Where did I hear that???
Don't suppose there's any way to work out the compatibility issues? At the moment I'd keep wondering what else is broken. It's totally ok if there's no way of course, not like I can give up the awesomeness of SDR. 
Nothing equipped in that slot.GetInvObj 0 >> SL - Ruined Elven Shield 43011bc4 (TESObjectARMO@@)GetEquippedObject 16 >> C - Dwemer Shortsword (00035dd3)
Nothing equipped in that slot.GetInvObj 0 >> SL - Ruined Elven Shield 43011bc4 (TESObjectARMO@@)GetEquippedObject 16 >> C - Dwemer Shortsword (00035dd3)Doesn't always happen so I'm having difficulty tracking down where it's from, wondering if it's something from SDR.
Did some more digging and found a reference in OBSE's Commands_Inventory.cpp which matched the messages I had:static bool Cmd_GetInventoryItemType_Execute(COMMAND_ARGS){*result = 0;// easy out if we don't have an objectif(!thisObj) return true;UInt32 objIdx = 0;if(!ExtractArgs(paramInfo, arg1, opcodeOffsetPtr, thisObj, arg3, scriptObj, eventList, &objIdx)) return true;EnterCriticalSection(g_extraListMutex);TESForm * type = GetItemByIdx(thisObj, objIdx, NULL);if(type){ UInt32 id = type->refID; if (*g_bConsoleMode) Console_Print("GetInvObj %d >> %s %08x (%s)", objIdx, GetFullName(type), id, GetObjectClassName(type)); *((UInt32 *)result) = id;}else{ //Console_Print("couldn't get item");}LeaveCriticalSection(g_extraListMutex);return true;}
I just tried it, though, and nothing happened. I even tried iHeapAlgorithm with 3 and 5, and neither caused problems. 
Did some more digging and found a reference in OBSE's Commands_Inventory.cpp which matched the messages I had:static bool Cmd_GetInventoryItemType_Execute(COMMAND_ARGS){*result = 0;// easy out if we don't have an objectif(!thisObj) return true;UInt32 objIdx = 0;if(!ExtractArgs(paramInfo, arg1, opcodeOffsetPtr, thisObj, arg3, scriptObj, eventList, &objIdx)) return true;EnterCriticalSection(g_extraListMutex);TESForm * type = GetItemByIdx(thisObj, objIdx, NULL);if(type){ UInt32 id = type->refID; if (*g_bConsoleMode) Console_Print("GetInvObj %d >> %s %08x (%s)", objIdx, GetFullName(type), id, GetObjectClassName(type)); *((UInt32 *)result) = id;}else{ //Console_Print("couldn't get item");}LeaveCriticalSection(g_extraListMutex);return true;}
It doesn't seem to affect anything, was just bugging me where it came from and whether I could turn it off or not. I don't have any other mods that would need to check through inventory like that so it's odd.
, after experiencing Skyrim I get the feeling there has been an element or two of skill fade over the years. (Not to put you off trying it, it is really good but as usual quite a few bugs, keymapping and mouse control in particular needs some attention before its playable)