0 of 0

File information

Last updated

Original upload

Created by

DunnyOfPenwick

Uploaded by

DunnyOfPenwick

Virus scan

Safe to use

Tags for this mod

About this mod

The Shadows are your dominion! Adds advanced vision logic. Fleshes out enemies with characteristic senses, stat/skill refinements, and magic combat logic.

Requirements
Permissions and credits
Quick Glance
Adds light-dependent vision system. (Check ambient light levels in DFU Advanced settings).
Creatures have specific vision/hearing attributes by type. (Supports Daggerfall Enemy Expansion mod)
Human enemy spellcasters have more variable spellbooks, including new spells. (Supports Kab's Unleveled Spells mod)
More enemy spells and spell effects are implemented.
Check out other light-related mods such as Darker Dungeons and Improved Interior Lighting.


Detection and Tracking Logic
Creatures must first detect their opponents.
Opponents can be detected by visual spotting, or by failing a stealth check.
After detection, opponents are tracked by vision and hearing.

Visibility Factors
  • Lighting (including ambient light)
  • Background lighting (yes, silhouettes can be spotted)
  • Distance
  • Movement speed, especially when across the field-of-vision.
  • Creature vision attributes: visual acuity, field-of-view, max vision range.
  • Wariness: A wary creature is one that has detected an opponent but can not see them.
  • Magical Concealment Effects:
Shadow form: can't be seen directly, but silhouette can be spotted against lighted backgrounds.
Chameleon: works well in brighter areas, but can potentially increase visibility in very dark areas.
Invisibility: effectively an improved chameleon spell.

  • Crouching: primarily used to shorten your silhouette, but also impacts overall visibility.
  • Stealth skill: can reduce visibility somewhat.
  • Clothing/Armor color

Hearing Factors
  • Stealth skill
  • Armor Worn (foot armor is loudest, head armor quietest. Metal armor is much louder than leather.)
  • Movement Speed (A high Speed attribute can make you louder, compensate by using sneak mode and/or crouching to slow you down)
  • Distance
  • Creature hearing sensitivity

Stealth Check
This mod replaces the default stealth check logic to include the effects of armor.
In contrast to the default logic it will be easier to maintain stealth while wearing little armor, but more difficult if armored.
Progression in the Stealth skill will be slower unless actively being stealthy (i.e. using sneak mode or crouching).
If you prefer to use the stealth logic from another mod, move it lower in the mod list.

Enemy Sensory Examples
  • Giant Rat:  mediocre vision with a wide field-of-view. Good hearing (or smell, if you prefer).
  • Skeletal Warrior:  perfect vision in a 360 degree radius, but very limited range. Poor hearing.
  • Zombie:  poor senses overall.
  • Giant Bat:  perfect vision in a cone to a moderate distance.
  • Giant Spider:  mediocre vision, very good hearing.
  • Daedra:  Superior senses.  Unlike the base game, they do not ignore magical concealment.

Other Enemy Modifications
Human enemies are given stats and skills to match their class and level.
Enemy stats and skills are fitted to a bell curve for greater variability.
Human spellcasters have rebuilt spellbooks based on their skills.
Human spellcasters have magicka appropriate for their class and intelligence.
(Note: enemies from the Daggerfall Enemy Expansion mod receive no stat/skill/magic modification.).
Higher level Bards can now cast spells.  Their graphic has been changed to reflect this.
Enemies will equip their best weapon/armor, depending on skills.  This includes magic weapons and armor.
Spellcasters will avoid using spells if the target is likely immune (depends on an intelligence check).
Spellcasters will use area effect spells more effectively (depends on an intelligence check).
Enemies are now affected by traits such as Takes Damage In Holy Places and Regenerates Health In Darkness.
Some changes to monster immunities (e.g. skeletal warriors now immune to poison and paralyzation)
Some enemies may surrender (become passive) if their health gets low enough.

Installation
Unzip the monster-university.dfmod file into your StreamingAssets/Mods folder.