with any mod that has sprinting, not just SDR.
- Removed/added various SDR game settings
- Fixed audio detection formula glitch
4.1.0 - Jan. 18, 2012
This update has some important fixes and changes that will require a clean save technique to install:
Sneaking Detection Recalibrated.esp (4.1.0)
- Fixed issue in the token script in which NPCs were not consistently updating their custom actor values.
- Revised default minimum token delay time to reflect changes to the token script.
- Fixed issue where active Chameleon effects were not being made transparent right away with the "No Refraction" option turned on.
- Fixed issue where when an NPC died, their alpha value (transparency) was not being reset if they had active chameleon effects.
- Fixed issue where SDR's detection formula was not correctly identifying when character was sprinting.
- Setup method for SDR to interact with other 3rd party sprinting mods (if they are so inclined).
- Removed non-detection related sprinting features. (see below)
SDR Perks and Patches.esp (1.1.0) - OB = Oblivion, NH = Nehrim
- Fixed issue where Perks and Patches.esp did not always correctly identify that the main Sneaking Detection Recalibrated.esp version met the minimum requirements for the SDR Perks and Patches.esp. (OB/NH)
- Added option to make assassination experience bonus either flat or scaled. (OB)
- Added option to customize exactly what the experience bonus is, with separate settings for melee and bow/staff assassinations. (OB)
- Added Sprinting features previously in main Sneaking Detection Recalibrated.esp over to Perks and Patches. (OB/NH)
Website & Documentation
- Updated Change Long on web site.
- Updated .ini files and .ini guide.
- Added new SDR web page, Modder's Resource Guide, that covers how 3rd party mods can interact with SDR.
4.0.4 - Dec. 17, 2011
This is a very very minor update that adds a sub-script for debugging the custom game settings so that you can see if the system detects them and what the values are when you load a saved game. It requires ConScribe. To use, follow these steps after installing ConScribe and the new Sneaking Detection Recalibrated.esp:
- Launch Oblivion
- Load a saved game
- Wait a few seconds after the Sneaking Detection Recalibrated Initialization message
- Exit the game
- Go to the following directory: (drive:\dir\)Oblivion\Data\ConScribe Logs\Per-Mod
- Open the following file: ini SDR game settings dump.log
There you will see a list of all the Oblivion game settings and custom game settings that SDR uses and what their values are. [note: the console message when initializing will say it's version 4.0.2, because I forgot to update that bit, whoops.]
4.0.3 - Dec. 4, 2011
This is a very minor update that fixes the missing mesh issue created by the carrion rats mod when a creature is killed and their token has not been removed yet. No changes to the SDR Perks and Patches .esps. Available as an update only. Make sure you have updated to 4.0.2 first before installing this patch on top.
4.0.2 - Nov. 29, 2011
Sneaking Detection Recalibrated.esp:
- Detects if Perks and Patches is installed, and then runs it's initialization quest after main SDR is initialized when game is started/loaded.
Perks And Patches.esp (v1.02):
- No longer automatically initializes on its own at game start/load (see above).
4.0.1 - Nov. 28, 2011
Sneaking Detection Recalibrated.esp:
- Corrected issue with capturing whether or not OBSE was installed, and detecting which version.
- SDR will now always be disabled if missing any required OBSE plug-ins, instead of defaulting to Easy Detection package.
- Corrected issue with Tokens not being distributed with Easy Detection package.
Perks And Patches.esp (v1.01):
- More accurately identifies link to main Sneaking Detection Recalibrated.esp and disables Perks and Patches if either SDR is disabled, or SDR version is not minimum version required for Perks and Patches.
- Removed AI edit of Antoinette Marie that was accidentally left in at time of 4.0.0 release (was there for testing a feature)
4.0.0 - Nov. 26, 2011
- 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.
3.1.0 - Oct. 23, 2011
- Combined the Stealth Package and Token Package settings into one "Immersion Package" settings, and updated the .ini and scripts accordingly.
- Revised how the initialization script functions for greater accuracy.
Detection Formula Changes:
- Fixed Crime Gold and Clothing Value skill bumps so that they only work for detectors that are classified as NPCs (creatures would not know or care how expensive your wardrobe is, or be able to read your wanted poster)
- Changed the short range bump to be on a linear scale, rather than short bursts at three pre-set distances. User can now customize the max bump, as well as the minimum and maximum range of the bump zone.
- Added infrastructure for 3rd Party Mods to inject bonuses/penalties to detecting the player directly into SDR's detection formula, and includes:
- Four quest variables that are used by SDR's detection formula.
- Each variable applies to either the Audio, Visual, Skill or Overall detection formulas.
- A script that can be run remotely to update the variables using the "RunScriptLine" OBSE funciton.
- Example .esp, and documentation are still forth coming.
Bug Fixes/Performance Improvements:
- Modified the NPC Token script for better error capture in the case of invalid refs.
- Modified the NPC and Player chameleon alpha effect scripting for more accurate results.
- Combined three initialization console messages into one, got rid of all others unless they are there to report an error or debug.
- Removed the SneakSkill game detail override and replaced with SetDescription OBSE functions so that SDR would not override the sneak skill up increment amounts settings. Helps compatibility with all mods that affect skill leveling.
- Revised how Sneak Attack Multiplier settings are called/loaded to allow option to avoide conflict with other mods that overwrite the same settings. (OOO for example).
- Created SDR Compatibility Patches.esp to resolve unique compatibility issues with specific 3rd party mods. Downloadable as a separate .esp. It has it's own readme and version log.
3.0.0 - Oct. 13, 2011
- New OBSE plug-in dll that completely replaces Oblivion detection with my own system
- Moved a couple of custom user function scripts out of the .esp and into the .dll as custom functions to hopefully boost performance
- Moved several options out of the three Basic/Advance/Hardcore package settings and into their own separate "Immersion" settings: Player Token Immersion and NPC Token Immersion.
- Player Immersion requires a token for the special player based immersion features (like sprinting or snuffing invisibility)
- NPC Immersion requires a token for the special NPC based immersion features (like NPCs fade while sneaking)
- This will now give you the option to play a less immersive game without tokens to help boost performance.
- .ini and detection formula are reorganized into Sight / Sound / Skill / Miscellaneous categories for easier processing and user customization
- Detection between NPCs now functions exactly as it would between an NPC and the player
- Removed scripting for tracking companions (no longer necessary)
- More efficient codes and various bug fixes.
Revised Effects Of Invisibility / Chameleon
- Invisibility is no longer 100% effective across the board
- Separate ini settings for Chameleon / Invisibility across all three major detection categories
- Minimum transparency amount for Chameleon with "No Refraction" is now customizable in the .ini file
Expanded / Revised Movement
- Expanded movement types to take into account combinations drawn from: not moving, turning in place, walking, running, jumping, sprinting, in air, flying, swimming, underwater, etc.
- Updated all sight / sound detection factors per the new movement types.
- Added a number of .ini settings to allow customization of movement type effects
Sight / Sound / Skill Factor Changes
- Added trap for if character is on fire, and if so they get a light bump bonus of 10 * the torch bump.
- Bumps for moving light sources on target when target has LOS of detector but detector does not have LOS of target, and detector is within radius of moving light source.
- Added sound detection bump against the player every time he lands / splashes down from being in air.
- Added sound penalties for drawing/sheathing your weapon, dynamically modified by actions and weapon type.
- Revised how weapon and gear penalties are calculated
- Added penalties to detection if detector is significantly hurt / fatigued
- Added skill factor bump multiple for crimegold on an actor
- Added bump for value of equipped gear / clothing, with adjustments due to detector's mercantile skill. Ini settable
Player Token Immersion Features
- Added Sprinting, including revised running rates, fatigue burn, defensive adjustments, and detection adjustments.
- Journeyman perk replaced with ability to walk over pressure plates and through trip wires while sneaking.
- Expert perk replaced with ability to sprint while sneaking.
- Revised the descriptions of the Journeyman and Expert description when sneak levels up to those mastery levels.
NPC Token Immersion Features
- Only distributed to NPCs (not creatures)
- New feature that replaces Marksman Skillup from v2, gives bumps towards next Sneak Skill level for undetected kills.
- Added two different handicaps for assasinations, one for melee attacks, and another for bow/staff attacks.
- Broke up sleeping effects into different settings for each of the different categories (sight, sound, skill)
- Added "mounted" multiplier that is applied towards Sound and Sight detections if target is riding something.
- Oblivion XP: provided xp award option for successful assassinations.
- Real Sleep Extended: penalties stack up against your Sneak skill for the purposes of avoiding detection if you don't get enough sleep
- Completed rewrite of .pdf manual
- Completed rewrite of .ini
- Updated readme.txt
- New dedicated website: http://www.saebel.net/sdr.php
2.0.6 - Aug. 1, 2011
- Fixed several major bugs unintentionally caused in versions 2.03 - 2.05
- Revised calculations of "true" Sneak skill levels
- Minor performance improvements
- Updated / Corrected Readme.txt file
- Updated / Corrected User Manual.pdf file
- Updated / Corrected .ini file with revised default settings
2.0.5 - Jul. 30, 2011
- Fixed how Invisibility is snuffed when either holding lit torches or under Light magical effect. Should no longer conflict with any mods. Both of the Invisibility snuffer options (Torches / Light effect) are now turned OFF by default as a precaution though.
- Fixed bug for supressing initialization message
2.0.3 - Jul. 21, 2011
- Fixed minor bug that allowed for negative total numbers in the overall Sight and Sound categories. Neither of them should ever fall below zero.
- Removed the scaled movement rate while sneaking feature. It was causing too many problems.
- Added option to directly set sneak speed multiplier. It applies to anyone sneaking, regardless of Sneak skill level. Default is .5, vanilla Oblivion is .6.
2.0.2 - June 24, 2011
- Added option for removing Sneak boosting bonuses for NPCs that are followers of the player.
- Added option to supress initialization message. (off by default)
- Added option to display message whenever an NPC start/stops following the player. (off by default)
- Added option to have Light magic effects auto-cancel Invisibility. (off by default)
- Made torch/light spell effects on Chameleon effectiveness into separate ini settings.
- Split up the disable auto-move and sleeping detection adjustments to allow for better inter-mod compatibility
- Added option to reduce proximity bonuses to detectors if Oblivion determines player is still in line of sight while detector is sleeping. (40% reduction by default)
2.0.0 - May 25, 2011
- Broke scripts up into smaller functions that could be called from player and NPCs alike.
- Overhauled scripts and variable naming conventions to be more efficient.
- Completely redid almost every formula, and rebalanced default .ini settings accordingly (see below)
- Included option to load SDR with default settings if .ini is missing. User is warned with a message box if that occurs.
- Rewrote the messages that pop up when you advance to Apprentice / Journeyman / Expert / Master in Sneak.
- Revamped the sneak movement speed / sneak mastery so that it applies equally (mostly) to NPCs and player, as well as provide more customization flexibility.
- Fixed bug where custom light level offset was being replaced by old SDR light level offset programming that I forgot to delete.
- Reduced the default combat penalty adjustment from 50 to 35
- Reduced the default light penalty multiplier to 1 to accommodate the new Hardcore formulas.
- NPCs that hold a lit torch will now also have any invisibility effects cancel out on them if the option is selected for players in Basic settings.
- Changed the short range boost from two distances to three, as well as increased the range and penalty multiplier of each.
- Reduced Tracking of suspicious activity bonus to 30
- Revised how bumps for torches and light spells work, and provided user customizable settings
- Added new option for exponential curved lighting bonus to be spotted, rather than just a linear one. The degree of bonus can be changed in the ini settings.
- Added new peripheral vision adjustments. Ini settings allow adjustment to scale, as well as option to disable for creatures and Argonians.
- Added new option to replace Chameleon effect with alpha shading. Applies to player and NPCs.
- Added option for NPCs to become more transparent if they are sneaking. Transparency amount depends on how well they can sneak in comparison to player's Sneak skill and other environmental factors.
- Added a sub-setting that adjusts how well you can see someone based on their disposition towards you, making it much easier to see allies, and harder to see enemies.
- Removed debug text for sneak movement multiplier when sneak mastery goes up as it no longer applies.
- Added debug text option to show NPC Alpha channels and factors that go into calculating them.
1.0.4 - Apr. 4, 2011
- Changed tokens to side weapon slots instead of ring slots.
- Updated manual to reflect changes.
- OBMM Installer version added.
- Added option to set scaled movement values to taste
- Moved light level offset from Hardcore to Basic Settings
- Made the light level offset a fully customized number, instead of just 1 or 0
- Added option to set minimum detection levels.
- Added audio gear penalties to detectors if they are moving
- Increased the initial short range boost radius from 6 feet to 9 feet.
- Added option to give bonus to detector to track a sneaking player if noticed.
- Added line of sight movement penalties/bonuses to detectors and player
- Fixed the disable auto-move feature. Instead of disabling auto-move or tapping the auto-move control, it now detects if the character is sneaking in auto-move mode and taps the backwards move key once, thus canceling the auto-move.
Major changes to how torches/light spells work in regards to detection.
- Holding a torch will cancel all chameleon effect as long as the torch is out.
- Having a "light" magical effect on the player halves the chameleon benefits.
- Holding a torch will double the overall light penalties on the player.
- Having a "light" magical effect on the player will increases the overall light penalties by 50%: This means that even with maxed out chameleon and sneak, lighting a torch is a bad idea. Casting a light spell in close range might also be a bad idea, although sometimes you can get away with it if you do not move.
- Fortify, Drain, and Absorb Sneak effects on the detectors are now taken into account when adjusting Sneak skills.
- New Hardcore Setting added - Sneak Skillup Interior Range: Customizes the range at which you increase your sneak skill in interior settings.
New Hardcore Extended - AV Uncapper optional settings added:
- Requires AV Uncapper OBSE plugin
- Uncaps the detection level limit of the detector.
- Prevents Chameleon and Blindness from ever reaching 100, using a logarithmic formula of diminishing returns. See user guide for details.
- Added Gear Sound penalties of NPCs to be displayed in the NPC detection modifiers debug text.
- Added short range bump to be displayed in the NPC detection modifiers debug text.
- Completed Sneaking Detection Recalibrated .pdf manual
1.0.0 - March 1, 2011
- Initial release. (WIP at the time)