Master of Disguise transforms faction armor into real disguises with an immersive and fully customizable detection system.
You are the Master of Disguise. What will you do?
Supports Skyrim Special Edition and Skyrim Anniversary Edition via CommonLibSSE-NG since 8 May 2022
NPCs now have a horizontal front-facing field of view, or cone of vision, that extends outward up to a predetermined distance. The fDetectionViewCone game setting, changed or dynamically adjusted by some mods, determines the width of the cone, and the amount of light on the player adjusts the distances at which NPCs can recognize the player.
Periodically, while the player is within that cone of vision, NPCs may become suspicious. If an NPC becomes suspicious, the player will be notified that "you are being watched" in the top left corner of the screen. The identity of the suspicious NPC will not be revealed; however, the player will have seconds to lose their line of sight, which, in addition to cover, can also be achieved by moving into dark or dimly lit areas of the geography.
If the player fails to lose their line of sight, the player and NPC will make dice rolls to determine whether the NPC discovers the player. If the player wins the dice roll, life will go on and nobody will be any wiser. If the player loses the dice roll, combat will begin, but only if the NPC would have been hostile normally.
Clear | Distorted | Peripheral |
---|---|---|
-15° to 15° | -30° to -15° and 15° to 30° | -60° to -30° and 30° to 60° |
fLOSDistanceMaxBase x (fLightLevel / 100.0)
fLOSDistanceMaxBase = 2048.0
((fBestSkillContribMax x fSneakOrIllusionOrSpeechSkill) / 100.0) x fSkillPenalty
fBestSkillContribMax = 50.0
The player's skill in Sneak, Illusion, or Speech, behaviors, race, and disguise coverage are combined into a "identity score" that is rolled against a random number between 0 and 99. If the identity score is greater than the random number, the player wins the discovery roll and the NPC will not become hostile.
Skyrim factions respond differently to the Man, Mer, and Beast races. Master of Disguise takes those biases into account:
Race | Faction | Modifier |
---|---|---|
All | Daedra | Penalty |
Altmer | Bandits | Penalty |
Altmer | Stormcloaks | Penalty |
Altmer | Thalmor | Bonus |
Altmer | Windhelm Guard | Penalty |
Argonian | Thieves Guild | Bonus |
Bosmer | Thalmor | Bonus |
Breton | Forsworn | Bonus |
Breton | Markarth Guard | Penalty |
Dunmer | Cultists | Bonus |
Dunmer | Morag Tong | Bonus |
Dunmer | Redoran Guard | Bonus |
Imperial | Blades | Bonus |
Imperial | Imperial Legion | Bonus |
Imperial | Penitus Oculatus | Bonus |
Imperial | Solitude Guard | Bonus |
Imperial | Stormcloaks | Penalty |
Khajiit | Thieves Guild | Bonus |
Nord | Cultists | Bonus |
Nord | Markarth Guard | Bonus |
Nord | Solitude Guard | Penalty |
Nord | Stormcloaks | Bonus |
Nord | Windhelm Guard | Bonus |
Orc | Imperial Legion | Bonus |
Orc | Penitus Oculatus | Bonus |
Orc | Solitude Guard | Bonus |
Redguard | Alik'r Mercenaries | Bonus |
Vampire | Clan Volkihar | Bonus |
Vampire | Dark Brotherhood | Bonus |
Vampire | Dawnguard | Penalty |
Vampire | Necromancers | Bonus |
Vampire | Vampires | Bonus |
Vampire | Vigil of Stendarr | Penalty |
All Others | Alik'r Mercenaries | Penalty |
All Others | Bandits | Bonus |
All Others | Forsworn | Penalty |
All Others | Thalmor | Penalty |
If a faction NPC is attacked by the player in disguise, the player will be immediately discovered and attacked. If the NPC is dispatched without any witnesses nearby, the player's disguise will be restored.
When the player is discovered, it is not necessary to engage in combat, although hostilities will begin. If the player is able to outpace the pursuers by some distance, they will give up the chase and return to their patrol points. Although requiring some suspension of disbelief, this allows the player to try again without reloading a save.
Disguises not only deceive members of the factions to whom the disguise belongs but also enemies of those factions. Opposing factions, which may not normally be hostile to the player, may see the player as an enemy.
In addition, faction NPCs engaged in combat with other NPCs, except companions, will not roll for discovery.
Using the new SkyUI Mod Configuration Menu, the player can adjust nearly every aspect of the discovery system from within the game. The disguise and discovery systems can be toggled independently as well.
To wear most disguises, the player will need to equip faction armor in only the body slot. Some disguises have special requirements. However, the disguise will be always more effective when complete.
Tip: Items that satisfy these requirements can be found on the respective faction members.
Only the first disguise equipped will be activated. You will need to unequip that disguise to switch to another.
This feature can be toggled from the SkyUI Mod Configuration Menu. OFF BY DEFAULT.
The slot checked when determining whether to activate this disguise can be changed in the Crime menu.
The player can wear a bandit disguise comprised of:
All hold guards are hostile to bandits.
This feature can be toggled from the SkyUI Mod Configuration Menu.
"The Mercy of Stendarr does not extend to Daedra worshippers." — The Vigil of Stendarr
When the player equips Daedric weapons or armor, Vigilants will attempt to drag the player into the light.
In addition, Dremora will see the player as aligned with Mehrunes Dagon and will not attack.
Currently not available in any version.
When the player equips a guard disguise, the player's bounty is concealed in the respective hold. For example, wearing the Windhelm Guard disguise will conceal the player's bounty in Eastmarch but not The Reach.
In addition, the amount of the bounty will be used to determine the effectiveness of the disguise. By default, the player can achieve 50% effectiveness at 1,000 septims, which is the default bounty for murder.
While in a guard disguise, if the player commits a crime and leaves witnesses, the player will incur a bounty and the disguise will no longer have the desired effect. But smaller bounties can still be paid off.
When the player is discovered, or the disguise is no longer worn, the player's active bounty will be restored. Any bounties incurred while in the disguise will be added to the player's active bounty.
Known Exploit: The player can continually re-equip the guard disguise to continually conceal the active bounty, and effectively commit most crimes without penalties while in disguise. However, the tracked bounty will continue to increase, so at some point, the player will have to address the enlarged active bounty.
This feature can be toggled from the SkyUI Mod Configuration Menu.
Vampire disguises can be worn at any time, but using the Mod Configuration Menu, you can configure vampire disguises to obey the day/night cycle.
If that option is enabled, vampire disguises cannot be used during the day and will deactivate after night passes.
This feature can be toggled from the SkyUI Mod Configuration Menu.
Wearing the Savior's Hide, a gift from Hircine, will signal to Werewolves that the player is favored and the player will not be attacked by Werewolves.
Version | Mod | Reason |
---|---|---|
LE | Armor Disguises | Breaks the game by adding and removing the player from base factions |
LE | Skyrim Redone (SkyRe) | Similar features but less featureful |
LE | PerMa | Similar features but less featureful |
Bethesda Softworks does not support uninstalling mods. Loading saves without previously active mods may break those saves.