MOD介绍:
免责声明:
这是Borgut1337最新的Oldrim版Sneak Tools的直接端口。可以在此处找到原始mod的链接。
我对modding的经验是有限的,因此,如果遇到任何问题,我可能无法提供帮助,具体取决于问题的性质。
尽管如此,我已经测试了这个mod上的每个功能,以确保它们在SSE上正常工作,这一切似乎都运行正常。
由于在制作过程中缺少SKSE,因此这个mod的前一个端口在Rope Arrows和Concealing Mask功能方面存在一些问题,但这应该都是修复的,并且与最新的版本的Oldrim版本一样有效。 。
安装:
如果您使用的是Mod Organizer,如MO2或Vortex,只需像安装任何其他mod一样安装mod。
如果手动安装,请将mod的Data文件夹中的所有文件拖到游戏的Data文件夹中。
以下是mod的功能的原始描述:
此mod旨在通过添加新工具和游戏选项来改善隐形游戏玩法,让玩家在偷偷摸摸时获得更多控制权和更多事情,而不是只能慢慢走动并希望没有人能够发现你。
重要的是要注意这个mod是关于添加新选项,而不是关于已经调整
现有的游戏玩法。
喉咙纵切
每当你:
- 偷偷摸摸地
- 画一把匕首或单手剑
- 激活你站在后面的NPC,
你会试图切开NPC的喉咙而不是扒窃。如果
成功,这将导致保证杀人和动画
你切断了NPC的喉咙。如果喉咙裂缝不成功,那么
目标会像你攻击他一样反应,但你的攻击会
失败。
喉咙裂缝是否成功取决于球员和目标之间的水平差异,即球员的水平差异
潜行和一手技能,目标的潜行技能,无论是
目标是知道玩家,目标是否在战斗中,是否
目标是戴头盔,如果他是,那是什么类型的头盔。
如果您通过MCM菜单或对话框启用了菜单弹出窗口
Horstar(见下),首先会有一个确认菜单
它会问你是否想要割喉或扒手。
默认情况下,你不会选择切开必要的喉咙
NPC。可以通过MCM菜单或对话框更改此选项
Horstar也是如此,但必不可少的NPC上的喉咙裂缝将导致
死亡,因此可能会破坏需要NPC的任务
要活着
敲打无意识
每当你:
- 偷偷摸摸地
- 举起你的拳头或单手钉头锤
- 激活你站在后面的NPC或正在睡觉的NPC,
你会敲打NPC的无意识而不是扒窃。这将
导致玩家摆动拳头,如果这次攻击击中NPC,
他会失去意识。如果有人关心犯罪
针对受害人目击此行为,将其视为攻击。
无意识的身体不能像尸体一样被拖走
香草天际,但可以通过激活身体来推动它
每当你不偷偷摸摸。如果你在潜行时激活身体
您将能够访问受害者的库存。
每当有人没有直接目击犯罪,但确实看到了无意识
身体以后,他将进入“警戒”状态。在这种状态下,如果
他们看到你触摸了受害者
(要么试图移动身体或访问库存),它也将被视为攻击。
如果他们在这个警报状态下靠近你并且你随身携带
你的拳头或武器升起,他们也会意识到你是
犯罪并报告你袭击。
最后,如果你现在正在擅自进入,他们已经看到了无意识的身体,现在
看到你他们也会报告你的攻击(可能除了
擅)。
经过10分钟的实时,失去知觉的人会再次醒来。
如果您通过与Horstar对话启用菜单弹出窗口,则会出现
首先是确认菜单,询问您是否要敲门
出去或扒手。
杀死睡眠目标
每当你:
- 有任何类型的近战武器(拳头不计)和
- 激活正在睡觉的NPC,
无论您是否要执行默认设置,都将获得一个选项
行动(这是谈话或扒窃,取决于是否
你是不是偷偷摸摸)或者你是否想杀死目标。如果你
选择后者,你将迅速执行3次强力打击
在你正在寻找的方向继承。
如果你以某种方式设法激活这个NPC而不看他,这将导致
错过你的攻击并没有发生任何事情,但如果罢工连接
他们会杀死NPC(假设他不是必不可少的)。
如果您通过与Horstar的对话启用了菜单弹出窗口,则会有一个
确认菜单首先询问您是否希望割喉
或扒手。
默认情况下,您无法选择杀死必要的NPC。可以通过与Horstar的对话来更改此选项
同样,但如果你在必要的NPC上使用这一举动,它将导致
死亡,因此可能会破坏需要NPC的任务
要活着
身份隐藏面具
这个mod引入了身份隐藏的面具,灵感来自于灰色兜帽
遗忘中的夜间活动和红色死亡救赎中的头巾。
默认的Sneak Tools.esp文件包含一种名为“Dark”的掩码
Cowl'',可以在皮革部分的任何锻造中制作而且可以
从Horstar买来。
还有2个可选文件,将这种隐藏身份的功能添加到一些合适的香草Skyrim头饰中。
现在有关这些掩码如何工作的一些细节:
- 当你装备面具时,会发生以下两件事:
如果你没有注意到戴上面具,并且还没有被记住是因为之前被检测到面具的佩戴者,
你在天际所有的句子中的当前赏金将被记住
mod内部,然后将被''Mask Bounty''取代,
默认情况下从0开始。
如果你注意到将面具放在或仍然记得以前被检测到,那么
天际人会知道这是你。天际的人只会注意到你
如果他们在战斗中戴上面具(这将使他们更加警觉
如果你偷偷摸摸(他们会认为你)
表现得很可疑并且密切注意)或者如果你现在正在
擅。在这种情况下,你将被记住是这个人
戴着面具。
除此之外,你的“面具赏金”将被添加到你的“真实赏金”中,因为天际的人现在知道了
谁犯下了早先的罪行。
- 当你取消面具时,又会发生两件事情:
如果您没有注意到关闭面罩,并且还没有记住是因为之前检测到面罩的佩戴者,
你目前在天际所有人手中的“面具赏金”将是
在内部被mod记住,然后被你的
''Real Bounty''再次被你最初记得的mod记住了
装备了面具。
如果你注意到关闭面具(这也是在相同的条件下发生的
被检测到的装备),并且已经被记住为佩戴者
如果先前检测到面具,则会添加“面具赏金”
到你的''真实赏金'',因为天际的人现在知道谁
承诺那些早先的罪行。
- 检测装备或不装备面具不仅发生在你的瞬间
(联合国)装备你的面具,但在此之后可能会持续几秒钟
同样。这是为了确保玩家必须找到真正安全的
现场并保持安全一段时间,并确保如果玩家
躲在房子的一角后面,把他的面具拿走了
一秒钟后跟在拐角处的守卫将能够
意识到这是你一直以来。
- 如果你的面具在游戏时间内保持24小时(或者如果你曾经被发现,那么在游戏时间为48小时)
被人们记住是面具佩戴者,你的'面具赏金'会
重置,因为在这段时间之后很可能会这样
其他,无罪的天际公民已经适应了最新的时尚
戴口罩。你的''真实赏金'仍然永远不会重置
以某种方式还清他们。
- 如果你戴口罩,天际的公民会怀疑你。大多数人(例外是守卫,黑暗
兄弟会和盗贼公会成员,随从和家庭车队)将
当你戴着面具时拒绝跟你说话。
此外,同样的人(包括这个时间守卫)会倾向于更多地看着你
经常戴着面具并且距离较远。如果你得到了
用你的武器拉近或偷偷靠近他们,他们会得到
更加可疑,甚至会一直看着你
如果有必要到达目的地,请向后走。
当版本为0.60时,这些效果是由魔法产生的。这,这个
意味着你可以驱散隐藏你身份的物品
把魔法放在任何你喜欢的物品上。
可扑灭和(再)轻火
使用这种模式,几乎所有围绕着Skyrim的基于火的光源都将获得一个
游戏的新水平。玩家现在有可能熄灭。
任何点燃的火和通过使用霜冻点燃的任何熄灭的火
和火法术,以及新引入的消防和水箭(见
(见下文)。
在这个模组的当前版本中,所有的篝火、蜡烛和挂在墙上的圣火都是支持的。
如果安装了mod claralux,来自
Claralux.esm(注:只支持2A版本的Claralux.esm),
因为据我所知,在以后的版本中存在稳定性问题。
将自动识别。大多数人所放的火
其他mods也应自动识别,除非它们
介绍实际的新型号或新的光发射器。
目前只有巨人篝火是个例外,因为对我来说这似乎是不现实的。
这些大火可以像小火一样容易扑灭。
已从其香草状态改变的火(因此点燃的火
已被扑灭或已被点燃的未点燃的火)
24小时后自动恢复到香草状态。
游戏中的时间,如果玩家不在同一地点在同一时间。
如果您遇到任何基于火的光源(点燃或未点燃),则不会。
工作如预期,请报告,并提供下列资料:
-你所在的地方的名字
-最好是你试图熄灭或发光的物体的截图
-对不起作用的东西的描述(模型没有被替换吗?)
没有灯光/灯光的版本?或者模型更改正确,但是否正确?
仍然发出光/没有光?)
-如果你有MODS在Skyrim周围放置光源(比如Claralux),请列出它们。
如果在某一时刻,您决定停止使用此模式,但仍然希望
类似于这个特性,我可以推荐Wood字节的动态激发
可提供Mod这里.
火箭
这个模式引入了火箭,它可以在“铁”类的任何锻造中制造。
它们可以分5、10、15或50批制作。它们也可以在霍斯塔尔的商店里买到。
火箭是由一种黑色的木头制成的,在撞击时不会造成伤害。
它本身,但当发射时用弓点燃。它们可以用来设置
着火的敌人(造成少量的火灾伤害或点燃)
光源(见上面的特性)。
如果安装了道恩护卫,可以将5支火箭的批次转换成5根火栓的批次
在任何伪造的地方。火栓的工作方式和火箭完全一样
做吧,除非它们是可以用十字弓发射的螺栓。
水箭
这个模式引入了水箭,它可以在“铁”类的任何锻造中制造。
它们可以分5、10、15或50批制作。它们也可以在霍斯塔尔的商店里买到。
水箭头可以用来熄灭光源(见上面的特性),但没有其他特殊用途。
如果安装了Dawn卫兵,可以将5支水箭分批转换成
在任何一家锻造厂,每批5根水螺栓。水螺栓的工作原理正是
和水箭一样,除了它们是螺栓
用弩射击。
发声箭
这个模式引入了噪音制造者箭头,它可以在“Dwemer”类别中的任何锻造中被制造。
它们可以分5、10、15或50批制作。它们也可以在霍斯塔尔的商店里买到。
噪音产生箭产生一个小的,无害的,但响亮的爆炸冲击,吸引附近的NPC的注意。
如果安装了Dawn卫兵,则可以转换成批的5个噪声发生器箭头。
在任何一家锻造厂分批生产5种噪音源螺栓。隔音螺栓工作
就像噪音制造者箭头所做的一样,除了它们
是可以用弩发射的螺栓。
油箭
这一模式引入了油箭,它可以在“铁”类别的任何锻造。
它们可以分5、10、15或50批制作。它们也可以在霍斯塔尔的商店里买到。
油箭在撞击时会掉下一团油,然后就可以放在上面。
例如,使用火箭或任何基于火的法术。被解雇时
在npc和生物上,他们会用油覆盖他们,使他们
暂时很容易受到火灾伤害。
如果安装了“道恩护卫”,可以将成批的5支“油箭”转换成5支“分批”
任何锻造用的油螺栓。石油螺栓的工作方式和石油完全一样
箭头可以,除了它们是可以发射的螺栓。
十字弓。
绳箭
这个模式引入了绳索箭,它可以在“铁”类的任何锻造中制造。
它们可以分5、10、15或50批制作。它们也可以在霍斯塔尔的商店里买到。
当他们撞到任何表面时,如果有足够多的话,他们就会掉落一根绳子。
太空。玩家可以激活这些绳子来攀爬它们。
绳子不会立即下垂,但可能需要一秒钟。这,这个
是因为Skyrim的脚本系统很慢而且脚本
需要一些复杂的计算才能检测到周围的
碰撞。大多数碰撞检测是在绳索
创建,然后保存这些数据,这意味着绳索需要一个
有一点时间摔倒,但当你真的爬上它们的时候
一切都会顺利的。
如果你把你的绳箭射向一个根本没有空间让绳子适当下垂的地方,
什么都不会发生,箭也会被浪费掉。
攀岩绳就是这样工作的:
-当你第一次启动绳子的时候,你就会被放进“攀岩”中
模式“。这意味着首先你是被迫成为第一人称的。
攀岩时的视角(由于缺乏适当的攀岩动画)
这是我唯一能让它看起来像样的方法),并且会自动地
任何武器。您的一些控件(主要是与战斗相关的)
控件和切换回第三人称模式的能力是
残疾。
这也可以在半空中完成(例如,从一条绳子跳到另一条绳子),通常是你的角色。
将设法迅速抓住绳子,然后保持
吊在你抓住绳子的高度,让你
从那里继续向上或向下爬。
-每当你激活同一根绳子,或附近另一根相邻的绳子时,你就会爬上去,或者
往下看取决于你看的地方,然后距离就会上升。
也取决于你往上看多远或往下看有多远。
为了防止地形的夹紧,你有时会在意想不到的情况下攀爬。
当你已经爬到绳子的顶端时,如果你想爬上去的话,或者
如果你想爬下去,如果你已经在绳子的底部,但是
一般来说,它的工作方式与预期的一样。
-无论何时你移动或跳跃,你都会自动离开攀岩模式。这意味着你重获所有
控件,除非您激活相同的控件或
附近的绳子又变了。
这让你更容易
爬到绳子的顶端后,跳到悬崖顶上。
绳索将自动清理后,2个完整的游戏天.如果那样的话
当绳子在玩家面前的时候,他们还不会。
清理干净,游戏将尝试每两天清理一次。
再来一次。
如果安装了道恩护卫,则在任何锻造时,5根绳箭的批次都可以转换成5根绳螺栓的批次。钢丝绳螺栓
和绳索箭完全一样,除了它们是
可以用十字弓发射的螺栓。
新店
一位名叫霍斯塔尔的北方男子在下水道的某个地方开了一家新店。
天边的。作为一个阴暗面的人,他不想透露他的
位置,只允许你通过较小的力量进入他的商店
名为“影子的庇护所”,你将自动学习如何在它上施放
安装Mod。
如果你在霍斯塔尔的店,当你投下较小的力量,它将传送你到你以前的位置。如果你
不在他的店里,它会把你传送到他的商店。
他卖一些适合小偷和歹徒使用的普通物品(单手武器),
弓,箭头,锁具),但也是所有新的项目从这一模式。
通过对话,他还允许你定制模块的某些方面。
通过和他谈论“贸易的诡计”,他会解释一些
这个模组增加了新的动作,并以更友好的方式询问你。
是否要查看菜单弹出以确认是否要切割
喉咙/敲昏,或你是否想这样做
没有菜单弹出。
同样地,通过和他谈论‘杀人’并回答他下面的问题,你就可以
是否有可能通过
割喉/睡眠致死。
从1.0版开始,还可以在MCM菜单中为安装了SkyUI的用户配置这些选项。
可选文件
-滑动工具Vanilla Hoods.esp:此文件将身份隐藏掩码属性添加到以下香草Skyrim头饰中:
-Nightingale Hood(所有3个水平版本)
-裹尸布(不是无面具版)
-古裹尸布
-已磨损的披肩
-滑动工具Vanilla Masks.esp:此文件将身份隐藏掩码属性添加到以下香草Skyrim头饰:
-Hevnoraak
-科纳里克
-坏死
-莫罗基
-Nahkriin
-Otar
-拉赫戈
-Vokun
-沃尔松
-木制面具
下载中还包括了一个简短的指南,供其他的调制解调器使用。
可以为他们的装甲摩托增加一个补丁
身份-将功能隐藏到他们新修改的面具上。
如果不希望这些掩码具有身份隐藏属性,请在安装后按加载顺序禁用相应的.esp。
配置
如果安装了SkyUI3.0或更高版本,将有一个MCM菜单允许
您可以在用户友好的游戏菜单中自定义下列功能:
-启用或禁用菜单弹出,以防止喉咙裂开和敲昏。
-允许或不允许必要的NPC被割喉和睡眠杀死
-完全启用或禁用咽喉切割功能
-完全启用或禁用敲门无意识功能
-完全启用或禁用睡眠杀死功能
-完全启用或禁用本Mod新推出的项目的制作
-启用或禁用整个Mod
-将运动员的跳跃高度重置为跳跃高度的值
当Mod第一次安装的时候。在罕见的情况下,绳箭会
永久的三倍你的跳跃高度。如果你受到这个虫子的影响,
在菜单中使用此选项可以重置跳高。
卸载:
如果您用MO2或Vortex之类的MOD管理器安装了此MOD,只需使用相同的MOD管理器卸载它。
如果手动安装,只需从数据文件夹中删除文件即可。
贷项:
博尔古特1337:原版作者。
兰吉斯顿: 他关于mod移植的指南,我以前也是这么做的。
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Disclaimer:
This is a straight port from the latest Oldrim version of Sneak Tools, by Borgut1337. A link to the original mod can be found here.
My experience with modding is limited and as such, if you run into any issues, I might not be able to help, depending on the nature of the issue.
With that said though, I have tested every feature on this mod to ensure that they work properly on SSE and it all seems to work fine.
The previous port of this mod had certain issues with Rope Arrows and the Concealing Mask features due to lack of SKSE at the time of its making, but that should all be fixed and working as well as it does on the latest Oldrim version of the mod.
Installation:
If you're using a Mod Organizer such as MO2 or Vortex, simply install the mod as you would any other mod with it.
If installing manually, drag all the files inside the Data folder of the mod into the Data folder of the game.
What follows is the original description of the mod's features:
This mod aims to improve stealth gameplay by adding new tools and gameplay options to give the player more control and more things to do when sneaking, instead of only being able to slowly walk around and hope no one detects you.
It is important to notice that this mod is about ADDING new options, NOT about tweaking the already
existing gameplay.
Throat Slitting
Whenever you:
- are sneaking and
- have a dagger or one-handed sword drawn and
- activate an NPC you are standing behind,
You will attempt to slit the NPC's throat instead of pickpocketing. If
successful, this will result in a guaranteed kill and an animation of
you slitting the NPC's throat. If the throat slit is not successful, the
target will react just as if you had attacked him, but your attack will
fail.
Whether a throat slit is successful or not depends on the difference in level between the player and the target, the player’s
Sneak and One Handed Skills, the target’s Sneak Skill, whether the
target is aware of the player, whether the target is in combat, whether
the target is wearing any helm and if he is, what type of helm that is.
If you enabled the menu pop-ups through the MCM menu or dialogue with
Horstar (see further down), there will be a confirmation menu first
which asks you whether you wish to slit throat or pickpocket.
By default, you will not get the option to slit the throat of an essential
NPC. This option can be changed through the MCM menu or dialogue with
Horstar as well, but throat slits on essential NPCs WILL result in
deaths and therefore might possibly break quests which require the NPC
to be alive.
Knocking unconscious
Whenever you:
- are sneaking and
- have your fists or a one-handed mace raised and
- activate an NPC you are standing behind or an NPC that is sleeping,
You will knock the NPC unconscious instead of pickpocketing. This will
result in the player swinging his fist, and if this attack hits the NPC,
he will drop down unconscious. If anyone that cares about crimes
against the victim witnesses this act, it will be treated as an assault.
The unconscious body can not be dragged around like dead bodies can in
vanilla Skyrim, but it can be pushed around by activating the body
whenever you are not sneaking. If you activate the body whilst sneaking
you will be able to access the victim's inventory.
Whenever someone did not witness the crime directly, but does see the unconscious
body later, he will enter an ''alert'' state. While in this state, if
they see you touching the victim
(either trying to move the body or accessing the inventory), it will also be treated as an assault.
If they get near you while in this alerted state and you walk around with
your fists or weapons raised, they will also realize that you are the
criminal and report you for assaulting.
Lastly, if you are currently trespassing and they have seen the unconscious body and now
see you they will also report you for assault (probably in addition to
trespassing).
After 10 minutes of real time, an unconscious person will wake up again.
If you enabled the menu pop-ups through dialogue with Horstar, there will
be a confirmation menu first which asks you whether you wish to knock
out or pickpocket.
Killing Sleeping Targets
Whenever you:
- have any kind of melee weapon drawn (fists do not count) and
- activate an NPC that is sleeping,
You will be given an option whether you would like to perform the default
action (which is either talking or pickpocketing, depending on whether
you are sneaking or not) or whether you want to kill the target. If you
choose for the latter, you will execute 3 powerful strikes in rapid
succession in the direction you are looking.
If you somehow managed to activate this NPC without looking at him, this will result in
missing your attacks and nothing happening, but if the strikes connect
they will kill the NPC (assuming he is not essential).
If you enabled the menu pop-ups through dialogue with Horstar, there will be a
confirmation menu first which asks you whether you wish to slit throat
or pickpocket.
By default, you will not get the option to kill an essential NPC. This option can be changed through dialogue with Horstar
as well, but if you use this move on essential NPCs it WILL result in
deaths and therefore might possibly break quests which require the NPC
to be alive.
Identity-Concealing Masks
This mod introduces identity-concealing masks, inspired by the Gray Cowl of
Nocturnal in Oblivion and the Bandanas in Red Dead Redemption.
The default Sneak Tools.esp file contains one type of mask, named ''Dark
Cowl'', which can be crafted at any forge in the Leather section and can
be bought from Horstar.
There are also 2 optional files which add this identity-concealing functionality to some appropriate vanilla Skyrim headwear.
Now some details about how these masks work:
- When you equip a mask, 2 things can happen:
If you are not noticed putting the mask on, and are not already remembered as being the wearer of the mask from being detected earlier,
your current bounties in all of Skyrim's holds will be remembered by the
mod internally and will then be replaced by a ''Mask Bounty'', which
starts at 0 by default.
If you are noticed putting the mask on or still remembered from being detected earlier, the
people of Skyrim will know it is you. Skyrim's people will only notice you
putting the mask on if they are in combat (it will make them more alert
to their surroundings), if you are sneaking (they will think that you
are acting suspiciously and keep an eye out) or if you are currently
trespassing. In this case, you will be rememberd as being the person
wearing the mask.
In addition to this, your ''Mask Bounty'' will be added onto your ''Real Bounty'', because the people of Skyrim now know
who commited those earlier crimes.
- When you unequip a mask, again 2 things can happen:
If you are not noticed taking the mask off, and are not already remembered as being the wearer of the mask from being detected earlier,
your current ''Mask Bounties'' in all of Skyrim's holds will be
remembered by the mod internally and will then be replaced by your
''Real Bounty'' again which was remembered by the mod when you initially
equipped the mask.
If you are noticed taking the mask off (which again happens under the same conditions as
getting detected equipping), and are already remembered as being the wearer of
the mask from being detected earlier, your ''Mask Bounty'' will be added
onto your ''Real Bounty'', because the people of Skyrim now know who
commited those earlier crimes.
- Detection of equipping or unequipping masks does not only happen at the very instant that you
(un)equip your mask, but remains possible for a few seconds after that
as well. This is to make sure that the player has to find a really safe
spot and remain safe for a while, and to make sure that if the player
takes his mask off right after hiding behind a corner of a house, the
guards that follow around the corner a second later will be able to
realise it was you all along.
- If you keep your mask unequipped for 24 in-game hours (or 48 in-game hours if you were ever detected and
are remembered as being the mask-wearer), your ''Mask Bounty'' will
reset, because after this time it might very well be possible that
other, non-guilty citizen of Skyrim have adapted to the latest fashion
of wearing masks. Your ''Real Bounty'' will still never reset until you
somehow pay them off.
- Skyrim's citizen will treat you with suspicion if you wear a mask. Most people (exceptions are guards, Dark
Brotherhood and Thieves Guild members, followers and Housecarls) will
refuse to talk to you when you're wearing a mask.
Additionally, the same people (this time guards included) will tend to look at you more
often when wearing a mask and from greater distances. If you get very
close to them with your weapon drawn or whilst sneaking, they will get
even more suspicious and will keep looking at you all the time, even
walking backwards if that is necessary to reach their destination.
As of version 0.60, these effects are produced by an enchantment. This
means that you can Disenchant items which conceal your identity and
place the enchantment yourself on any item you like.
Extinguishable And (Re)lightable Fires
With this mod, almost all fire-based light sources around Skyrim will gain a
new level of gameplay. It is now possible for the player to extinguish
any lit fire and to light any extinguished fire through the use of Frost
and Fire spells, and newly introduced Fire and Water arrows (see
below).
In version the current version of this mod, all campfires, candles and wall-mounted torches from vanilla Skyrim are supported, and
if the mod Claralux is installed, all fire-based light sources from
Claralux.esm (NOTE: only Claralux.esm from version 2A is supported,
since as far as I know there are stability issues with later versions of
the mod) will automatically be recognised as well. Fires placed by most
other mods should also automatically be recognised, unless they
introduce actual new models or new Light emitters.
Currently only the Giant campfires are an exception, because it seems unrealistic to me
that these huge fires can be extinguished as easily as smaller fires.
Fires which have been changed from their vanilla state (so lit fires which
have been extinguished or unlit fires which have been lit) will
automatically revert back to their vanilla state after 24 hours of
in-game time if the Player is not in the same location at that time.
If you run into any fire-based light-source (lit or unlit) which does not
work as expected, please report it giving the following information:
- The name of the place where you are
- Preferably a screenshot of the object you are trying to extinguish or light
- A description of what doesn't work (does the model not get replaced
with an unlit/lit version? Or is the model changed correctly but does it
still emit light/no light?)
- If you have mods which place light sources around Skyrim (like Claralux), please list them.
If at some point you decide to stop using this mod but still want a
similar feature to this one, I can recommend woodbyte's Dynamic Fires
mod available here.
Fire Arrows
This mod introduces Fire Arrows, which can be crafted at any forge in the ''Iron'' category.
They can be crafted in batches of 5, 10, 15 or 50. They can also be bought in Horstar's shop.
Fire Arrows are made of a dark wood which deals no damage upon impact by
itself, but ignites when fired using a bow. They can be used to set
enemies on fire (dealing a small amount of Fire damage or to ignite
light sources (see the feature above).
If Dawnguard is installed, batches of 5 Fire Arrows can be converted into batches of 5 Fire Bolts
at any forge. Fire Bolts work in exactly the same way that Fire Arrows
do, except for that they are bolts which can be fired from crossbows.
Water Arrows
This mod introduces Water Arrows, which can be crafted at any forge in the ''Iron'' category.
They can be crafted in batches of 5, 10, 15 or 50. They can also be bought in Horstar's shop.
Water arrows can be used to extinguish light sources (see the feature above), but have no other special uses.
If Dawnguard is installed, batches of 5 Water Arrows can be converted into
batches of 5 Water Bolts at any forge. Water Bolts work in exactly the
same way that Water Arrows do, except for that they are bolts which can
be fired from crossbows.
Noisemaker Arrows
This mod introduces Noisemaker Arrows, which can be crafted at any forge in the ''Dwemer'' category.
They can be crafted in batches of 5, 10, 15 or 50. They can also be bought in Horstar's shop.
Noisemaker arrows produce a small, harmless but loud explosion upon impact, attracting attention of nearby NPCs.
If Dawnguard is installed, batches of 5 Noisemaker Arrows can be converted
into batches of 5 Noisemaker Bolts at any forge. Noisemaker Bolts work
in exactly the same way that Noisemaker Arrows do, except for that they
are bolts which can be fired from crossbows.
Oil Arrows
This mod introduces Oil Arrows, which can be crafted at any forge in the ''Iron'' category.
They can be crafted in batches of 5, 10, 15 or 50. They can also be bought in Horstar's shop.
Oil arrows will drop a pool of oil upon impact, which can then be set on
fire using for example Fire Arrows or any fire-based spell. When fired
on NPCs and creatures, they will cover them in oil, making them
temporarily very susceptible to fire damage.
If Dawnguard is installed, batches of 5 Oil Arrows can be converted into batches of 5
Oil Bolts at any forge. Oil Bolts work in exactly the same way that Oil
Arrows do, except for that they are bolts which can be fired from
crossbows.
Rope Arrows
This mod introduces Rope Arrows, which can be crafted at any forge in the ''Iron'' category.
They can be crafted in batches of 5, 10, 15 or 50. They can also be bought in Horstar's shop.
When they hit any surface, they will drop down a rope if there is enough
. These ropes can be activated by the player to climb them.
The ropes do not drop down immediately but it can take up to a second. This
is because skyrim's scripting system is quite slow and the scripts do
require some complex calculations in order to detect all the surrounding
collision. Most of the collision detection is done when the ropes are
created and then this data is saved, which means that the ropes require a
little bit of time to fall down, but when you actually climb them
everything will go smoothly.
If you shoot your rope arrow into a location where there's no at all for a rope to properly drop down,
nothing will happen and the arrow will be wasted.
This is how climbing ropes works:
- The first time you activate a rope, you will be put in ''climbing
mode''. This means first of all that you are forced into first person
perspective whilst climbing (due to a lack of proper climbing animations
this is the only way I can make it look decent) and will automatically
sheathe any weapons. Some of your controls (mostly combat related
controls and the ability to switch back to third person mode) are
disabled.
This can also be done while in mid-air (for example when jumping from one rope to another rope), and generally your character
will manage to grab hold of the rope quickly and will then remain
hanging at the height where you grabbed the rope, allowing you to
continue climbing up or down from there.
- Any time you activate the same rope, or a different adjacent rope nearby, you will climb up or
down a bit depending on where you look at, and the distance climbed
also depends on how far up or how far down you look.
To prevent clipping with terrain, you will sometimes climb in an unexpected
direction if you try to climb up when already at the top of a rope, or
if you try to climb down if you already are at the bottom of a rope, but
generally it works as expected.
- Whenever you move or jump, you will automatically leave climbing mode. This means that you regain all
of your controls, and will drop down unless you activate the same or a
different nearby rope again.
- Whilst climbing a rope, your jump height is temporarily greatly increased. This allows you to more easily
jump on top of a ledge after climbing to the top of a rope.
Ropes will automatically be cleaned up after 2 full in-game days. If at that
moment the ropes are in sight of the player, they will not yet be
cleaned up and the game will attempt to clean them up every 2 days
again.
If Dawnguard is installed, batches of 5 Rope Arrows can be converted into batches of 5 Rope Bolts at any forge. Rope Bolts work in
exactly the same way that Rope Arrows do, except for that they are
bolts which can be fired from crossbows.
New Shop
A Nord man named Horstar has opened a new shop somewhere within the sewers
of Skyrim. Being a shady person, he does not want to reveal his
location and only allows you to enter his shop through a Lesser Power
named Shadow's Refuge, which you will automatically learn to cast upon
installing the mod.
If you are in Horstar's shop when you cast the lesser power, it will teleport you to your previous location. If you
are not in his shop, it will teleport you to his shop.
He sells some general goods fit for thieves and assasins (one handed weapons,
bows, arrows, lockpicks) but also all new items from this mod.
Through dialogue, he also allows you to customise certain aspects of the mod.
By talking to him about ''Tricks of the Trade'' he'll explain some of
the new moves added by this mod and ask you in alore-friendly way
whether you want to see menu pop-ups to confirm whether you wish to slit
throats/knock unconscious, or whether you want to be able to do so
without menu pop-ups.
Similarly, by talking to him about ''Killing'' and answering his following question you'll be able to set
whether it's possible to kill essential NPCs through
throatslitting/sleep kills.
As of version 1.0, these options can also be configured in the MCM menu for users who have installed SkyUI.
Optional Files
- Sneak Tools Vanilla Hoods.esp: this file adds the identity-concealing mask property to the following vanilla Skyrim headwear:
- Nightingale Hood (all 3 levelled versions)
- Shrouded Cowl (NOT the maskless version)
- Ancient Shrouded Cowl
- Worn Shrouded Cowl
- Sneak Tools Vanilla Masks.esp: this file adds the identity-concealing mask property to the following vanilla Skyrim headwear:
- Hevnoraak
- Konahrik
- Krosis
- Morokei
- Nahkriin
- Otar
- Rahgot
- Vokun
- Volsung
- Wooden Mask
Also included in the download is a short guide for other modders how they
can make a patch for their armor mods to add the same
identity-concealing functionality to their newly modded masks.
If you do not want these masks to have the Identity-concealing property, disable the corresponding .esp in your load order after installation.
Configuration
If SkyUI 3.0 or higher is installed, there will be an MCM menu allowing
you to customize the following features in a user-friendly in-game menu:
- Enable or disable menu pop-ups for throat slits and knocking unconscious
- Allow or disallow essential NPCs to be killed by throat slits and sleep kills
- Enable or disable the throat slitting feature altogether
- Enable or disable the knocking unconscious feature altogether
- Enable or disable the sleep killing feature altogether
- Enable or disable the crafting of items newly introduced by this mod altogether
- Enable or disable the entire mod
- Reset the player’s jumping height to the value of the jumping height
when the mod was first installed. In rare cases, rope arrows will
permanently triple your jumping height. If you are affected by this bug,
use this option in the menu to reset the jumping height.
Uninstallation:
If you installed this mod with a Mod Organizer such as MO2 or Vortex, simply uninstall it with the same Mod Organizer.
If you installed it manually, simply remove the files from your Data folder.
Credits:
Borgut1337: Original Mod author.
Langeston: For his guide on mod porting, which I used to port this.
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