[RELz] They Won't Even Know I'm There v0.1

Post » Mon Oct 21, 2013 3:02 am

They Won't Even Know I'm There (titled "Master of Disguise - Real Faction Armor - Faction Overhaul" at Skyrim Nexus) transforms all faction armor into real faction armor. Suit up as a Dark Brotherhood assassin, a Madman of the Reach, or even a lowly necromancer and experience Tamriel as though their allies, friends, and enemies were yours.

http://skyrim.nexusmods.com/mods/45047

REQUIREMENTS

  • Skyrim 1.9.32.08 (or newer)
  • SKSE 1.6.16 (or newer)
  • Dawnguard
  • Dragonborn
  • http://skyrim.nexusmods.com/mods/23491 (latest or 2.0)
  • http://skyrim.nexusmods.com/mods/31083 (latest or 2.0)

If you have any problems or questions, click on the Posts tab and add a comment.

FACTION ARMOR OUTFITS

Since v0.1 is an early release, let me know what you think about the outfit requirements.

Per this list, you must wear faction armor in the respective slots listed to be recognized. There will be no notification that you have done this successfully.

Major Factions

  • Imperial Legion: armor, helmet
  • Stormcloaks: armor, helmet
  • Thalmor: robes
  • Blades: armor, helmet

Guild Factions

  • Companions: armor, helmet
  • Dark Brotherhood: armor, hood/cowl
  • Dawnguard: armor, helmet (requires Dawnguard)
  • Thieves Guild: armor, hood
  • Clan Volkihar: armor, hood (requires Dawnguard)

Minor Factions

  • Cultists: mask (requires Dragonborn)
  • Forsworn: armor, helmet/headdress
  • Morag Tong: armor, hood (requires Dragonborn)
  • Penitus Oculatus: armor, helmet
  • Silver Hand: a silver ring worn by every member
  • Vigil of Stendarr: an amulet worn by every member

Guard Factions

  • Falkreath Guard: armor, helmet
  • Hjaalmarch Guard: armor, helmet
  • Markarth Guard: armor, helmet
  • Pale Guard: armor, helmet
  • Raven Rock Guard: armor, helmet (requires Dragonborn)
  • Riften Guard: armor, helmet
  • Solitude Guard: armor, helmet
  • Whiterun Guard: armor, helmet
  • Windhelm Guard: armor, helmet, shield
  • Winterhold Guard: armor, helmet

Other Factions

  • Necromancers: robes
  • Werewolves: a gift from Hircine
  • Daedric Influence: any Daedric armor or weapon (Okay, I lied. There's a notification for this one.)

FACTION RELATIONSHIPS

Since v0.1 is an early release, let me know what you think about the faction relationships.

Major Factions

  • Imperial Legion: allied with Imperial Legion and Penitus Oculatus; friends with the Thalmor; enemies of the Stormcloaks; neutral with the Blades
  • Stormcloaks: allied with the Stormcloaks; enemies of the Imperial Legion, Penitus Oculatus, and the Thalmor
  • Thalmor: allied with other Thalmor; friends with the Imperial Legion and Penitus Oculatus; and enemies of the Blades
  • Blades: allied with other Blades; enemies of the Thalmor; and neutral with the Imperial Legion

Guild Factions

  • Companions: allied with other Companions and enemies of the Silver Hand
  • Dark Brotherhood: allied with other brothers and sisters of the Nightmother and enemies of Penitus Oculatus and the Morag Tong
  • Dawnguard: allied with other Dawnguard and enemies of all vampires
  • Thieves Guild: allied with other Thieves Guild members and neutral with everyday thieves
  • Clan Volkihar: allied with other Clan Volkihar members and vampires; and enemies of the Dawnguard and Vigil of Stendarr

Minor Factions

  • Cultists: allied with other Cultists; and enemies of all guards and the Vigil of Stendarr
  • Forsworn: allied with other Madmen of the Reach including their dogs; friends with the Hagraven; and enemies of the Imperial Legion, Stormcloaks, and the Thalmor
  • Morag Tong: allied with other Morag Tong and enemies of the Dark Brotherhood
  • Penitus Oculatus: allied with other agents of Penitus Oculatus and the Imperial Legion; friends with the Thalmor; and enemies of the Dark Brotherhood
  • Silver Hand: allied with other members of the Silver Hand and enemies of the Companions
  • Vigil of Stendarr: allied with other Vigilants and enemies of Daedric influences, Clan Volkihar, the Followers of Miraak, necromancers, and werewolves (in other words, they're awesome)

Other Factions

  • Necromancers: allied with other necromancers and the Followers of Miraak; and enemies of the Vigil of Stendarr
  • Werewolves: allied with other werewolves and the Companions; and enemies of the Vigil of Stendarr
  • Daedric Influence: enemies of the Vigil of Stendarr

GUARD FACTION ARMOR

In addition to behaving like real faction armor, guard faction armor will reset your bounty and ensure that guards of the respective faction are not hostile to you. This will allow you to, for example, kill or knock out a guard while escaping from jail, equip his/her uniform, and stroll out the front door. When you unequip the uniform, your original bounty will be restored.

Currently, this feature is not sensitive to whether there are any faction guards watching you put the uniform on, so just suspend your disbelief if you do that, okay?

NOTES AND COMPATIBILITY ISSUES

  • http://skyrim.nexusmods.com/mods/9557 is compatible; however, the Forsworn, Vigilant of Stendarr, and Thalmor starts add you to the vanilla Forsworn, Vigil, and Thalmor factions. You will need to manually remove yourself from those factions for the respective faction armors to work.
  • No armor records were modified, so this mod should be compatible with all replacers.
  • Only faction armor belonging to Skyrim, Dawnguard, and Dragonborn will trigger faction changes. Third-party mods wishing to add support should add their armor to an appropriate formlist.
  • Hjaalmarch, Pale, and Winterhold guard NPC records were edited to add them to their own guard factions. Any mods that edit these same records will not be compatible.
  • Many of the faction records were edited, of course, so any mods that edit these same records will also not be compatible.

FUTURE ADDITIONS

Future versions of They Won't Even Know I'm There will have modular DLC support, a detection system, and guard faction armor won't make guards friendly if you have a bounty and they see you equip the uniform.

The detection system will add a chance that faction members can discover you based on your Sneak or Illusion skill. What happens then is up to the AI. If you were allies or friends before, they won't care. If you were enemies, they'll go hostile.

Roadmap

  • v0.2 - Modular DLC Support
  • v0.3 - Detection System
  • v0.4 - Better Guard Faction Armor

UNINSTALLATION

While in the game, open the console with the tilde (~) key. Enter the following command:

stopquest xxFF0000

Important: You should replace "xx" in the above command with load order position of the mod.

Then, save the game and quit to the desktop. At that point, you can safely remove the mod.

User avatar
Thomas LEON
 
Posts: 3420
Joined: Mon Nov 26, 2007 8:01 am

Post » Mon Oct 21, 2013 3:39 pm

This sounds like a really interesting mod. But I wish you hadn't chosen to make helmets, of all things, a requirement for so many factions. None of my Elder Scrolls characters have ever worn a helmet in all the 11 years I've been playing these games.

Anyway, good luck with this. I'm sure many players will enjoy it.

User avatar
jason worrell
 
Posts: 3345
Joined: Sat May 19, 2007 12:26 am

Post » Mon Oct 21, 2013 5:24 am

Well, I figured that helmets obscure your face!

Once I have the detection system implemented though, I'll only require body armor at a minimum for most factions but equipping faction armor in the other slots will improve your chances at remaining undetected.

User avatar
sam
 
Posts: 3386
Joined: Sat Jan 27, 2007 2:44 pm


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