Difference between revisions of "Category talk:Detection"

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1,134 bytes added ,  13:25, 15 February 2011
imported>Saebel
imported>DragoonWraith
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::Big kudos is going to go to JRoush for this formula.  If what I have in mind works, it's gonna be a major game changer when it comes to sneaking.  --[[User:Saebel|saebel]] 16:25, 13 February 2011 (EST)
::Big kudos is going to go to JRoush for this formula.  If what I have in mind works, it's gonna be a major game changer when it comes to sneaking.  --[[User:Saebel|saebel]] 16:25, 13 February 2011 (EST)
:::Point of interest: in the grand scheme of things, the efficiency of Oblivion scripts ''almost'' doesn't matter. A script would have to be ludicrously inefficient to cause any performance problems whatsoever. While of course best practices are encouraged, avoiding or recreating a mod simply because it missed some of those best practices is rather unnecessary, IMO. Obviously, if you want the actual content to be different, that'd be your prerogative.
:::The level of C++ knowledge necessary for this ''might not'' be very high - most of it is already done for you in obse_plugin_example. It really depends upon how much JRoush can tell you. If he's already revealed the appropriate function in his COEF project, then changing it would be as simple as overloading that function. If not... then it can get more complicated.
:::[[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>]] 13:25, 15 February 2011 (EST)

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