General Recommendations for better Stealth Gameplay
1. Turn off"ENB/Particle Light" Detection.
A lot of new texture/mesh mods add aesthetic lights to weapons, armor, jewelry etc..
Normally, these lights aren't detected by NPCs and they are purely aesthetic. But CS and ENB have plugins/settings that make NPCs detect them and are often enabled by default.
For stealth-based playthroughs, I recommend disabling them.
For CS, you can disable the "Particle Light Detection" setting in the light limit fix menu.
In ENB, it's a from .dll plugin so check for something like "ENB light detection" in your mod manager.
For instance, I had a mod installed that made Staves glow via enb light. Because I also had immersive equipment display installed, when I just had a staff favorited (not even equipped) I would become instantly detected. Disabling ENB/CS light detection fixed this issue for me.
There seems to be a Memory Leak with this mod, periodically the RAM goes up to max and barely goes down. Would recommend looking into it. (The issue happens regardless of the mods accompanying it. The game is running in version 1.5.97)
I can look into it. I've played a few 100 hours with it installed, and never had issues. This mod doesn't really use any scripts which is usually the source of this issue. The one script it does have is only a single line long and only ever runs when an npc in the same cell as you is in bed.
I think I've determined It's more related to other mods you have installed. On its own, I can't replicate this issue.
I know in Lorerim, there is an old requiem script that is poorly set up which can cause this issue. See below:
```Event OnMagicEffectApply(ObjectReference akCaster, MagicEffect akEffect) Utility.Wait(1.0) ;give the engine some time to update the drunk level if (GetTargetActor().GetFactionRank(REQ_Storage_Alcohol) >= 25) Dispel() endif EndEvent
It's scripts like these that, trigger without any precautions just when a magic effect is applied, that is your issue. Simply stated, scripts should not be written in this manner, its very dangerous for compatibility with other mods. This requiem script for instance, was fixed in the newest version of req.
I'd suggest you identify which script it is in your game and then inform the author of that mod. It's not just that my mod can break it, nearly any other mod can too.
You can probably figure out which script it is using resaver.
This mod seems to tank my performance in an insane manner when I approach groups of NPCs. I have a heavily modded setup and I use a mod to increase population, but even without it this mod seems to nuke performance to an unusable level in cities for me. It's a shame cause all of the fixes are essential
I think it might be an interaction between this mod and and another spid/skypaycher mod you have installed.
If a mod you have installed is adding a script to any of my spells, it could be causing what you report. Unfortunately there is no way to tell skypatcher/spid to not let other mods touch my spells.
I have not experienced this personally so I'm not sure what mod would be the culprit.
Wouldn't hurt to ensure all your requirements are up to date as well.
I need to add a tag to have the MCM start-up go twice if installed mid-game; it was an issue that I fixed for another one of my mods recently too.
A quick fix to try before I get to it :Load up skyrim. Start a new game. Wait a few seconds. Then load the save you actually want to play. MCM Should show up then.
It's fairly common for some mods to randomly be unable to register a new MCM. Especially if you already have alot of MCM's. (I have 110..) Use of Menu Maid 2 which can register new MCM's by command is mandatory in such cases.
I can't tell if I'm doing something wrong, but the spell patch seems to completely disable the light emitted by the candlelight and magelight spells even when not sneaking.
Check if it's happening in third person. Depending on the mesh for the casting light, the light on the casting light while standing may not be visible while in first person (it's still there though). There are some meshes on nexus that supposedly work for first person
Thanks for the reply. It may have been an older version of the plugin or something. I had a look with xedit and found that it had altered the light record referenced by the candlelight / magelight spell, but on re-install it no longer does.
It was actually the DisableSpellLight_Prebuilt.esp that was causing it, as it disables the light "MagicLightLightSpell01", which is used for the candlelight and magelight spells.
Isn't the spell one more like a feature? It makes sense to me that if you're walking around with bright magic spells in your hands, you will be easier to spot. I know I can just turn the fix off, but just my thoughts.
It depends on the context. The fix isn't really needed for vanilla stealth since sneak is so OP and light barely affects the detection formula. Nonetheless, I doubt it was intended to happen in vanilla because of the presence of quite a few stealth-related spells (a detection mechanic just for being a mage existing in the presence of those sneak spells would be counter intuitive imo). It's just that vanilla detection is so bad in general that I think the developers failed to notice or care that you even could get detected from your spell's lights
With mods installed that make light matter more (like raid for instance) having a spell equipped makes sneaking impossible; you end up getting spotted immediately from the other end of a dungeon. You can't even equip illusion spells that were intended to be used while sneaking without being detected. Even if you wait to use them (by keeping your hands down) you will still often get detected immediately upon readying them. In this context, it is very much a fix.
It should be said the sneak light fix offered in the FOMOD is just a pregenerated output from my synthesis patcher, Disable Spell Light Emission. If you use the synthesis patcher instead of the the pregenerated output, (which is what I would recommend btw), you can select to limit the fix to just illusion spells for instance.
104 comments
1. Turn off "ENB/Particle Light" Detection.
- A lot of new texture/mesh mods add aesthetic lights to weapons, armor, jewelry etc..
- Normally, these lights aren't detected by NPCs and they are purely aesthetic. But CS and ENB have plugins/settings that make NPCs detect them and are often enabled by default.
- For stealth-based playthroughs, I recommend disabling them.
- For CS, you can disable the "Particle Light Detection" setting in the light limit fix menu.
- In ENB, it's a from .dll plugin so check for something like "ENB light detection" in your mod manager.
For instance, I had a mod installed that made Staves glow via enb light. Because I also had immersive equipment display installed, when I just had a staff favorited (not even equipped) I would become instantly detected. Disabling ENB/CS light detection fixed this issue for me.and - Dynamic Weather and Time Based Detection (SE and AE compatible) ?
(The issue happens regardless of the mods accompanying it. The game is running in version 1.5.97)
I know in Lorerim, there is an old requiem script that is poorly set up which can cause this issue. See below:
```Event OnMagicEffectApply(ObjectReference akCaster, MagicEffect akEffect)
Utility.Wait(1.0) ;give the engine some time to update the drunk level
if (GetTargetActor().GetFactionRank(REQ_Storage_Alcohol) >= 25)
Dispel()
endif
EndEvent
It's scripts like these that, trigger without any precautions just when a magic effect is applied, that is your issue. Simply stated, scripts should not be written in this manner, its very dangerous for compatibility with other mods. This requiem script for instance, was fixed in the newest version of req.
I'd suggest you identify which script it is in your game and then inform the author of that mod. It's not just that my mod can break it, nearly any other mod can too.
You can probably figure out which script it is using resaver.
If a mod you have installed is adding a script to any of my spells, it could be causing what you report. Unfortunately there is no way to tell skypatcher/spid to not let other mods touch my spells.
I have not experienced this personally so I'm not sure what mod would be the culprit.
Wouldn't hurt to ensure all your requirements are up to date as well.
Light Placer "Only needed if using the"
Only needed if using what?
After some more tools come out then yeah
Oh well. If it works decently at default settings no big deal I guess.
A quick fix to try before I get to it :Load up skyrim. Start a new game. Wait a few seconds. Then load the save you actually want to play. MCM Should show up then.
It's fairly common for some mods to randomly be unable to register a new MCM.
Especially if you already have alot of MCM's. (I have 110..)
Use of Menu Maid 2 which can register new MCM's by command is mandatory in such cases.
It may have been an older version of the plugin or something. I had a look with xedit and found that it had altered the light record referenced by the candlelight / magelight spell, but on re-install it no longer does.
It looks like to works as intended now.
With mods installed that make light matter more (like raid for instance) having a spell equipped makes sneaking impossible; you end up getting spotted immediately from the other end of a dungeon. You can't even equip illusion spells that were intended to be used while sneaking without being detected. Even if you wait to use them (by keeping your hands down) you will still often get detected immediately upon readying them. In this context, it is very much a fix.
It should be said the sneak light fix offered in the FOMOD is just a pregenerated output from my synthesis patcher, Disable Spell Light Emission. If you use the synthesis patcher instead of the the pregenerated output, (which is what I would recommend btw), you can select to limit the fix to just illusion spells for instance.