Difference between revisions of "Category talk:Detection"

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134 bytes added ,  22:42, 16 May 2011
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imported>Saebel
imported>Saebel
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::::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.
Anonymous user

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