This page was last updated on 16 April 2025, 2:12AM
Changelogs
Version 1.1.1
Adds feature to have invisible characters follow the same rules as sneaking ones, allowing them to join combat automatically
Version 1.0.0
Adds Toggleable Passive to all Party Members - disabling prevents them from being added to Ambushes even if they're eligible according to the rules. Defaults to enabled
Adds Distance-based eligibility rules, allowing party members to join the ambush even if they're out of the combat zone or invisible. Also limits the range in which sneaking characters will be pulled into combat- disabling this feature will revert to previous behavior
Version 0.5.1
Add the `DisableCombatlog` flag to the `SNEAKING` status, preventing combat log spam
`than` to `then` in one of the MCM lines
Fix proficiency logic not accounting for changes after a character is seen
Version 0.5.0
Added Stealth Action logic - too much functionality to describe succinctly here (read MCM!), but TLDR is acting while sneaking no longer automatically removes sneaking, ghost position is randomized during combat, and the attacking char's summon is automatically brought in with them
Only roll stealth checks against enemies that have Line of Sight to you and are capable of spotting sneakers
Failing a stealth check initiated by this mod will cause the enemy you failed against to look at you, forcing a hide check if you're within their sight cone
Enhanced logging
Corrected description for Surprise in MCM - all actions that trigger combat are now supported
Version 0.4.0
Fully flesh out Surprise mechanic, better respecting Vanilla surprise rules while triggering it on any action that starts combat
Clear log on SE load
Format the timestamp in logs - this represents Game time, not system time, so should only be used to compare relative times between logs (same as before, just more readable)
Version 0.3.0
Added basic surprise functionality, triggering it on a group if they're directly targeted by any spell/attack by a sneaking character
Added saving throws for Surprise status
Version 0.2.2
Fixed - I was using Automatic Inventory Manager's ModTable, causing issues with MCM when both are in the same modlist
Version 0.2.1
Disable prone logic if Sensible Ambush is disabled
Version 0.2.0
Added Characters 'tripping' if they critically fail their ambush stealth check, going prone for a round
Characters with metal equipment (weapon, shield, armor) can attract nearby allies/enemies to their position when going prone. This comes with a sound effect to signal this behavior is happening - sounds like metal being destroyed, since i just reused an existing asset.
Added Generating an ash surface when changing any configs that deal with radii
Tweaked MCM configs
Version 0.1.0
Prevents enemies from knowing where sneaking chars are during the ambush, unless the char fails their passive Stealth check against the enemy's Perception
Adds MCM options for enabling the mod and changing the log level
Version 0.0.1
Initial functionality - party members join combat stealthed w/ summons. MCM integration included