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SDR - Series 9 Thread (139 comments)

  1. saebel
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    PLEASE READ: I find the new Bethsoft Forums to be obnoxious. So I am going to make Nexus the forum for all SDR related issues.

    Use this thread to discuss any issue regarding SDR Series 9. You can use this thread to report bugs and make feature requests. When reporting bugs, please remember to include which version you are using.

    STATUS:
    Series 9 is still in development and in beta testing. However, a release candidate may be on the horizon. My to do list is as follows:
    - Update the back end to use an .ini file to load all default game settings.
    - Review system for cleaning up the transparent actors tracking array
    - Create/update the documentation using an entirely on-line web format.
    - Follow up on remaining bugs that have been reported
    - Update OBME for SDR plugin to use new system
    - Upload release candidates for testing
  2. saebel
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    Quick update: I basically have a version ready to go. *However*, there has been SO many changes, I do not dare release it without updating the documentation. And that is a lengthy process. I have decided to convert all the documentation to one single on-line page with a pop up accordion menu and auto-updating current section/sub-section headers so you can know where you are. You can also save the page locally, and a copy of the html doc will be included in the mod's download package.

    It's still very much a work in progress. I have tons of documentation that I am pulling from different files, consolidating, and updating. It could be a couple of weeks before I am done, since I have to work on it in my spare time.

    But, if you want to take a look at the new format, I would very much appreciate any feedback you may have. It can be found here: http://sdr2.saebel.net
    1. Vrugdush
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      The format looks good, generally. I particularly like the auto-updating headers.

      One thing that stuck out to me, was that the box with the list of creature traits was a bit small, which made it unnecessarily difficult to navigate. I suppose it's not needed very often though.

      The .pdf manual sure was prettier, but this might be easier to navigate, so it should work out nicely in the end.

      Oh, and you might want to mention Basic Physical Activities in the Mod Compatibility section. Among other things, it also provides player sprinting functionality. The sprinting feature is integral to the mod, and can't be turned off. Possibly its other features could work with SDR if you just did not use BPA's sprint key. Turning off SDR's sprinting seems like a safer bet, however.
    2. saebel
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      Thanks for the feed back.

      The whole race/traits constraining box was based on my habit of programming websites for smaller screens (like laptops and low end monitors). But I think it's a fair bet to say that anyone playing Oblivion will probably have a screen that is at least 1280px wide. So I boosted the page width from 1000px to 1280px and got rid of the constraining box all together. Take a look when you get a chance.

      Thanks for the tip on the mod conflict. I will check it out when I get a chance.
    3. Vrugdush
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      It was mostly the height of the box that I found problematic, but having it wider is nicer too. Now the traits are a lot easier to read. The overall page width is now slightly wider than I'm comfortable reading at, but the text adapts if I narrow the window, so it's fine. Looks nice overall. Thanks.

      Edited for clarity.
  3. saebel
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    I am almost ready to present a new beta. However, I have GOBS of documentation that I need to go through and update where needed.

    This brings me to an important question: Do you folks like the .pdf manuals? Or would you prefer to have the user manual be website based? There are pros and cons to both.

    I find the .pdf manual to be a bit cumbersome to edit and maintain, mainly because of how the pages break. However, each version of SDR comes with a .pdf manual that is most suitable with that version. If I switch over to a web-based manual, it will only be helpful for whichever is the most current version. So if folks need to go back to a previous version (that didn't have a .pdf manual), they would be out of luck.

    Then again, I don't expect to make many more changes in the future. A web-based manual would probably be a LOT more easier to navigate because I could set up a custom menu on the left side of the site which has the various "sections", and then the details on the right.

    Suggestions welcome.

    saebel.
    1. beldaran1224
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      I do like the pdf manual and have never had any issue with it, but would prefer a web-based version if forced to choose.
    2. maczopikczo
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      Pdf booklets have a lot of charm if made with attention to detail, like yours are (Maskar's readmes are other great example). But working in publishing business I know how much work it can be. Anyway, everyone here has access to Internet, the online content can be copied and saved for offline reference, so yeah, since you ask, I'd say skip pdf manual if it slows you down or if assembling it is no longer fun for you.
    3. saebel
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      It's the maintenance and upkeep that is draining. Lots of duplicate crossover data that has to be updated in multiple places. And if I forget to update one of the sections that is duplicated, folks get confused and aren't sure which is accurate.
      Having a single source of all the data that can be downloaded as a single HTML page for off-line reference will be better in the long run I think.
      I'm already working on it, and I think the format will work for folks. Collating and updating all the changes will take time though. Lots of changes from 8 to 9.
      I will also still try to add a little bit of fun here and there. So hopefully it will retain at least some charm to it.
  4. yaroke
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    Hey there Saebel

    First I'd like to thank you for this awesome mod, great job! But there seems to be a problem when I try to sprint in first person? I've assigned the sprint button and I can use sprinting while in third person. Weirdly enough when I go to first I can only run and not sprint :/ Is this a known issue or have I done something wrong?

    Kind regards!
    1. saebel
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      I will check it out when I get a chance, but I can't think of anything I've done that would cause that. I can only think of two possibilities:
      1. If you have low stats, it may not be that noticeable of a speed change in first person. You can test this by artificially inflating your stats temporarily (Athletics, Strength, and Speed)
      2. There could be a conflict with another mod. You can test this by deactivating any mod that might have anything to do with either movement or first person p.o.v. Or you could just deactivate everything except for the base Oblivion mods, DLCs, unofficial patches, and SDR.
  5. malonn
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    Hey, I just came back to SDR from the pre-OBSE plugin days and have noticed a couple things. 1.) I cannot get the INI setting "iSDRsNightEyeInnate" to work. Setting "SetNumericGameSetting iSDRsNightEyeInnate 2" does nothing. I'm trying it with a Dunmer and I do not want the constant night eye effect. I want to toggle it.
    2.) Hitting "take all" on a container toggles always run on and off. I am using a scripted activate of the button by pressing "A". Hitting "A" script presses the Take All button. Actor inventories are fine. It's just containers that are effected.
    1. saebel
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      Hi malonn,
      Re: 1.
      Yeah, there was a spelling error in my scripts. I spelled "Innate" as "Inate" in the scripts and "Innate" in the plugin .dll. So it won't work. I have fixed for the next beta release.
      Re: 2.
      I'm not sure I understand your issue. I don't think I have the "A" button attached to anything in SDR. I use my own variant of the toggle quantity prompt to use "A" for take all, so I would be sure to avoid that. Anyway, if for some weird reason SDR used to cause that, I have confirmed it isn't doing it in the latest version I'm working on.
    2. malonn
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      Great. I look forward to the next release, then. I've removed it from the ol' LO for now, but I plan on adding it back in. Thanks for your work n this.
      When does the next beta release look like it could happen?
    3. saebel
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      I am hoping to release it by the end of the week. It depends on how far I get with bug-squishing and updating the documentation.
    4. malonn
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      Cool. Thanks.
  6. Vrugdush
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    Hi saebel.

    Thanks for a truly groundbreaking mod.

    I'm not sure if you're going to be making any DLL changes for this round of mod fixing, but I just wanted to let you know about a new resource, in case you haven't seen it: Crash Logger. Seems useful for anyone working with DLLs, although I suppose yours are nice and stable by now.

    Good luck!
    1. saebel
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      I am definitely tweaking the .dll. I've been concerned that the custom actor value system was inefficient and possibly causing memory leaks, so I've been working on it. I *think* it's working the way it should now. But I'll definitely install the crash logger. That would have been helpful yesterday!!!
  7. Surgo
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    I have a question about the sneak eye when using DarN UI (like I think just about everyone does).

    Without SDR, this works as it does in vanilla (bright when you're failing, dark when you're succeeding). After installing SDR and making no changes, I noticed that I was getting bright when I was close to a light source (candle), dark as I moved away from it.

    I haven't made any changes via HUD status bars to do this. I was wondering -- is this expected behavior? Does this replace the need to make the icon changes with HUD status bars?

    This is with the series 9 beta.
    1. beldaran1224
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      The default ini for HSB includes this change (if I'm not mistaken). If you don't want it, make sure that section is either deleted or has a ; in front of each line of that section.
    2. saebel
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      My apologies for the delayed response. I've been out of action, and this forum doesn't email me notifications when people post for some reason (haven't figured out what setting I need to change).

      Confirming beldaran1224. This is a HSB feature, and one that I highly recommend in conjunction with SDR.
  8. Snigery
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    I've had issues with shattering frozen enemies from critical magic effects from mods such as Supreme Magicka & Unnecessary Violences special magicka effects. I get CTD when shattering the enemy myself. The fire and lightning criticals are fine, but some problem with the frozen enemy being converted into the ice chunk mesh causes CTD. No problem after disabling SDR_Mechanics.esp
    1. saebel
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      My apologies for the delayed response. I've been out of action, and this forum doesn't email me notifications when people post for some reason (haven't figured out what setting I need to change).

      I don't use either of those mods, so I don't really know what you are talking about. However, I have a suspicion that what is happening is that when the enemy is "frozen", it's being swapped out with some other type of "cloned" variation that allows it's bits to be "shattered". You can't dismember a normal character/creature. I'm guessing there is some issue with SDR trying to treat it like a regular thing, and since it isn't, it gets confused and then CTDs.

      I will add this to my compatibility fix list, but it's going to be a lower priority, since I need to get the main mod working first.
  9. Grimmjow303
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    In the hope that this thread is not dead yet, I'll post my problem here: the mod - series 9 - works fine, except for the fact that NPCs never exit the alert state, if for whatever reason they enter combat they'll remain forever with their weapons unsheathed and fists raised while going about their business. The only fix I found was disabling/enabling but it's temporary, and it comes back next fight.
    1. saebel
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      My apologies for the delayed response. I've been out of action, and this forum doesn't email me notifications when people post for some reason (haven't figured out what setting I need to change).

      Okay. Thanks for reporting this. I will add this to my bug report list and see if I can fix it.
  10. GalenKnight56
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    I noticed a bug with the SDR's Alternate Sneak Skill-Up system. Every time I level up sneak, while it does contribute to my character level up, if I increase it and my number of increased major skills reaches 10, the game does not give me the prompt to rest and level up. Furthermore, if I level up sneak exclusively and no other attribute governed by Agility, I do not get any bonuses to Agility when levelling up. Both of these issues go away when I disable SDR's skill-up system and use the default Oblivion method.
    1. saebel
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      My apologies for the delayed response. I've been out of action, and this forum doesn't email me notifications when people post for some reason (haven't figured out what setting I need to change).

      I was not aware of that issue. Thank you for bringing it to my attention, and I will see if I can figure out what was going on. Did you have any other leveling mods installed btw? Or is it just using Oblivion's default system?
  11. Tyler799
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    I get the following error every time I start the game:

    "SDR ERROR: Dynamic Night Eye Shaders effects is marked to be activated with Switch Night Eye Shaders, but you are missing the shader files required. This feature will be disabled until you install them."

    I have looked everywhere. I've looked in the quick start guide. I've looked in the handbook. I've looked on the Nexus. I've googled. I've tried everything.

    I have no idea what this error means. I already have SDR installed. I already have Switch Night Eye Shaders installed.

    What more am I supposed to do? What are these shader files, and where in the hell are they located?

    Please help, this is honestly starting to tear me apart. I don't understand.
    1. saebel
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      My apologies for the delayed response. I've been out of action, and this forum doesn't email me notifications when people post for some reason (haven't figured out what setting I need to change).

      The shader files are located in the SDR installation folder under the "20 DNES for Shader Switcher" folder.
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