For some reason I think this applies a sneak attack even when I've been fully seen, and doesn't apply a sneak attack kind of every other real sneak attack? I'm confused. I have the adamant mod downloaded as well but I downloaded this one because it didn't seem like magic sneak attacks worked using the perk provided.
Adamant already has its own system for this, a sneak perk:
Shadow Casting (40/70): Damage-dealing spells are 50/100% stronger while sneaking and undetected. (This perk only increases damage output, it does not add the "sneak attack notification" and sound.)
So combined with this mod you can potentially get a 4x bonus. Plus, the Adamant perk does not notify you of whether your sneak attack was successful or not. You only notice the damage increase.
EDIT: In case you want this mod to add the notification and sound, but not the added damage - because Adamant's buff is already large enough, for example - you can go into the ini-file provided with Magic Sneak Attacks and edit this section:
I'm assuming setting all values to 1.000000 will essentially leave all damage as is. But you'll mostly care about the upper three lines, which affect Firebolt, etc.
Hello everyone, I'm not big on mods, actually this is the first (and probably only) mod I'll be using for skyrim SE so bear with me. Anyway, I downloaded the mod but I doesn't seem to be working.
I'm using vortex mod manager, I downloaded both mods (the "all in one" plugin required mod and the magic sneak mod) I also downloaded the SKSE script extender mod, I enabled and deployed all three mods and made sure the script extender tool is working. The game launches just fine (Yes, I launch it from the vortex platform) but when I find an enemy to try the mod, nothing happens. I crouch and make sure I'm hidden, I use a magic attack (Ice spike if you're wondering) but it just works like a normal magic attack, I don't get the 2.0x bonus from a sneak attack.
I've tried every solution I can find online but nothing works. One thing I've noticed is that the sneak attack mod is NOT listed in the plugin tab on the vortex platform, I know some mods don't require plugins but since the required mod for this mod is called "Adress Library for SKSE plugins - all in one" I'm guessing that it does require a plugin? And maybe the mod not being listed in the plugin tab might be the issue here? Anyway, this is as far as I got trying to solve the issue and I don't know what else to do, I'm hoping anyone knows what's going on and could be able to help me? Thanks
Hey mate, i had similar problems with other mods, basically whats happening here is that you mods plugis are not loading into the game. Check your plugin Folder is populated C:\Users\user\AppData\Local\Skyrim Special Edition\Plugins.txt.... if not the the solution can be found below:
Still no luck, but thanks for the suggestion. Although I think I just might have discovered the issue. The mod description says it supports Syrim SE 1.5.9, BUT, the most recent SE version is 1.6.11 so...it might be that the mod is not compatible with the most recent SE version
If this affected the level needed for Illusion spells to trigger, this would make it possible to play an illusion build for once (frenzy triggers at lvl 14, w/ sneak attack (x4) it would be lvl 56) letting you affect NPCs with even higher levels with simpler spells. Great mod!
Yea That is the best scenario, I just find Illusion to be very restrictive, and this could open up those doors while still staying to the stereotypical style of "I Sneaky and I make you fight your friend" sort of build
Vanilla illusions can enchant characters of any level. Apprentice-level spells work on the Ebony Warrior. But for such effectiveness, the character must be a vampire and the cast must be made with two hands. By the way, the double-caste perk does not work on master-level spells, as the game does not consider this to be a double cast. Because of this, they are weaker than all other spells of the school of illusion.
Hello This is a great mod, but . . . I dont want to sound unapprecative, the light levels is still a problem. Tested it twice, if I pull out any bright-er spell the game will think im under a torch or something. If an enemy is near me, and for example I ready fast heal, without casting, it still light me up and I get noticed. Second test, better vampires mod show the actual light level the character is in; sneaking in shadow without readying is about 19, readying it goes up to about 119. Note: destruction spells seem to generate less but still significant light. Again, I dont mean to be rude, just constructive criticism to make a good mod even better.
This mod is great! I tried it with illusion and silent-casting, but that was OP. Without that it creates a whole new game:
The NPC's hear magic from the source, (even if it's a fireball that explodes at the destination, they seem to only respond to the source). This creates a lot of strategy.
You can stealth them and get close enough that they don't have time to respond before impact and you get stealth bonus. If you haven't upped the bonus they might live though, and now you're close.
You can attack from far enough away that they don't hear it, (also being mindful of others). This also works especially if it's a kill shot, and the ability not to be heard does seem to increase with your stealth level even without the silent casting perk.
If you're the wrong distance then they hear the cast and respond before it impacts them and it's not a stealth attack. This can make for lots of fun scoping a situation and working out a strategy.
175 comments
Shadow Casting (40/70): Damage-dealing spells are 50/100% stronger while sneaking and undetected.
(This perk only increases damage output, it does not add the "sneak attack notification" and sound.)
So combined with this mod you can potentially get a 4x bonus. Plus, the Adamant perk does not notify you of whether your sneak attack was successful or not. You only notice the damage increase.
EDIT: In case you want this mod to add the notification and sound, but not the added damage - because Adamant's buff is already large enough, for example - you can go into the ini-file provided with Magic Sneak Attacks and edit this section:
[SneakAttackBaseMultipliers]
;Missiles
fCombatSneakMissileMult = 2.000000
;Runes
fCombatSneakLobberMult = 2.000000
;Lightning
fCombatSneakBeamMult = 2.000000
;eg.Flames
fCombatSneakFlamesMult = 2.000000
;Shouts
fCombatSneakConeMult = 2.000000
;Wall spells
fCombatSneakBarrierMult = 2.000000
I'm assuming setting all values to 1.000000 will essentially leave all damage as is. But you'll mostly care about the upper three lines, which affect Firebolt, etc.
I'm using vortex mod manager, I downloaded both mods (the "all in one" plugin required mod and the magic sneak mod) I also downloaded the SKSE script extender mod, I enabled and deployed all three mods and made sure the script extender tool is working. The game launches just fine (Yes, I launch it from the vortex platform) but when I find an enemy to try the mod, nothing happens. I crouch and make sure I'm hidden, I use a magic attack (Ice spike if you're wondering) but it just works like a normal magic attack, I don't get the 2.0x bonus from a sneak attack.
I've tried every solution I can find online but nothing works. One thing I've noticed is that the sneak attack mod is NOT listed in the plugin tab on the vortex platform, I know some mods don't require plugins but since the required mod for this mod is called "Adress Library for SKSE plugins - all in one" I'm guessing that it does require a plugin? And maybe the mod not being listed in the plugin tab might be the issue here? Anyway, this is as far as I got trying to solve the issue and I don't know what else to do, I'm hoping anyone knows what's going on and could be able to help me? Thanks
https://forums.nexusmods.com/topic/13458736-a-fix-for-all-plugins-disabling-after-161130/
Great mod!
That is the best scenario, I just find Illusion to be very restrictive, and this could open up those doors while still staying to the stereotypical style of "I Sneaky and I make you fight your friend" sort of build
I got 3x mult. for the bow and 2x mult for the fire enchantment placed on the weapon
Great mod :)
It happened few times only
I wonder what conditions have to be met to trigger the enchantment 2x mult.
Anyone would like to enlight me please?
This is a great mod, but . . . I dont want to sound unapprecative, the light levels is still a problem.
Tested it twice, if I pull out any bright-er spell the game will think im under a torch or something.
If an enemy is near me, and for example I ready fast heal, without casting, it still light me up and I get noticed.
Second test, better vampires mod show the actual light level the character is in; sneaking in shadow without readying is about 19, readying it goes up to about 119.
Note: destruction spells seem to generate less but still significant light.
Again, I dont mean to be rude, just constructive criticism to make a good mod even better.
The NPC's hear magic from the source, (even if it's a fireball that explodes at the destination, they seem to only respond to the source). This creates a lot of strategy.
You can stealth them and get close enough that they don't have time to respond before impact and you get stealth bonus. If you haven't upped the bonus they might live though, and now you're close.
You can attack from far enough away that they don't hear it, (also being mindful of others). This also works especially if it's a kill shot, and the ability not to be heard does seem to increase with your stealth level even without the silent casting perk.
If you're the wrong distance then they hear the cast and respond before it impacts them and it's not a stealth attack. This can make for lots of fun scoping a situation and working out a strategy.