This page was last updated on 01 June 2025, 8:17PM
Changelogs
Version 2.2
Made MCM Start up run twice if installed mid game.
Ensured all mechanic-related magic effects added by this mod are flagged as "No Hit Event" as to not trigger OnHit() Scripts.
Version 2.1
Tiny Update: Fixed MCM settings not applying immediately in new saves by adding an `OnInit()` event. (Previously, they were applying after the first load screen instead of right when starting a new game.)
An empty LightPlacer JSON file is now included if you choose the option to build the Spell Light Fix manually in the FOMOD. This helps avoid rare cases where Windows freaks out and prevents Synthesis from creating the file.
Version 2.0a
2a: Small hotfix: Added an "Ignore Line-of-sight" flag to a spell that needed it.
v2: Safe to update mid-game. Now requires MCM Helper.
Reworked Mod to use an MCM menu. All fixes (except the Sneak Light Fix) can now be toggled in-game.
Tweaks from optional files are included in the MCM menu as well. (You can delete the old plugins if you used those).
Added new option to turn off the "Sleep Detection Fix" based on an npc's distance to the player. If you want to use this option, you must enable it first in the MCM menu under "fix-specific options".
Version 1.5
Safe to update mid-game.
Generally optimized the Attack Detection Fix and added a few layers of redundancy to it to prevent exploits.
*Balancing Change: For archers, the Attack Detection Fix will now only work if no hostile NPCs are looking in your direction. I felt it was a little too strong for bows without that. (There is also a patch available under optional files to revert this change if you don't agree)
Bug: Player is detected during a killmove—even though if they had attacked normally (without the killmove) they wouldn’t have been detected.
Fix: Killmove Detection Fix During a stealth killmove, nearby NPCs are temporarily blinded, preventing them from seeing the player during the animation.
Version 1.3
Another new optional fix added: Sneak Spell Light Fix. Details below:
Bug: Sneaking with spells equipped increases your chance of being detected—even if you’re not casting them. This happens because equipped spells emit light by default, which affects visibility.
Fix: When sneaking, spells no longer emit light just by being equipped. Light emitted while actually casting remains unchanged.
Requires Light Placer.
The included plugin was generated using my Synthesis patcher: Disable Spell Light Emission and only affects spells that use vanilla casting lights. If you want the fix to apply to all spells in your load order, run the Synthesis patcher instead of using the prebuilt Sneak Spell Light Fix file.
Version 1.2a
1.2a: Fixed "Attack Detection Fix" not working if you have a follower.
1.2: Added new optional fix, "Attack Detection Fix". See below for what it fixes:
Vanilla Bug: Even if fully undetected and completely behind their target, players' (supposedly) silent attacks are able to alert NPCs mid-swing before the weapon swung actually makes contact, resulting in no stealth bonus damage.
Fix: Attack Detection Fix If the player was undetected for at least ~2 seconds prior to attacking—and is wielding a silent weapon—they cannot be detected during the attack animation itself. Detection checks resume as normal immediately when the attack hits.
Note: For bows, this fix only covers the 'release' portion of the drawing animation and only turns on if the player is not moving while shooting.
Version 1.1
Made effects auto dispel themselves if player isn't sneaking or enters combat.