SKYRIM
Hunters Not Bandits by raccoondance
Skyrim » Bug Fixes
Added: 08/10/2016 - 09:31PM
Updated: 16/08/2017 - 08:48PM

1,173 Endorsements

3.1 Latest version

13,182 Unique D/Ls

24,415 Total D/Ls

69,352 Total Views

Uploaded by raccoondance

Description

Last updated at 20:48, 16 Aug 2017 Uploaded at 21:31, 8 Oct 2016

Hunters Not Bandits aims to fix one of my biggest pet peeves.
That NPC's use the same taunts when hunting & fighting animals
as bandits do to you.



Version 3 and later fixes Skyrims immersion breaking dialogues
where enemies could say things like:

"Can I help you?", right after they killed you.






Luc's video showing the mod in action




Hunters and other NPC's will now behave in a way you would expect them to.

They will take out their bow silently without going Huh, what was that? or scream This is your last mistake! followed by Skyrim is for the Nords!


Approaching their prey in a way that doesn't alert the whole world to their presence.

This is what the mod aims to fix, this is the reason for its name.


Dialogue which adds a bit of flavor while still making sense is left alone.
I don't want to remove too much and turn them into lifeless robots.

Speaking of which, characters will only tone down their chattiness when it comes to animals. They will be just as verbal when dealing with others as they where before.






Installation

Preferably use a mod manager to install.
If you use RDO, get the RDO versionif you don't get the main version.






Load Order

Hunters Not Bandits works best if you place it after any mod which changes dialogue.

There is now a specific version for Relationship Dialogue Overhaul (RDO).
It doesn't conflict, but expects RDO to handle the 10 dialogues which would otherwise have conflicted. 

See Changes under Version 2.0, if you are interested in the details.

I would suggest you place the mod after
Immersive Citizens, if you use that.

Immersive Citizens by the looks of things tries to do something similar to this mod, but only covers creatures which are considered prey, like rabbits and deer but not wolves, bears or other hostile animals.






MxR's lighthearted take on the mod (5:08)



C
redits

AndrealphusVIII, the mod would not exist without him. His suggestion that something like this would be possible with conditions made me sit down and figure it out.

BrotherBob for teaching me how the dialogue and quest system work, which was a part of the CK I had not touched prior to this project.

PTC001 for the videos, feedback and testing.

Ilovecarpet for suggestions, testing and for figuring out the missing keyword issue in Immersive Creatures.

Nevilyasha for using it while streaming which led to the discovery above and for letting me know that there where no issues with merging the mod.

PlagueHush for suggestions on how to structure the USLEEP version.

Scrane27 for testing and for keeping track of conflicts.

Bethesda for Skyrim & the Creation Kit.

Sharlikran, ElminsterAU & friends for Tes5edit.


To everyone else who tried it out, as well as the Elder Scrolls Twitch community and the Nexus Image Share for being a source of knowledge and creativity.




Hunters Not Bandits for Skyrim Special Edition
here on the Nexus