Skyrim

About this mod

Randomizes the types of bandits found in various bandit areas. A total of 2500+ new bandits separated into 57 new types.

Requirements
Permissions and credits
Translations
  • Portuguese
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Changelogs


OBIS is a mod for Skyrim that adds in new varieties of bandits to the various bandit strongholds throughout the game world without sacrificing performance. Each of these bandits are separated into many different types that makes every encounter with bandits both challenging and fun. All bandits are balanced to have both strengths that players must overcome and weaknesses that players can exploit. Through the Book of Bandits, a new book also distributed throughout the world, the mod will give you a basic lore friendly-ish look into the bandits and the reason why they are working together.

The MCMenu requires SkyUI and SKSE
OBIS will still provide bandits to you at vanilla spawn points without MCMenu - you just miss out on having even more of them.

Core Content includes:
-About 2500+ new bandits, all with different faces so that you might never see the same person twice!
-None of these bandits are anywhere but in the level lists. So if there was supposed to be a bandit there, it will only be there, NO PERFORMANCE HIT.
-A total of 57 bandit types that will make every encounter diverse and tactical.
-Completely redesigned bandit spawn system, that will randomizes the types of bandits that will spawn in the camps
-MCM menu allows you to choose how many bandits will appear in one place, read the readme in the download
-If you have a bashed patch for mods like high level enemies, or anything that effects bandits, it should work in perfect harmony as long as you put OBIS closest the bottom of your load order!
-207 uniquely named bandits that drop expensive rings for you to sell.
-Normal bandits are now classified and named by class type (warrior, mage, and archer), gives you a bit of a heads up now
-Bandits can have hats now as well as the face masks from FACE MASKS OF SKYRIM mod by volvaga0
-Each bandit, variation and gender related ect, has their own title for over 300+ different titles
-Bandits will also have a chance to drop a book that explains, as best I can write it, a lore friendly view of each bandit type.
~ Select Bandit factions may spawn with a cloak
~ Bandit Patrols now wander Skyrim, the number of patrols can be edited in the SKSE menu
 

If you guys have any bandit ideas that you have yet to encounter or think would be a nice addition to the mod, please do not hesitate to tell me in the discussions tab (not the comments) I will tell you immediately if it is a good idea or if it is already implemented. There is no such thing as a bad idea (unless you already know its a bad idea)

Thank you for considering my mod, making something like this so far is a dream come true


Optional Files
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Various Patches
- Various patches that users or the team has made for their favorite mods





MCM Menu
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  • The setting for Obis bandits determines how many times a FOUND npc is cloned. From 1 to whatever you set.
  • The surface limit and the dungeon limits control the total number of clones for that SCAN session. Not per cell, though effect is similar.
  • A scan session consists of 10 scans, and you can change that in mcm menu.
  • The randomizer selects a random number of clones per npc to make, by selecting a random number between 1 and the setting in number 1 above. Optional.

So if you set the dungeon limit to 15, and the obis npc setting to 3, and the dungeons location has:

A) three npcs, you will get 9. 3 times 3 is nine, and under the limit
B) six npcs, you will get 15, 6 times 3 is 18, but limit is 15, so three are dropped and not made.

See? Easy as pie.

Make the cooldown period long enough so that another scan is not triggered too early, or you will get 15 more in example B!! The limit is per scan, not cell. Works out about the same though because scans are triggered by location change.

Numbers can be less because the scans do not always find all npcs.



FAQ
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Q: I loaded this in the middle of the playthrough and I dont see any of your bandits in game/ I updated the mod but don't see any of the new bandit types
A:  To see any new bandit types you either have to wait until the game cell resets (Vanilla Skyrim that is 10 days or whatever you modded it to be) or start a new game.

Q: My game keeps crashing on the Bethesda Screen, how do I fix this?
A: Ensure you turn off OBISDB.esp if you do not have the Dragonborn dlc.

Q: This mod is huge, I am afraid that it will effect performance, will it?
A: Yes and no. OBIS at it's core does not add in any extra spawn points that will effect your game, but with the MCM menu will dynamically spawn bandits if there are some currently existing in the area your are currently in. This feature will be turned off and must be manually set on for this to happen however. If you choose to keep this off, the worst that can happen is that the game will take a second longer to load due to the massive level list I created (if this even happens at all)

Q: I have a suggestion for a bandit gang. Can you make....?
A: We all do :D I want to hear about it. Go to the forum tab on this mod page and tell me about it. I need a name and an mechanic that the bandit can do to change the course of the battle, ie. breathe fire, freeze their foes, terrify weaker foes, ect.

Q:I'm an artist and I would like to make a symbol for one of the gangs for a cloak. What do I need to do?
A: You are very welcome to do so. I suggest that if you want to make a gang cloak you make it from one of the existing gang cloak texture files. The book of bandits will give you a general description of the bandit gangs and you can start from there :D

Q: Does this mod require any other mod?
A: Of course not, this mod is built to work with Vanilla Skyrim as well as most mods. The only ones that may have issues are major overhaul mods that effect bandits completely, such as Requiem. Most other big overhaul mods do not effect bandits the way Requiem does however so most of those are compatible with this mod.

Q: I think there is a bug, are bandits of multiple groups supposed to be in the same area?
A: Yes, the gang names are supposed to identify what bandits are what, so you have a better time figuring out which is which. I will not be separating the groups out, all bandits will be fighting together.

Q: I don't understand the settings, what are good settings to use?
A: I personally use 5,5,5 to spawn around 5 extra bandits per area, since I think that makes the most sense. I also use super bandit hell edition to constantly fight everywhere. I also set the cell reset timer for 1 ingame day, so that I find bandits everywhere at all times. BTW this is how I play now. I fight my bandits every time I play... Everywhere... Every day...



OBIS Team
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Indigoblade - The handsome devil who has the time to actually make each bandit
JobVanDam - The no-holds-barred smart talker who expanded OBIS
Tonycubed2 - The company vet who probably forgotten more about code than I actually know
Forzane - This guy I found willing to do things that I would like to do but I don't because of reasons that are reasonable
Jebbalon - The new guy, who can answer all of your questions. (Who also has been making vids of the mod for a long time)
And one final member who's too shy to say that she is a member, but everyone already knows she's a member