Beta Test Note: This page has not been updated for series 9 changes. However, the vast majority of the information will probably still apply.


Here are some guidelines to determining potential conflicts with SDR:

What to look for

A mod will definitely conflict if it:

  • Attempts to overhaul detection/sneaking/game settings and formulas in similar ways to SDR
  • Significantly changes the Sneak values of NPCs (minor changes won't matter much)

Mods that conflict but are usually resolvable with .ini settings are those that:

  • Alter the Chameleon refraction effect
  • Modify any of the three main scripts that handle Oblivion's intermediary standard pressure plates and tripwires action triggers
  • Alter the Night-Eye shader effect
  • Alter how NPCs handle Detect Life and Night-Eye magic effects
  • Alter how NPCs hunt down the player after detection
  • Provide a sprinting option or revise the rules on regenerating/running fatigue and running backwards
  • Change the Sneak Attack Damage Multipliers
  • Other miscellaneous minor features of SDR that won't break SDR as a whole, but might break a particular feature of it, such as deafness spells if Sound Commands is not installed or overwritten by another sound controller mod.

Using SDR with other Mods

SDR works with other mods in a variety of ways.

  • Designed for SDR : These mods were created specifically to work with SDR.
  • SDR Friendly : SDR is designed to interact with these mods, usually with a patch.
  • Compatible : These mods are compatible out of the box, with no known conflicts.
  • Semi-Compatible : These mods have minor conflicts with SDR that can be resolved through .ini settings, changes in load order, installation choices, or via a patch.
  • Unconfirmed Incompatible : These mods have been reported as having a conflict, but the conflict/resolution has not been confirmed.
  • Incompatible : These mods have direct conflicts with SDR, and should not be used in conjunction with it.

OBSE Plug-in compatibility

To my knowledge, all OBSE plug-ins are compatible with SDR's OBSE plug-in. However, there can be conflicts between mods that by themselves are compatible with SDR, but conflict with other mods due to OBSE plug-in conflicts. Make sure to follow due diligence and double check compatibility information as reported on the home page of each mod/plug-in you install. For example, mods that use the Custom Spell Icons OBSE plug-in are not compatible with those that use the OBME plug-in.

Have a recommendation? Need to report a conflict?

If you find a mod that you think complements SDR and would like to recommend it, or if you have come across a mod that you think conflicts with SDR, please post it in the SDR Bethsoft Forum, along with any notes or recommended settings (either in SDR's ini, or in the mod's ini) that help make it work.

Designed for SDR

The following mods were designed to interact directly with SDR's features and require SDR to be installed as a master.

Sneaking Detection Recalibrated OBME additions

Download Link: TES Nexus

Requirements: Oblivion, SDR.esm, OBME

Brief Description: This add-on turns the Blindness, Deafness and Muffle scripted spell effects into three new OBME magical effects, which allow them to included in custom spell making and enchanting. It also adds blindness/deafness spells to enemy NPCs, as well as a few new magic items for the player to find and use.

SDR Friendly

SDR was designed to either interact with the following mods, or have built in patches that provide compatibility with them:

Bare Necessities

Download Link: TES Nexus

Interaction: SDR applies penalties to detection based on lack of sleep or hunger values pulled from Bare Necessities.

Basic Primary Needs

Download Link: TES Nexus

Interaction: SDR applies penalties to detection based on lack of sleep, hunger, and thirst values pulled from Basic Primary Needs.

Druid Mod Remade

Download Link: TES Nexus

Interaction: SDR detects if the player is in "transformation" mode and makes sure that the correct alpha state is implemented.

Oblivion XP (Update)

Download Link: TES Nexus

Interaction: SDR will pass on any successful undetected sneak attack "assassinations" as bonus experience points. For more details on how SDR interacts with Oblivion XP, please refer to the Player's Handbook.

Real Sleep Extended

Download Link: TES Nexus

Interaction: SDR applies penalties to detection based on lack of sleep values pulled from Real Sleep Extended.

Thieves Arsenal

Download Link: TES Nexus

Interaction: SDR detects when an actor is paralyzed or knocked out using Thieves Arsenal weapons/tokens and applies detection penalties accordingly. SDR also assigns child tokens to the street urchins.

Children of Cyrodiil

Download Link: Emma's Website / TES Nexus

Interaction: SDR assigns child tokens to the children. Because they aren't adults, a number of features in the token script are removed which improves performance for the child-actors.

Enhanced Music and Control 2 (EMC2)

Download Link: TES Nexus

Interaction: SDR will detect this plug-in in and use EMC2 instead of Sound Commands if both are installed. Unless Sound Commands is needed for other plug-ins, you can uninstall it if you are using EMC2.

Compatible Mods

The following mods do not directly interact with SDR, but have been recommended by players as enhancing the overall stealth/adventuring experience in combination with SDR. There are no known conflicts with any of these mods at this time. Also, if a mod you are interested in is not listed on this page, assume that it *is* compatible, unless you experience otherwise. This list is as of SDR series version 8.x.x. If you have not updated yet, please do so before registering any complaints.

Overhaul Mods

Environmental Mods

AI Behaviour Mods

Crime and Punishment

  • Crime has witnesses : The player can remove Bounties for crimes by either killing the witnesses or coercing (Disposition 100) the witnesses to not report the crime.
  • Hear No Evil : Hear No Evil adds a new layer to gameplay and strategy to Oblivion by making the distance sound travels vary according to your environment.
  • No Psychic Guards Harder Fix :
  • SM Regional Bounty : Provides regional bounties, no-psychic guards, guard knockouts and the option for diminishing bounties as well.
  • Crime and Guard Overhaul with Regional AND Provincial bounty : This mod provides regional and provincial bounties, designed with such mods as Deserts of Aquinas and Valenwood Improved in mind. It also attempts to take the best features from such excellent mods as Reneer's Guard Overhaul, making use of developments in OBSE to vastly improve efficiency. As well as adding in a number of new features.

Lockpicking / Chest Cracking

  • Morrowind Lockpicking : This mod gets rid of the lockpicking minigame and introduces Morrowind's realtime lockpicking system to Oblivion. It also features lockpicks of different quality, each with a unique texture.
  • SM Security and Lockbash : Forces you to "pay" a number of lockpicks to access a lock based on your security skill. Also implements a power-attack based lock bashing system.
  • Zumbs Lockpicking Mod OBSE : This mod features an alternative to the lockpicking minigame, complete with three equipable lockpicks, a brand new lockpicking algorithm, an experience system, and criminal charges if you're seen!

Disguise and Deception

Movement

Stealthy Magic Related Mods

  • Silence : Prevents being able to converse with PCs while under silence effect
  • Stealthier Magic : Available through the T.I.E. page.
  • Stealthy Absorbs and Drains v1 : This mod makes Absorb and Drain Attribute and Skill spells non-hostile if your skill in the corresponding school AND your sneak skill are both higher than the casting cost of the spell.
  • Supreme Magicka : Allows attack multipliers for successful sneak attacks with magic

Interface Mods

  • No Sneak Eye : Replaces sneak eye with an invisible texture.
  • HUD Status Bars : Allows you to mod out the cross hair and have a status bar showing how much light is hitting you.
<- Click to the left to display/hide suggested alternative code.

; ==== An alternative sneak icon
; It displays amount of light falling on the player, by going from transparent grey (with no light),
; to opaque yellow (with much light).  It only displays when you're sneaking, but does not indicate
; whether you are seen or not (since that is immersion-breaking).  The Sneak Icon displays at the
; bottom, about 20% in from the left border.
set tnoHSB.hud_visible to sv_Construct  "Player.IsSneaking" ; Only visible when sneaking
set tnoHSB.hud_val to sv_Construct      "GetActorLightAmount"
set tnoHSB.hud_max to sv_Construct      "100"
set tnoHSB.hud_color_max to             HUDcolorYellow      ; Color is yellow when in full light
set tnoHSB.hud_color_min to             HUDcolorGrey        ; ...and gradually changes towards grey
; in less light
set tnoHSB.hud_type to                  1                   ; Icon doesn't change
set tnoHSB.hud_custom to sv_Construct   "Misc\sneak_eye"
set tnoHSB.hud_custom_w to              64                  ; Icon base size
set tnoHSB.hud_custom_h to              50
set tnoHSB.hud_size to                  HUDmagicWidth       ; Width equal to the spell icon
set tnoHSB.hud_alpha to                 255                 ; Max alpha is fully opaque
set tnoHSB.hud_alpha_min to             50                  ; Min alpha is alpha 50
set tnoHSB.hud_alpha_inv to             0                   ; Lowest alpha when no light is
; falling on it
set tnoHSB.hud_alpha_vis to             100                 ; Reach max (255) when in full light
set tnoHSB.hud_x to                     20                  ; X pos 50 = centered
set tnoHSB.hud_y to                     100                 ; Y pos 50 = centered
SetStage tnoHSB 10

Visual Effects

  • Initial Glow : This removes the persistant glow effect on enchanted armors (and weapons?) - useful in combination with NPCs fade while sneaking so that those with magical armors aren't given away by their glow effect.
  • Effect drain shader initial glow only : Initial Glow missed a spot, so add this too.

Combat Mods

Companion Mods

All companion mods *should* be compatible. Yes that includes Vilja.

Leveling Mods

All leveling mods *should* be compatible. However, you may want to double check for settings that might conflict with SDR's alternative Sneak skill-up system.

Race and Creature Mods

SDR has .ini settings that handle many of the more popular mods, plus, users can add any missing races/creatures using the provided format. The following mods already have their creature/races incorporated into SDR's default .ini settings.

  • Cyrodiil Upgrade Overhaul
  • Francesos Creatures and Items - v5
  • Martigen's Monster Mod - v3.8
  • Race Balancing Project
  • Maskar's Oblivion Overhaul

Stealth Mods

There are lots of stealth related mods out there. They will pretty much either conflict or they won't. The ones that conflict are listed below. If you are looking for stealth related weapons, armor, clothing, or quests, or other stealth game mechanic mods not listed above, you should check out Running 4 Cover's Stealth Mods forum thread.

Miscellaneous Mods

The vast majority of other kinds of mods will be compatible. A few that may have had issues reported but have been cleared are listed below.

Semi-Compatible

The following mods have conflicts that can be resolved either by changing the load order, tweaking an .ini file setting, or installing a patch. The following compatibility issues are only as of SDR version 8.x.x. If you have an earlier version of SDR, please upgrade first before registering any complaints.

Cava Obscura

Issue: Sneaking becomes way too easy.

  • Cause : The darker areas reduce the starting point of detection when it comes to lighting, which makes it too easy to hide from your enemies.
  • Resolution : Try these settings in your SDR Tweaks.ini
    SetNumericGameSetting iSDRsLightBaseMod 5
    You have to be careful not to set this value too high, otherwise it becomes way too easy to get spotted.
  • Notes : The "sweet spot" will be different for everyone, so there is no hard set rule on this. You will just have to experiment until it feels right. The best way to test it is to create a new character with the bare minimum skills, and go into a dark dungeon, and see what that is like, and then force the Sneak skill to be 100, see what that is like, and then force add chameleon gear and spells to max out chameleon, and see what that is like.

Detect Life Effect and Night-Eye Shader

Issue: Alters the Night-Eye shader effect.

  • Cause : SDR has it's own dynamic Night-Eye shader effect. Having both mods active could cause problems.
  • Resolution : Either disable SDR's effect in the SDR Tweaks.ini file or disable kuerteeNightEyeShader.esp.

Issue: Alters the Detect Life shader effect.

  • Cause : SDR has it's own detect life shader effects. Having both mods active could cause problems.
  • Resolution : Either disable SDR's effects in the SDR Tweaks.ini file or disable kuerteeDetectLifeEffect.esp.

Duke Patrick's Combat Archery

Issue: Walking Backwards feature conflict

  • Cause : Both SDR and Combat Archery have similar reduction of speed when walking backwards but different programming. Having both active at the same time might double the reduction.
  • Resolution : Pick one or the other. I recommend keeping SDR's because it is more tied in to the overall revision on running/sprinting/etc. Duke Patrick has a feature that looks for stumbling if you are moving backwards, but it is not directly connected to his running backwards modification. In addition, DP's system only affects the player while SDR's affects all NPCs.
    Option A: Disable setting in Duke Patrick's - Combat Archery.ini:
    set A1RunBackAndFall.BackwardSpeedMod to 0 ; .5 default
    Option B: Disable setting in SDR Tweaks.ini:
    SetNumericGameSetting fSDRsBackwardsMoveMult 0 ; {.4}, 0 disables

Duke Patrick's Magic you can Believe in

Issue: Conflicts with night eye and detect life shaders.

  • Cause : Reported that this mod uses its own system (unconfirmed by me).
  • Resolution : Pick one or the other to handle auto-nighteye/detectlife. I am not familiar with DP's mod, but if you want to disable SDR's, you can do so with the following game settings:
    SetNumericGameSetting iSDRsDetectLifeUseCustomShaders 0.
    SetNumericGameSetting iSDRsAutoNighteye 0.

Duke Patrick's Melee Combat No Recoil

Issue: Running/Sprinting conflict

  • Cause : Duke Patrick's Combat Mod changes the fRunMult setting and has it's own sprinting conflict.
  • Resolution Option 1 : Disable SDR's revamped movement feature in the SDR Tweaks.ini file.
    SetNumericGameSetting iSDRsMovementRevamped 0
  • Resolution Option 2 : Disable DP's sprint feature in the DP Melee Combat .ini file.
    set aadpfatigue.DashSpeedMod to 0

Haldar's Mod Pack

Issue: Fading NPCs While Sneaking conflict

  • Cause : The "disappearing NPCs while sneaking" part of the mod conflicts with SDR.
  • Resolution : Either disable that part of Haldar's Mod Pack, or disable SDR's NPCs fade while sneaking option in the SDR Tweaks.ini:
    SetNumericGameSettings iSDRsFadeWhileSneakingNPCs 0

Martigen's Monster Mod (MMM) v3.8

Issue: Carrion rats sometimes grab tokens off of actors and then drops them on the floor.

  • Resolution : Install the "Mart's Monster Mod - No Carrion Rats.esp"

Note: This may no longer be an issue as of version 8.2.1 b0, awaiting confirmation.

Maskar's Oblivion Overhaul (MOO)

Issue: MOO overwrites SDR's changes to the Sneak Attack Multipliers, and I want to use SDR's.

  • Resolution Option 1 : Change MOO's sneak attack option in the Maskar's Oblivion Overhaul.ini.
    The following setting can be found in the "Weapon and damage settings" section:
    set MOO.ini_damage_sneak to 0
    Note: you do not need to comment out all the "set Moo.ini_fPerkSneakAttackxxx etc. etc. settings.
  • Resolution Option 2 : Use MOO's sneak attack multipliers in the Maskar's Oblivion Overhaul.ini file and adjust to taste.
    set MOO.ini_fPerkSneakAttackMarksmanNoviceMult to 2
    set MOO.ini_fPerkSneakAttackMarksmanApprenticeMult to 3
    etc. etc.
  • Resolution Option 3 (for use in conjunction with OOO) : Use MOO's sneak attack multipliers in the Maskar's Oblivion Overhaul for compatibility.ini file and adjust to taste.
    set MOO.ini_mod_setting to sv_Construct "set MOO.ini_fPerkSneakAttackMarksmanNoviceMult to 2"
    SetStage MOO 30
    set MOO.ini_mod_setting to sv_Construct "set MOO.ini_fPerkSneakAttackMarksmanApprenticeMult to 3"
    SetStage MOO 30
    etc. etc.

OOO / FCOM

Issue: Changes to the Sneak Attack Multipliers made by OOO/FCOM are overwritten, and I want to use OOO/FCOM.

  • Resolution : Change SDR's sneak attack option in the SDR Tweaks.ini:
    SetNumericGameSetting iSDRsSAttackMultOpt 0

Reneer's Guard Overhaul

Issue: Guards automatically detect and follow player, even when player should be undetected.

  • Resolution : Install the RGO for SDR patch that is part of the SDR installation package.

Running Revised, with sprinting, fatigue, configurable

Issue: Conflicts's with SDR's system for handling running and fatigue

  • Resolution : Either do not use Running Revised, or disable SDR's system in SDR Tweaks.ini file:
    SetNumericGameSetting iSDRsMovementRevamped 0

Supreme Magicka

Issue: Conflicts with detect life shaders.

  • Cause : Supreme Magicka has its own system for detect life shaders.
  • Resolution : It's best to use either SDR's or Supreme Magicka's, but not both. Both mods allow you to disable their detect life shader options.
    To deactivate Supreme Magicka's shaders, look for the SupremeMagicka.ini file and use the following:
    set SMDetectLifeOn to 2.
    To deactivate SDR's shaders, look for the SDR Tweaks.ini file and use the following:
    SetNumericGameSetting iSDRsDetectLifeUseCustomShaders 0.
    Note: Do NOT set SMDetectLifeOn to 0, even if sounds like it will do the job. It will end up adding the original default Oblivion shader on to whatever else SDR has, creating multiple effects.

Issue: Conflicts with detect life effects.

  • Cause : Supreme Magicka has its own rules for detect life effects, which can negate the effectiveness of Invisibility and Chameleon spells. Although this doesn't technically break anything in SDR, it does conflict with the overall design of SDR's detection system.
  • Resolution : If you want to keep with SDR's intended design, look for the SupremeMagicka.ini file and use the following settings:
    set zzSMTokenScript.bAIDetectLife to 0
    set zzSMTokenScript.bVampireDetectLife to 0

Issue: Targets resist magic attacks if you are sneaking and undetected. (reported, unconfirmed)

  • Cause : Unknown.
  • Resolution : Unknown.

Incompatible Mods

The following mods are not compatible with SDR and should not be used in conjunction with it.

  • Amulet of Greed: Conflicts with many of SDRs features, most of which cannot be disabled in AoG and/or SDR.
  • Attack and Hide: Conflicting game setting changes
  • Deadlier sneaking: Game setting and other conflicts
  • More Realistic Sneaking BETA v17: Many many conflicts
  • More Realistic Sneaking with Throat Slitting: Many many conflicts
  • Phitt's sneak penalties: Many many conflicts
  • Proximity Based Sneak Penalties: Many many conflicts
  • Reneers NPC Sneak Mod: Conflicts with NPC's fading while sneaking feature
  • SM Combat Hide*: Breaks SDR's Detection Magic Features
  • Sneaky Summons*: broken when combined with SDR
  • Stealth Overhaul: Game setting and many other conflicts, alters Sneak skill
  • Stealth Overhaul Redux: Game setting and many other conflicts, alters Sneak skill

*note: a version of this mod is now built in to SDR with permission of the mod's creator.