About this mod
This mod is an improvement on three mods by drkekyll: Invisibility, Silence, and BilndSeeing.
- Permissions and credits
(See) Invisibility Rework
Un-Deafening Silence - Silenced Status Fix
Tasha's Fighting Styles RAW
All the brilliant ideas and core implementations are his.
Thank you so much for uploading such a great mod.
Make sure to follow the installation order for proper functionality.
Installation Order:
0. ann And story
- Simply extract the contents into the game's Data folder. The extraction order does not matter.
- This mod enables the game to recognize the statuses added or modified by the [(See) Invisibility Rework] and [Un-Deafening Silence - Silenced Status Fix] mods.
- The game script normally manages “Status A” by checking if it exists and by removing/applying “Status A” accordingly. This mod alters that process so that the statuses added or changed by the mods are recognized.
- Since it overwrites entire game files, any future update that alters these scripts might overwrite my changes, meaning further work may be required later.
1. Interrupt Patch
- Patches all counteractions in the vanilla game so that they can be used even while in an invisible state.
- For AIs, if counteractions become available while invisible, their poor logic causes them to repeatedly use counteractions, which cancels their invisibility. This issue was also negatively affecting players.
- In the vanilla game, there are exactly three counteractions that AI can use while invisible. Except for these three exceptions, only the player is allowed to perform counteractions while invisible. The three exceptions are enabled for AIs as well.
- For counteractions added by mods, additional work is required to ensure they function as described above.
2. DrKekyll_SeeInvisibilityRework
- In the vanilla game, when you become invisible you receive effects such as: prevention of criminal aggro, untargetability, ignoring opportunity attack range, advantage when attacking (if the invisible enemy attacks another target), and disadvantage when attacking an invisible enemy.
- Before invisibility is canceled, a new state called “invisibility detected” is added. In this state, only the advantage and disadvantage effects remain.
- Depending on whether the opponent is capable of detecting invisibility, advantage and disadvantage are applied on a per-character basis. That is, you can perform an opportunity attack on a detected enemy, but the disadvantage applies. For example, if Opponent A can detect invisibility, disadvantage is not applied; however, if Opponent B cannot detect invisibility, the disadvantage remains. The same logic applies to advantage.
- Taking damage does not cancel invisibility; it is only canceled when you perform actions like attacking or casting a spell (except for Greater Invisibility).
- For abilities that require concentration to maintain invisibility, if you take heavy damage and fail the concentration check, invisibility is naturally canceled.
- Five common actions—dropping an item, moving an item, picking up an item, disarming a trap, and lockpicking—cause the character to enter the “invisibility detected” (semi-invisible) state rather than canceling invisibility.
- When an invisibility detection ability (such as See Invisibility, e.g., Bollo’s insight) comes into play, invisibility is not canceled but is switched to the semi-transparent detected state.
- The detected semi-transparent state lasts for one turn, after which the character returns to being invisible.
- When an enemy enters the field of view of a character with an invisibility detection ability (like See Invisibility), a detection saving throw is performed; if the saving throw fails, the enemy is detected. However, if the enemy has Blind Sight, Blind Fighting Style, or True Sight, they are automatically detected without a saving throw.
- All invisibility detection abilities only apply when the target is within the character’s field of view.
- The AI’s default “Detecting presence” ability activates after checking at 90°, 180°, 270°, and 360°. At that moment, regardless of the AI’s normal field of view, a detection saving throw is performed on all entities with invisibility in a full 360° range—this is based on the concept of scanning the entire area.
- Once the AI’s action turn ends, the 360° detection effect is removed, and thereafter the AI only performs detection saving throws when an entity enters its field of view. This field-of-view-based detection lasts for one turn (disappearing when the AI’s turn resumes).
- The modifications described above are applied to all invisibility abilities present in the game:
- INVISIBLE
- POTION_OF_INVISIBILITY
- INVISIBILITY
- GREATER_INVISIBILITY
- INVISIBLE_MAGEHAND
- CLOAK_OF_SHADOWS
- CLOAK_OF_SHADOWS_MONK
- UMBRAL_CLOAK
- SHROUD_SELF
- HIDE_IN_PLAIN_SIGHT
- SUPREME_SNEAK
- ONE_WITH_SHADOWS
- INVISIBILITY_PANTHER
- MAG_INVISIBLE_WEAPON
- SHADOWBLEND
- INVISIBILITY_SHADARKAI_GLOOMWEAVER
- MISTY_ESCAPE_INVISIBLE
- LOW_POLTERGEIST_INVISIBLE
- Fixed a bug in the transition between the invisibility state and the detected state.
- For invisibility abilities with an infinite duration, there was a bug in the original mod where this transition was not handled properly and invisibility would be canceled erroneously; these abilities are handled separately.
- Some abilities exist in both finite-duration and infinite-duration versions (such as INVISIBLE, INVISIBILITY, SHADOWBLEND, and INVISIBILITY_PANTHER). Special measures have been taken for these abilities; details are omitted as they pertain directly to the code.
- Fixed the issue where concentration was lost when a concentration-requiring invisibility ability entered the detected state.
- When concentration is canceled or forcibly broken, the invisibility or detected state ends properly.
- Fixed a vanilla game bug regarding the wild panther’s invisibility ability reuse condition (short rest).
- Fixed CLOAK_OF_SHADOWS and SHROUD_SELF not being usable when the ambient light is bright.
Update 1.1
- Now, LOW_POLTERGEIST_INVISIBLE used by POLTERGEIST is only reapplied when it cannot be detected by See Invisibility ability or Blind Seeing.
(Only for See Invisibility series abilities that detect with eyes, if it is not in the field of view)
- MAG_INVISIBLE_WEAPON of invisible weapon is not removed when the character is invisible and the attack misses. (Greater Invisibility)
- If a character equipped with invisible weapon is applied an effect that forcibly removes invisibility (Faerie Fire, Branding Smite), the invisible weapon's MAG_INVISIBLE_WEAPON is also removed.
- If detected by a target that can detect invisibility, the invisible weapon's MAG_INVISIBLE_WEAPON is also revealed.
3. DrKekyll_SilencedFix
- The original SILENCED effect (silence) has been subdivided into more specific statuses:
- SILENCED: Unable to use vocal elements, unable to converse.
- SILENCED_MOVEMENT: Prevents noise generation.
- SILENCED_AURA_THUNDER_IMMUNITY: Provides thunder damage immunity.
- DEAFENED: Provides immunity to effects like a luring song.
- When a silence spell is used, all four of these statuses are applied as part of the silence aura (in practice, each status is applied individually).
- Now, striking an enemy with a silence weapon will no longer grant them thunder immunity.
- For spells or abilities that require listening, the target’s DEAFENED state is checked to determine whether the effect should apply. In other words, if the target is within the silence aura, the effect (for example, a bard’s insult spell) may not be applied.
- The mod finds all code and scripts in the vanilla game that reference the Silenced effect and ensures that these modifications are correctly applied.
- If another mod is installed whose sole purpose is to grant a silence effect (i.e., making a character mute), it remains compatible without additional work (for example, the Suseor Weapon Expansion mod) because the state responsible for preventing the use of vocal elements and conversation remains named SILENCED.
4. DrKekyll_TashasFightingStyles
- This mod introduces four major changes that transform the game to be more like D&D. (Refer to the Nexus mod page for details on these four changes.)
- Among these changes, modifications related to Blind Sight have been made.
- The patch ensures that both Blind Sight and the mod-added Blind Fighting Style are compatible with modifications made by my other mods. Even if an enemy is invisible, if they possess Blind Sight or Blind Fighting Style, they will not grant advantage or impose disadvantage, and their position will be revealed.
- The Blur spell has been modified so that if a target has Blind Sight, Blind Fighting Style, or True Sight, the advantage provided by the Blur spell is negated.
- Even if a character is afflicted with the Blind state, if they have Blind Sight or Blind Fighting Style, they will not suffer the usual disadvantages associated with being blinded.
- These modifications have been applied to all interrupts related to the Blind state.