I just watched a Dishonored clip where the player is detected so I could hear that sound.
I noticed that the cone of vision was a strict 45 degrees. It's 180 degrees in Master of Disguise, primarily because NPCs can turn their heads 180 degrees, but I think I'm going to narrow that angle a bit.
I also noticed that detection in Dishonored was about time spent in that cone of vision, which makes sense for a game where you're usually sneaking rather than trying to blend in. Still, I liked the fact that you knew what was going to happen if you stayed in that cone of vision. It's all chance in Master of Disguise.
I really want to implement detection symbols (they're lightning bolts in Dishonored) that appear around the detecting NPC's head, but I don't think that's possible with Skyrim or SkyUI.
I'd probably have to create three mostly transparent meshes and turn them into nonplayable pseudo-"helmets" that get dynamically added to nearby NPCs and which detecting NPCs equip, in sequential order, in an unused slot. I'd also have to reverse engineer EK_RingLimiter so that equipping these "helmets" would be nonintrusive (i.e., actually important things don't get unequipped.)
The best I could do is a series of custom shaders, in which case I'd replace the "chance to be detected" dice roll with something that involves colored grades of detection, but I know people hate when mods turn NPCs into different colors. An alternative to shading the whole NPC is to use colored Detect Life effects, which might work but they're a bit slow to fade in/out.
Edited by fireundubh, 21 August 2014 - 04:45 AM.