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Migck

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miguick

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About this mod

Muffle effects on spells and items now visually show their magnitude, and correctly apply it so as not to be all or nothing. The player's movements may now be partially muffled, and custom enchantments can be made with different muffling potency depending on skill and soul size.

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Dynamic Muffle Scaling


The Muffle effect, from what I can tell, by default is all or nothing: all muffle spells and enchantments will completely negate your movement sound, despite in theory being controlled by an actor value allowing partial magnitudes. Thus, the magnitude and cost scaling makes little sense, and for the most part can be seen as a waste of magicka/charge.

But as it turns out, an elegant tweak job can turn this situation around. This mod alters the Muffle effects used by spells and enchantments, so that an unused actor value (Mood) is used to display the effect's magnitude, while the real actor value is weighted at 1% of it. This way, your movement noise multiplier can be altered in fractions of 1 like the original magic items tried to, and the fraction can be displayed as a full percentage value on screen.

The base Muffle enchantment, which you can gain from disenchanting standard boots of muffle (now 50%), has a base magnitude of 25%, which will scale with your Enchanting powers and soul gem sizes as you'd expect. You'll find it isn't terribly hard to reach over 100% with some Enchanting skill, which will make you silent as usual. The enchantment includes a reload price fix from the Enchanting Adjustments and Price Bug Fix mod by skepmanmods. The muffle effect from the Ebony Mail is also patched and includes fixes from the USSEP. Other magic items in the game use different magnitudes, check them out.

In order to accommodate this, however, all spells and enchantments have to be changed across to display the correct magnitudes. This mod alters all vanilla spells and enchantments using the Muffle effect, in order to multiply their magnitudes by 100. The effects' base costs have been divided by 100 as well to compensate. Other mods changing any of these, or adding their own Muffle items, will likely need patching if they are using the standard MuffleFFSelf or EnchMuffleConstantSelf magic effects for those. If they use their own effects set as vanilla, they'll just muffle you completely as usual. Patching is not difficult but I don't use many mods myself, so if you know of concrete cases of such muffle effects, feel free to report those for me to check out.

And finally, this mod patches the Sneak perk Silence, so that it uses an entry point instead of a muffle effect to nullify movement sound when sneaking only. It's an entry point from the Fallout3/NV games which still works as expected from what I can tell. Again, it's not compatible with mods altering that same perk, but maybe you prefer to obviate that.

Install by dropping and activating 'MigMuffleScale.esp'. Due to the changes made, it's preferable to not have Muffle effects active before installing/uninstalling. This includes the Muffled Movement and Silence perks (you can use 'player.removeperk/addperk 58213/105f24' to handle those from the console). As for compatibility...
  • A Patch is included for Ordinator, which changes the Silence perk into Infiltrator. I've just patched the effects to resemble my changes to Muffle, use Ordinator after this mod, and the patch file after Ordinator.
  • A patch is included for Cutting Room Floor, which as of version 3.0.7 adds the Ring of Khajiit, which the patch alters to fall in line with my mod's changes to Muffle.

May you enjoy.