No need to start a new game. Safe to update on games in progress, despite the esp file name change.
CHANGELOG: Summary: extensive fine-tuning update, using 4 years worth of user feedback (and a lot of additional playtesting by me), to address the most common problems users had. Difficulty is generally slightly lower for interiors now, which should improve how the vanilla Thieves Guild sneak quests play. NPCs should feel more responsive when you are out of sneak mode, and should have slightly less difficulty finding other NPCs (if hit by frenzy spells etc). Difficulty scaling has been improved between vanilla, RAID Lite, RAID Medium, and RAID High versions.
Details:
Reduced interior detection distances (a bit closer to vanilla values), significantly for RAID Lite, and slightly for RAID medium, and very slightly for RAID high. This mitigates problems users had with excessive sneak difficulty (both visual and sound), particularly for the Thieves Guild sneak quests, which were designed with vanilla detection distances in mind.
Increased the detection ability bonus NPCs get while searching in RAID Lite to the same level as RAID med/high, to slightly improve NPC responsiveness when searching (this makes it a bit easier for enemies hit by "frenzy" type illusion spells to acquire targets in the dark).
Made NPCs react faster to you or other NPCs running into them OUT OF sneak mode, particularly for RAID Lite. They will now be more likely to skip the "search" mode in well lit environments and go straight to combat mode (closer to vanilla behaviour).
Slightly lowered the speed NPCs can detect you while sneaking outside in RAID Lite, particularly during pleasant weather, partly to compensate for the above reaction speed increase, and just to lower the general daytime sneak difficulty slightly.
Increased overall NPC hearing ability, particularly for RAID Lite, to compensate for the above reduced interior detection distances (which also nerfs hearing), and partly to slightly improve NPC ability to find other NPCs via sound detection in dark environments.
Reduced the amount of additional noise running makes compared to walking for all RAID versions (closer to vanilla levels), to prevent a significant increase in difficulty due to the above increased hearing ability edit (while still retaining the boost to NPC-on-NPC search performance, as that seems to be considered "walking" instead of "running" by the game).
Increased how well enemies can hear action sounds (melee, spells, arrow impacts, etc), particularly for RAID Lite, partly because it was a bit on the low side, and partly to compensate for the newly reduced interior detection distances. Compared to the previous version of RAID Lite, distances are now slightly lower for interiors, but slightly higher for exteriors. However, the sneak eye indicator will tend to open a bit more, at closer distances (but still far less than in vanilla).
Increased the minimum movement noise the player or NPCs make (when not wearing any armor etc), while slightly lowering the effect of heavy gear weight on movement noise (to compensate), after I realised a higher minimum value would slightly mitigate RAID's problems with un-armored NPCs struggling to find each other in dark environments (as they now make more noise for each other to hear). This only has a small effect on player sneak difficulty when wearing no armor.
Increased the effect walking (as opposed to running) has on visual detection particularly for RAID Lite, as the old value was a bit too forgiving, and to slightly help NPCs search for each other (NPCs technically walk during searches, even though the animation looks like slow running). This also gives standing still, walking, and running, a slightly smoother progression in terms of how easily you are detected for each.
Slightly lowered the overall large difficulty jump from RAID Lite to RAID medium.
Very slightly increased the ability of NPCs to see in dark outdoor environments in RAID Lite, to be more consistent with interior sneaking difficulty in similarly dark places.
Very slightly increased the difference standing or crouching (sneak mode) has on detection.
Crime response range of city guards has been further reduced slightly for RAID Lite.
Reduced the time an enemy stares at the location of a detection event (where a spell was cast, or a projectile impact) from 4sec to 3.5sec before starting a search.
Detection range of dead bodies was reduced slightly for RAID Lite (to remain consistent with the reduced interior detection ranges).
The GMST Datasheet optional download has had some minor description/wording updates
Feedback on v3 from veteran RAID users is appreciated (if it feels very similar, or if you can't tell the difference, thats a good thing - I was trying to refine the wheel, not re-invent it)
Update 3.1 safe to update mid game, despite form id change (normally its not safe to update a mod that changed its form id, but RAID only has GMST records so it is safe).
Now an ESL flagged ESP.
A few very small changes to improve difficulty scaling of the High/Medium and Medium/High versions (particularly GMSTs that are shared between interiors and exteriors), for better difficulty scaling balance relative to the Medium/Medium and High/High versions.
Added a new GMST as ITM - "fSneakFlyingDistanceMult" - this controls the detection ability of dragons when flying. Unintuitively, it does not increase detection distance, but rather detection power/speed. If you notice dragons have trouble engaging you (maybe they tend to fly off more often than expected) increasing this value may help.
Could someone tell me if it's safe to switch from one version to another mid-game? I started with the lite version because I didn't know which version to choose for lux. But then I realized I needed the media version. Is it safe to delete the lite version and put the media version on an already started game, or would I have to start from scratch?
This is script-free. So in that sense. Yes. But if there are any scripted mods below it in the load order, then still no. If you remove a mod above a mod with a script, you change the reference number of the mod, and thus, the reference number of the scripts. The scripts can either double or break when this happens. That is why the general advice is not to remove mods mid game.
You also don't want to ADD mods mid-game and then run loo for the same reason. Manually putting new mods at the bottom of your load order can be fine. If there are no mod conflicts to manage.
after messing around with records in this mod, I gotta say Olivier did a fantastic job with this mod. only problem I had was that in darker areas no one can detect me if they are more than 1 metre away even when I'm walking around right in front of their face in the dark so I changed these parameters to fix the issue with lite version:
fDetectionSneakLightMod : back to vanilla 15 iLightLevelInteriorMod : go back all the way to 0 much lower than vanilla skyrim. in vanilla skyrim they only noticed you through sound if you were in darker areas but since sound has lower impact with this mod then many enemies are unable to detect you in dark areas with this setting remaining at vanilla level and that can turn into some very silly exploitable kills.
with the two said changes everything is perfect with skyrim is luminous mod which is much brighter than lux and a bit darker than vanilla and for weather I use azurite weather 2 brighter nights. this result in dagger assassinations feeling rewarding when you succeed, even at sneak 100 I haven't found anything exploitable and you actually need to play smart.
Sorry but how did you do that? When you open the mod only the esp file and the meta.ini appear but the meta.ini usually only says this [General] gameName= modid=2345 version=d2025.1.25 newestVersion= category=0 nexusFileStatus=1
1027 comments
Don't worry about what version to use. You can install and uninstall any version during a serious playthrough without any risk.
No need to start a new game. Safe to update on games in progress, despite the esp file name change.
CHANGELOG:
Summary: extensive fine-tuning update, using 4 years worth of user feedback (and a lot of additional playtesting by me), to address the most common problems users had. Difficulty is generally slightly lower for interiors now, which should improve how the vanilla Thieves Guild sneak quests play. NPCs should feel more responsive when you are out of sneak mode, and should have slightly less difficulty finding other NPCs (if hit by frenzy spells etc). Difficulty scaling has been improved between vanilla, RAID Lite, RAID Medium, and RAID High versions.
Details:
Feedback on v3 from veteran RAID users is appreciated (if it feels very similar, or if you can't tell the difference, thats a good thing - I was trying to refine the wheel, not re-invent it)
safe to update mid game, despite form id change (normally its not safe to update a mod that changed its form id, but RAID only has GMST records so it is safe).
"high" is very realistic. like real life realistic. had to switch to medium becaues of that xdd
Im sorry to read the unfortunate news of the author.
Back to the topic, I would appreciate similar alternative, thank you beforehand
He paste away late 2023 I think
May God rest his soul
You also don't want to ADD mods mid-game and then run loo for the same reason. Manually putting new mods at the bottom of your load order can be fine. If there are no mod conflicts to manage.
May rest in eternal peace.
only problem I had was that in darker areas no one can detect me if they are more than 1 metre away even when I'm walking around right in front of their face in the dark so I changed these parameters to fix the issue with lite version:
fDetectionSneakLightMod : back to vanilla 15
iLightLevelInteriorMod : go back all the way to 0 much lower than vanilla skyrim. in vanilla skyrim they only noticed you through sound if you were in darker areas but since sound has lower impact with this mod then many enemies are unable to detect you in dark areas with this setting remaining at vanilla level and that can turn into some very silly exploitable kills.
with the two said changes everything is perfect with skyrim is luminous mod which is much brighter than lux and a bit darker than vanilla and for weather I use azurite weather 2 brighter nights. this result in dagger assassinations feeling rewarding when you succeed, even at sneak 100 I haven't found anything exploitable and you actually need to play smart.
[General]
gameName=
modid=2345
version=d2025.1.25
newestVersion=
category=0
nexusFileStatus=1
repository=Nexus