Sneak Tools mod for The Elder Scrolls V: Skyrim Download Link: http://skyrim.nexusmods.com/mods/19447/ Forum Thread: http://forums.bethsoft.com/topic/1365057-beta-sneak-tools/ Version 0.60 BETA 15 August 2012 Borgut1337 ------------------------------------------------------------------- 1. Index ------------------------------------------------------------------- 1. Index 2. Requirements 3. Recommended 4. Mod Description 5. Optional Files 6. Future Plans 7. Upgrading From Previous Versions 8. Installation 9. Uninstallation 10. Incompatibilities 11. Known issues/bugs 12. Version History 13. Permissions & Disclaimer 14. Contact Information 15. Tools Used 16. Credits ------------------------------------------------------------------- 2. Requirements ------------------------------------------------------------------- - A working version of The Elder Scrolls V: Skyrim (latest official patch) - Skyrim Script Extender (SKSE) version 1.7.7.0 or later, available here: http://skse.silverlock.org/ (versions 0.51 and lower of Sneak Tools do not require SKSE, only versions 0.60 and up do) ------------------------------------------------------------------- 3. Recommended ------------------------------------------------------------------- - Sneak Tweak by deadfables, for more realistic detection and AI: http://skyrim.nexusmods.com/mods/16449 - Also, check out my other 2 mods for improved combat gameplay, Deadly Combat and Dual Wield parrying: http://skyrim.nexusmods.com/mods/5485 http://skyrim.nexusmods.com/mods/9247 ------------------------------------------------------------------- 4. Mod Description ------------------------------------------------------------------- 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 noone detects you. It is important to notice that first of all this mod is about ADDING new options, NOT about tweaking the already existing gameplay, although I might get to that later too when I feel like I have all the basic options I want to have in my gameplay. Not everything that I have planned so far is in this first beta release. Currently available features are: 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 a lore-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. THROAT SLITTING WITH BLADES Whenever you: - are sneaking and - have a dagger or one-handed sword drawn and - activate an NPC you are standing behind you will slit the NPC's throat instead of pickpocketing. This will result in a guarantueed kill and an animation of you slitting the NPC's throat. 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 slit the throat of an essential NPC. This option can be changed through 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 WITH FISTS AND MACES 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 realise 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 with 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, 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. (2) If you are noticed putting the mask on or still remembered from being detected earlier, the 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 rememberd as being the wearer of the mask from being detected earlier, 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. (2) If you are noticed taking the mask off (which again happens under the same conditions as 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 0.60 beta 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 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: http://steamcommunity.com/sharedfiles/filedetails/?id=74004800&searchtext= 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). 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. NOISEMAKER ARROWS This mod introduces Noisemaker 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. Noisemaker arrows produce a small, harmless but loud explosion upon impact, attracting attention of nearby NPCs. 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. 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. ------------------------------------------------------------------- 5. 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. ------------------------------------------------------------------- 6. Future Plans ------------------------------------------------------------------- As was mentioned before, this mod is in beta and it is not finished. This means that there are definitely plans to both add features and improve the already existing features. Plans I am currently working on are: IMPROVEMENTS TO MASKS - Wearing a mask will become a crime in Holds where extremely large bounties have been accumulated by mask-wearers already. - Guards might check your inventory for masks in Holds where extremely large bounties have been accumulated by mask-wearers already. NON-GUARANTUEED THROAT SLITS AND KNOCKOUTS On one hand, I do want throat slits and knockouts to be reliable to some extent. They must be a choice you make as a player, and if you make the choice to use one of these tools at an appropriate time, you should be able to rely on them to some extent. On the other hand, if you try to slit the throat of a fully, heavily-armored knight, or try to knock someone unconscious by striking his Daedric Helmet with your bare fists, it would be realistic if this was not always succesful. I will have to see how I am going to balance the reliability I want on one hand but realism on the other hand, and I will probably look at: - Heavy helmets reducing chance of succesful throat slits and knockouts. - Heavy gauntlets (worn by player) increasing chance of succesful knockouts. - Alternative choking or neck-breaking killing move using fists instead of daggers, which would be unaffected by armor but not be guarantueed kill against lightly armored opponents like throat-slitting is. ------------------------------------------------------------------- 7. Upgrading from previous versions ------------------------------------------------------------------- When upgrading from a previous version, you'll first have to make a clean save. This means: 1. Make sure you do NOT currently have a mask equipped. Wait at least 48 hours of in-game time in an isolated area with where you didn't knock anyone unconscious and didn't use any of the newly added arrow types. 2. Deactivate the mod. (2.5) IF UPGRADING FROM A VRERSION BEFORE 0.30 BETA: Uninstall this previous version completely! 3. Make your ''clean save'' by saving the game. 4. Install and activate the new version of the mod. 5. Load your game and play as normal :) Making such a clean save means that you will lose all newly added items by this mod which you have crafted or bought so far (currently the only items added are Rope Arrows and Dark Cowls). I know this is annoying but there is no way for me to avoid the necessity of clean saving, if you don't do it certain features might stop working. In the future I will try to release new updates less frequently, but add more features at once, to make sure that you guys don't have to make too many clean saves and lose too many items. ------------------------------------------------------------------- 8. Installation ------------------------------------------------------------------- <<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>> Installation through NMM is advised and is as simple as pressing the button to download using the NMM and have NMM install it. <<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>> Extract the downloaded archive in a temporary location. Then move the .esp and .bsa files to your Skyrim installation location's Data folder. This location is: /Steam/steamapps/common/skyrim/Data After installing, make sure that the .esp file is enabled by clicking the checkbox you see when you click ''Data Files'' after launching the game. NOTE ON LOAD ORDER: If you wish to use any of the optional .esp files as well, make sure they are loaded AFTER Sneak Tools.esp. Also, make sure that these .esps load AFTER any mod which might also touch them (like the Weapons and Armor Fixes mod) ------------------------------------------------------------------- 9. Uninstallation ------------------------------------------------------------------- Before uninstalling the mod, please follow the instructions in the ''Upgrading from previous versions section'' above, to make a proper clean save. Find Skyrim's data folder. This will be: /Steam/steamapps/common/skyrim/Data/ In that folder, delete ''Sneak Tools.esp'' and ''Sneak Tools.bsa''. ------------------------------------------------------------------- 10. Incompatibilities ------------------------------------------------------------------- - Some animation replacers that have not yet been updated for skyrim's official 1.6 patch can cause issues with throat slitting. If they are properly up to date they should be fine. - Some mods (like Belua Sanguinare Revisited - Dynamic Vampires) which add new options upon activation of NPCs, do not work correctly with the throat slitting and knocking out features of this mod IF you keep the pop-up menus disabled. If you wish to use those features together with such mods, you should talk to Horstar and enable the menu pop-ups. ------------------------------------------------------------------- 11. Known issues/bugs ------------------------------------------------------------------- It is a beta version. There may be unforeseen circumstances, so save often, especially when using features added by the mod. Also, take a look at the future plans for things of which I already know they can be improved and am working on. KNOCKDOWNS/THROAT SLITS/SLEEP KILLS - Unconscious NPCs can still affect the Sneak Eye showing you whether you are detected or not, but this is only an issue in the UI. They will NOT actually detect you or report any crimes. - Throat slits on guards in a certain Idle animation where they cross their arms responds much slower than throat slitting in all other cases does. Previously throat slitting these guards did not work at all, and the only way I managed to fix this was to make it respond slowly. IDENTITY-CONCEALING MASKS - Detection of equipping/unequipping masks is not split up over multiple holds like bounties are. This means that if you are remembered as being the wearer of the mask in Whiterun, the people of Markarth will also know you are the mask-wearer (although they will not care about this unless you also previously commited crimes wearing this mask in Markarth). NOTE: I am only talking about detection/remembering here. ''Real'' and ''Mask'' bounties ARE properly spread out over the different Holds. - The masks only function properly for the 9 Holds of Skyrim. I think these are the only 9 different factions with which you can get bounties in vanilla Skyrim, although I might have missed some small faction somewhere in Skyrim. If so, please let me know! (NOTE: as of version 0.40, the vanilla Tribal Orcs crime faction has been added to the list of factions with which the mask correctly works) This also means that the mask will not work properly when big mods add newly explorable areas and decide to implement their own crime systems in those areas. I do not know if any such mods already exist, but I can imagine they will in the future. If you run into any such mods, please let me know and I will make compatibility patches for these areas. - The new mask model can clip with very manly beards and Khajiit whiskers. EXTINGUISHABLE AND (RE)LIGHTABLE FIRES - Not every visible light source actually emits light in Skyrim. Bethesda often uses only one actual light-emitter for multiple visually present candles/fires/torches. This means that sometimes when you extinguish a some fires but not all of them in a certain location, there will be no change in light, and sometimes all light will be gone already without having to extinguish all sources. OIL ARROWS: - Pools of oil will remain visible even after igniting them. - There seems to be a limit to the number of fires visible at the same time. This means that if you use many oil arrows in a row to make a long ''path'' of oil and then ignite it, you will not be able to see fire on the oil pools far away from you until you move closer, if there is also fire close to you. ROPE ARROWS - Rope arrows will sometimes clip through a bit of terrain. ------------------------------------------------------------------- 12. Version History ------------------------------------------------------------------- 0.61 BETA (17 August 2012) - Fixed a bug where the identity-concealing enchantment could not be enchanted on any items. 0.60 BETA (15 August 2012) - Added the EXTINGUISHABLE AND (RE)LIGHTABLE FIRES feature. - Added fire arrows. - Added water arrows. - Added oil arrows. - Added noisemaker arrows. - Greatly Reduced Horstar's amount of available gold. - The identity-concealing properties of masks is now an Enchantment instead of a script. This means it can be disenchanted and enchanted on other items. - Greatly increased the player's jump height while climbing a rope. 0.51 BETA (5 August 2012) - NPCs should now always be able to wake up after getting knocked out and no longer in rare cases remain unconscious forever. 0.50 BETA (6 July 2012) - It is now possible to use the throat slit, knock out and kill in sleep moves on children, even when the Non-Essential Killable Children mod is active. - It is now not possible to teleport to Horstar's shop using Shadow's Refuge when the player is either in combat or trespassing. - Added an alternative recipe to craft 15 Rope Arrows at any forge using Firewood and an Iron Ingot as materials instead of Iron Arrows. - Added an optional .esp file which adds identity-concealing mask functionality to appropriate vanilla skyrim masked headwear from Thieves guild and Dark Brotherhood (ONLY those with visible masks) - Added an optional .esp file which adds identity-concealing mask functionality to all vanilla Skyrim Dragon Priest masks. - Forces subtitles to be shown on Horstar's dialogue (since there is no voice acting), even when subtitles have been disabled. 0.40 BETA (4 July 2012) - Added Horstar's shop. This shop sells various items, including the newly added items from this mod, and the shopkeeper Horstar allows you to configure some options through dialogue. You can teleport to his shop using the ''Shadow's Refuge'' lesser power automatically added to your spellbook when the mod loads.s - Can now choose to show confirmation boxes before slitting throats/knocking out. This option is off by default and can be turned on through dialogue with Horstar. - By default it is now impossible to slit throats of essential NPCs or kill sleeping NPCs in their sleep. Through dialogue with Horstar you can allow for using these moves on essential NPCs, and if you do these moves will now properly kill the NPCs (even though they are essential). - When pointing the crosshair at an NPC and the conditions are right to knock out or slit throats, and menu pop-ups are not enabled, the default red ''Pickpocket'' text will be replaced by either ''Knock Out'' or ''Slit Throat'' to properly indicate what will happen upon activation. - Added the vanilla faction ''Tribal Orcs'' to the list of factions which is affected by identity-concealing masks. - It is now possible to slit throats with one-handed swords. - It is now possible to knock out with one-handed maces. - NPCs should now be less inclined to talk while unconscious (especilly Heimskr the preaching priest in Whiterun was notorious for doing this). - Collision detection for Rope Arrows has been greatly improved. This means they should be much more reliable and they should succesfully drop down much more often. Generally a rope should now succesfully drop down when a Rope Arrow is fired into the side of a wall (no longer only working on flat surfaces above the player). - Rope Arrows will now not instantly spawn, but only actually spawn when the collision detection has ensured that there is enough space to drop. This means you should no longer see short pieces of rope appearing and quickly after disappearing again. - Rope Arrows now deal less damage than Iron Arrows. - Dark Cowl now has a lower armor rating and a much lower gold value. 0.31 BETA (2 July 2012) - Fixed throat slits not working in version 0.30 BETA. - Fixed throat slits not working in any version against guards in a certain pose. This pose is still problematic in that the throat slit will take some time before it happens and is not instant against these targets, but at least it works now. 0.3 BETA (1 July 2012) - Added a new model for the Dark Cowl, with thanks to Sundracon for allowing me to use his models. - Slightly optimized a few scripts. - NPCs will treat mask-wearers with greater suspicion now (see the description for details) - Added Rope Arrows 0.2 BETA (27 June 2012) - Knockdowns and throat slits will now be the default action when the conditions required apply. If you still want to pickpocket in these conditions you will first have to sheathe your weapon/lower your fists. No more confirmation menus, but smoother gameplay. - Implemented identity-concealing masks. 0.11 BETA (27 June 2012) - Added the missing scripts which I forgot to include in version 0.10, this time making sure the mod will actually work. 0.1 BETA (26 June 2012) - Initial Beta release ------------------------------------------------------------------- 13. Permissions & Disclaimer ------------------------------------------------------------------- - ALL FILES IN THE DOWNLOAD ARE PROVIDED ''AS IS'' WITHOUT ANY WARRANTY OR GUARANTEE OF ANY KIND. IN NO EVENT CAN THE AUTHOR BE HELD RESPONSIBLE FOR ANY CLAIMS, WHETHER OR NOT THEY ARE RELATED TO THE DOWNLOAD. - In unedited form, this mod may only be redistributed on sites other than www.skyrimnexus.com. If you redistribute the same mod on other sites, you MUST inform your users that the original author will not look for feedback or assist in troubleshooting on any site other than www.skyrimnexus.com or forums.bethsoft.com. - If edited, changed or improved upon, this mod may also be redistributed on www.skyrimnexus.com. - IN BOTH OF THE ABOVE CASES, the original author must be credited for his work, and the original readme must be included. ------------------------------------------------------------------- 14. Contact information ------------------------------------------------------------------- The author can be contacted through private messages on the nexus sites and on the official bethesda softworks forums, in both cases under the name ''Borgut1337''. The author will also read the comments section of his mod on www.skyrimnexus.com regularly. ------------------------------------------------------------------- 15. Tools used ------------------------------------------------------------------- - The Creation Kit - GIMP - Nifskope ------------------------------------------------------------------- 16. Credits ------------------------------------------------------------------- Thanks to: - Bethesda Game Studios: For making the awesome game Skyrim - All contributors to the Creation Kit wiki, without which learning the new Papyrus scripting language would have been hell. - All the people on the skyrimnexus comments section and the bethsoft forums thread, giving good suggestions and constructive feedback. - Sundracon for allowing me to use models from his ''BrotherHood Mask for Man and Mer - Male'' mod. Link: http://skyrim.nexusmods.com/mods/2445 - Woodbyte, the author of the Dynamic Fires mod, for giving me some tips. - jonwd7, for his Fire Collision Resources mod. Link: http://skyrim.nexusmods.com/mods/20895/ - SilverfeetStudio, for his Real Fire Arrows mod. Link: http://skyrim.nexusmods.com/mods/12705