[BETA] Sneak Tools

Post » Wed Jun 27, 2012 1:42 am

Sneak Tools mod for The Elder Scrolls V: Skyrim
Download Link: http://skyrim.nexusmods.com/mods/19447
Forum Thread: http://www.gamesas.com/topic/1365057-wipz-sneak-tools/

Version 0.1 BETA
26 June 2012
Borgut1337

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Requirements
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- A working version of The Elder Scrolls V: Skyrim (latest official patch)

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Recommended
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- Sneak Tweak by deadfables, for more realistic detection and AI:
http://skyrim.nexusmods.com/mods/16449
- Also, check out my other 2 mods for improved combat gameplay, Deadly Combat
and Dual Wield parrying:
http://skyrim.nexusmods.com/mods/5485
http://skyrim.nexusmods.com/mods/9247

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Mod Description
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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 noone detects you.

It is important to notice that first of all this mod is about ADDING new options,
NOT about tweaking the already existing gameplay, although I might get to that later
too when I feel like I have all the basic options I want to have in my gameplay.

Not everything that I have planned so far is in this first beta release. Currently
available features are:

THROAT SLITTING WITH DAGGERS
Whenever you:
- are sneaking and
- have a dagger drawn and
- activate an NPC you are standing behind

you will be given an option whether you would like to pickpocket (as is the default
activation in vanilla Skyrim) or slit the NPC's throat. The second option will result
in a guarantueed kill and an animation of you slitting the NPC's throat.

KNOCKING UNCONSCIOUS WITH FISTS
Whenever you:
- are sneaking and
- have your fists raised (so no weapon equipped) and
- activate an NPC you are standing behind or an NPC that is sleeping

you will be given an option whether you would like to pickpocket (as is the default
activation in vanilla Skyrim) or knock the NPC unconscious. The second option 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 realise 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.

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).

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Future Plans
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As was mentioned before, this mod is in beta and it is not finished. This means that there
are definitely plans to both add features and improve the already existing features. Plans I
am currently working on are:

MASKS HIDING YOUR IDENTITY
Certain masks will hide your identity allowing you to commit crimes without people knowing it
was you. My plan is to add a mask somewhere with this property in a way that will guarantuee
compatability, and an optional plugin which will add this ability to appropriate vanilla Skyrim
masks (like those from Thieves Guild/Dark Brotherhood), and provide a simple set of instructions
on how other modders can make a small patch to give their newly modded headwear the same properties.

These masks are inspired by how the Gray Cowl of Nocturnal worked in TES IV: Oblivion. Details:
- When equipping a mask, your current bounty will be saved and remember internally and then set to 0.
- When unequipping the mask, your bounty will be set to whatever it was before equipping.
- If you are detected when either equipping or unequipping the mask, and your ''mask identity'' had
a bounty, this bounty will be transferred to your real identity.

In addition to that basic functionality, extra things I might consider later on are:
- Guards keeping an extra eye out on you if they see you walking around with such a mask.
- Wearing a mask will become a crime in Holds where extremely large bounties have been accumulated
by mask-wearers already.
- Guards might check your inventory for masks in Holds where extremely large bounties have been
accumulated by mask-wearers already.

NON-GUARANTUEED THROAT SLITS AND KNOCKOUTS
On one hand, I do want throat slits and knockouts to be reliable to some extent. They must be a choice
you make as a player, and if you make the choice to use one of these tools at an appropriate time, you
should be able to rely on them to some extent.

On the other hand, if you try to slit the throat of a fully, heavily-armored knight, or try to knock
someone unconscious by striking his Daedric Helmet with your bare fists, it would be realistic if this
was not always succesful.

I will have to see how I am going to balance the reliability I want on one hand but realism on the other
hand, and I will probably look at:
- Heavy helmets reducing chance of succesful throat slits and knockouts.
- Heavy gauntlets (worn by player) increasing chance of succesful knockouts.
- Alternative choking or neck-breaking killing move using fists instead of daggers, which would be unaffected
by armor but not be guarantueed kill against lightly armored opponents like throat-slitting is.
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Joey Avelar
 
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Post » Wed Jun 27, 2012 12:56 am

I'll be honest, I don't care much for the two other things, but daggers always giving killcam? SIGN ME UP.
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Nick Tyler
 
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Post » Wed Jun 27, 2012 4:09 am

Hi Borgut,

Small question: uppon getting close enough to a NPC and provided the other conditions are met, how would you give us the options? (pickpocket, knockdown etc) Would you freeze the game and open a menu with clickable options? Or would it be possible to, say, configure 2-3 special keys and pressing those would trigger one of the options automatically? (like, when behind an NPC and with fist up, press 'x' to perform knockdown and 'e' to pickpocket. I would much prefer the later alternative but I understand it may be more complicated and for sure would require SKSE
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CxvIII
 
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Post » Wed Jun 27, 2012 12:34 am

Love these ideas, hope you pull it off.
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Eilidh Brian
 
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Post » Wed Jun 27, 2012 8:16 am

I remember you talking about this... I absolutely endorse this idea. It would seem more fluid to not have menus every time I come up behind somebody as it would ruin the immersion, but the aim of the mod still adds immersion in itself. Overall it sounds very neat.
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jadie kell
 
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Post » Wed Jun 27, 2012 5:18 am

Perhaps (if there's anyway to do it...) you 'hold' down the button to perform a stealth kill, and just tap the button to perform a 'knockout'
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Benji
 
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Post » Wed Jun 27, 2012 1:59 am

All good things come from Holland! :P

Very nice!
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kelly thomson
 
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Post » Wed Jun 27, 2012 6:25 am

The menu isn't a very elegant solution for knockdowns/killmoves, if you ask me. The people who would use this mod often go through a whole dungeon by sneak-killing their enemies, and with that way of playing, a menu for every kill or knockdown gets tiresome really fast.

Also, I don't understand why you need this menu in the first place for daggers. Why don't you just increase the backstabbing bonus for daggers so that they always kill?
Not that I'd prefer that option really - I think what you're trying to do here is very unbalancing, and not necessarily realistic. If you aren't skilled with your dagger or if you have a blunt dagger, it's very likely that you won't kill someone, even if you're undetected. You might still cause sufficient damage to give you a big advantage in the following combat. I think this basic idea isn't bad game design - the execution (pun?) of it is a different matter though. I think daggers could be slightly more and all other weapons slightly less powerful for backstabs - with my rogue, I started out using daggers for sneak-kills, but in the end I just used my longswords, because it had the same effect - the enemy was dead. I would have preferred it if, as a rogue, I had been forced to use daggers even later in the game.

Okay, but now let's talk about the stuff that really interests me here - the knockouts. I myself had been working on a mod for that before I decided that learning Papyrus wasn't really worth it, and so I never refined it to a release-worthy level.
The idea of my mod was this: If you sneak up on an enemy and perform an Unarmed sneak attack, you knock them out - if you have the corresponding perk which I created. Very simple, yet horribly complicated once you realize that fists cannot be enchanted.
It did kind of work, however, and I bet with a bit of scripting it could be done flawlessly. And your mod looks like it has already an improved knockdown - in mine, it was impossible to loot knocked out NPCs. So I'm wondering why you haven't considered this approach? It would blend in with the rest of the game so much more smoothly.
Also, why only have the NPCs knocked out for 5 minutes? I mean, I guess it's realistic, but then it's almost always easier to just kill them. I'd prefer a number that's high enough that there's a good chance that everyone's still asleep when I leave the dungeon/building - but low enough that one of them might wake up just at the wrong moment. Something like 20 or 30 minutes, maybe a bit randomized even. (By the way, when they wake up, are they alarmed? I think they should be, probably.)

I hope I don't sound too negative, I'm always looking forward to seeing interesting approaches to stealth gameplay. But some of your design choices I can't understand. So try to take this as constructive criticism, or maybe your ideas are actually much better than mine - if so, please explain. :)

Ah, one more thing: Any plans for improving escape scenarios? I really think that hiding somewhere should be beneficial for a thief/assassin. I remember that I spent an entire night crouched behind a rock in Solitude while the guards were looking for me (for stealing a loaf of bread!), and they never gave up their pursuit, even when after a long, long time, the eye finally said "HIDDEN". That was very unsatisfactory.
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Adam Kriner
 
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Post » Wed Jun 27, 2012 3:37 pm

The way I've currently implemented them is just like how in vanilla skyrim for example the ring works which allows you to eat corpses, or the blood extractor for that quest where you need to get blood off the corpses of all elf types, which is just a pop-up which appears when you activate your target. I realise that on one hand it would be cooler to just have a button to do that without getting a menu in the face, but there are 2 problems with that:

1) would require SKSE or SD
2) Too many buttons to remember. We've already got all vanilla buttons which actually already take up all buttons on an xbox controller (which some people use to play on PC as well), then there's an extra button for my dual wield parry mod (which maybe not all of you guys use, but I myself do :P) and more buttons might follow later when more mods come out with extra moves (like kicks, that kind of stuff). In my opinion, such things which are required in the middle of combat should then be quickly accesible with a keyboard button, and activating the target and then choosing what you do is no problem if you're sneaking anyway and not in the middle of a fight.

Maybe I'll look into things like a player character with a low skill trying to assasinate a highly trained soldier having a chance to fail, but right now first priority for that move is just that I want to have a reliable way to assasinate people, so this is my first implementation :P

There are a few problems if you try to make a knockout from an unarmed sneak attack, namely:
- like you said, fists can't be enchanted
- ''apply spell on combat hit'' perks also don't seem to work for fists
- If knockouts follow from getting hit by an unarmed sneak attack instead of through activation, it means the game only ''knows'' someone's gonna get knocked out when you've already hit him. This means that at the moment of impact, the NPC is not already prepared for getting knocked out, and will for example still be able to detect crimes and therefore will report getting hit as a crime right before going unconscious. In my implementation, once the option to knock out has been chosen I already set up some preparations while the animation for the player hitting is still playing. Then once he's hit he actually falls down, and is already prepared and won't report the crime instantly. Should he walk out of reach of the animation, I just remove the preparations again after a second and nothing has happened.

5 minutes is just an unconscious time I picked initially, but that can be easily changed (actually, for testing purposes it's just 15seconds, I'm not gonna wait 5 minutes every time I'm testing :P)

I think there already are some mods which improve general aspects of detection/sneaking, so I think your last point would mostly fit into those mods or in a mod like Reneer's Crime Overhaul (is he still working on that by the way?) So, for now I'm really just focusing on new options. That's also how I'm treating my combat mod currently by the way, I try not to touch a single vanilla thing for the sake of compatiblity. If, in the end, I've added everything I want to/can, and there aren't any mods which change vanilla aspects in the way I like, I'll probably look at them as well, even if I don't want to :P Can't help it, if I run into something annoying and I've got any ideas at all of how I could mod it, I'm simply unable to play the game until I've fixed it :(
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Nicole M
 
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Post » Wed Jun 27, 2012 3:59 pm

Love the idea. And I can move corpses just fine by holding spacebar.
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Chris Jones
 
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Post » Tue Jun 26, 2012 11:57 pm

2) Too many buttons to remember.

Not necessarily true Borgut. In Deadly Reflex (SkyCaptain's Oblivion Mod) buttons were tied to different actions. Pressing a certain button, let's say Q, allowed:
a bash move when in combat
a impalling move when in combat and provided the enemy had been knocked down
a jumping sneak kill when sneaking and provided there was a certain distance between you and your enemy
a silent sneak kill when sneaking and provided there was a certain, smaller distance between you and your enemy

So, with SKSE and by making actions contextual you could perhaps sidestep the menus altogether and without relying on too many buttons.

For instance...

If you're sneaking, undetected and with fist up, pressing a certain button triggers knockdown. To pickpocket, you do as in Vanilla Skyrim.
If you're sneaking, undected and with dagger ready, pressing the same button as above triggers slit throat. No need to provide knockdown option in this case because by having dagger ready you are declaring that you don't want to consider non-lethal options.

So far that's it. Just one button.
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Katie Louise Ingram
 
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Post » Wed Jun 27, 2012 1:36 pm

Borgut, I think what I'm not getting is this: Why activate an NPC in order to kill them when you can attack them? Okay so for the knockdowns, you have a good point there - you need to prepare some stuff. But I just don't see it for the backstabbing. You're talking about extra buttons, but in this case no extra button is required.

There are two things you apparently want to do here: 1) Kill people in one hit if undetected. 2) Have the animation played instead of a normal attack.

Concerning point 1... well that's already in the game, isn't it? The only thing that seems to put you off currently is that in some situations, the damage is too low and doesn't actually kill them. So... increase damage for dagger backstabs. You can do that in the same way that the perk in the Sneak tree does it. OR what you could do is to have dagger backstabs ignore the armor rating of the NPC in addition to the usual bonuses (similar to the perk for maces). That would be a believable and balanced solution, I think. After all sneak attacks are all about finding a vulnerable AND unprotected spot.
For point 2, I don't know the numbers but my impression was that when you sneak-kill someone, 90% of the time you'll get one of the corresponding animations. This could probably increased by changing the chance of it happening or by removing the restriction that the killed enemy has to be the last hostile NPC in the area. Could also be that increasing the damage for backstabbing attacks automatically increases the chance of it happening, not sure.

Maybe I'm being the stupidest person right now for not getting why you need a menu here, but... it seems to me like there is absolutely no gain in it.
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Prisca Lacour
 
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Post » Wed Jun 27, 2012 12:50 am

Love the idea. And I can move corpses just fine by holding spacebar.

Yes, but an unconscious NPC won't act the same way as a corpse does unfortunately :(

Not necessarily true Borgut. In Deadly Reflex (SkyCaptain's Oblivion Mod) buttons were tied to different actions. Pressing a certain button, let's say Q, allowed:
a bash move when in combat
a impalling move when in combat and provided the enemy had been knocked down
a jumping sneak kill when sneaking and provided there was a certain distance between you and your enemy
a silent sneak kill when sneaking and provided there was a certain, smaller distance between you and your enemy

So, with SKSE and by making actions contextual you could perhaps sidestep the menus altogether and without relying on too many buttons.

For instance...

If you're sneaking, undetected and with fist up, pressing a certain button triggers knockdown. To pickpocket, you do as in Vanilla Skyrim.
If you're sneaking, undected and with dagger ready, pressing the same button as above triggers slit throat. No need to provide knockdown option in this case because by having dagger ready you are declaring that you don't want to consider non-lethal options.

So far that's it. Just one button.

Hmm yes that's right.. Maybe if SKSE with key input is out before my mod is I will just go for a seperate button immediately :P

Borgut, I think what I'm not getting is this: Why activate an NPC in order to kill them when you can attack them? Okay so for the knockdowns, you have a good point there - you need to prepare some stuff. But I just don't see it for the backstabbing. You're talking about extra buttons, but in this case no extra button is required.

There are two things you apparently want to do here: 1) Kill people in one hit if undetected. 2) Have the animation played instead of a normal attack.

Concerning point 1... well that's already in the game, isn't it? The only thing that seems to put you off currently is that in some situations, the damage is too low and doesn't actually kill them. So... increase damage for dagger backstabs. You can do that in the same way that the perk in the Sneak tree does it. OR what you could do is to have dagger backstabs ignore the armor rating of the NPC in addition to the usual bonuses (similar to the perk for maces). That would be a believable and balanced solution, I think. After all sneak attacks are all about finding a vulnerable AND unprotected spot.
For point 2, I don't know the numbers but my impression was that when you sneak-kill someone, 90% of the time you'll get one of the corresponding animations. This could probably increased by changing the chance of it happening or by removing the restriction that the killed enemy has to be the last hostile NPC in the area. Could also be that increasing the damage for backstabbing attacks automatically increases the chance of it happening, not sure.

Maybe I'm being the stupidest person right now for not getting why you need a menu here, but... it seems to me like there is absolutely no gain in it.

At first I thought that I'd have to change the kill move currently in game already, which would make the mod partially incompatible with some real killmove mods. But I think I can just make a copy of the move and give it a higher priority.. I'll try and if it works out reliably and in all cases I'll ditch the menu for daggers :P
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Stacyia
 
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Post » Wed Jun 27, 2012 1:26 am

Just a quick update, I think I'll wait with a full release until after the first full Papyrus-supported SKSE version is out, and the mod will probably require SKSE (this does not mean I actually already have everything finished, it's still work in progress regardless of SKSE). The reason is that for some things like perfectly dealing with crime detection when knocking people unconscious, I will have to use huge workarounds if I wish to do them now, which will become much easier, cleaner and faster once I've got some SKSE functions. So I'll rather just wait for that while finishing things I can already do properly without workarounds.
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MatthewJontully
 
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Post » Wed Jun 27, 2012 3:59 am

Loving the ideas, sounds awesome.
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Stacyia
 
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Post » Wed Jun 27, 2012 2:30 pm

Hey, some suggestions/comments:

Why do you need a new button for this at all? is it not possible to detect a player attacking (with animation type, if nothing else), check the weapon equipped, and assume from there? i.e. use the button currently assigned to attack, seeing as you are attacking, anyway! or you could use a dagger bash (would be nice for that as a knockout move), but that'd require having one hand empty. would be handy, having a lethal or non lethal option on the same weapon, with button combinations already in the game.
Also, instead of fists, a blackjack style weapon might be good. It'd mean people can't 1-hit kill (alright not kill, but remove) from the very start, if they manage to sneak. They'd have to make a blackjack, or get it from Thieves Guild. Perhaps a sneak skill requirement for making one? The main point is that you could run scripts on it.

With regards to dragging bodies, etc, would it be possible to kill the character who is "knocked out" and then add an effect to resurrect them in 5 mins (or longer, and I like random.) Then looting, dragging, would be fine.

I like the mask idea. Will it have conditions to ensure the player has to be hidden before removing/equipping the mask?
Slightly related, I've heard and liked an idea that guards should try to take you alive, i.e. when they kill you, you kneel, essential style, and then you're automatically dragged off to prison (with a higher bounty/sentence of course). With the mask, this would also entail them removing the mask, so if you used the same mask after serving your time, it would no longer disguise you. (obviously this can't be permanent, else that aspect of the mod is useless, but between multiple varieties of mask, and a month or so cooldown, it'd work.)

Let me know what you think. I particularly think the dagger bash would work well in not requiring buttons, etc. I think Windshear applies an effect on bash? as a point of interest.
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Emily Shackleton
 
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Post » Wed Jun 27, 2012 3:28 pm

@evilgiraffe

I could see if I can get bashing with a dagger to result in an assasination to work well yeah, will write that down.

I have thought of blackjack instead of fists for knocking out before... it might cause problems with crime detection though, because I won't know that you're trying to knock someone out until you've already hit someone, and then the person you're knocking unconscious might still be able to report you for the crime.

Killing unconscious characters and then resurrecting them would definitely make everything easier, but I've read that resurrecting dead NPCs screws their AI up, so that won't work.

Mask probably won't have conditions preventing you from removing/equipping it, but if you are detected while removing/equipping it, they'll know it's you. You'll have to make sure yourself that it's safe to remove/equip.
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Michelle Serenity Boss
 
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Post » Wed Jun 27, 2012 11:52 am

Mask probably won't have conditions preventing you from removing/equipping it, but if you are detected while removing/equipping it, they'll know it's you. You'll have to make sure yourself that it's safe to remove/equip.
That was pretty much what I had in mind. Not preventing, but... discouraging. Like an axe in the face so often is. :P
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phillip crookes
 
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Post » Wed Jun 27, 2012 12:08 pm

With enough love, this mod could revolutionize the sneaking system in skyrim, making it more challanging and realistic, so keep working on it cuz i see a great potential for this mod!
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Lloyd Muldowney
 
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Post » Wed Jun 27, 2012 5:48 am

Hey about the masks, is a hood going to be enough to cover your identity? That could be very useful for both dark brotherhoood and thieves guild's questlines.

Also i wanted to say, about dragging bodies, you could make it that when you sneak you move the body instead of looting it, just like with alive people were you pickpocket them instead of talking.
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Ana
 
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Post » Wed Jun 27, 2012 11:42 am

Hey about the masks, is a hood going to be enough to cover your identity? That could be very useful for both dark brotherhoood and thieves guild's questlines.

Also i wanted to say, about dragging bodies, you could make it that when you sneak you move the body instead of looting it, just like with alive people were you pickpocket them instead of talking.

Not sure yet how I'm going to go about deciding which hood conceals your identity, because there's no possibility to actually determine what a hood looks like using scripts and then have script decide if it conceals your face or something fancy like that. I will have to manually assign the ability to conceal your identity to each hood which I feel should have it.

This means that I'm currently planning to just have it work for all masked hoods I can find in vanilla skyrim (masked variants of dark brotherhood hoods, nightingale cowls, etc) and probably include a short description for how other modders can make their newly added hoods from their masks have this property (and maybe make such patches myself for hood mods which I personally really like and use myself :P)
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DAVId MArtInez
 
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Post » Wed Jun 27, 2012 4:01 am

Are you going to modify the detection system? if so, i recommend that you should be instantly detected when they are looking at you and there is no darkness to hide you, and also i dont find it normal that when you shoot someone in the head with an arrow (and they somehow survive) and they dont find you they say "i must have been hearing things".Also, i dont find realistic that when you draw your weapons while suppossedly trying to sneak the enemies dont know youre there even though it sounds like SSSSHHHHHHHHH!!!!!!!!!!!!, so maybe you could replace the standard with a more steathy one.
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elliot mudd
 
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Post » Wed Jun 27, 2012 6:22 am

Look at games you sneak in a lot and base it off those.. Such as Metal Gear Solid, Splinter Cell, etc..
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Emilie M
 
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Post » Wed Jun 27, 2012 3:10 pm

Are you going to modify the detection system? if so, i recommend that you should be instantly detected when they are looking at you and there is no darkness to hide you, and also i dont find it normal that when you shoot someone in the head with an arrow (and they somehow survive) and they dont find you they say "i must have been hearing things".Also, i dont find realistic that when you draw your weapons while suppossedly trying to sneak the enemies dont know youre there even though it sounds like SSSSHHHHHHHHH!!!!!!!!!!!!, so maybe you could replace the standard with a more steathy one.

Currently not planning that kinda stuff, I think there are already some other mods trying to solve this kind of problems. For now, I'm just planning new actions/options you have available in the sneaking gameplay, not overhauling the existing parts.
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Nick Pryce
 
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Post » Wed Jun 27, 2012 12:52 am

Here is an idea..

What if you make a lesser power that would activate a mode where you knock people out..
If you want to do that then activate it and if you want to pickpocket don't :)
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SiLa
 
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