Difference between revisions of "Category talk:Detection"
Jump to navigation
Jump to search
m
no edit summary
imported>Saebel |
imported>Saebel m |
||
Line 42: | Line 42: | ||
::::I'm definitely not reinventing the wheel here. Lots of new stuff you won't find in other mods. I've figured out how to bypass most of the detection formula, however I can't get past the NPC ambient lighting and distance factor issues. Oblivion uses the exact same distance factor equation for Sight, Sound, and Skill, and I want them all to be different. So the only way to get the effect I want is to completely override and replace how Oblivion handles detection for NPCs. I'm gonna check with JRoush and see if that's doable. If I can't, I'll still release what I have, it just won't be as cool though. Thanks again for the tip on the scripting performance. That will make things simpler! --[[User:Saebel|saebel]] 14:19, 16 February 2011 (EST) | ::::I'm definitely not reinventing the wheel here. Lots of new stuff you won't find in other mods. I've figured out how to bypass most of the detection formula, however I can't get past the NPC ambient lighting and distance factor issues. Oblivion uses the exact same distance factor equation for Sight, Sound, and Skill, and I want them all to be different. So the only way to get the effect I want is to completely override and replace how Oblivion handles detection for NPCs. I'm gonna check with JRoush and see if that's doable. If I can't, I'll still release what I have, it just won't be as cool though. Thanks again for the tip on the scripting performance. That will make things simpler! --[[User:Saebel|saebel]] 14:19, 16 February 2011 (EST) | ||
== Added Missing Minimum Detection Threshold == | |||
Noticed that "fSneakNoticeMin" was missing from the list of thresholds and added it. |