Difference between revisions of "Category talk:Detection"
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→Formula Double Check
imported>Saebel |
imported>DragoonWraith |
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== Formula Double Check == | == Formula Double Check == | ||
I'm in the midst of a significant revamp of detection (if possible). I noted that the description of how Detection is calculated doesn't match the description in the game. Specifically Invisibility, which states that it only cancels out sight penalties, not audio. But the detection formula presented seems to indicate that invisibility cancels out all detection. Is there some way I could look at the actual formula that you got this from? There might be something I can do with it. I'm pretty good with scripting and programming, but new to ElderScrolls construction set. I'd love to just override the entire detection formula if I could. Thanks. [this is my first wiki construction post, so please let me know if I have missed any of the common etiquette] --[[User:Saebel|saebel]] 14:33, 13 February 2011 (EST) | I'm in the midst of a significant revamp of detection (if possible). I noted that the description of how Detection is calculated doesn't match the description in the game. Specifically Invisibility, which states that it only cancels out sight penalties, not audio. But the detection formula presented seems to indicate that invisibility cancels out all detection. Is there some way I could look at the actual formula that you got this from? There might be something I can do with it. I'm pretty good with scripting and programming, but new to ElderScrolls construction set. I'd love to just override the entire detection formula if I could. Thanks. [this is my first wiki construction post, so please let me know if I have missed any of the common etiquette] --[[User:Saebel|saebel]] 14:33, 13 February 2011 (EST) | ||
:Your post is perfect form, no worries there. | |||
:As for the formula, considering that the page was written by JRoush, I am reasonably sure that it results from his work disassembling Oblivion.exe, so this formula probably comes from the game code and is therefore accurate. I'd contact him on the {{Forums}} if you have more questions about it. | |||
:Changing it would be a bit trickier. The CS does not give you access to this kind of thing (like I said, JRoush probably got this by disassembling the executable, because it's definitely not documented in the game or the CS), so a simple .esp mod could not change it. Instead, you'd have to write an [[:Category:Oblivion Script Extender|OBSE]] plugin to hook the game and make the changes you want. Making OBSE plugins requires knowledge of C++, however. If you know (or want to learn) C++, check out obse_plugin_example in the src folder of the OBSE archive download. | |||
:Also, since JRoush clearly has already investigated detection some, I suggest talking to him about it - he may be able to save you a lot of work in determining where the code you want to change is, and how to do so. You may need to do some disassembly investigation yourself, however, which means you'll also need to understand assembly. | |||
:I hope that helps - unfortunately, this will be a complicated project. Good luck! If you have questions about the process of creating an OBSE plugin, I can probably help with that. | |||
:[[User:DragoonWraith|<span style="font-family: Oblivion, Daedric Runes; size=2;">D</span>ragoon <span style="font-family: Oblivion, Daedric Runes; size=2;">W</span>raith]] [[User_talk:DragoonWraith|<span style="font-family: Oblivion, Daedric Runes; size=2;">TALK</span>]] 15:18, 13 February 2011 (EST) |