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Sightless senses


Note that a copy of this document exists in the Skyrim\\Data\\Docs folder.



Version: 0.802
Date: 23 April 2015
Author: kuertee
Source: http://skyrim.nexusmods.com/mods/34569

Requirements:
* Skyrim 1.9
* Skyrim Script Extender http://skse.silverlock.org/
Compatibility
* All animals are assumed to have heightened senses and so new animals
from DLCs or 3rd-party mods will receive the new animal sesnses AI
detection.
* Actors with any of these keywords (ActorTypeDwarven, ActorTypeGhost,
ActorTypeUndead except vampires) will receive the proximity AI
detection.
* Any and all locations from current and future DLCs or 3rd-party mods
will have their lights disabled.




Short description


The undead do not see and animals have heightened senses. The undead feel
the player's presence. Animals detect the player with their heightened
sense of smell and/or sight.


Quick start



* Step 1: Quickly read only 3 sections for now: the "Requirements"
(above), the "Install" (or "Updating") and the "Uninstall" sections,
all below.
* Step 2: Do a very quick read of available configuration settings in
the "Configuring the mod" section.
* Step 3: Play.
* Step 4 (when something is wrong): Only when you think something is
wrong, or when you don't understand how a feature works, should you
open this document again. Also search for keywords to quickly "jump" to
a possibly relevant section. It's better than reading this from top to
bottom.
* Step 5 (when something is REALLY wrong): If you feel that something
is really wrong in your game, read the "Troubleshooting", "Creating a
clean save", and "Script logging" sections below. A log of your game
session really helps in determining a problem and in finding solutions
for it.



Updates since last release (0.801)




0.802, 23 April 2015:

* Tweak: When userAddTorchesToFollowers is False, torches will not be
removed from followers anymore - like in previous versions.

Updating


1. Simply deactivate and uninstall the previous version then
install and activate this version. Note that you do not need to stop
the mod in-game. If you do, you will lose your accumulated
mod-specific data. Let the new version back-up the data of its old
version, clean-up the old data (i.e. zero-out) by stopping itself,
restart itself and restore the data of the old version.
2. After the update is finished, the message "kuSS v0.802" will
appear.
3. If the MCM fails to start, simply type "startQuest kuSSxMCMQ"
in the console.


Gameplay changes



Sightless senses


Ghosts, draugrs, falmers and skeletons do not need eyes to see or
detect the player. Animals have heightened senses and do not light to
see or detect the player. When userTheBlindDetectWithoutSeeing is True
(default), ghosts, draugrs and skeletons can detect the player wihtin
2500 distance from them and animals can detect the player within their
90 degree cone-of-sight. The higher the player's Sneak and Invisiblity
Actor Values, the smaller the detection distance for the undead and the
smaller this cone-of-sight for animals become.


Disable lights far from actors


When the player enters an interior cell, the mod will disable lights
that are 1500 units (by default) or more distant from NPCs. Lights
found near NPCs that are sleeping are also disabled. You can change
this value by setting userDisabledDistanceFromActor.

Unfortunately, this process is not instantaneous and you will see
lights "blink" off. This effect is minimised by not disabling lights
near the player. The effect is that the area near the entrance of an
interior cell will be lit compared to those further in the dungeon. You
can change this behaviour and let these lights be disabled as well by
setting userDisableLightsNearPlayer to False.

Also, note that the "fake" lights that map developers add to the map
ARE NOT the "decorative" lights (e.g. candles, wall torches) that don't
actually cast light. You will see these decorative lights and their
glow even if the area around them is not lit. This is not as jarring as
it sounds. If you like, you can disable these decorative lights as well
by setting userDisableLightFixtures to True.

Once disabled, lights are not enabled again - until you exit the
interior cell or uninstall the mod. What this means is that actors may
move into the darkened areas of the map. The mod addresses this by
giving NPCs a torch which the actor's unmodded AI will use. The mod
adds to this AI by getting actors with a torch in hand to drop it on
the ground if they equip a weapon.


Drop lit torches


The player's equipped torch will be dropped when another item or spell
is equipped in place of it. Set userDropLitTorches to False to turn off
this feature.


More information



Sightless senses


Animals (and the Falmer) have heightened senses:
Animals and the Falmer have a 90-degree "cone-of-sight" (45 degrees on
either side) in front of them. The player is detected when they are
within userSightlessDetectionDistance distant and within this
cone-of-sight. However, the player's distance from the animal adjusts
the range of the animal's detection. When at 1000
(userSightlessDetectionDistance) distant, the player can only be
detected if he is within 10 degrees either side of the middle of this
cone-of-sight. The nearer the distance, the wider this angle becomes.
The formula for this is: detectAngle = 45 - distance /
userSightlessDetectionDistance * 45. To avoid animals, stay off to
their side and pull back when they start to turn towards you.

The undead (except for Vampires) do not see:
Ghosts, draugr and skeletons have no eyes and so do not see. They,
however, can "feel" the player's presence. The player is immediately
detected when they get within 1000 (userSightlessDetectionDistance)
distant. This distance is modified by the player's Sneak and
Invisibility Actor Values. To evade the undead, stay away from them.


Sneak and Invisibility Actor Values


The player's Sneak and Invisibility Actor Values modifies the animal's
detection angle and the undead's detection distance. The higher these
values are, the less the detection angle and the less the detection
distance becomes. The formula for these are: detectAngle = detectAngle
- detectAngle * Actor Value and detectDistance = detectDistance -
detectDistance * sneakBonus. These two modifiers "stack".


A note about this detection system


The system overrides Skyrim's default detection system for
ActorTypeCreatures (and FalmerRace) and ActorTypeUndead (except for
those with VampireVampirism Spell or those with the Keyword Vampire)
only when the player is sneaking and when they are within
userTheBlindDetectWithoutSeeing distant from the undead or animal. When
detected, a silent and invisible spell is applied to the actor from the
player - effectively engaging the actor in combat with the player. This
does not disable Skyrim's default detection system. Even if the player
has avoided detection from this system, Skyrim's default detection
system may be triggered.


Disable lights far from actors


The mod works by finding lights when an interior cell is entered.

Any lights found are checked against FindClosestActorFromRef (). If the
actor doesn't have the ActorTypeNPC keyword, or is asleep or dead, the
light is disabled.

The mod keeps a record of all lights found. And those that are disabled
are reenabled when the player exits that interior cell or when the mod
is uninstalled. Note that you have to uninstall the mod by following
the uninstall instructions. Otherwise, any lights that were disabled
will forever stay disabled in your game.


Configuring the mod


Method 1: SkyUI's MCM
You can configure this mod with SkyUI's MCM or manually as described
below. Ignore the rest of this section.

Method 2: FISS
The SKSE plug-in, FISS (http://www.nexusmods.com/skyrim/mods/48265/),
is required for this. With FISS installed, you can (1) export your
settings from the MCM to the XML file,
SKSE\\plugins\\FISS\\kuertee\\kuerteeSightlessSenses.xml, (2) edit this
file outside the game with a text editor, (3) then import it again for
any save game.

Method 3: INI file
Another way to configure this mod is to use its INI file. Note,
however, that every time you change a value in the INI file, you'll
need to execute it from the in-game console by typing {bat
"ini\\kuerteeSightlessSenses.ini"} (without the brackets).

Method 4: Console
A less efficient way to configure this mod is by using the console
command {SetPQV kuSSQ option value}. Option is the name of setting. And
value is your new value for it.

Below are the various settings that you can change, their default
values and a short description.

setpqv kussq userDisableLightsFromActorsDistance 1500.000000
Default 1500.000000. Lights this far away from NPC actors are disabled.
Set to 0 to disable this feature.

setpqv kussq userDisableLightsNearPlayer 0
Default False or 0. Because you will see the lights 'blink' off,
setting this to False prevents lights near you from turning off. When
False, the effect is that the lights near the entrance on an interior
cell will always be on.

setpqv kussq userDisableLightFixtures 0
Default False or 0. Decorative lights (e.g. candles and torches) and
their glow will still be visible even after the actual light nearby has
been turned off. Set this to True so that these decorative lights are
also disabled.

setpqv kussq userUseInInnsAndStores 1
Default TRUE. You can elect to disable this mod in locations tagged
with the keyword LocTypeInn or LocTypeStore.

setpqv kussq userUseInPlayerHouse 1
Default TRUE. You can elect to disable this in player houses tagged
with the keyword LocTypePlayerHouse.

setpqv kussq userSightlessSensesDetectionDistance 1500.000000
Default 1500.000000. The maximum distance actors with sightless senses
can detect the player. Set this to 0 to disable Sightless Senses
detection.

setpqv kussq userUseInDwemerLocations 1
Default TRUE. You can elect to disable this in Dwemer ruins tagged with
the keyword LocTypePlayerHouse.

setpqv kussq userDisableNoGlowTorches 1
Default TRUE. These torches (with the Form TorchPermanantOn) are
decorative and are lit but cast no light nor do they have a glow around
them. Set this to True to disable them.

setpqv kussq userAddTorchesToNPCs 1
Default TRUE. When True, NPCs separated from other NPCs by 500 units or
more will have at least 1 torch in their inventory.

setpqv kussq userAddTorchesToFollowers 0
Default False or 0. When True, player followers will have at least 1
torch in their inventory. If False, the mod will not manage follower's
torches. The player can control which followers have torches by adding
or removing them from their inventories.

setpqv kussq userDropLitTorches 1
Default TRUE. When True, the player's equipped torch will be dropped
when another item or spell is equipped in place of it.


Install


1. Use Wrye Bash
(http://skyrim.nexusmods.com/downloads/file.php?id=1840) to install
this mod. Just drag the package (which is a normal ZIP file) into
Wrye Bash's Installers tab. Note, however, that the package is only
a normal ZIP file, so if you know the game's mod file structure,
install it manually. Other mod managers (e.g. NMM) that support ZIP
files that mirror the file structure of the game may also be used.
2. Configure the mod as described in the "Configuring the mod"
section.
3. Activate the mod.


Starting from a downloaded saved-game


(Thanks to Restutitor Orbis for this suggestion on how to jump-start my
mods when playing from a downloaded saved game.)

"Starting another character from a DLed saved game file in Helgen, I
came upon an easier solution than warping into the LAL prison cell.
If you have LAL but are starting a character in Helgen, just use a bat
file with these 2 console commands or just type them in after the ~:
setstage arthlalstartquest10
setstage arthlalstartquest20
This ends the LAL quest and re-enables the MQ101 update that you are
supposed to get when you complete your escape, but was initially
disabled by LAL.
That way you can do the vanilla MQ without switching to the LAL
beginning if you want to."
-Restutitor Orbis


Uninstall


1. In the console, type {SetPQV kuSSQ uninstallNow True} (without
the brackets). Or with Sky UI's MCM, set the uninstallNow toggle to
True then exit the menus.
2. Wait for a message confirming the uninstallation. Save the game.
3. Deactivate the mod with Wrye Bash. If you installed this
manually, simply delete all the files you installed. (Wrye Bash
keeps track of files used, so installing/uninstalling the mod with
it is 100% simpler.)


Troubleshooting


o You can reset the mod by typing {SetPQV kuSSQ resetNow True}
(without the brackets) in the console. Or with Sky UI's MCM, set the
resetNow toggle to True then exit the menus.
o When it resets it will ask you either reset all of its data or
continue with the current data. Resetting all its data will remove
all your settings and set the mod as if you have first installed it.
o You can check all the mod's data by typing {SQV kuSSQ} in the
console. You can check if your settings were set in the mod properly
with this.
o If you find that your changes (with the command SetPQV or from
executing the INI) do not appear in the mod, check the command again
for spelling errors. Then try again.
o If you find that resetting (with resetNow) and uninstalling (with
uninstallNow) don't seem to work, the mod may have been suspended. It
is best to simply start-over (i.e. reinstall the mod) after a "clean"
save.


Creating a clean save:


1. If you can, uninstall the mod from the console with {SetPQV
kuSSQ uninstallNow True}.
2. Wait for the mod to confirm the uninstallation. It may take a
minute. If no confirmation appears, then simply continue to the next
step.
3. Save the game manually from the console by typing {save
uninstalledMod}.
4. Uninstall all the mod's files (*.ESP, *.PSC, *.PEX) from the
game folders. Make sure that none of the mod's Scripts are left. A
mod manager like Wrye is best used for this.
5. Load the "uninstalledMod" save.
6. Save the game manually again from the console by typing {save
cleanSave}. Because all of the mod's files were removed, all of its
data will be "zeroed" in this game.
7. Play from this game.


Script logging


o As a last resort, you can enable script logging and investigate
the "Documents\\My Games\\Skyrim\\Logs\\Script\\Papyrus.0.log" file
and/or send them to me. Contact me first either on TESNexus or the
official Bethesda forums.
o To enable script logging, set bEnableLogging, bEnableTrace and
bLoadDebugInformation in the Skyrim.INI file. More information about
this is described in this thread in the official Bethesda Creation
Kit Forum:
http://forums.bethsoft.com/topic/1345130-having-papyrus-trouble-here-ar
e-some-things-to-try/.
o Also, you can set mod specific logging by setting debugMode to 1
in either the MCM or in the console by typing {SetPQV kuSSQ debugMode
1} (without the brackets). Mod specific logs are found in
"Documents\\My Games\\Skyrim\\Logs\\Script\\User\\kuSSQs.0.log".
o Play the game for 5 minutes or so - enough time for the game to
capture logging events.
o If the "Papyrus.0.log" contain "Suspended stack count is over our
warning threshold, dumping stacks:", then your game is suffering very
badly. I've written a guide on how to clean your game and recover
from this problem in Bethesda's official forums:
http://forums.bethsoft.com/topic/1481687-suspended-stack-count-is-over-
our-warning-threshold/.
o Feel free to send me (kuertee at gmail dot com) the
"Documents\\My Games\\Skyrim\\Logs\\Script\\Papyrus.0.log",
"Documents\\My Games\\Skyrim\\Logs\\Script\\User\\kuSSQs.0.log" to
investigate the problem.


History




0.801, 31 March 2014:

o Tweak: All actors and lights are removed from the list when
moving between load doors. This should prevent the mod from
processing actors that will be removed from active memory - which
should lessen the times the mod stalls.

0.8, 10 March 2014:


o Better detection of invalid actors (e.g. actors not in active
memory).

0.7, 29 December 2013


o New feature: Drop lit torches. By default, the player's equipped
torch will be dropped when another item or spell is equipped in place
of it. Set userDropLitTorches to False to turn off this feature.
o Tweak: userAddTorchesToFollowers: Default False. When True,
player followers will have at least 1 torch in their inventory. If
False, followers will never have torches.
o Tweak: userAddTorchesToNPCs: Default True. When True, NPCs will
have at least 1 torch in their inventory. In previous versions, the
mod forced this. In this version, it is an option that can be
disabled.

0.539, 9 April 2013


o Tweak: Recompiled the main mod with Skyrim's 1.9 patch and the
MCM component with SkyUI's 3.4 patch.
o New feature: Sightless senses: Ghosts, draugrs, falmers and
skeletons do not need eyes to see or detect the player. Animals have
heightened senses and do not light to see or detect the player. When
userTheBlindDetectWithoutSeeing is True (default), ghosts, draugrs
and skeletons can detect the player wihtin 2500 distance from them
and animals can detect the player within their 90 degree
cone-of-sight. The higher the player's Sneak and Invisiblity Actor
Values, the smaller the detection distance for the undead and the
smaller this cone-of-sight for animals become.
o Bug fix: The NPCs weren't dropping their torches properly.

0.536, 2 January 2012:


o Tweak: NPCs will drop their torch only when in combat and will
pick it up again after combat.
o New feature: SkyUI's MCM (Mod Config Menu) support. The
configuration tool is a separate download from my mod's Nexus files
section. It requires Sky UI's beta 3 version or better which can be
downloaded from Sky UI's thread in Bethesda's official Skyrim mods
forum: http://forums.bethsoft.com/forum/183-skyrim-mods/
o Tweak: Better handling of While...EndWhile loops when the game
first loads or when the mod is uninstalling.

0.534, 21 December 2012:


o Initial release.


Credits


kuertee in http://www.bethsoft.com/bgsforums/


Licensing/Legal


You can do whatever you want with this mod but all I ask in return is
that you give me credit. I would also like to be contacted when you
include this mod in part or in full in a public release.