SKYRIM
Master of Disguise - Real Faction Armor - Faction Overhaul by fireundubh
Skyrim » Guilds/Factions
Added: 20/10/2013 - 11:54PM
Updated: 29/05/2014 - 12:48PM

217 Endorsements

0.4.2 Latest version

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Uploaded by fireundubh

Description

Last updated at 12:48, 29 May 2014 Uploaded at 23:54, 20 Oct 2013


Master of Disguise transforms all faction armor into real faction armor. Suit up as a Dark Brotherhood assassin, a Madman of the Reach, or even a lowly necromancer and experience Tamriel as though their allies and enemies were yours.



v0.4.2 - So many changes and fixes... (5/8/2014)

If you are upgrading, uninstall the mod completely. If you extracted the scripts to your Skyrim directory, delete them. Use the Savegame Script Scalpel to ensure that your save, if you're not starting a new game, is clear of old scripts. My scripts are prefixed with the Scottish Gaelic word "dubh."



GENERAL REQUIREMENTS




Faction members may discover that you are an impostor! What they do when you're discovered depends on how they would normally react to you.

AVOIDING DETECTION

For the purposes of detection, NPCs have a 120-degree horizontal front-facing field of view that extends outward up to 2048 Skyrim distance units, which is the equivalent of 16 humanoid NPCs lying down between the NPC and you. We'll call this field of view a "cone of vision." While you are within an NPC's cone of vision, a determination is made every 10 seconds regarding whether an NPC should look at you more closely. If an NPC becomes suspicious, you will be notified that "you are being watched." You won't know who's watching you, but you'll have 5 seconds to get out of their cone of vision. If you fail to escape their cone of vision, a detection roll will be made. If you win the dice roll, life will go on. If you lose, your cover might be blown and you'll have to fight.



YOUR IDENTITY SCORE

A detection roll is made using two scores: your identity score and a random number between 0 and 100.

Your identity score is the sum of several factors: your skill in Sneak or Illusion, sometimes your race, and how much of a faction's armor you are wearing.

Your identity score is also affected by your mobility.

BEST SKILL BONUS

To determine the weight of your best skill on your identity score:

  • We use your highest skill in either Sneak or Illusion. If your skill is higher than 50, your effective skill will be capped at 50.
  • We then multiply your skill by a penalty. For example, if you are within -15 to 15 degrees and 512 units of a suspicious NPC, your skill will be penalized by 25%. At 100 skill, your effective skill would be 37.5.
  • Spells, abilities, and potions that increase your Sneak or Illusion skill will affect your identity score.

RACIAL BONUSES/PENALTIES

Specific factions will consider your race when your identity score is calculated. Your race is worth a flat 5 points. If you are an appropriate race, you will receive a racial bonus or racial penalty to your ability to remain undercover. There are no racial restrictions.

You will receive racial bonuses from the following factions:

  • Thalmor: Altmer, Bosmer
  • Forsworn: Breton
  • Imperial Legion: Imperial
  • Stormcloak: Nord
  • Redoran Guard: Dunmer
  • Morag Tong: Dunmer
  • Cultists: Dunmer
  • Vampires: Vampire
  • Alik'r Mercenaries: Redguard

You will receive racial penalties from the following factions:

  • Forsworn: Nord
  • Stormcloaks: Altmer
  • Thalmor: Argonian, Breton, Dunmer, Khajiit, Nord, Orc, Redguard
  • Markarth Guard: Altmer
  • Windhelm Guard: Altmer
  • Alik'r Mercenaries: Altmer, Argonian, Bosmer, Breton, Dunmer, Imperial, Khajiit, Nord, Orc

EQUIPMENT BONUS

Most disguises will only be activated when you are wearing faction body armor. There are exceptions, such as Cultists who want to see their mask and the Silver Hand who rely on their unique ring to identify members. However, most factions also have four pieces of faction armor in addition to body armor, including helmets, gloves, boots, and shields. Each slot is weighted differently.

  • Body armor is worth 15 points.
  • Helmets, hoods, and masks are worth 20 points.
  • Gloves, gauntlets, and boots are worth 5 points.
  • Shields are worth 5 points.
  • Rings and amulets are worth 5 points.

If you wear five pieces of faction armor, the weight of your equipment on your identity score could reach 50 points, but not all factions equip armor in all four or five slots. Therefore, some factions will be harder to trick than others.

For example, guard factions have unique body armor, helmet, gauntlets, boots, and shields. They don't have unique jewelry. Therefore, the max weight on your identity score is 50.

Necromancers have unique body armor that fits into the body and circlet slots, providing 35 points, and unique boots, an extra 5 points. The max weight on your identity score is 40.

MOBILITY BONUS/PENALTIES

While you are not running, sprinting, sneaking, and while you don't have your weapon drawn, you will receive a 5% bonus to your identity score.

If you are running, sprinting, sneaking, or have your weapon drawn when a dice roll is made, you will suffer a 25% penalty to your identity score.

YOUR MAXIMUM IDENTITY SCORE

Although the maximum identity score is 100, the cone of vision penalties, in addition to armor coverage limitations and practical applications, ensure that players will never be perfectly undercover.

You can achieve a 100% chance to remain undercover with 100 skill, the right race, full armor coverage, and sufficient distance between the NPC and you in the NPC's peripheral line of sight.

But the whole point of using disguises is to be able to get in close to hostiles. If you're just going to stay away, why use a disguise? For more practical sneaky types, you can achieve a 92.5% maximum chance to remain undercover within 512 units in an NPC's clear line of sight.

CALCULATING YOUR IDENTITY SCORE

We use a simple formula to determine your identity score:

Detection Cap * (((((Best Skill Cap * Current Best Skill) / 100) * Skill Penalty)
+ (Racial Bonus or Penalty) + Equipment Bonus)) / 100


In practice, let's take an Altmer player with 100 skill, the wrong race, and full armor coverage who is within 512 units and clear line of sight of a suspicious guardsman in the Markarth Guard:

100 * ((((50 * 100) / 100) * 0.75) + (-5) + 50) / 100 = 82.50

This player would have an 82.5% chance of remaining undercover. Note that if the sum exceeded 100, your identity score would be set to the detection cap. However, you can only exceed the cap at between 1024 and 2048 units from an NPC in the NPC's peripheral line of sight.

LEAVING WITNESSES

If you attack a faction member while in disguise, you will be discovered and you will be attacked. If you are able to dispatch your enemy or enemies without any witnesses or nearby hostiles, your disguise will be reactivated and you can safely continue forward to the next encounter.

ESCAPING

When you are discovered, you can escape! When you've outpaced your pursuers by more than a cell (4096 units), they'll give up the chase and return to their stations. You'll be free to try tricking them again.

ENEMY FACTIONS

Note that enemies of a faction will never wonder "are you really in my enemy's faction?" This is Skyrim. If an enemy of a faction that you are attempting to trick sees you, that enemy will attack you. Fortunately, when nearby members of the faction you are attempting to trick get into combat, they will be too focused on battle to check you out closer. Use a faction's enemies to distract the faction you're infiltrating whenever you can.


To be recognized as a member of a faction, you need to wear faction armor in only the body slot for all factions, except:

  • Cultists,
  • Silver Hand,
  • Vigil of Stendarr, and the
  • Windhelm Guard.

For those factions, you must wear, respectively, the Cultist Mask, Ring of the Silver Hand, Vigilant's Amulet of Stendarr, and the Eastmarch Guard's Shield.

There is also special faction armor about which you will not be notified when equipped.

"The Mercy of Stendarr does not extend to Daedra worshippers."

If you spend any time around Vigilants of Stendarr, they'll go on and on about how they hate Daedra, especially Daedra worshippers. Yet, in the vanilla game, you can stand in front of a Vigilant—you can stand in the middle of the Hall of the Vigilant—decked out in a full metal jacket from Oblivion, and they wouldn't react. No more! Now, if you wield a Daedric weapon or wear Daedric armor of any kind, nearby Vigilants will attempt to drag you into the light.





No armor records were modified, so this mod should be compatible with all replacers.

Only faction armor belonging to Skyrim, Dawnguard, and Dragonborn will trigger faction changes. Third-party mods wishing to add support should add their armor to an appropriate formlist.

Hjaalmarch, Pale, and Winterhold guard NPC records were edited to add them to their own guard factions. Forsworn, Hagraven, Penitus Oculatus, Silver Hand, Thalmor, and Necromancer NPC records were also similarly edited. Any mods that edit these same records will not be compatible.

Many of the faction records were edited, of course, so any mods that edit these same records will also not be compatible.


  • v0.5 - Safely alter dialogue and quests so that disguises can be used more effectively
  • v0.6+ - Keep investigating how to make disguises work during jailbreaks; hope SKSE is updated adds function for sending crime alerts to specific NPCs


While in the game, open the console with the tilde (~) key. Enter the following commands:

stopquest xxFF0000
stopquest xx01EE54


Important: You should replace "xx" in the above commands with the load order position of the mod.

Then, save the game and quit to the desktop. If you are upgrading, install the new version and play. If you are uninstalling, you can safely remove the mod.