Ideally, I'd like to include things like patrolling guards (complete with funny remarks like "hm, must have been rats" on a false alarm), hidden passages, alternative entrances and move silently/hide in shadows checks. The entire guild would be non-hostile in the beginning and characters would go about their regular tasks (i.e. Daedral holding combat training for the thieves, Xaz crafting defensive golems, Booter torturing a captured vampire with holy water for information...etc.) unless they discover the player. Also, adding non-violent options to deal with Aran Linvail is a must, i.e. things like poisoning his drink, replacing his Ring of Protection with a cursed ring of polymorph before he puts it on and subsequently smuggling him out of the guild in squirrel form or even possibly stealing his journal in order to replace him with Doppelganger in Bodhi's service. The other quests would also have a non-violent solution (i.e. smuggling a Potion of Invisibility to Palern...etc). However, the player would still be free to complete all quests through combat, should he desire to, in which case the guild would be alerted and better prepared for the assault (which is basically how it works ATM).
Update:
Due to my increasing lack of free time time, the further expansion of the STI stealth path has been put on "indefinite hold". As you may have noticed, I've implemented a small portion of the proposed content in the last couple of revisions, however, at the moment I am simply unable to allocate the large amount of free time which is necessary for the coding and development of the more complex scenarios. FYI, all of the currently implemented elements of the stealth path are explained in detail within the STI Readme.
Edited by aVENGER, 20 November 2008 - 06:58 AM.