[RELZ] SM Mod Collection

Post » Wed Mar 30, 2011 7:36 am

SM's Full Mod Collection
This is a list of all the mods that are available from me as well as download links and small descriptions of each.

Alot of my mods feature ini configuration files that allows you to really configure the way the mods work easily. For that reason most of my mods require OBSE (Oblivion script extender)
Download OBSE here: http://obse.silverlock.org/

Major Mods
These mods are the larger and, or most well known mods out of the bunch.

  • Supreme Magicka - http://www.tesnexus.com/downloads/file.php?id=12466 - FlyflightFlea was the original creator of this mod
    When I first played Oblivion as a mage I found that magic was way too underpowered and it was very difficult to survive as a pure mage. I then turned to a popular mod, Mighty Magick. That just flipped it around and made magic much too powerful. This is my attempt to find the middle ground between MM and vanilla.
    This mod overhauls the magic system of Oblivion to create a more balanced, diverse, and fun system. It adds new effects, new spells, and more in order to enhance the game for mages and anyone else who thinks magic is too weak.
    The main focus of this mod is to make spellcasting stronger but not overpowered. To that effect, I have decreased the cost of most magic effects and increased the power of their spell counterparts to reflect that change. To maintain balance, I have not touched the spell mastery limits.

  • Persuasion Overhaul - OBSE Version - http://www.tesnexus.com/downloads/file.php?id=12367 - Eric Parsons was the original creator of the non OBSE version
    This mod gets rid of the persuasion mini-game in Oblivion and replaces it with a system that is more realistic and better balanced.
    This mod implements persuasion through regular dialogue. You are free to pick any option you want, and either try the same one over and over or alternate between many. Each time you pick an option, you have a base chance of success based on your speechcraft skill. Then, your chances are modified based on the current disposition of the NPC. The higher their disposition, the harder it is to raise it further. Finally, each option has an individual modifier based on a number of factors (see the Modifiers section below), making it easier or harder to use that option with a particular NPC. For instance, you will have a much easier time coercing a farmer than you will the Arena Grand Champion, and the burly Nord in the local tavern will be more impressed by your boasting than will the Countess of Chorrol, etc. In this way, there is some amount of player skill and role playing required for successful persuasion rather than randomly clicking options.

  • SM Plugin Refurbish - http://www.tesnexus.com/downloads/file.php?id=11474 - Updated 06/04/2010
    Annoyed by the constant official plugin pop ups at the start of a new game?
    Wished that the official plugins would start in more appropriate fashions?
    These esps will stop the official plugins from starting automatically and require you to do certain things to start the quests.

  • SM Combat Hide V1.2 - http://www.tesnexus.com/downloads/file.php?id=20303
    This mod allows to more effectivly hide from npcs you are in combat with. If you stay out of visible sight from them long enough the npc will not be sure where you have gone and lose track of you. No more do npc's have homing beacons on your position.
    Once the npc has lost you they will search the area for a while and if they come accross you they will instantly attack. After some time they will stop actively searching the area for you.



Misc Mods
This section contains a list of my smaller niche mods that all provide small but wonderful effects to the gameplay of oblivion :)

  • SM Security and Lockbash v1.2 - http://www.tesnexus.com/downloads/file.php?id=16136
    This mod makes you required a number of lockpicks minimum to open a lock (excluding any extra you break in the minigame). Also has a lock bash functionality that is 100% compatable with all mods.

  • SM Regional Bounty V1.22 - http://www.tesnexus.com/downloads/file.php?id=16137 - Updated 04/04/2010
    This mod creates a regional bounty system, guards knock you out instead of killing you, a dynamic no psychic guards feature where crime gold determines guard hearing distance as well as the weather. There is also an optional bounties decrease over time feature that you can enable in the ini.

  • Drop Lit Torches OBSE - V2.4 - http://www.tesnexus.com/downloads/file.php?id=16282 - Updated 04/04/2010
    This mod improves the original drop lit torches fixing a number of bugs with the original, improving compatabilty with mods that modify torches, now you can press a hotkey to use a torch, and modify torch light radius, weight and cost on the fly with the ini.

  • SM Encumbrance and Fatigue V2.6 OBSE Required - http://www.tesnexus.com/downloads/file.php?id=12074
    Since version 2.0 this mod has been reborn as an experient in the merging of features from running revised, realistic fatigue and more realistic encumbrance to integrate and work together to truly make an ultimate running mod. How the mod plays depends on which ini you choose. There are 3 ini templates available that can change how the mod plays. In all it aims to make fatigue and encumbrance more realistic but without sacrificing gameplay to the extreme other mods go to. Its all customizeable though and can be made as extra as you like.

  • SM Hand Combat V1.0 - http://www.tesnexus.com/downloads/file.php?id=18834
    This mod aims to improve the usage of the hand to hand skill such that its more usuable including dynamic fatigue damage, wearing armor improves hand skill and a perk that allows touch spells to be cast on your enemies as you punch.

  • SM Essential Kills V1.02 - http://www.tesnexus.com/downloads/file.php?id=23580
    A fun mod. Lets you kill essential npcs just by attacking with your sword on there unconscious bodies.

  • SM Rest V1.0 - http://www.tesnexus.com/downloads/file.php?id=20351 - Updated 17/04/2010
    Extracts the OBlivion XP / World of warcraft rest system for those using other levelling mods other than oblivion XP. You now gain bonus experience from using skills when rested.

  • SM Soul Delete V1.00 - http://www.tesnexus.com/downloads/file.php?id=24292
    This simple mod allows you to destroy souls and empty your soul gems.

  • Immersive Combat Music - http://www.tesnexus.com/downloads/file.php?id=23545
    The purpose of this mod is to make the combat music start up only when its obvious you are actually in combat.
    In other words the combat music does not start playing until either you see the enemy coming to kill you, or you are actually hurt by them.

  • SM Combat Regen - http://www.tesnexus.com/downloads/file.php?id=29095
    This mod applies reduced health, magicka and fatigue regeneration rates while in combat, in similar way rather akin to dragon age origins. Obviously your health now also naturally regenerates over time.

  • Dynamic Place Centric Scaling Beta 6 - http://www.tesnexus.com/downloads/file.php?id=23993
    So the scaling system in oblivion has never been a strong point. Never ending scaling makes you loose a sense of acheivement at later levels. There are many mods and overhauls that attempt to address this issue making the scaling system better but the underlying flaw in the system still lingers.
    This mod try's to apply Fallout 3 improved style of scaling to oblivion in that when you visit a location for the first time from then on all spawns in that cell (items, actors) will be at that level. The aim is provide the illusion of a place centric game.
    This is still in a experimental stage so use at your own risk.
    The mod will have the greatest effect on a new game or low level characters because cells get set to lower levels.

  • SM Player Leveling Alpha/Beta 0.01 - http://www.tesnexus.com/downloads/file.php?id=31040

  • SM Spell Levelling - http://www.tesnexus.com/downloads/file.php?id=5361 - Updated 22/06/2010
    My first ever mod. Auto levels and strengthens your birthsign and racial spells. Ressurected to use OBSE 18


Discontinued Mods
These mods are no longer supported or have been superceded by other mods.
  • INI Configuration for Reneers Guard Overhaul (Requires OBSE & RGO 1.86)- http://www.tesnexus.com/downloads/file.php?id=19779
    Allows you to use an ini to configure many of reneers guard overhauls values. Useful if you dont like clicking through menus every time you start a new game. This also supports auto setting the guard sight distance to what other mods set it to be it no psychic guards or the dynamic no psychic guards feature in the bounty mod above. Untested with anything later than version 2.00

  • Drop Lit Torches - No Messages Fix - http://www.tesnexus.com/downloads/file.php?id=9997
    People seem to occasionally request this as tesnexus listing dosn't show it. Its redundent by the OBSE version but not everyone uses OBSE.
    Original first fix for some message issues in drop lit torches.

User avatar
Amy Melissa
 
Posts: 3390
Joined: Fri Jun 23, 2006 2:35 pm

Post » Wed Mar 30, 2011 8:13 am

Updated SM Regional Bounty V1.22
- Added OBSE check.
- Improved the non-cobl method of guard knockout by using clever detection of average damage hit rates to prevent knockouts in addition to the min health percentage check.
- Fixed bug relating to crime gold being lost across when escaping combat in a different region.
- Fixed a bug resulting in crime gold gained while in jail being lost.

Edit - Hope you like the neatened up mod list :)
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Crystal Birch
 
Posts: 3416
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Post » Wed Mar 30, 2011 10:53 am

Updated SM Regional Bounty V1.22
- Added OBSE check.
- Improved the non-cobl method of guard knockout by using clever detection of average damage hit rates to prevent knockouts in addition to the min health percentage check.
- Fixed bug relating to crime gold being lost across when escaping combat in a different region.
- Fixed a bug resulting in crime gold gained while in jail being lost.

Edit - Hope you like the neatened up mod list :)

Thank you for all of the above! ;)
- Tomlong75210
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Nicole Elocin
 
Posts: 3390
Joined: Sun Apr 15, 2007 9:12 am

Post » Wed Mar 30, 2011 6:44 am

Hey SM! I'm having some trouble with Encumbrance and Fatigue. Whenever I over encumber my character, I get the standard "You are over encumbered" message and can't move. My fatigue acts as if I was just standing, meaning it regenerates as usual. If I try to run in this state, fatigue burns as with unencumbered running. I'm using default config.

Any advice?

Thanks.
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Britta Gronkowski
 
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Post » Wed Mar 30, 2011 11:57 am

@RebelMax: Do you have any mods that modify players starting inventory (some alternate start mods might do). If you do try raising the ini setting realisticENC.sWeightOffset and see if that helps.
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Matthew Barrows
 
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Post » Wed Mar 30, 2011 12:58 am

Managed to get the right weight offset for my game, which is 12 with Alternative Start Arrive by Ship and a bunch of others adding to the starting weight. Thank you again for pointing me in the right direction.

Oh, and your signature and avatar got me to buy The Monkey Island SE. Playing it for the first time, yay! :D
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Jonathan Egan
 
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Post » Wed Mar 30, 2011 6:38 am

@RebelMax: Glad that was the issue. I wish there was a way I could autocalculate that weight hmmm. Yes monkey island games rock and no one should ever live life without out the experience :P

Edit: By the way rodrigo y Gabriela from your signature are amazing insane guitar players!! Diablo Rojo scares me!!
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Dean
 
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Post » Wed Mar 30, 2011 3:25 am

thanx for all your wonderful mods SM ;)
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Cool Man Sam
 
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Post » Wed Mar 30, 2011 7:27 am

Combat Hide V1.2 released
An update has long been overdue. Its actually one of my most popular small mods oddly so I think its about time it gets an update.

- OBSE 17 now required
- Added OBSE check
- Added an optional ini file to configure some of the functionality to your liking.
- If no actors in surrounding cells in combat with player for a time combat alarm will be stopped on the player. Prevents never ending combat.
- Seen and unseen dialogue will be used when searching for the player.
- Fixed a bug causing actors to search for you no matter there confidence or liking towards you.
- Fixed major compatability issues with SM Regional Bounty Guard knockouts.
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Brentleah Jeffs
 
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Post » Wed Mar 30, 2011 9:53 am

Managed to get the right weight offset for my game, which is 12 with Alternative Start Arrive by Ship and a bunch of others adding to the starting weight. Thank you again for pointing me in the right direction.

i have a question about this since i am also using Alternative Start Arrive by Ship.

my encumbrance is:
8 before i leave the ship
1 after i leave the ship
34 after i take all items in the bag.

i should set my weight offset to 8? yes?
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Hazel Sian ogden
 
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Post » Wed Mar 30, 2011 10:13 am

i have a question about this since i am also using Alternative Start Arrive by Ship.

my encumbrance is:
8 before i leave the ship
1 after i leave the ship
34 after i take all items in the bag.

i should set my weight offset to 8? yes?

Actually, what I did was just over encumber my character and adjusted realisticENC.sWeightOffset so that my max encumbrance was 2 more than my current encumbrance, as SM wrote in INI file.

Oh, a Combat Hide update! My Khajiit will be pleased. Thanks!
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Donatus Uwasomba
 
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Post » Tue Mar 29, 2011 11:34 pm

SM Regional Bounty V1.22b update
- Improved region detection to prevent weird oddities like a door archway to the city being wilderness instead of the city region.
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Quick Draw III
 
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Post » Wed Mar 30, 2011 10:46 am

Actually, what I did was just over encumber my character and adjusted realisticENC.sWeightOffset so that my max encumbrance was 2 more than my current encumbrance, as SM wrote in INI file.

thanks. had to get my test character some booty to see what was happening. good timing to see this post before my new game.

greetings Strategy Master, i have several of your mods in my load order. thanks for sharing.
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Kat Ives
 
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Post » Wed Mar 30, 2011 1:37 am

SM Regional Bounty Update v1.22c
- Fixed Skrivva not able to pay off bounties if the bounties only exist in other regions.
- Further refinements for city region detection on the world map.
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Eddie Howe
 
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Post » Wed Mar 30, 2011 4:56 am

Drop Lit Torches (OBSE) Update v2.4
- Now when you pick up a dropped torch out of combat you will sheath your weapon and equip
the torch automatically (About time!)
- Added initialization message to console to be able to tell if the ini or default settings
are being used.
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suniti
 
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Post » Wed Mar 30, 2011 11:52 am

SM Regional Bounty Update v1.22c
- Fixed Skrivva not able to pay off bounties if the bounties only exist in other regions.
- Further refinements for city region detection on the world map.


Hello!

I've got a few suggestions for this, if you think they would make good additions to the mod.

1 - Would you add an option to have the guards follow the player if he's got an infamy level above a certain threshold? I mean follow in towns, not in the wilderness. For example:

If it's night time and the player has Infamy of 20 then the guards will follow him. If he goes past another guard, the old one will return to his post and the new one will follow (or if it's easier, just have one keep following).
If it's day time and the player has Infamy of 20 then he won't be followed. But with a value of 30, he would.


2 - Some other follow mechanics would be sneaking characters.

3 - Would you consider making this work for all NPCs not just the player?

I like the increased alertness of the guards idea and I believe this could go nicely along with it.

Question: Do the guards from another cell still react to crimes? For example if someone were to kill someone else inside his house, would the guards still rush in?

4 - On a high infamy character should the guards follow him through doors if they've been following him and he enters a cell that would have him tresspass?

Question: When a local bounty exceeds an amount and goes Global, what would you say to having all the local bounties go global on top of that? The idea would be that the now known criminal is recognised all across Cyrodiil. It's debateable though so I'm curious how you see it.

5 - Can you add an option to tweak the amount of gold each bounty consists of (sorry if this is already in, but I don't have a running game yet). Along with this, an option to choose the sum when the infamy gets a boost?

Let me know!

Cheers!

cc

P.S. Does your Hand to Hand combat mod work on NPCs?
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Kathryn Medows
 
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Post » Wed Mar 30, 2011 5:13 am

@crimson.cosmos:

1,2,3,4: They interesting ideas. Unsure of how it would play out if you made them follow npcs as well. Might just end up with lots of fights brewing out. Yes guards still do react to crimes, which with this prospect may make lots of evil characters getting killed off more likely.

Added to my lists of ideas but it increases mod complexity and I want the mod to stay simple to a specific purpose. Its easier to debug and fix things. Maybe I could look into it for a entirely seperate mod though?

To your question thats an interesting argument. I think of it as a messager at a town is sent to report to the IC the crime gold to make it global. Then the IC sends messagers out to all the other towns to say look out for this man. The question is do those towns then go aha hes wanted here for lots of these bounties and tell the IC or would the cities rather prefer to keep all the crimes the player is wanted for to stay within there own city as its less administritive hassle. To be honest I think the latter makes more sense as then only when a particulary city is fed up with the player will they report the crimes to the IC.

E.g. if Bruma has a bounty of 15 gold on a player for lots of stealing
IC comes along to say there is a 10,000 bounty on this player. Bruma could mention the measly extra 15 bounty but would rather charge the player for this crime themselves, as its there city that had stuff stolen from.

5: I suppose optional ini settings to modify these settings might be useful. Will add it to my ideas list.

Hand to hand mod will affect npcs stats unintentionally because whatever you wear changes global gameplay stats for the npcs too, but npcs will not punch touch spells at you. I am not likely to update the hand to hand mod to fix all these issues anytime in the near future though.
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Jessica Lloyd
 
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Post » Wed Mar 30, 2011 9:29 am

I've noticed that I've been using your mods for a loooong time but I can't remember if I ever stopped by to say thank you for them.

Well, in case I haven't, I'm saying it now: thanks for these wonderful mods, they greatly improve my Oblivion experience. I find them neat, precise and to the point. They do what they do flawlessly and elegantly. Keep up the good work! :goodjob:
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April D. F
 
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Post » Wed Mar 30, 2011 7:28 am

@segvirion: Ah I can't remember either :huh: . Maybe you have but in any case thank you for enjoying them :P
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Nicole Kraus
 
Posts: 3432
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Post » Wed Mar 30, 2011 6:58 am

Hey!

I was wondering if you could help me figure out if SM Combat Regen would have a problem with http://www.tesnexus.com/downloads/file.php?id=24604.

And, I'm quite sure the answer is no - but does SM Encumbrance and Fatigue affect NPCs as well? I'm thinking of using a mod of this kind but Realistic Fatigue seems to be the only one changing NPCs. Is this something you're thinking of changing in the future?

In regard to my previous post, I'd be happy with those changes just for the player for now. Adding it to NPCs is trickier indeed - the way Reneer solved this in his Guard Overhaul was by taking unlawful NPCs to jail instead of killing them. I'm trying to think of an alternative, so these two mods won't end up mirroring each other, but I can't say I've got anything so far.

I agree with your assessment on number 5, by the way!

Cheers!

cc
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{Richies Mommy}
 
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Post » Wed Mar 30, 2011 7:29 am

Yes to the SM Enc & Fatigue question. It can replace RF using the INI. I suggest switching to it anyway. ;)

I would assume those to combat mods conflict. It is not that they both may not work, but they both modify fatigue regeneration in battle. You might be able to turn off fatigue in Kuertee's and get them to work, but using those two together sounds like suicide to me...
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carly mcdonough
 
Posts: 3402
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Post » Wed Mar 30, 2011 12:10 am

Hey!

On top of my previous post, two more questions:

1. I know SM Combat Hide and Stealth Overhaul both change the iAiCombatMinDetection, but I was curious if there is more to it - i.e. if I load one after the other, will I be OK using them both?
Also, on the same mod - you specify in the ini that it shouldn't be used with RGO. Can I just load it before RGO so I still get the effect for non-guard npcs? Alternatively, an option in the ini to switch guard behaviour off could work.

2. Could you add an option to your SM Security and Lockbash mod so that you can't pick locks that are out of your mastery level? The number of used lockpicks would still matter for the locks below your level, but raising Security would be more meaningful, especially when you've got lots of lockpicks lying around.

Alternatively, if you can think of something else that would accomplish the same thing as far as Security is concerned, it would be even better :)

Cheers!

cc
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CHARLODDE
 
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Post » Wed Mar 30, 2011 1:08 am

SM Plugin Refurbish 1.30 Update
- Fixed OMOD script not installing theives den plugin
- Due to popular demand, Rumors will now appear instantly when condition is met on npcs instead of having a random chance to show. Due to this certain rumors now have some new conditions before they appear.
- Added dialogue text for the plugin rumors (No Sound)
- SI now requires at least 20 days to have passed before the rumor shows up.
- Battlehorn now requires 60 creature kills before the rumor shows up.
- Fixed dialogue bugs with the battlehorn plugin.
- Stopped rumors showing up on Lucien and ensured all have check to prevent them showing up in the shivering isles.



Hey!

I was wondering if you could help me figure out if SM Combat Regen would have a problem with kuertee's Battle Fatigue and Injuries.

And, I'm quite sure the answer is no - but does SM Encumbrance and Fatigue affect NPCs as well? I'm thinking of using a mod of this kind but Realistic Fatigue seems to be the only one changing NPCs. Is this something you're thinking of changing in the future?

In regard to my previous post, I'd be happy with those changes just for the player for now. Adding it to NPCs is trickier indeed - the way Reneer solved this in his Guard Overhaul was by taking unlawful NPCs to jail instead of killing them. I'm trying to think of an alternative, so these two mods won't end up mirroring each other, but I can't say I've got anything so far.

I agree with your assessment on number 5, by the way!

Cheers!

cc

Hey!

On top of my previous post, two more questions:

1. I know SM Combat Hide and Stealth Overhaul both change the iAiCombatMinDetection, but I was curious if there is more to it - i.e. if I load one after the other, will I be OK using them both?
Also, on the same mod - you specify in the ini that it shouldn't be used with RGO. Can I just load it before RGO so I still get the effect for non-guard npcs? Alternatively, an option in the ini to switch guard behaviour off could work.

2. Could you add an option to your SM Security and Lockbash mod so that you can't pick locks that are out of your mastery level? The number of used lockpicks would still matter for the locks below your level, but raising Security would be more meaningful, especially when you've got lots of lockpicks lying around.

Alternatively, if you can think of something else that would accomplish the same thing as far as Security is concerned, it would be even better :)

Cheers!

cc


I dont know how kurtees battle injuries mod works so I cannot give you an answer. I looked over the description and too me it looks like it should work because it looks like fatigue amount changes rather than drain, but never used it so I have no idea.

SM Encumbrance and fatigue stat changes do affect npcs. The non stat changes like unlimited encumbrance will not. Basically due to the difficulty in applying unlimited encumbrance to all npcs withiout completly breaking things is why i havn't done so yet, I'm still researching this.

1. I need to update the readme because attack and hide will just not do anything if the the setting is not commented out in the SM Combat hide. You just dont need it as all the same functionality is included in combat hide. Load orders is kinda ignored with alot of my mods because they are script mods. Using reneers guard overall with combat hide will cause very bad things no matter where you put it in the load order. Its not quite as easy as turning off monitoring guards either. Reneers guard mod does alot of stuff with non guard npcs as well so there is no real solution. This is why i made my more basic crime mods as substitutes for no more reneer.

2. Will add to my ideas list but will default to off if i implement such functionality.
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OTTO
 
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Post » Wed Mar 30, 2011 1:33 am

Hey!

Thanks for the reply!
SM Plugin Refurbish 1.30 Update
- Fixed OMOD script not installing theives den plugin
- Due to popular demand, Rumors will now appear instantly when condition is met on npcs instead of having a random chance to show. Due to this certain rumors now have some new conditions before they appear.
- Added dialogue text for the plugin rumors (No Sound)
- SI now requires at least 20 days to have passed before the rumor shows up.
- Battlehorn now requires 60 creature kills before the rumor shows up.
- Fixed dialogue bugs with the battlehorn plugin.
- Stopped rumors showing up on Lucien and ensured all have check to prevent them showing up in the shivering isles.

Cool! Will update asap.

1. I need to update the readme because attack and hide will just not do anything if the the setting is not commented out in the SM Combat hide. You just dont need it as all the same functionality is included in combat hide. Load orders is kinda ignored with alot of my mods because they are script mods. Using reneers guard overall with combat hide will cause very bad things no matter where you put it in the load order. Its not quite as easy as turning off monitoring guards either. Reneers guard mod does alot of stuff with non guard npcs as well so there is no real solution. This is why i made my more basic crime mods as substitutes for no more reneer.


Um, I'm not sure I understood what you meant here. I'm not using Attack and Hide along with Combat Hide but http://www.tesnexus.com/downloads/file.php?id=6359. It changes several things such as the sneak multipliers, adds a penalty for wearing armor while sneaking on top of making it easier to hide again after a sneak attack.

I guess I could try loading them both in Tes4Edit and see what's overlapping. I'll actually do that.

Fair point on RGO, I'll have to stick with one or the other then.

Cheers!

cc
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Amy Siebenhaar
 
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Post » Wed Mar 30, 2011 12:54 am

@crimson.cosmos: So you did. Stealth Overhaul should work fine. My mod will probrably override the iAiCombatMinDetection stealth overhaul setting though.
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HARDHEAD
 
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