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RedthHyde

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RedthHyde

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About this mod

Adds new gameplay features to Skyrim's sneaking, like throat slitting with daggers, knocking people unconscious with fists, killing sleeping NPCs, identity-concealing masks and rope arrows! Fully functional and with MCM Menu included! Now with JvM's patch as an optional download!

Requirements
Permissions and credits
Translations
  • Chinese - Mandarin
Changelogs
Disclaimer:
This is a port from the latest Oldrim version of Sneak Tools, by
Borgut1337. A link to the original mod can be found here.
My experience with modding is limited and as such, if you run into any complex issues, I might not be able to help. If it's about incompatibilities with other mods, I can probably do something about it.

With that said though, I have tested every feature on this mod to ensure that they work properly on SSE and it all seems to work fine.
The previous port of this mod had a lot of bugs and missing features due to being made when SKSE wasn't available for SSE. A lot of features that were in the original that use SKSE were ported using workarounds that didn't, which resulted in the previously mentioned bugs.
This port aims to resolve all that by basically porting the original mod as it was in its original Oldrim version, using SKSE. I haven't received reports of the old port bugs yet, so I'd say it's done it's job so far. Still, you might find bugs that were present in the original version of the mod. If you do, please let me know and I'll get to fixing them!

NEW: I've ported the Sneak Tools Patch mod by JvM, original found here, and it's up and running as an optional download. Tested it and seems to work fine. This patch adds a few balance tweaks along with a few fixes to shadows and addition of new doors in Horstar's shop and new meshes for all the arrows and bolts for this mod. It also lets you talk to other NPCs with a mask with the Conceal effect equipped.
These balance tweaks can be disabled or enabled freely in the new "Patch" section of the Sneak Tools MCM.
In short, it makes the arrow crafting and the Shadow's Refuge spell have a level and a book (added by patch) requirement, and also adds its version of the Gray Cowl of Nocturnal with configurable effects. Obtaining it also has a level and book requirement.

NEW:
This mod now has a Traditional Chinese translation, courtesy of user hor0303! You can download it here.
Also a new Spanish translation, by
Neen7657!. You can download it here.
NEW: A patch for Zim's Immersive Artifacts is now available.
A patch for Weapons Armor Clothing and Clutter Fixes is now available, courtesy of user jtharpla!

Installation:
If you're using a Mod Organizer such as MO2 or Vortex, simply install the mod as you would any other mod with it.
If installing manually, drag all the files inside the Data folder of the mod into the Data folder of the game.

What follows is the original description of the mod's features
:

This mod aims to improve stealth gameplay by adding new tools and gameplay options to give the player more control and more things to do when sneaking, instead of only being able to slowly walk around and hope no one detects you.

It is important to notice that this mod is about ADDING new options, NOT about tweaking the already
existing gameplay.

Throat Slitting
Whenever you:
- are sneaking and
- have a dagger or one-handed sword drawn and
- activate an NPC you are standing behind,

You will attempt to slit the NPC's throat instead of pickpocketing. If
successful, this will result in a guaranteed kill and an animation of
you slitting the NPC's throat. If the throat slit is not successful, the
target will react just as if you had attacked him, but your attack will
fail.

Whether a throat slit is successful or not depends on the difference in level between the player and the target, the player’s
Sneak and One Handed Skills, the target’s Sneak Skill, whether the
target is aware of the player, whether the target is in combat, whether
the target is wearing any helm and if he is, what type of helm that is.

If you enabled the menu pop-ups through the MCM menu or dialogue with
Horstar (see further down), there will be a confirmation menu first
which asks you whether you wish to slit throat or pickpocket.

By default, you will not get the option to slit the throat of an essential
NPC. This option can be changed through the MCM menu or dialogue with
Horstar as well, but throat slits on essential NPCs WILL result in
deaths and therefore might possibly break quests which require the NPC
to be alive.

Knocking unconscious
Whenever you:
- are sneaking and
- have your fists or a one-handed mace raised and
- activate an NPC you are standing behind or an NPC that is sleeping,

You will knock the NPC unconscious instead of pickpocketing. This will
result in the player swinging his fist, and if this attack hits the NPC,
he will drop down unconscious. If anyone that cares about crimes
against the victim witnesses this act, it will be treated as an assault.

The unconscious body can not be dragged around like dead bodies can in
vanilla Skyrim, but it can be pushed around by activating the body
whenever you are not sneaking. If you activate the body whilst sneaking
you will be able to access the victim's inventory.

Whenever someone did not witness the crime directly, but does see the unconscious
body later, he will enter an ''alert'' state. While in this state, if
they see you touching the victim
(either trying to move the body or accessing the inventory), it will also be treated as an assault.

If they get near you while in this alerted state and you walk around with
your fists or weapons raised, they will also realize that you are the
criminal and report you for assaulting.

Lastly, if you are currently trespassing and they have seen the unconscious body and now
see you they will also report you for assault (probably in addition to
trespassing).
After 10 minutes of real time, an unconscious person will wake up again.

If you enabled the menu pop-ups through dialogue with Horstar, there will
be a confirmation menu first which asks you whether you wish to knock
out or pickpocket.

Killing Sleeping Targets
Whenever you:
- have any kind of melee weapon drawn (fists do not count) and
- activate an NPC that is sleeping,

You will be given an option whether you would like to perform the default
action (which is either talking or pickpocketing, depending on whether
you are sneaking or not) or whether you want to kill the target. If you
choose for the latter, you will execute 3 powerful strikes in rapid
succession in the direction you are looking.

If you somehow managed to activate this NPC without looking at him, this will result in
missing your attacks and nothing happening, but if the strikes connect
they will kill the NPC (assuming he is not essential).
If you enabled the menu pop-ups through dialogue with Horstar, there will be a
confirmation menu first which asks you whether you wish to slit throat
or pickpocket.

By default, you will not get the option to kill an essential NPC. This option can be changed through dialogue with Horstar
as well, but if you use this move on essential NPCs it WILL result in
deaths and therefore might possibly break quests which require the NPC
to be alive.

Identity-Concealing Masks
This mod introduces identity-concealing masks, inspired by the Gray Cowl of
Nocturnal in Oblivion and the Bandanas in Red Dead Redemption.

The default Sneak Tools.esp file contains one type of mask, named ''Dark
Cowl'', which can be crafted at any forge in the Leather section and can
be bought from Horstar.
There are also 2 optional files which add this identity-concealing functionality to some appropriate vanilla Skyrim headwear.

Now some details about how these masks work:
- When you equip a mask, 2 things can happen:

  1. If you are not noticed putting the mask on, and are not already remembered as being the wearer of the mask from being detected earlier,
  2. your current bounties in all of Skyrim's holds will be remembered by the
    mod internally and will then be replaced by a ''Mask Bounty'', which
    starts at 0 by default.
  3. If you are noticed putting the mask on or still remembered from being detected earlier, the
  4. people of Skyrim will know it is you. Skyrim's people will only notice you
    putting the mask on if they are in combat (it will make them more alert
    to their surroundings), if you are sneaking (they will think that you
    are acting suspiciously and keep an eye out) or if you are currently
    trespassing. In this case, you will be rememberd as being the person
    wearing the mask.
    In addition to this, your ''Mask Bounty'' will be added onto your ''Real Bounty'', because the people of Skyrim now know
    who commited those earlier crimes.



- When you unequip a mask, again 2 things can happen:
  1.  If you are not noticed taking the mask off, and are not already remembered as being the wearer of the mask from being detected earlier,
  2. your current ''Mask Bounties'' in all of Skyrim's holds will be
    remembered by the mod internally and will then be replaced by your
    ''Real Bounty'' again which was remembered by the mod when you initially
    equipped the mask.
  3. If you are noticed taking the mask off (which again happens under the same conditions as
  4. getting detected equipping), and are already remembered as being the wearer of
    the mask from being detected earlier, your ''Mask Bounty'' will be added
    onto your ''Real Bounty'', because the people of Skyrim now know who
    commited those earlier crimes.



- Detection of equipping or unequipping masks does not only happen at the very instant that you
(un)equip your mask, but remains possible for a few seconds after that
as well. This is to make sure that the player has to find a really safe
spot and remain safe for a while, and to make sure that if the player
takes his mask off right after hiding behind a corner of a house, the
guards that follow around the corner a second later will be able to
realise it was you all along.

- If you keep your mask unequipped for 24 in-game hours (or 48 in-game hours if you were ever detected and
are remembered as being the mask-wearer), your ''Mask Bounty'' will
reset, because after this time it might very well be possible that
other, non-guilty citizen of Skyrim have adapted to the latest fashion
of wearing masks. Your ''Real Bounty'' will still never reset until you
somehow pay them off.

- Skyrim's citizen will treat you with suspicion if you wear a mask. Most people (exceptions are guards, Dark
Brotherhood and Thieves Guild members, followers and Housecarls) will
refuse to talk to you when you're wearing a mask.
Additionally, the same people (this time guards included) will tend to look at you more
often when wearing a mask and from greater distances. If you get very
close to them with your weapon drawn or whilst sneaking, they will get
even more suspicious and will keep looking at you all the time, even
walking backwards if that is necessary to reach their destination.

As of version 0.60, these effects are produced by an enchantment. This
means that you can Disenchant items which conceal your identity and
place the enchantment yourself on any item you like.

Extinguishable And (Re)lightable Fires
With this mod, almost all fire-based light sources around Skyrim will gain a
new level of gameplay. It is now possible for the player to extinguish
any lit fire and to light any extinguished fire through the use of Frost
and Fire spells, and newly introduced Fire and Water arrows (see
below).
In version the current version of this mod, all campfires, candles and wall-mounted torches from vanilla Skyrim are supported, and
if the mod Claralux is installed, all fire-based light sources from
Claralux.esm (NOTE: only Claralux.esm from version 2A is supported,
since as far as I know there are stability issues with later versions of
the mod) will automatically be recognised as well. Fires placed by most
other mods should also automatically be recognised, unless they
introduce actual new models or new Light emitters.
Currently only the Giant campfires are an exception, because it seems unrealistic to me
that these huge fires can be extinguished as easily as smaller fires.

Fires which have been changed from their vanilla state (so lit fires which
have been extinguished or unlit fires which have been lit) will
automatically revert back to their vanilla state after 24 hours of
in-game time if the Player is not in the same location at that time.

If you run into any fire-based light-source (lit or unlit) which does not
work as expected, please report it giving the following information:

- The name of the place where you are
- Preferably a screenshot of the object you are trying to extinguish or light
- A description of what doesn't work (does the model not get replaced
with an unlit/lit version? Or is the model changed correctly but does it
still emit light/no light?)
- If you have mods which place light sources around Skyrim (like Claralux), please list them.

If at some point you decide to stop using this mod but still want a
similar feature to this one, I can recommend woodbyte's Dynamic Fires
mod available here.


Fire Arrows
This mod introduces Fire Arrows, which can be crafted at any forge in the ''Iron'' category.
They can be crafted in batches of 5, 10, 15 or 50. They can also be bought in Horstar's shop.

Fire Arrows are made of a dark wood which deals no damage upon impact by
itself, but ignites when fired using a bow. They can be used to set
enemies on fire (dealing a small amount of Fire damage or to ignite
light sources (see the feature above).

If Dawnguard is installed, batches of 5 Fire Arrows can be converted into batches of 5 Fire Bolts
at any forge. Fire Bolts work in exactly the same way that Fire Arrows
do, except for that they are bolts which can be fired from crossbows.

Water Arrows
This mod introduces Water Arrows, which can be crafted at any forge in the ''Iron'' category.
They can be crafted in batches of 5, 10, 15 or 50. They can also be bought in Horstar's shop.

Water arrows can be used to extinguish light sources (see the feature above), but have no other special uses.

If Dawnguard is installed, batches of 5 Water Arrows can be converted into
batches of 5 Water Bolts at any forge. Water Bolts work in exactly the
same way that Water Arrows do, except for that they are bolts which can
be fired from crossbows.

Noisemaker Arrows
This mod introduces Noisemaker Arrows, which can be crafted at any forge in the ''Dwemer'' category.
They can be crafted in batches of 5, 10, 15 or 50. They can also be bought in Horstar's shop.
Noisemaker arrows produce a small, harmless but loud explosion upon impact, attracting attention of nearby NPCs.

If Dawnguard is installed, batches of 5 Noisemaker Arrows can be converted
into batches of 5 Noisemaker Bolts at any forge. Noisemaker Bolts work
in exactly the same way that Noisemaker Arrows do, except for that they
are bolts which can be fired from crossbows.

Oil Arrows
This mod introduces Oil Arrows, which can be crafted at any forge in the ''Iron'' category.
They can be crafted in batches of 5, 10, 15 or 50. They can also be bought in Horstar's shop.

Oil arrows will drop a pool of oil upon impact, which can then be set on
fire using for example Fire Arrows or any fire-based spell. When fired
on NPCs and creatures, they will cover them in oil, making them
temporarily very susceptible to fire damage.

If Dawnguard is installed, batches of 5 Oil Arrows can be converted into batches of 5
Oil Bolts at any forge. Oil Bolts work in exactly the same way that Oil
Arrows do, except for that they are bolts which can be fired from
crossbows.

Rope Arrows
This mod introduces Rope Arrows, which can be crafted at any forge in the ''Iron'' category.
They can be crafted in batches of 5, 10, 15 or 50. They can also be bought in Horstar's shop.

When they hit any surface, they will drop down a rope if there is enough
space. These ropes can be activated by the player to climb them.

The ropes do not drop down immediately but it can take up to a second. This
is because skyrim's scripting system is quite slow and the scripts do
require some complex calculations in order to detect all the surrounding
collision. Most of the collision detection is done when the ropes are
created and then this data is saved, which means that the ropes require a
little bit of time to fall down, but when you actually climb them
everything will go smoothly.

If you shoot your rope arrow into a location where there's no space at all for a rope to properly drop down,
nothing will happen and the arrow will be wasted.

This is how climbing ropes works:

- The first time you activate a rope, you will be put in ''climbing
mode''. This means first of all that you are forced into first person
perspective whilst climbing (due to a lack of proper climbing animations
this is the only way I can make it look decent) and will automatically
sheathe any weapons. Some of your controls (mostly combat related
controls and the ability to switch back to third person mode) are
disabled.
This can also be done while in mid-air (for example when jumping from one rope to another rope), and generally your character
will manage to grab hold of the rope quickly and will then remain
hanging at the height where you grabbed the rope, allowing you to
continue climbing up or down from there.

- Any time you activate the same rope, or a different adjacent rope nearby, you will climb up or
down a bit depending on where you look at, and the distance climbed
also depends on how far up or how far down you look.
To prevent clipping with terrain, you will sometimes climb in an unexpected
direction if you try to climb up when already at the top of a rope, or
if you try to climb down if you already are at the bottom of a rope, but
generally it works as expected.

- Whenever you move or jump, you will automatically leave climbing mode. This means that you regain all
of your controls, and will drop down unless you activate the same or a
different nearby rope again.

- Whilst climbing a rope, your jump height is temporarily greatly increased. This allows you to more easily
jump on top of a ledge after climbing to the top of a rope.

Ropes will automatically be cleaned up after 2 full in-game days. If at that
moment the ropes are in sight of the player, they will not yet be
cleaned up and the game will attempt to clean them up every 2 days
again.

If Dawnguard is installed, batches of 5 Rope Arrows can be converted into batches of 5 Rope Bolts at any forge. Rope Bolts work in
exactly the same way that Rope Arrows do, except for that they are
bolts which can be fired from crossbows.

New Shop
A Nord man named Horstar has opened a new shop somewhere within the sewers
of Skyrim. Being a shady person, he does not want to reveal his
location and only allows you to enter his shop through a Lesser Power
named Shadow's Refuge, which you will automatically learn to cast upon
installing the mod.

If you are in Horstar's shop when you cast the lesser power, it will teleport you to your previous location. If you
are not in his shop, it will teleport you to his shop.

He sells some general goods fit for thieves and assasins (one handed weapons,
bows, arrows, lockpicks) but also all new items from this mod.

Through dialogue, he also allows you to customise certain aspects of the mod.
By talking to him about ''Tricks of the Trade'' he'll explain some of
the new moves added by this mod and ask you in alore-friendly way
whether you want to see menu pop-ups to confirm whether you wish to slit
throats/knock unconscious, or whether you want to be able to do so
without menu pop-ups.

Similarly, by talking to him about ''Killing'' and answering his following question you'll be able to set
whether it's possible to kill essential NPCs through
throatslitting/sleep kills.

As of version 1.0, these options can also be configured in the MCM menu for users who have installed SkyUI.

Optional Files
- Sneak Tools Vanilla Hoods.esp: this file adds the identity-concealing mask property to the following vanilla Skyrim headwear:
- Nightingale Hood (all 3 levelled versions)
- Shrouded Cowl (NOT the maskless version)
- Ancient Shrouded Cowl
- Worn Shrouded Cowl

- Sneak Tools Vanilla Masks.esp: this file adds the identity-concealing mask property to the following vanilla Skyrim headwear:
- Hevnoraak
- Konahrik
- Krosis
- Morokei
- Nahkriin
- Otar
- Rahgot
- Vokun
- Volsung
- Wooden Mask

Also included in the download is a short guide for other modders how they
can make a patch for their armor mods to add the same
identity-concealing functionality to their newly modded masks.
If you do not want these masks to have the Identity-concealing property, disable the corresponding .esp in your load order after installation.

Configuration
If SkyUI 3.0 or higher is installed, there will be an MCM menu allowing
you to customize the following features in a user-friendly in-game menu:

- Enable or disable menu pop-ups for throat slits and knocking unconscious
- Allow or disallow essential NPCs to be killed by throat slits and sleep kills
- Enable or disable the throat slitting feature altogether
- Enable or disable the knocking unconscious feature altogether
- Enable or disable the sleep killing feature altogether
- Enable or disable the crafting of items newly introduced by this mod altogether
- Enable or disable the entire mod
- Reset the player’s jumping height to the value of the jumping height
when the mod was first installed. In rare cases, rope arrows will
permanently triple your jumping height. If you are affected by this bug,
use this option in the menu to reset the jumping height.

Known Issues:

-Ocasionally, Horstar won't spawn at his shop. You can fix this by spawning a new one with the "player.placeatme" command. The new copy should work just fine and sell you items.
-Sometimes, your jump height will remain a superjump after climbing up a rope, this can be fixed by selecting the option "Reset Jump Height" in the MCM menu of the main mod.

Uninstallation:

If you installed this mod with a Mod Organizer such as MO2 or Vortex, simply uninstall it with the same Mod Organizer.
If you installed it manually, simply remove the files from your Data folder.


Credits:
Borgut1337
: Original Mod author.
Langeston: For his guide on mod porting, which I used to port this.
JvM: Sneak Tools Patch mod author.
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