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Showing results for tags 'stealth'.
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Hi my name in nexus is Namseok1994 yeah very original. Well to the case, I have a idea for armor using parts of other like NCR/RNC Ranger armor, Stealth Suit MK II and Followers doctor coat/lab coat. The armor is combinate this three armor using base Ranger, using helmet, trench coat idk his name, base stealth suit and a accesories from doctor or lab coat. i make a medical armor. I using IA Gemini for my idea im sorry for using IA, but my idea is like this photos and i make a draw looks my idea. Oh the picture from behind the armor is heavy for load i try explain is the back of ranger or elite armor but a little lower like waist a first aid kit or doctor bag. For the Front is a complicated i think is between the mk II and ranger armor is a coat, in the ranger outfit i put a radio like followers, one arm is combination mk and ranger armor and have a glove this arm is left for pipboy and the right arm ncr armor and i replace the ammunition bandoliers with stimpacks and jet for helping people or fight and for colors mmm idk but a details i like are in elite ranger o ranger there is number 10C or 08 well eliminate like scrach and remplaced with paint or something like that with the number six like Counrier 6 and on one shoulder the followers logo and of course the voice from the mk 2 and that the end. Traduccion Hola mi nombre en Nexus es Namseok1994 si muy original. Bueno vamos al caso, tuve una idea de una armadura que usa partes de otras como la RNC Ranger o la Elite, el traje de sigilo mk 2 y la bata de doctor o laboratorio de los seguidores del apocalipsis, usa el casco y garbarnina de la RNC, lleva puesto el mk 2 y la bata entre medio de las 2 vestimentas para esto hice un diseño que me disculpo por lo poco rudimentario. Use Geminis IA que tambien me disculpo por eso, es lo mas parecido que salio. Ah Nexus usa un limite de 500kb para la imagen de como se veria atras la armadura, voy a tratar de explicarlo: en la espalda de la armadura de la RNC esta lo tipico pero mas abajo a la altura de la cadera poner un botiquin o la bolsa de doctor. En el frente quise poner la radio de los seguidores, el brazo izquiero del pipboy usa una combinacion del mk 2 y la armadura ranger que tambien usa el guante del mki 2 y del brazo derecho la armadura base y el guante completo. Remplace las cartucheras de municion por estimulantes y Jet para ayudar (rol) o luchar. Un detalle que me gusta es que en el cuello de frente las armaduras de combate o elite tienen numeros como el 10C o 100 y el 08, bueno en vez cambio de poner eso, colocar estilo dañado o rascuñado el numero base y remplazado estilo pintado con pintura o cualquier cosa el numero 6 como el Mensajero numero 6 y en un hombro el logo de los seguidores del apocalipsis, color para la armadura no se me ocurre nada y por ultimo la voz del mk 2 obviamente y eso es todo. PD: Yeah i use pics art for the armor sorry again./ Si use picsart para la armadura perdon nuevamente. Edit/Edicion: Someon tell me where i put this, in mod for Fallout New Vegas and i post in general lol/Alguien me dijo donde poner las ideas de mod correctamente aqui en Fallout New Vegas y yo lo puse en general jaja.
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It would be great to have a mod that let us use the stealth movement/animations from the knife-only story section
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- shadow of the tomb raider
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Hello! I am looking to turn my game into a faster, more fluid and more intense experience with better movement and more sneaking and stealth options. Thinking about starting with Pack Rat and STEALTH AND DETECTION SYSTEM (link below). I am balancing it with You Are Exceptional and SCOURGE. There is also a mod I saw recently where you can flick ammo casing and distract guards. Can people reccomend their best AI, combat and stealth mods. They dont have to be all-in-one, I know this video is a rehearsed demo run, and I am not trying to make it that 'tacticool modern warfare' but I like how his hands move in front of him when he runs/shoots.
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Hi all, I'm in need of some help re-enabling my sneak eye / stealth indicator. It's driving me nuts! I’m using a pretty heavy mod list, and among them, I suspect the following might be related to the issue: SkyHUD SmoothCam True Directional Movement Detection Meter Better Third Person Selection Here’s what’s happening: I’ve already tried installing Contextual Crosshair hoping it would help restore the sneak eye — no luck there either. If anyone knows: Which of these mods could be responsible? Any specific INI settings I should look into or tweak to fix this? Whether this is a HUD conflict or scripting issue? Please help save my sanity — or at least my stealth build I’m open to editing config files, load order tweaks, or alternative mod recommendations if needed. Thanks in advance for any help you can provide!
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There was a mod in Fallout New Vegas called ACU Reinforced Chinese Stealth Suit by theLeeHarvey. https://www.nexusmods.com/newvegas/users/542167 Looking for something similar for Fallout 4 but did not see any in the Nexus mod list. Any suggestions for a similar looking mod?
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Aqualad/Aquagirl's been under a bit of scrutiny of late. I was chatting with MrBaloneyPony on the subject in the comments of his own take on the issue Deadlier Waters which nerfs immunity to water-borne radiation and raises the levels. I can understand his assertion that the depth of the hazard (pun intended) is wimpy but disagree that one shouldn't be able to adapt to radiation in the water. (Given the Children of Atom and Dogmeat (to say nothing of Lead Belly) I assert that the top level of Rad Resistance should be immunity such as the Chiildren enjoy) That said, immunity to drowning and water stealth are... implemented a bit poorly. I was thinking that a mod to raise resistance to water radiation and double or triple breath holding duration while granting a layer of Camoflage when in the water would be good for the first level of Aqualad/Aquagirl. Full swimming immunity, water-breathing and indetectibility in the water can be held out for Level 2. As it is, the stealthy types may well complain about there being no benefit until level two while the swimmers never bother beyond the first level.
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Skyrim's sneak attack animations often leave something to be desired, looking at you, generic throat-slitting animation. And the default neck breaking animation, while interesting, isn't very... stealthy looking? Short of spending X amount of months learning how to mod, I figured I'd just ask someone here: Is it possible to transfer the neck snapping animation (see linked YT video) from Splinter Cell Conviction into Skyrim as a sneak attack animation with the accompanying sound?
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- stealth
- splinter cell
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As topic says, I've noticed this long-standing "feature" from Fallout 3 seems to have persisted in to vanilla New Vegas and it bugs the crap out of me. From a gameplay perspective it makes no sense and breaks immersion. It was especially highlighted sneaking through some vaults with Lilly recently, lots of narrow corridors and doorways where brushing past one another was unavoidable. I'm not savvy with coding or creating mods I'm guessing it's something to do with how the game engine works, scripting, something like that? What I'd like to know is, if there's a mod that exists out there that removes the issue. I've got the Script Extender, Mod Configuration Menu and Project Nevada going currently. I was looking in to some of the JIP companion mods hoping they might do something. Thank you for any insights.
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Hi all, Today I published a small mod I've been using for quite some time called Stealth Archer Stone, and which has benefited my game play: https://www.nexusmods.com/skyrimspecialedition/mods/59237. This mod will assign the Archery skill to the Thief stone, allowing your Stealth Archer to use leveling bonuses for Light Armor, Sneak, and Archery by selecting the Thief Stone. The only reason this mod exists is because some mods "fix" this assignment of the Archery skill by removing it from the Thief Stone, and typically assigning it to the Warrior Stone. As your Stealth Archer isn't likely entering combat with One Handed, Two Handed, Block, or Heavy Armor, this makes leveling your character quite awkward to say the least. Compared to a Warrior character, who can select a single stone to benefit from typical used skill increases, your Stealth Archer would have to constantly switch back and forth between the Thief and Warrior stones. Not so anymore with this mod, if you place it late in your load order. Enjoy!
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Would any moders know how to use the light level in a "Thief" style light gem widget for your HUD with a yellow warning past 30? It seems simple enough but I'm not a programmer so *Shrug* Example: LightGem.gif
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Hey so I noticed when playing that 1, stealth boys are way too unpractical as they are and 2, when you activate it and the animation plays it ejects this "electrode" thing (that's what the piece is referred to in the game files). I'm looking to have a simple mod made where instead of a Stealth boy consuming itself upon use, it consumes a special ammo type called something like "stealth boy charge" and it could be added to ammo box loot tables with a rare chance to spawn, somewhere around fusion core or mininuke chance. I went ahead and made a slightly edited model of the electrode thing which fixes the hole in the bottom ready for the inventory model in the unlikely event someone sees this and decides to make it. before anyone suggests any already existing mods I've looked and almost every mod that edits stealth boys just makes the time longer or makes it so it never gets consumed which is way too op in my opinion. I did find one that was sort of similar to my idea, where you get a depleted stealth boy and craft a charged one at a chemistry workbench but that would be too tedious for me and I'd just default back to my current behavior of just letting them collect dust in my inventory lol. if nothing else thanks for reading this!
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This always annoyed me, especially when it's done through walls or even within the same room, where there are more NPCs with their backs turned. How do any of them just magically know it's not any of their allies walking about? They immediately go on alert, like hearing footsteps could only automatically mean: ME! (I mean it DOES, yes, but they shouldn't know that!). How can developers (definitely not expecting Bethesda here) make this be more dependent on, say, line of sight, for confirmation, when you're moving along a corridor, passing between rooms, so they won't get alerted until they see you and realize it's not one of them. OR, when it's all in one room, one of the enemies pottering about won't automatically switch to search and destroy mode, if they hear some feet shuffle anywhere behind them, because it just might very well be the other person in the room with them (I mean it's NOT, but they shouldn't know that!) Maybe they ought to give NPCs an attribute called "nerves" or something, that, depending on their level and particular skills, would determine their calmness, so they may or may not be jittery. They'd either be generally more relaxed and wouldn't immediately investigate or even care to turn around when they'd hear footsteps that could be from their allies (when they have them - conditional) or they might jump at a flea farting.
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Idea 1, what I call "Shut up, I'm sneaking!": A lot of the companions/followers like to occasionally speak to you, especially if they see you stealing something, and them talking to you seems to raise your noticeability. While making a follower shut up entirely is an option, I think it would be nice if they'd just tone it down when you're sneaking. If they're upset that you're stealing, maybe a dissatisfied grunt that NPCs wouldn't take as "oh hey someone else is there too" rather than "HEY EVERYBODY AROUND ME THIS IDIOT'S STEALING s#*!". --- Idea 2, what I call "That's not stolen!" Somehow by dropping an Addichrone that I own and then picking it up by holding E on it, NPCs nearby immediately see stolen items in my inventory. Even though the Addichrone I dropped and telekinesis'd is mine. It seems perfectly reasonable that NPCs shouldn't magically see inside my pockets just because I'm holding some not-stolen stick to pry open dumpsters and cupboards.
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For some dumb reason they decided to remove the stealth meter while scanning unless you're aiming at an item, but I like to keep the scanner active to find more items, so I'm not always looking at one.
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Hello, Have you ever rolled up to an NCPD scanner hustle, gig, drove right past the enemies in clear view. You then crash into a pole, knock down a couple of lights; a huge ruckus. But, Maelstrom doesn't care how expensive their full-face optics were, they just choose not to see you beyond 20 feet away crouched in broad daylight. Knock over a glass because you stood to close to a box and the game said "he/she must be attempting to climb this box" ? NO PROBLEM the NPCs don't consider glass breaking by tripping something worth inspecting, unless you shoot it. Corner an enemy from a distance in stealth, fired that kill shot and oops; it only did 8% of his health because this is City Center and you're level 12! Better shoot him again. And again. Oh, he's just standing there? *again* Shouldn't he be running for cover, or just running away from this area? Shot from complete stealth, and his only reaction is to stand still and eat bullets. Run, hide, duck, flee, do something. Unplug some Security Cams perhaps; and an NPC walking right by it doesn't notice the motionless security cam, and some dangling cables? Disable all security cams with the Daemon, or even disabling them one after another with your cyberdeck? Not to worry! Their Security HQ doesn't find it alarming that every security cam is shut off. I catch myself accommodating for sound reverberation for my own immersion, not that it matters to the NPCs. It's trivial after level 25 with active camo and a Legendary Sandevistan. If anyone is an expert in tweaking the functionality, detection range, or behaviors of NPCs in general, I'd like to hear what you imagine the amount of time it would take to create this would be.
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Hey nexus! Is there a mod that makes walking (caps lock/c key) a sneak? I'm playing a sneak char and basically I'm tired looking at crouching. And it also kinda makes sense doesn't it? When we don't want to make noise we just walk (slowly). So, if there is such a mod, could you give me a link to it? Or if not, could anyone make one? Ty!
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The Civil War questline doesn't really work for assassins, it's obviously geared towards warriors and mages, I have an idea that might change that. Your main activities during the Civil War involves attacking forts with a dozen or so soldiers at your back which is great for warriors and mages but a stealth character loses most of their effectiveness and will have an extremely difficult time completing these raids compared to a combat character. Assassins should get the choice of whether they want to charge in or if they want to put their skills to use, especially seeing as there is always some sort of entrance that allows someone to enter undetected in every fort (such as the cave under the Riften fort and the small hole around the back in the fort near Solitude). What I want is for the character to tell their commander before-hand that they can break into the fort and seize it that way, perhaps they have to complete some objectives without being detected (such as assassinating the commander, burning a flag, eliminating the sentries, ect), Anyone who's played Assassin's Creed: Rogue knows what I'm talking about. You may not be able to do this for Solitude, Windhelm, and Whiterun since a fort and a city are completely different beasts and fort attacks seem to be by surprise whereas I have no doubt the cities were warned in advance of an approaching army. I hope a decent modder finds this worthy of their time and I thank everyone for reading.
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Just a few simple fixes, but let me explain: The Assassin Suit is the best looking armor in the game for my stealth build, but it's very annoying to see the Pip-Boy clipping with the armor when a two handed gun is equipped: just equip a random rifle/shotgun and look down: the armor come through the pipboy texture as a dark irregular spot; moreover every time i bring up the Pip-Boy i can see it clipping on the left and right sides (plus the wrist looks odd). I've tried to mess with blender but it seems i'm not capable of doing a decent work at all :pinch: I'm not interested in any mod that removes/overhauls the Pip-Boy as they all ruin the immersion for me, so i'm looking for a good samaritan that would be so kind to model the armor (or texture, not sure what is the best solution) to avoid that kind of clipping. Finally, i would like to ask, if possible, to adapt the armor around the neck to avoid clipping with the following Hazmat Helmet mod: http://www.nexusmods.com/newvegas/mods/43021/? Please note that i'm using the vanilla textures of the helmet with that model and the minor issue shows when the character is running: the back of the armor, specifically the neck area, slightly clips with the back of the helmet. I play only male characters in Fallout and the clipping issues are referred to male version of both armor and helmet. Thanks in advance. https://www.flickr.com/gp/154245588@N03/3w70av for screenshots
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Ever since bethesda posted the chinese stealth suit on the creation club they changed the noise when stealthing and crouching, and it is beyond annoying to me, so much that I don't enjoy using stealth and stealth armor ( and that's how I play normally... :sad: ). Please if there's a mod to remove the stealth noise or if someone can make one - I will be beyond thankful!!
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Hey everyone. So... I play as a female dunmer stealth archer and I normally use the vanilla armors such as the Guild Master and Nightingale armors. But even though they are pretty cool, compared to some armors from other games such as Dragon Age and Warcraft they are kinda... Lame. Then, I decided to search for mods that add cool armors for my kind of character, but most of them are either too brute or too kinky. And their textures aren't quite what I'm looking for. Is there a mod that adds pieces of armors such as the Phoenix Armory from Dragon Age? https://staticdelivery.nexusmods.com/mods/140/images/thumbnails/1660-2-1284050183.jpg Or that also add the kind of armor Sylvanas Windrunner uses in WoW? https://vignette.wikia.nocookie.net/wowwiki/images/b/b9/Sylvanaswindrunner3.png/revision/latest/scale-to-width-down/319?cb=20140503141754 If anyone can direct me to these mods, I'd appreciate it :wink:
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Equip a knife or other silent weapon. Sneak up on a raider and use a power attack to do a stealth kill. If you are in first-person, you break stealth completely and everyone sees you. If you are in third-person, you don't seem to break stealth but the victim stays alive long enough to alert enemies nearby, putting everyone in 'caution' mode. That this behaves differently in first-person than in third-person tells me this is a bug and not by-design. (Even if it was by-design... that is just horrible design.) Anyone else? or is there some mod that fixes this? I haven't found one. Thanks guys!
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SSE All attacks on unaware opponents are sneak attacks
uppreisn posted a topic in Skyrim's Mod Ideas
Hi. I would like to have ranged attacks on unaware opponents register as sneak attacks, whether or not I'm crouching. Something as simple as: if the opponent is unaware of the player, attacking them is a sneak attack. I don't think whether or not I'm crouching should affect how much damage my arrow does. Maybe it's an "immersion" mod. lol. If I'm 50 yards away and land a sick snipe on an unaware opponent, it should be a sneak attack whether or not I'm crouching. I'm playing a (pretty basic, admittedly) light-armor, two-handed barbarian character but the concept of "sneaking" seems like an odd fit. I just want my surprise ranged attacks to register as sneak attacks without me having to crouch. I have no idea how to mod/start anything like this and I can't find any mods that do this. This seemed like the best place to ask. Is it possible/do-able? Thanks! -
Currently, from what I've seen in perk overhauls and whatnot, light armor is kinda useless compared to heavy armor when it comes to later in the game. Almost all of the downsides of heavy armor are negated by perks in other trees, which means in the end, heavy armor gives you more resistance to stagger and an easier time reaching the armor cap, while the only advantage light armor has is stamina regeneration that can be easily achieved with enchanting and alchemy. In perk mods, heavy armor seems to have even more of an advantage, with more damage-related perks along with even more damage reduction, while light armor only has stamina regen and speed boosts that can actually make things harder to hit if it stacks high enough. While it's probably easy to find an example to prove some of this wrong, you still can't deny that heavy armor is too versatile in that it gives tons of advantages while still providing more protection than light armor and dealing nearly the same damage. In my opinion, heavy armor should provide you with lots of protection and health bonuses, with the downside being a lack of damage bonuses compared to light armor. On the other hand, light armor would give you damage bonuses, stamina bonuses, and mobility bonuses, with the downside being that there's not a lot of protection. Clothing should also get some changes, since heavy armor can still out-preform it in the later levels. If you skipped all that, I don't blame you. Basically, heavy armor is pretty good and everything else isn't as good. That should change. Here's how it should change. This is heavily based on The Elder Scrolls Online's armor passives. Heavy Armor Heavy armor will purely focus on staying alive in long, drawn-out fights, with only a measly 15% damage bonus to allow for SOME damage to be done. Generic % Armor Increase: This would be the same as in base skyrim pretty much. 5 levels, increasing armor rating of heavy armor by 20/40/60/80/100%Extra Health: Pretty simple, increases health by a flat amount so you don't get 1-shot by ice storm. Plus 10/15/20 health per heavy armor piece equipped.Magic Resistance: Magic either hits like a truck or doesn't even tickle you, depending on what stones and enchantments you use. This will help reduce that damage before you're able to just totally screw it over with enchantments. Relatively early perk, increases magic resistance by 5/10/15% per heavy armor piece equippedHealth Regen: This would help with sustained fights, as regen tends to do. Increases health regen by 5%/10% per heavy armor piece equippedRegen in Combat: This is the only part of heavy armor that applies to stamina and magicka. All stats regenerate at all times, except for when that stat is being drained. Must have 3 pieces of heavy armoe equipped.Health Dependent Damage: More damage when you're at low health, but not a lot. Damage increased by .2% for every 1% of your health missing, up to 15% extra damage at 25% health. Must have 3 pieces of heavy armor equipped.Block Cost Reduction: Sword and board will mix best with heavy armor to allow you to get more out of the passives. This will reduce the stamina cost of blocking by 6/12% per heavy armor piece equipped, capping at 60%Immunity to Stagger & Ragdoll: Final perk in the tree, increases your chance to be immune to being staggered or ragdolled by 25% per heavy armor armor piece equipped.Light Armor Light armor is going to focus on stamina, damage, and (useful) speed. You will be rewarded for staying away from heavy damage, but you'll really feel that damage if it hits. Shields do not count towards the passives listed below, unless you get a block perk or something. Damage Bonus: The appealing bread and butter of light armor. 1/2/4/6/10% extra damage per light armor piece equipped.Helmetless Bonus: To be fair, not having a helmet could theoretically help you in some situations. Not having a helmet counts towards wearing a light armor helmet in terms of having 4 pieces of light armor equipped, and you have a 20% chance to avoid all damage from attacks when wearing no helmet and 3 pieces of medium armor.Extra Stamina: A percentage increase of stamina, to make it really impactful later in the game. 15/20/40% stamina increase. Must have 4 pieces of light armor equipped.Stamina Regen Buff: Stamina regenerates at all times and regenerates 30/60% faster. Must have 4 pieces of light armor equipped.Sprint & Backpedal Speed Bonus: These are really the only two times you'd want more speed. Your sprinting speed and backpedal speed while in combat is increased by 3/6/9% per piece of light armor equippedCritical Damage Boost: This is often overlooked because of the low values of critical damage, but throw in these low numbers a lot and it adds up fast. Crit chance and damage increased by 10/15/20% per piece of light armor equipped.Sneak Bonuses: Light armor kinda loses it's purpose after you gain access to muffling. Not anymore. You sneak 30% faster and are much harder to detect when sneaking towards an NPC from behind with a weapon drawn.Magic Dodging: Magic sucks. You have a 5% chance to avoid all damage from magic attacks per piece of light armor equippedDodge Chance: Final perk, this is the best part of light armor in my opinion and should be expanded on more. When hit by a power attack, your dodge chance is increased by 20% for 5 seconds. This effect stacks and refreshes, up to 3 times for 60% dodge chance from this perk. Must have 4 pieces of light armor equipped.Clothing Only mages use this. Only mages should use it. Mages should have a reason to use it. Here are some good ones. This tree would either be mixed in with alteration, or it would replace enchanting. Since mages spend lots of perks on the individual schools, not many perks here will require multiple perk points to max. Magic Damage: Magic doesn't do much on higher difficulties. Now it will. Spells last 4/9/14/19/24% longer or are 3/6/9/12/15% more powerful per clothing piece equippedExtra Magicka: Magicka is pretty limited until higher levels, so a decent early boost is useful. Magicka is increased by 10 per each clothing piece equipped.Magicka Regen & Steal: A reward for being accurate with spells will encourage focus and strategy as opposed to mindless spellslinging...but regen will help if you prefer the second option. Hitting an enemy with a spell restores 40% of the spells cost & increases magicka regen by 100% for 5 seconds if wearing 4 pieces of clothing. This effect refreshes whenever you hit an enemy. It also applies to summoned creatures.Magic Absorption: Mages should be able to duel other mages without killing each other instantly. You negate 5/10% damage from enemy spells and gain 10/20% of the spell's magicka cost as magicka per piece of clothing equippedSpell Criticals: Ouch. Get ready for critical ice storms. Spells have a 8/16% chance to be more powerful by 18/24% of their base cost per piece of clothing equipped. Critical Alteration and Conjuration spells will last 20/30% longer per piece of clothing equipped.Armor: Sometimes, Oakflesh just isn't enough. Using a channel spell (Frostbite, Wall of Fire, Lightning Storm) increases your damage resistance by 250% of it's base cost if you have 4 pieces of clothing equipped. Applies to the channel at the beginning of master level spellsStamina for Magicka: Mages shouldn't need to use stamina. It shouldn't be effective, either. When you run out of magicka and try to use a spell 3 times (This will hopefully prevent this being triggered on accident), stamina is converted to magicka at a ratio of 3:1 if no clothing is equipped, 2:1 if 2 pieces of clothing are equipped, and 1:1 if 4 pieces of clothing are equipped.Spell Penetration: You better hope you don't run into any other mages with this. When an enemy resists or absorbs your magic damage, your spells are stronger or last longer based on how much of your damage they resisted or absorbed for 5 seconds. This effect refreshes and is always based on the most magic resistant enemy you have hit in the last 5 seconds. Requires 4 pieces of clothing. At this point it's so late at night, this stuff probably makes no sense in terms of balance. My main goal was to make heavy armor for those who like to rush in and fight long sustained battles, light armor for those who like high risk and high reward combat and stealth, and clothing for skilled mages who know when and how to use what magic. If you have ideas on something to change or add, I'd love to hear it. If you wanna include this stuff in a perk mod, go ham. If you wanna make a mod from scratch with this stuff, go ham. Just make sure I know you're going ham. I have a much bigger plan than this, but I'd rather save that for when I learn enough to do this stuff myself. Plus, this is already too much to ask someone to read. If you like this stuff, tell me and feel free to use the ideas. If you don't like this stuff, tell me what you don't like so I can see if I can change it. If you read this far, congrats. That's all I really have to say about these ideas.
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- armor
- skill tree
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Is there any mod out there that makes it possible to do the extra stealth-damage on an unaware NPC no matter if you're standing or crouching? Or simply makes is possible to stealth and track your detection no matter if you're standing or crouching? I don't want to make crouch obsolete, I just simply find it unrealistic that what decides the NPCs awareness-level and my damage, is wether or not I'm crouching or standing. Like, why does my arrows suddenly hit that much harder simply because I bent down before I let them fly into the back of an enemy. So yeah, any mod like that? If not, is it possible to make?
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- stealth
- damage multiplier
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