Adds bandits, highwaymen, pick-pockets, muggers, fences, bounty hunters, companions to the wilderness, a few in inns and dark alleys of towns. In-game configuration to enable/disable npcs.
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File credits
Thanks to Bethesda Softworks for developing Morrowind and the Construction Set. Massive thanks to Arcimaestro Antarest for his little mods (brigands and pick-pockets Thanks to Abot for his tes3cmd/perl script that gave names to all outlaws Thanks to Brucoms for developing the TES3 Readme Generator this readme was made from. Thanks to Neoptolemus and TrevorDemented whose mods (MCA and The Hostiles) inspired me. Thanks to Corsair and MetalGandalf for reporting issues Thanks to Lightsourced and Amenophis for the hotfixes in version 1.6 Thanks to Cutthroat mods who's CM_Partners 2.9 was incorporated and tweaked Thanks to Archimaestro Antrares whose mods (bounty-hunters, pick-pockets, muggers, you are being robbed) have been incorporated and expanded on. Finally to everyone on the Nexus and Discord who provided support and feedback!
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Changelogs
Version 2.4
Re-organised the mod into 1 single version
Removed the setup script altogether: you can remove all types of npcs and top-tier gear via dialogue
Added Ashfall and Enhanced Economics integrations
Gave necromancers summoning spells (Morrowind doesn't!!)
Added Bersekers, Reavers to Solstheim vanilla lists
Added Oulaws to sleep levelled lists
Added Necromancers to tombs
Added Egg Poachers to egg mines
Added Scarvengers to Dwemer ruins
Guards may now spawn on roads as well.
Version 2.3d
Zelazko's Startup script fix
Version 2.3c
hotfix
Version 2.3b
HOTFIX startup script
Version 2.3a
Finally fixed the neutral alignment selection dialogue
Version 2.3
Fixed startup script (it will now ask you about alignment as well)
Fixed ashfall list
Created light version with fewer spawn points (makes use of vanilla spawn points)
Version 2.2
Re-introduced the vanilla heads only version
Deleted expensive_skirt04 from levelled lists
Updated scout levelled lists to new Ashfall version (3.10.6)
Version 2.1
Removed Jiub from Seyda Neen (he only appears if you ask about Latest Rumours in Seyda Neen)
Removed the Nordic Silver Battle Axe from levelled lists
Cleaned dialogues (typos from original CM_Partners)
Fixed Alignment choice dialogue
Removed same sex restrictions from Partners
Tweaked Setup script so that it is possible to opt-out of alignments
Clean the Seyda Neen cell
Moved "Goodbye" on top of the dialogue result box
Version 2.0a
tweaked fences: more random armour, lower spawn chance, higher level, higher disposition
removed deprecated TR crossbow from levelled lists.
Version 2.0
tweaked startup script
levelled beast companions
(outlaws TR) added TR exclusive beast companions
(outlaws TR) removed Orc leather boots from levelled lists
Version 1.9b
dialogue fix for alignment
Version 1.9
removed alignment barrels from Seyda Neen + added dialogue to pick alignments (none now possible)
changed filters of "-music"topic from Ministrel faction to Bard class + added high disposition
fixed TR dependency on Outlaws.esp
tweaked Partners script if alignment system is not used
fixed typos from original CM_Partners
added 6 possible creature companions
Version 1.8a
fixed setup script
added sapwn points
Version 1.8
Tweaked levelled lists again
Added dialogue topic "Outlaws" to guards to disable features after the setup script has run
Added compatibilty with Starfire's NPC additions Added compatibility with Lucky coins and Cantrips
Added Bounty hunters
Added companions (Cm_Partners 2.9 integration)
Version 1.7a
Added Outlaws to Aanthirin Region
Version 1.7
gave gold to pick-pockets
gave spellbooks to relevant classes if Lootable Spellbooks is installed
gave body parts to outlaws if Cannibals of Morrowind-Updated is installed
Outlaws_TR updated to Tamriel Rebuilt 19.12
Version 1.6
Some fixes I should have taken care of but didn't! Thanks to Lightsourced and
forgot to add the updated readme, mod unchanged
Version 1.5a
1.5a renamed levelled lists in script to match changes in version 1.5 (thanks to MetalGandalf!)
Version 1.5
gave nighblades a set of clothes,
moved highwaymen dialogues to Greeting 0, a
added aggressive highwaymen to levelled list
renamed mugger and pick-pocket levelled lists
Version 1.4
Changed brigands/fences spawn points in Balmora and Ald-ruhn for maximum compatibility with Arcimaestro Antares' mods as well as Morrowind Animated.
Version 1.3
Outlaws all have lore-friendly names!
Version 1.2
added muggers, pick-pockets and fences
added in-game configuratrion menu
option to remove top-tier gear from levelled lists
Tamriel rebuilt addon
Version 1.1
removed Helseth and Barenziha hair and faces + Argonian werewolf head
setfight 100 for all my warlocks, they were set to friendly.
scripted highwaymen
Version 1.0a
Relabelled a levelled list to make mod compatible with Lokken
Version 1.0
Original release
DISCLAIMER - mod not supported anymore This mod is now superseded by Friends And Foes that includes both Starfire's and Outlaws with major improvements to both.
- only vanilla assets for outlaws - new, better balanced loot - further improvement of Partner scripts - alignment system gone - TR: now has Outlaws AND starfire's npcs - Starfire fully integrated including indoor npcs - OAAB version
All of the following are optional: you can remove npcs by talking to guards about Outlaws as well remove top-tier gear.
Meet the outlaws:
Band of Bandits
in front of hideouts (attack on sight) groups of 1 to 4 10% chance to spawn level: player level - 5 max
Highwaymen
on roads and bridges 50% to demand gold based on their level (roughly +100 gold per level) might attack on sight, might attack as you get closer carry more gold than other outlaws, may drop a bandit mask level: player level +5 max
Muggers
in dark alleys and corners of towns only prey on the weak (less than level 17) demand gold, outcome varies (skills, attributes, faction...) level: 1 to 20 (delevelled!)
Fences
in dark alleys and corners of towns, also on the road will trade anything with anyone but have high mercantile (i.e will rob you blind) level 1 to 20 (delevelled!)
Pick-pockets
in shops and inns will attempt to steal player's gold, outcome depends on player's sneak and faction (Thieves'Guild) level 1 to 20 (delevelled!)
based on CM_Partners 2.9 (see Installation and Compatibility section if you want both mods) on roads and inns. (unlike the OG CM_Partners where they were placed in towns) will join you and level up if they like you well enough
Bounty hunters:
on the roads and in towns will attack he player on sight if they have a bounty of 500 or more level: player level + 5 max
Get the (balanced) loot :
Base Mod:
Outlaws got loot based on their major and minor skills (50% chance) and or class (someone with security may have a lockpick or two, someone with alchemy may have some ingredients, scout may have a lantern, etc...) Outlaws always have one weapon and some armour pieces they use best. If you find a mask on an outlaw, you may equip it to try and rob npcs (via dialogue). This is a crime, be sure there are no witnesses.
OutlawsTR:
TR gear has been added to the levelled lists.
Additional loot IF you have the following mods installed and loaded after Outlaws:
Lucky Coins: very rare coins that grant a small buff as long as you carry them. Cantrips: Outlaws without spellcasting abilities may have a cantrip. Lootable Spellbooks: Strong spellcaster may drop a spellbook that teaches the player a spell. Enhanced Economics: Weapons, gemstones and ingredients may drop from selected classes. AshfallScouts may drop camping gear.
The mod is packaged for an easy Wrye Mash installation. 1. Unzip in Data Files or use prefered mod installer 2. Select TR addon if you have Tamriel Rebuilt installed 3. Merge you levelled lists (with tes3cmd, wrye mash or Testool)
Load order!
Outlaws then in any order... Outlaws TR Starfire's NPC addition Cannibals of Morrowind Lootable Spellbooks Lucky Coins Cantrips
Does not modify vanilla assets, does not modify landscape or interiors, should be compatible with just about everything.
Not incompatible with MCA, Palladin's Bandits, Vvardenfell Bandits or The Hostiles, BUT roads and cave entrances might get very crowded.
Compatible with Antares' brigands, bounty hunter and pick-pockets as well as Abot's merged Animated Morrowind. Compatible with many loot mods: lucky coins, cantrips, lootable spellbooks, cannibals of Morrowind
ABOUT Cm_Partners 2.9 integration I kept... - the partners, their dialogues and scripts: Partners will be your friend, companion or romantic partners. They follow, they level up, they learn new spells and powers - the alignment system: it only affect how much the Partners like you. I modified... - alignment system: no barrels, done through dialogue, option to opt-out - dialogues and scripts (typos, alignment) - the inventories of Partners have been tweaked to give variety and make sure they get weapons and armour they actually will use. - partners (with the exception of Jiub in Seyda Neen) have been removed from towns and will instead randomly appear. I removed - the Bitter Coast Cantina with the pirates, skooma den and wrenches.
Bethesda Softworks for developing Morrowind and the Construction Set. Abot for his tes3cmd/perl script that gave names to all outlaws Brucoms for developing the TES3 Readme Generator this readme was made from. Neoptolemus and TrevorDemented whose mods (MCA and The Hostiles) inspired me. Corsair and MetalGandalf for reporting issues Lightsourced and Amenophis for the hotfixes in version 1.6 Cutthroat mods who's CM_Partners 2.9 was incorporated and tweaked Archimaestro Antrares whose mods (bounty-hunters, pick-pockets, muggers, you are being robbed) have been incorporated and expanded on. Glisp for the additionnal TR beast companions Zelazko for the startup script fix
Finally to everyone on the Nexus and Discord who provided support and feedback!