More Realistic Sneaking
From Oblivion Mod Wiki
| Author: | Polycrates |
| Version: | 1.9 |
| Last Updated: | April 18th, 2006 |
| Download(s): | TES Nexus |
[edit] Description
This mod makes the game's stealth system a little more complex and nuanced. You become more noticeable when moving quickly, and can hide better in the shadows after a few seconds of remaining motionless. Light is more of an enemy, as is noise. Trying to remain sneaky while running around in full platemail is a considerably more difficult proposition.
Secondly, it adds a special dagger that is capable of slitting the throats of the sleeping, killing them instantly. It has no effect on anyone who is awake. The dagger can be used separately from the rest of the mod.
[edit] Introduction
I've been bugged by how the higher level sneak perks take away the strategy from sneaking. Sneak running in full plate becomes no harder than hiding motionless in ninja gear. The first part of this mod managed to somewhat address this by adding sneak penalties to unsneaky equipment. This version adds a new layer of complexity to movement while sneaking.
Hiding motionless is now somewhat easier, sneak walking is probably much the same and sneak running is MUCH harder - even at high levels. In fact, the effect is probably most pronounced at high sneak levels, and at low levels sneaking may become slightly easier. In addition, it takes a little bit of time to effectively blend into the shadows - your sneak takes a few seconds to restore to normal after you stop moving.
What it does, section-by-section: (note that none of the mod will function in the starting sewers part of the game)
[edit] Sneaking Changes.esp
[edit] Changes to Sneaking
- Boosts the base sneaking bonus by 5, so a sneak value of 30 is essentially 35 (a game setting - it doesn't affect the actual skill value)
- Introduces a number of penalties to the character's sneak skill. ALL sneak skill penalties added by this mod are now removed upon exiting sneak mode and reapplied as appropriate on re-entering sneak mode. They are as follows:
- Static
- Wearing a heavy cuirass (10)
- Wearing a shield (5)
- Having a 1-handed weapon or bow unsheathed (3)
- Having a 2-Handed weapon unsheathed (6)
- Movement
- Applies NO movement penalties to those under sneak skill 10
- For everyone else, applies an approximate 25% sneak penalty when sneak running and upon entering sneak mode.
- Applies an approximate 10% sneak penalty for sneak walking or very slow movement while in sneak mode.
- Sneak running penalties are gradually restored every second upon becoming motionless at the following rates: (Novice: 6s, Apprentice 5s, Journeyman 4s, Expert 3s, Master 2s). Sneak walking penalties dissipate in half the time (rounded down).
- These penalties are ON TOP OF the normal sneak movement penalties (hence the boost to the base). The normal sneak running penalty game setting (treated as noise) is also increased to 1.6 from 1.3. This penalty is cancelled as normal at Expert sneak level.
- Static
[edit] Changes to Game Settings
- Doubles the weight multiplier for the effect of boots on detection (1.0 to 2.0)
- Reduces the base weight effect of boots on sneaking (14 to 10)
- Slightly increases the effect of sneak running on detection (1.3 to 1.6) - as mentioned above
- Increases the effect of noise on detection (1.6 to 2.4)
- Boosts the base sneak bonus (-25 to -30) - as mentioned above
- Decreases the outdoor sneaking penalty (2.0 to 1.75)
- Increases the effect of light on sneaking (1.4 to 1.8)
[edit] Sleepkill Dagger.esp
[edit] Description
When the player reaches apprentice (25) skill in both sneak and blade, they receive the Breathless Sleep dagger. This is a weightless, undroppable dagger that does NO damage to anyone who is awake. It will, however, kill the sleeping instantly. When the dagger is drawn, an exclamation mark will pop-up in the message area every ten seconds if the player is 'detected'.
[edit] Sneak Restore.esp
| Warning: READ BEFORE USING! |
[edit] Description
This esp is only for once-off, temporary use if you have encountered problems.
Recent versions of this mod have had no reported problems, but there is always the chance that issues will arise when mods interact with the game and each other. This esp will restore an incorrect sneak skill to its correct base value (which remains unchanged by the mod). You should first ensure that no other mods are causing these problems.
[edit] Use
Disable all other More Realistic Sneaking esp files and enable this one.
Enter the game (instructions will appear onscreen)
Remove all equipment (particularly equipment that may boost sneak such as Dark Brotherhood armour)
Equip the ring and choose "yes", then exit the menus.
The esp will dispel all spells currently in effect on you, cure all diseases, and then restore your sneak value to its correct base value.
Remove the ring, save, and exit the game immediately (the esp will pop up an annoying reminder every minute if you leave it active. You really shouldn't).
Deactivate this esp.
[edit] Known issues
[edit] Sneaking changes
- To minimise the chance of permanent damage to the player's sneak skill, sneak penalties from equipment are applied as the disease type magic effect. This will cause a visual jolting effect and a temporary icon to appear whenever a new penalty is applied. However, it will not cause you to appear infected to NPCs or add to your 'diseases contracted' total on the character sheet. If you use a Cure Disease potion or temple blessing, it will remove the penalties, but they will be instantly reapplied as soon as sneak mode is re-entered.
- When a spell or ability is added to the player, the message given will now only list the effect without the " added." appearing at the end.
- These penalties will appear in the current spell effects part of the magic sheet as nameless drain sneak diseases of magnitudes 0 (appears only for technical reasons), 3, 5, 6, and/or 10.
- Due to rounding necessities, the penalties applied for movement are only closely approximate (though consistent) percentages of your sneak skill. The theoretical and actual penalties may differ by a couple of points.
- An "incompatibility" may appear with this mod and Oscuro's Oblivion Overhaul. This only effects the text descriptions of the sneak perks and will NOT affect gameplay at all, so the two mods can safely be run together.
[edit] Sleepkill dagger
- There appears to be an issue with how the game handles scripted spells as 'on hit' enchantments. A sleeping character hit by the dagger may instantly equip all their armour, even if they are dead. It's merely an aesthetic issue, but it does look kinda bizarre.
- The game is unable to correctly calculate bounties from such attacks either. The 40gp assault bounty will accrue and be instantly removed.
- The 1000gp murder bounty is based on a player detection script, and will only apply if the player is detected. "Detected" does not just mean visible, but also being followed by a hostile (eg a guard when you have a bounty) or friendly character. To reduce the uncertainty, if you are "detected", an exclamation mark will flash in the message area every ten seconds when the dagger is drawn. This is an unfortunate limitation of the construction set.
[edit] Suggested Additions
There are some other excellent mods that change aspects of stealth, and which I highly recommend using with this mod:
Deadlier Sneaking
No Psychic Guards
Attack and Hide
Darker Nights And Burning Kvatch
