My apologies to all the SDR fans out there, but it is highly unlikely that I will come back to this mod. It's been way too long. I just don't have the spare time and at this point I have forgotten how most of it works. And since I expect there probably aren't that many folks still playing Oblivion, let alone playing it myself anymore (it's been at least three or four years), it's hard to be motivated to make any further changes. Especially since the Oblvion's design is so restrictive that it puts harsh limits on what I can do. Most of SDR should work. If there are features that don't, use the sdr.ini to disable them.
I won't be responding to any a support requests and as such I'll be locking down the comment thread so that I don't get any notifications.
I appreciate all the support over the years. It was a heckuva project!
Hello there! I cannot install this mod, and this is sad, bcoz it looks really exiting. I have installed all OBSE-prerequirements, Oblivion reloaded 7.1, installing SDR and when game starts after loading in menu before i can even press "new" or "load" game crashes. Without SDR game looks fine, Idk, was used either BAIN or manual, may be i need to edit sdr.ini too????? Looks like i am rly stupid, but i wanna try this mod out, and even w/o any other mods SDR and OR cannot handle smth. Upd. SDR works good, but !!! when i enable Blindness Magic system in game tweaks.ini game crashes in menu before i even can press smth. Looks like Dynamic Detect Life Shaders system, Dynamic Night Eye Shaders system, Deafness Magic system, Muffle Magic system works great! But Blidness - causes issue. How can i fix that???? ANy help plz
Performance Report Update - Harsh Reality. I did my best and went through everything, trying to be as efficient as possible, switching back to the token technique. Making sure everything was working correctly, and no script was firing unless necessary. I did it with an extremely heavy mod load, including all the graphics. See below for the full list.
Interiors there were no performance problems, which is to be expected because of the smaller area and low population density. Exteriors were another problem altogether. Ultimately I found myself standing at the gates of Chorrol, and I did three different "measurements" with the same load game: Without SDR active in any way shape or form: 32-35 fps With SDR installed, but using only the Oblivion detection formula and suppressing SDR formula related scripts, features, and calculations: 22-25 fps With SDR installed and everything turned on, using SDR's detection formula and all scripts running: 13-15 fps NOTE: I did *not* have any of the performance enhancers installed like streamline, more heap, oblivion stutter remover, or the LLA4GB memory booster
So there you have it. Ultimately, SDR is just too heavy and complicated a mod to provide a benefit for folks who have heavy load orders. For those wondering why the beta version was smooth, it's probably because it was broken and a bunch of things that were supposed to be calculating/firing weren't.
My options are: 1. Upload the latest version and just let it be what it is, knowing that folks won't use it if they have a packed load order. 2. Pack it in all together and just not make the mod available. 3. Revamp the mod by pruning way back on the features that are probably having the most impact, as well as simplifying the SDR detection formula.
Of the three options, I don't have a lot of spare time to work on number 3, so odds are that could be many, many months away.
I've been following SDR since 2012 I think, so waiting a bit more is no issue. I think the Oblivion engine is the limiting factor here. So I think option 3 is the way to go since you've been at this for a while. I think you can finish it and work around the game engine's limitations by scaling back features.
I am definitely happy to wait for a more performance friendly version. The one thing I would hate is option 2. There's just so many people who play stealth to not have access to your amazing mod.
Okay. I've posted the most recent version, which should be fairly bug free. I also finished up the documentation the remaining documentation on my to do list, which includes how to preview/tweak the NightEye and Blind shader effects. After that, I am going to take a break for a couple of months and come back to it in late November.
Please keep the mod available to the public. Not everyone runs a large LO, and the performance impact will vary. Some people have beefy rigs as well. This mod is, really, the only one of it's kind for Oblivion. Nothing else is as comprehensive as this. So, I think removing it is a bad idea.
I think a revamp would be a good idea too. But maybe keep the "full" version available alongside the revamped. Give people a choice.
Malonn, thanks for the kind words, and I will take that into account. Ideally, I don't want to have to maintain two different sets of files. So if I can, I will try to figure out some way to include a "full" and a "lite impact" option within the same mod.
Harsh reality indeed! I took my time and followed the instructions. Installed the mod and tweaked the .ini to my tastes. Interiors are running decent, lose about 5-7fps. But the exteriors just kill my frame rate. Outside without SDR enabled and with my heavy mod load and distant graphics I get around 30fps. I can look at the ground and it goes back up to 60fps. With SDR enabled, I drop to 10-12fps and when I look at the ground 20-25fps. ....Really was looking forward to trying SDR out. The extensive list of features and changes are sweet. Hoping for a lite version someday.
I expect this mod to make actors detect me better, which it fails, and creates a lot of issues on top. I have installed this in the middle of a playthrough, with expert Sneak and Light Armor. Enemies can't hear me at all, I can run(!) outside of sneak mode around them and they won't detect me. They often don't detect me even after a sneak attack. About 25% of creatures I've encountered were completely invisible until killed. Paralyzing enemies often makes them drop combat mode, even a 2sec Paralysis on Black Winter. Dropping combat mode in combat by sneaking is too easy. Creatures are going crazy with sprint. This is just the stuff I've encountered in about 10 minutes of dungeon delving, it took me more time to compose this reply. I tried teleporting to a cell I've never been to before and still had these issues. I apologize if there's something I'm doing wrong, but there shouldn't be any conflicts, I installed it with Wrye and have the required prerequisites installed.
Hey I love this mod but I'm having several severe issues that prevent me from enjoying it. Does anybody have a fix for the disappearing creature issue? A fresh save seems to help the game run as smoothly as possible, but I will still randomly be attacked by invisible actors in many places, so far only the wilderness no interiors.
I've tweaked the fatigue use and run speeds to find a balance between realism and gaming, but I noticed that animals don't follow the normal rules so wolves and deer for example can quite easily sprint themselves off a tiny little bump on the ground at 100kph and die from the landing. How can I adjust the movement speed for all creatures and not need to insert dozens of lines of code into the Creatures INI? A fast and easy fix would be to vastly improve the acrobatics of all fast creatures, so even though they never jump they can survive landing the frequent airborn events. This still doesn't fix the immersion breaking sprint speed of some animals.
I'm having an issue with Combat Hide as well. With Combat Hide enabled, enemies instantly stop fighting as soon as I walk into the shadows, or even behind obstructions like a coffin or table. It's rather strange having an enemy go back to idle as soon as they turn their back to me.
i'm having an issue with the latest sdr where from the very start my character is deafened and i can't figure out how to turn it off or even reverse the effect and i know it's the deafness effect beacuse sdr keeps turning off my subtitles
Can you please port/make a stealth crosshair similar to skyrim one ? and putting it down on the left of the screen is annoying & distracting in my opinion.
Do the Invisibility changes, Deafness, and Muffle work when SDR's detection system is disabled? Also, even though you decided not to include Normal vs Vampire setting for Detect Life, it would make sense to add it so you could make vampires undetectable like in Skyrim.
I'm using RC3 and Oblivion Reloaded, and the Night Eye shader messes up the color of magic for some reason. Not sure if this is a problem with Oblivion Reloaded or the mod.
I just tried updating from 9.0 to 9.01. I did a full clean save, but after I get the messagebox about RGO (using the ring or the ini file) and the message about RGO updating to 2.8, the game crashes. What am I doing wrong?
I'm not using any of the new spells/features (blind, muffle, etc.) and have them all turned off - that part works fine.
SDR - Series 9 Thread (240 comments)
Comments locked
The author has locked this comment topic for the time beingI won't be responding to any a support requests and as such I'll be locking down the comment thread so that I don't get any notifications.
I appreciate all the support over the years. It was a heckuva project!
I cannot install this mod, and this is sad, bcoz it looks really exiting.
I have installed all OBSE-prerequirements, Oblivion reloaded 7.1, installing SDR and when game starts after loading in menu before i can even press "new" or "load" game crashes. Without SDR game looks fine, Idk, was used either BAIN or manual, may be i need to edit sdr.ini too?????
Looks like i am rly stupid, but i wanna try this mod out, and even w/o any other mods SDR and OR cannot handle smth.
Upd. SDR works good, but !!! when i enable Blindness Magic system in game tweaks.ini game crashes in menu before i even can press smth. Looks like Dynamic Detect Life Shaders system, Dynamic Night Eye Shaders system, Deafness Magic system, Muffle Magic system works great! But Blidness - causes issue.
How can i fix that???? ANy help plz
Interiors there were no performance problems, which is to be expected because of the smaller area and low population density. Exteriors were another problem altogether. Ultimately I found myself standing at the gates of Chorrol, and I did three different "measurements" with the same load game:
Without SDR active in any way shape or form: 32-35 fps
With SDR installed, but using only the Oblivion detection formula and suppressing SDR formula related scripts, features, and calculations: 22-25 fps
With SDR installed and everything turned on, using SDR's detection formula and all scripts running: 13-15 fps
NOTE: I did *not* have any of the performance enhancers installed like streamline, more heap, oblivion stutter remover, or the LLA4GB memory booster
So there you have it. Ultimately, SDR is just too heavy and complicated a mod to provide a benefit for folks who have heavy load orders. For those wondering why the beta version was smooth, it's probably because it was broken and a bunch of things that were supposed to be calculating/firing weren't.
My options are:
1. Upload the latest version and just let it be what it is, knowing that folks won't use it if they have a packed load order.
2. Pack it in all together and just not make the mod available.
3. Revamp the mod by pruning way back on the features that are probably having the most impact, as well as simplifying the SDR detection formula.
Of the three options, I don't have a lot of spare time to work on number 3, so odds are that could be many, many months away.
My load order used for testing:
Active Mod Files:
Nice to see you still work on this cool mod!
I think a revamp would be a good idea too. But maybe keep the "full" version available alongside the revamped. Give people a choice.
Thanks for keeping this mod alive.
....Really was looking forward to trying SDR out. The extensive list of features and changes are sweet.
Hoping for a lite version someday.
I tried teleporting to a cell I've never been to before and still had these issues. I apologize if there's something I'm doing wrong, but there shouldn't be any conflicts, I installed it with Wrye and have the required prerequisites installed.
Does anybody have a fix for the disappearing creature issue? A fresh save seems to help the game run as smoothly as possible, but I will still randomly be attacked by invisible actors in many places, so far only the wilderness no interiors.
I've tweaked the fatigue use and run speeds to find a balance between realism and gaming, but I noticed that animals don't follow the normal rules so wolves and deer for example can quite easily sprint themselves off a tiny little bump on the ground at 100kph and die from the landing. How can I adjust the movement speed for all creatures and not need to insert dozens of lines of code into the Creatures INI? A fast and easy fix would be to vastly improve the acrobatics of all fast creatures, so even though they never jump they can survive landing the frequent airborn events. This still doesn't fix the immersion breaking sprint speed of some animals.
I'm having an issue with Combat Hide as well. With Combat Hide enabled, enemies instantly stop fighting as soon as I walk into the shadows, or even behind obstructions like a coffin or table. It's rather strange having an enemy go back to idle as soon as they turn their back to me.
and i know it's the deafness effect beacuse sdr keeps turning off my subtitles
Also, even though you decided not to include Normal vs Vampire setting for Detect Life, it would make sense to add it so you could make vampires undetectable like in Skyrim.
I'm using RC3 and Oblivion Reloaded, and the Night Eye shader messes up the color of magic for some reason. Not sure if this is a problem with Oblivion Reloaded or the mod.
I'm not using any of the new spells/features (blind, muffle, etc.) and have them all turned off - that part works fine.