Oblivion

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CLShade

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CLShade

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About this mod

CLS Sneaky Feet OBSE V 0.9.5 Now there is a reason to be aware of what kind of shoes and armor you wear. Sneaky Feet fortifies your sneak skill based on your footwear or lack thereof. But be careful- you\'ll be very quiet walking around barefoot but you might get hurt. Wearing heavy armor can, if you so desire, also make sneaking more difficult.

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CLS Sneaky Feet OBSE V 0.9.5

Now there is a reason to be aware of what kind of shoes you wear. Sneaky Feet fortifies your sneak skill and other abilities based on your footwear or lack thereof. But be careful- you'll be very quiet walking around barefoot but you might get hurt or even catch a disease.

And for those wearing heavy armor is makes sneaking considerably more difficult- though certainly not impossible, especially at higher levels.

All this and its completely optional: chose subtle or obvious levels of effects independently for shoes and armor or chose one set of effects and not the other. You can even load the mod and not use it.

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Installation:

Pretty standard...

1) make sure you have OBSE installed. It should work with any recent version found at http://obse.silverlock.org
1) Unzip and copy the CLS-SneakyFeet.esm to your Oblivion/Data directory.
2) Make sure the mod is active- either check it in the "Data Files" window of the launcher or use your favorite mod manager.

Uninstallation:

1) Delete the .esp from your game directory and suffer stubbed toes and jangling armor no longer.

Note that all bonuses and penelties depend on the mod and will be removed when the mod is deactivated.

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Initializing Sneaky Feet

Upon first load you will be presented with 2 menus. The first selects the level of bonuses to apply to bare feet and soft shoes, the second the degree of penalty to apply to heavy armor. Both menus offer a "Help" option that explains the choices- which you won't need because you are reading this.

If you select "No" to both options Sneaky Feet will disable itself and have no further affect on your game.

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What It Does:

~ Barefoot and Soft Shoes~

The "Subtle" choice fortifies your sneak skill by 6 points if you are barefoot. While barefoot, however, there is a small chance (based on agility and luck) that you'll take a point of damage every now and then. If you are running you are twice as likely to get hurt so be careful. Of course the more you sneak the more your agility will go up the less often you'll hurt your feet. Think of it as "paying your dues."

It also fortifies your sneak skill by 3 points if you are wearing certain light footwear. They are as follows:

-Lowerclass: hunter's mocs, oiled linen shoes, sack cloth sandals, leather sandals, stiched leather shoes.
-Middleclass: doeskin shoes, russet felt shoes.
-Upperclass: green velvet shoes
-Special: black hand robe, feather shoes

There is no possiblity of accidental damage while wearing light footwear.

The "Obvious" choice (Which the author believes is, indeed, the obvious choice) increases the sneak bonuses to 10 for barefoot and 5 for soft shoes. In addition there is a 5 and 3 point bonus to Agility. It also adds a 5 point drain to merchantile and speechcraft while barefoot. Consider it "No Shoes - No Service."

The mod also gives you a Lesser Power “Soft Shoes”. The only contingency that the mod can't cover is footwear that should be considered soft but isn't so this “power” lets you tell the mod that your currently equipped shoes are soft. It can't be used to make heavy boots sneaky and the spell will tell you so if you try. It will make light armor boots sneaky if you so desire, though. The mod only remembers one item at a time this way and will forget the last pair of shoes you made sneaky when you set a new pair sneaky.


~Heavy Armor Penalties~

The "Subtle" choice applies a 7 point penalty to sneak when wearing a heavy cuirass and a 3 point penalty for any other heavy armor except a helmet and gauntlets.

The "Obvious" choice increases the penalties to 10 and 5, as well as adding agility penalties of 5 and 2 respectively. Its simply harder to move around with all that stuff on.

Note that the penalties are partially cumulative. Wearing a cuirass and 1 other piece of heavy armor carries the same total penalty as wearing a full set. Also note that wearing any heavy armor will negate the benefits of bare feet or soft shoes. You can't go clanking about Tamriel in a tin can suit and expect your bare feet to hide you.

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What it Doesn't Do:

Sneaky Feet doesn't modify *anything* in the game and therefore it shouldn't conflict with any other mods or make your computer do strange things. If it does please let me know and I will laugh at the cruel irony of the world (and try to fix it- the mod, that is, not the world.)

It doesn't modify the vanilla sneak penalties based on the weight of your boots and it doesn't change the Sneak skill perk that allows you to sneak without penalty. So when you get *really* good at sneaking you can move with *more* stealth (i.e. less penalty) but the Sneaky Feet penalties will still apply.


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For Modders and the CS-Saavy:

Sneaky Feet now identifies everything- if it isn't explicitly spelled out in the script it identifies heavy armor by weight and soft shoes by the spell. That makes this section rather less useful but I haven't yet removed this functionality. It doesn't add any weight to the mod so I'll likely leave it in.

Sneaky Feet is an .esm so its quest is available to other mods. To make your footwear sneaky add the following to the script for that item:

Begin OnEquip Player
set CLSShoeQuest.shoevar to 1
End

If you want your shoes (or other clothing item that occupies the foot slot) to NOT trigger the barefoot or soft shoes bonuses set Shoevar to 99.

Voila! Enjoy your new sneakers. Or non-sneakers, as the case may be.

If you want to make your custom armors react differently, or if you want any other item in the game to trigger the armor penalties you have a few options:

- ArmorVar1 controls the cuirass. If set to 1 it will be treated as a heavy cuirass. If set to 99 it will NOT be treated as a heavy cuirass.
- ArmorVar2 controls the other pieces. If set to 1 its treated as heavy armor. If set to 99 it will be ignored. Note that setting ArmorVar2 to 99 will also cause ALL other non-cuirass heavy armor pieces to be ignored.

So, unlike with shoes, you also have to unset the armor variables when you unequip the item so you need both OnEquip and OnUnEquip lines in your item's script. As follows:

Begin OnEquip Player
set ArmorVar(#) to (value)
End

Begin OnUnEquip Player
Set armorvar(#) to 0
End


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Seems pretty straightforward... why V 0.9.5? Isn't it done already?

While this is a big step in the direction of options and playabilty over the initial offering of 0.9, it could probably still benefit from feedback and suggestions. Its not my intention to create another overhaul of the Oblivion stealth system. Rather its to give reasons to wear certain things in the game to increase realism and roleplaying opportunities.

Its also not my intention to ignore the mod after its release as version 1. I will probably be a lot less attentive to it, however. I have other irons in the fire.


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Known Issues:

None, yet. If you find one please post it at either the download site or the [RELz} thread at BGS forums.



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Thanks:

BenNM- it was his idea. Its easy for a modder to look good when he/she is being fed good ideas.

All the good folks who bravely grabbed the first version and gave their feedback. Modding is MUCH easier and more fulfilling because of you!

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Useage:

If you want to use this mod give me first right of refusal: contact me at the download sites, the forums with something like “Sneaky Feet” in the subject line. I will likely say “yes” but I do (selfishly) want to know where the mod is being used. If you don't hear from me within a month go right ahead and use it with my implied blessing wherever I may have wandered off to.


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Changelog:

0.9- initial release. Oh, the excitement!

0.9.5- added subtle and obvious options
- added heavy armor penalties
- changed the "controlvar" for shoe control to "shoevar"
- added a buncha ways that the mod identifies custom items.