This seems very Cheaty... Swords are supposed to be unwieldy when sneaking, as apposed to a dagger where you can point and stab weakpoints. This mod may be considered cheating because with it swords will by far outclass the dagger in damage while sneaking, as the sword already does way more damage than the dagger, the trade off being swing speed. Daggers are supposed to be the Assassin's weapon of choice because, when drawing, there is less motion involved, it's much less likely to bump into something and make noise, and can be used to target the smallest weak points in armor. So lore-friendly this isn't, and is unbalanced as well.
Implemented the plain 5% chance option described in previous post. Works well and you get a very rewarding feeling when getting a sudden 15x/12x damage killing blow in the heat of the battle.
Ok, no problem. I can add the required condition and upload. Just wanted some opinion about the idea
I see it as the possibility of a lucky and very well placed sneak attack while target is in combat. Thought on it right after recently revisiting "Shooter" movie, where Mark Wahlberg stabs the jaw of an enemy from below, while crouching inside a water dump pipe, and the target has been alerted by a sound coming from that position, and takes a look over the pipe below...
I like you think 5% is very very low. Initially I was going to suggest only 1-2%. High enough chances and the current adjustements will lose their point. But a little chance maybe spices them for good
There's an easy to implement alternative option too: 10% chance to get a *random* multiplier between 6 and 15 (both included) when sneack attacking targets in combat. I have to test this before though, because I'm not sure whether the required Skyrim function takes integer increments in the interval or goes all the way using floats. GetRandomPercent picks intergers between 0-99, so that's why I'm not sure.
You are right. The player *must* be able to get the x15 multiplier even when the target can see the player (GetLineOfSight == 1) *if* the player is actually invisible (however target still needs to be unaware)
The problem is that the target always sees the player if player is on the line of sight of target, no matter whether the player is invisible or the target is blind or both. So current perk conditions doesn't allow for front x15 stabs when player is invisible.
I've found a solution that allows this without conflicting with current mod behaviour and still prevents Shadow Warrior abuse (which makes player invisible for 1 second).
1. Create a new perk entry under Assasin's Blade: Rank: 1 Priority: 2 Type: Entry Point Data 1: Modify Sneak Attack Mult Data 2: Multiply Value Data 3: 2.50
(same as existing entry except for priority)
2. Add following conditions under new entry:
a) Under Perk Owner tab
S HasMagicEffectKeyword MagicInvisibility == 1 AND
b) Under Weapon tab S WeaponHasKeyword WeaponTypeDagger == 1 AND
(same as vanilla)
c) Under Target tab
S GetLineOfSight PlayerRef == 1 AND S IsInCombat 0 == 0 AND
(same as mod *except* first condition must be equal to 1 this time).
That is simply ingenious. You might as well had just created another mod, the unaware perk is all you.
You are right. The player *must* be able to get the x15 multiplier even when the target "can see" the player (GetLineOfSight == 1) *if* the player is actually invisible (however target still needs to be unaware)
The problem is that the target always sees the player if player is on the line of sight of target, no matter whether the player is invisible or the target is blind or both. So current perk conditions doesn't allow for front x15 stabs when player is invisible.
I've found a solution that allows this without conflicting with current mod behaviour and still prevents Shadow Warrior abuse (which makes player invisible for 1 second).
1. Create a new "perk entry" under Assasin's Blade: Rank: 1 Priority: 2 Type: Entry Point Data 1: Modify Sneak Attack Mult Data 2: Multiply Value Data 3: 2.50
IsInCombat is prefered because target becomes in combat right after detecting you and *before* pulling out the weapon/magic. Example: sneak behind a target and bump into it (or make noise) so the sneak eye start to open (target detected, noticed something), then attack the target before being able to pull out weapon/magic. With your conditions you would get x15. Using IsInCombat only x6, because he is already aware of something.
I will try to find whether the game keeps track of previously alarmed/in combat actors somehow, so your idea can be implemented. That would be a great addition.
Anyway here's a description of detection stages:
http://www.creationkit.com/Categoryetection
Ah I see what you saying. Less of a Delay.
Yea, been trying to figure out the previously alarmed thing half my day now. No luck yet.
I was also thinking. With the line of site addition, how does that effect enemy blindness or player invisibility?
IsInCombat is prefered because target becomes "in combat" right after detecting you and *before* pulling out the weapon/magic. Example: sneak behind a target and bump into it (or make noise) so the sneak eye start to open (target detected, noticed something), then attack the target before being able to pull out weapon/magic. With your conditions you would get x15. Using IsInCombat only x6, because he is already aware of something.
I will try to find whether the game keeps track of "previously alarmed/in combat" actors somehow, so your idea can be implemented. That would be a great addition.
21 comments
I see it as the possibility of a lucky and very well placed sneak attack while target is in combat. Thought on it right after recently revisiting "Shooter" movie, where Mark Wahlberg stabs the jaw of an enemy from below, while crouching inside a water dump pipe, and the target has been alerted by a sound coming from that position, and takes a look over the pipe below...
I like you think 5% is very very low. Initially I was going to suggest only 1-2%. High enough chances and the current adjustements will lose their point. But a little chance maybe spices them for good
There's an easy to implement alternative option too: 10% chance to get a *random* multiplier between 6 and 15 (both included) when sneack attacking targets in combat. I have to test this before though, because I'm not sure whether the required Skyrim function takes integer increments in the interval or goes all the way using floats. GetRandomPercent picks intergers between 0-99, so that's why I'm not sure.
That is simply ingenious. You might as well had just created another mod, the unaware perk is all you.
The problem is that the target always sees the player if player is on the line of sight of target, no matter whether the player is invisible or the target is blind or both. So current perk conditions doesn't allow for front x15 stabs when player is invisible.
I've found a solution that allows this without conflicting with current mod behaviour and still prevents Shadow Warrior abuse (which makes player invisible for 1 second).
1. Create a new "perk entry" under Assasin's Blade:
Rank: 1
Priority: 2
Type: Entry Point
Data 1: Modify Sneak Attack Mult
Data 2: Multiply Value
Data 3: 2.50
(same as existing entry except for priority)
2. Add following conditions under new entry:
a) Under Perk Owner tab
"S" "HasMagicEffectKeyword" "MagicInvisibility" "==" "1" "AND"
b) Under Weapon tab
"S" "WeaponHasKeyword" "WeaponTypeDagger" "==" "1" "AND"
(same as vanilla)
c) Under Target tab
"S" "GetLineOfSight" "PlayerRef" "==" "1" "AND"
"S" "IsInCombat" "0" "==" "0" "AND"
(same as mod *except* first condition must be equal to 1 this time).
Ah I see what you saying. Less of a Delay.
Yea, been trying to figure out the previously alarmed thing half my day now. No luck yet.
I was also thinking. With the line of site addition, how does that effect enemy blindness or player invisibility?
I will try to find whether the game keeps track of "previously alarmed/in combat" actors somehow, so your idea can be implemented. That would be a great addition.
Anyway here's a description of detection stages:
http://www.creationkit.com/Category