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Regular 25th monthly release.

Requirements:

SKSE

Address Library for SKSE Plugins

Pandora/Nemesis

Install:

1. Install mod with mod manager.

2. Run behaviour engine, making sure patch is ticked.

3. Play the game.

How To Use:

Hidden blades can be crafted with 1 dwemer ingot and 1 dwemer cog at the forge. There are two variants, Zealot and Dwemer. Both are functionally the same (for now). They must be equipped to be used.

Air assassinations are triggered facing the back of the target while you are mid-air.

Sprint assassinations are triggered from either the back or the front of the target while you are sprinting.

Sneak assassinations are triggered from the back of the target while sneaking.

Triggering is done by attacking as you would while your hidden blades are out. Whether your hands are unsheathed or not it does not matter as long as the blades are equipped.

There is an input grace period of 1 second after acquiring a target within which a kill can be triggered regardless of whether the angle/conditions are fully met.

When an assassination is available, your character will visibly draw their hidden blades (e.g you will see their blades extend/retract physically).

Changes from last version:

Added configuration options in settings . ini:

Horizontal kill distance for assassinations.

Vertical kill distance for air assassinations.

Angle tolerance for assassinations (e.g triggering back assassinations from the side)

Trigger grace period in decimal seconds.

Added form configuration options in form .ini

Fixed normal attacks not being possible with the blade.

Some things I will be adding or changing in consequent updates:

Some kind of visual indicator for available targets (in AC there's a red outline, for example)

Some sort of world distribution (at the very least distributed to certain NPCs)

Re-implementing the hidden blades MCO moveset. Done!

Re-add hidden blade sounds. Done!

Some things I want to add, but might not (time constraints, animator availability, etc):

Making NPCs actually use the blades (although I'm sure most of you are fine if it's player only)

Some kind of lore explanation for why hidden blades exist

Report any bugs or crashes, as usual.

Thank you for your support!

Files

Comments

GalacticTrashPandaa

Glad to see you focusing on this one. This is my most anticipated mod for Skyrim currently as a huge AC fan! Hope you can add a singular hidden blade option in the future as opposed to the double blade all the time. Great work!

Daniel Wykin

Still unable to attack with them equipped in combat unfortunately. The assassinations work and I can punch when away from an enemy but as soon as I get close to them I am unable to attack. When outside of combat on the other hand I can attack friendly npcs fine.

José Manuel Rodríguez Esteves

3 types of assassinations work perfectly. Now my imperial Spectre can assassinate Ulfric in a variety of creative ways. ¡Long live to the empire!

Daniel Shehovsov

This fixed my ""can't left click" issue with the nemesis version of the last release. Thanks. Also - any way to curtail the OP sprint assassination? Add a "not in combat" check?

Ceasar Alvarado

i just wanted to start out by saying i love this mod so much, however, whenever i equip them and i ready my fists, the hidden blades don't come out :( it just readies like normal unarmed combat. i do have all requirements, as well.

Richard Elliott

Fantastic mod idea! However... is this supposed to alert every enemy in the area when performing a sneak backstab attack? All of the enemies in the surrounding area are immediately aggro'd and run towards my exact location, every time. The only other stealth-related mod I have installed is Realistic AI Detection 3.

Skarleht

i seem to be getting crashes whenever i equip the blade, its def something on my end but im not sure what, any common fixes would be useful to know

Antaury

So Seems like my character switches to always walk after a kill, and the camera switches to thrid person automatically too? Any chance for first person anims down the line?