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Path of Shadows (Stealth Overhaul)
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Category: Gameplay
File Size:
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0.133 MB
Apr 13, 2012 @ 3:43pm
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Description
This is a major Stealth overhaul, intended not only to balance it's effectiveness across all skill levels and perks, but also to improve the overall gameplay and realism of it.
You'll no longer be able to remain hidden directly in front of someone's face, or have to chase down that horse who "witnessed" your act of murder.
Stealth as a whole will require much more finesse and patience, no longer allowing you to run around like a headless chicken knocking people off with sneak attacks one after another.

~ ~Issues~ ~

As the only reasonable method to replace Light Foot, because of how the perk worked, I had to remove the perk from the game entirely and add in a brand new one to replace it rather then altering the perk itself.
What this means is that, if you use this mod with a save in which you've already purchased Light Foot, that perk point will be lost. To gain the perk that replaced it, Dodge, open up the console and type in Player.AddPerk 03010011.
To be sure that the Light Foot perk is gone from your character, you should also type Player.RemovePerk 0005820C. Otherwise there is a possibility that you will continue to see the effect of all traps being disabled.

Because of how the Creation Kit handles Actor Values, a great number of mods out there have accidental, dirty edits of Actor Values.
To replace Light Foot with Dodge inside the Sneak tree I had to alter the AVSneak, and if you load another mod after this one with a dirty edit of AVSneak my change will be reverted, causing a broken version of Light Foot to still be in the Sneak Tree in place of Dodge.
If you have Light Foot still inside the Sneak tree, try loading this mod further down in your list.

~ ~Details~ ~

~Sneaking~

--Your Sneak skill, while still important, has a less drastic impact than before.
--Sound you make, such as from moving quickly or attacking, now has a more drastic effect on your ability to remain hidden. This means that to get close to someone you'll have to start walking after getting close enough or risk being heard (This is much, much easier with a controller). You can get closer before having to walk with higher skill, but heavier armor makes this harder.
--Sneaking when outside of Line of Sight is generally easier, so even with low levels of skill you can no longer be spotted while sitting in place many yards behind a target.
--It is now significantly easier to be spotted while inside Line of Sight, so you must now be very careful to avoid wandering in front of someone and to stay behind obstructions.
--Armor weight has a more drastic effect on your ability to remain hidden while moving, and the perks to remove armor weight now only reduce it by half.
--Lighting now has a much more drastic effect on your ability to remain hidden. So not only is it far more effective to stay in the shadows, but getting close to sources of light such as torches or sunlight will make you very easy to spot. This also means that you should be able to remain hidden even within Line of Sight as long as you sit still inside a dark corner. Though you can still be spotted if they get too close.
--The angle of NPCs' Line of Sight is reduced to 140 degrees, so it is now a reasonable task to stay out of sight.

~Detection~

--NPCs will now continue to search for you for a very long time if you attack them or someone near them, or if they fully detect you at any point.
--When you arouse the suspicion of an NPC, it now takes roughly twice as long for that suspicion to fade.
--Originally, your current state of detection displayed took a variable amount of time to update, up to several seconds. Now it will update immediately unless there are a great number of actors nearby.

~Sneak Attacks~

--Sneak Attack multipliers have been altered to; Bows - 1.5x, Two-handers - 3x, One-handers - 4x, Unarmed - 5x, Daggers - 6x. While heavier weapons are generally much more capable weapons for Sneak Attacks than before, they still have the penalty of being harder to sneak with due to their weight, and attack more slowly.
--Bows no longer auto-aim on targets. This not only causes them to require more personal skill to use, but also allows you to snipe targets from very large distances.
--The Sneak Attack line of perks have been altered such that you no longer have to get perks that are useless to you just so you can reach higher ones, such as having to take Deadly Aim (which is only for bows) to reach Backstab (which is only for one-handers). I've also worked to make them more interesting than the simple Sneak Attack modifier bonuses previously had, and to affect a wider range of weapons.

~Witnesses~

--The distance from which a witness to a crime can report the crime to a guard has been cut in half.
--NPCs that did not make sense as witnesses to crimes, such as creatures and bandits, can no longer be witnesses.

~Perks~

--The Stealth perks now increase sneak effectiveness smoothly with each rank, rather than giving a large amount on the first rank and far smaller amounts with each subsequent rank.
--Silent Roll and Light Foot have switched places, and Light Foot has been replaced by Dodge, which allows your Silent Roll to dodge attacks by causing them to pass harmlessly by you. The old Light Foot perk was hated by many for removing a lot of the fun from dungeon crawling.
--The Shadow Warrior perk has been replaced by Evasion, which momentarily slows time when you crouch so you can easily utilize Dodge to avoid an attack. Not only did the old invisible effect allow free use of Sneak Attacks in combat, but dual-wielding characters, which most stealth-types are, lacked an effective means of active defense.
--The Silence perk was completely broken originally, removing all sound made while sneaking so that it was all but impossible to be spotted outside direct Line of Sight. For this reason I've moved it down to the position previously held by Muffled Movement and replaced it's effect with a variation of Quiet Casting that reduces the sound of both spells and shouts by 75%, but only while sneaking.
--As I mentioned above I've basically made Quiet Casting into a Sneak perk. The reason for this is that it never made sense as an Illusion perk. Not only did it affect all spells, but it was also only useful while sneaking and did not fit the theme of any of the perks around it. As compensation, Illusion now has the Vital Mage perk which increases the duration of Illusion spells cast against humans and animals by 50%.
--The Muffled Movement perk was overpowered before, being in reality just a weaker version of Silence. For this reason, as I've said it's been replaced by the new Silence perk. But in Silence's old position I've added the new perk Obscurity, which makes you half as easy to spot visually while sitting still with your weapon sheathed.
--Deadly Aim has been replaced by Deadly Strike, which doubles all Sneak Attack multipliers.
--Backstab has been replaced by Assassination, which causes your sneak attacks to ignore armor.
--Assassin's Strike has been replaced with Exsanguination, which causes all attacks dealt to a living target from outside their line of sight with a bladed weapon to inflict a bleeding wound, gradually draining their health. This damage scales with your Sneak skill.

~Enchantments~

--All instances of the Muffle enchantment effect have been replaced by a bonus to Sneak, for the same reason that the Muffled Movement perk was replaced; they broke sneaking detection.
104 Comments
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CaffinatedCliffracer Oct 19 @ 6:11pm 
It did make no sense whatsoever how one could just stand in someone's face, in broad daylight, and nobody had half a goat's leg worth of a clue that you could even be standing there. It made sense with skeletons and Draugr and whatnot, because they have no mind anyway, but the Jarl's personal guard should be trained better.
Grimwolf  [author] Oct 13 @ 7:44pm 
Yes, originally arrows would automatically veer toward a target within a certain range of your crosshair. This removes that so that arrows follow the same natural path whether a target is there or not.
benjamiinnn Oct 13 @ 4:42pm 
When you say bows no longer auto-aim on targets, what exactly does that mean? Does it turn archery back into the oblivion system where you have to take gravity into account?
MTech Sep 17 @ 10:31am 
i didn't read it all but i subscribe it anyway :P
MobiusKnight Jul 31 @ 9:38pm 
Just a question, and I don't know if it's already been asked, but wouldn't making the sneak skill legendary help with the light foot problem?
Zertyfire Jul 6 @ 8:34am 
thx grimwolf, keep making awesome mods like this :)
Grimwolf  [author] Jul 6 @ 6:58am 
If you get the mod from nexusmods.com/skyrim, I have a modular version which separates the different features, and one of the .esps has only the stealth changes with none of the perk changes.
The Workshop has no option to do such a thing. Not unless I make a separate page for every single .esp.
Zertyfire Jul 6 @ 3:13am 
can i use the mod but keep the old skill tree ?
gamingshiz13 Jun 25 @ 5:35pm 
Ahh okay, thanks for the help!!
Grimwolf  [author] Jun 25 @ 2:56pm 
I'm assuming the boots were self-enchanted, which I never got around to altering. If I recall correctly, I may have been relying on having prevented players from learning the Muffle enchantment in the first place as well. So you'll probably just have to use restraint and choose to enchant your boots with Sneak instead of Muffle.