Strange, my mod shouldn't affect that at all as I've never edited anything outside of modifying Vilverin and its bandits. I'm going to test this out and see if it's actually causing this issue.
Edit: Just tested it out with nothing but Oblivion.esm and Vilverin Bandits.esp enabled and Olav is completely normal. The problem you're experiencing has to be caused by another mod, sorry.
P.S. I know this is a pretty late reply, I've recently gotten back into playing Oblivion. I saw your comment and couldn't leave it unanswered even though by now you probably don't care, lol.
I double checked and I found no gap, and Two-Coins doesn't attack you because of her low responsibility. As for the scrolls, there is a small letter from Two-Coins on the ringleader's desk, beside the Dirty Scroll.
Very nice mod! It really comes in handy. A few suggestions for you:
* Make it clear if the mod turns you into a bandit. I'm pretty sure it doesn't, though my character already was one when I started this mod. If it doesn't, you should provide a simple guide of how to do it in the console or add a simple message box that lets you chose if you want to be a bandit or not.
* Make it clear if the containers in the hideout respawn or not. They really shouldn't respawn.
* Add some kind of system to prevent you from robbing your bandit mates blind. As it is now, you could pick Two-Coins inventory chest and she won't do anything. A few simple scripts should be enough, as only setting ownership would serve little purpose.
* Add more background, perhaps using scrolls such as the one in the ring leaders room.
* Add more lairs. While Vilverin is a very good place to start, there are loads of places where you could expand to later.
I also noticed a bug in the second vilverin cell (Vilverin02). A part of a doorway or something is missing, creating a human-sized gap. It is easy enough to jump over, but you should fix it ASAP anyway
If you need any help, just ask. I'd be happy to help, especially with scripting.
PS I posted this here as well so others could join the discussion if they don't read the endorsements thread (I don't)
Very nice mod! It really comes in handy. A few suggestions for you:
* Make it clear if the mod turns you into a bandit. I'm pretty sure it doesn't, though my character already was one when I started this mod. If it doesn't, you should provide a simple guide of how to do it in the console or add a simple message box that lets you chose if you want to be a bandit or not.
* Make it clear if the containers in the hideout respawn or not. They really shouldn't respawn.
* Add some kind of system to prevent you from robbing your bandit mates blind. As it is now, you could pick Two-Coins inventory chest and she won't do anything. A few simple scripts should be enough, as only setting ownership would serve little purpose.
* Add more background, perhaps using scrolls such as the one in the ring leaders room.
* Add more lairs. While Vilverin is a very good place to start, there are loads of places where you could expand to later.
I also noticed a bug in the second vilverin cell (Vilverin02). A part of a doorway or something is missing, creating a human-sized gap. It is easy enough to jump over, but you should fix it ASAP anyway
If you need any help, just ask. I'd be happy to help, especially with scripting.
PS I posted this here as well so others could join the discussion if they don't read the endorsements thread (I don't)
this looks cool! this mod addresses an issue that i had in the game too, so i'll check it out! in terms of suggestions, i think it would be really cool if you could maybe expand on this and add a few bandits in some other caves/ ruins throughout the game? or maybe even make a unique faction for these dudes and the caves can be almost like guild halls?? lol i could go on all day - but good job! ^_^
Seems promising! I will download and try it out! Really nice idea, too, the thieves guild just didn't cut it for me. It would be amazing if you added some quests as well (if there are none already) But as said, I will try it out.
14 comments
Edit:
Just tested it out with nothing but Oblivion.esm and Vilverin Bandits.esp enabled and Olav is completely normal. The problem you're experiencing has to be caused by another mod, sorry.
P.S.
I know this is a pretty late reply, I've recently gotten back into playing Oblivion. I saw your comment and couldn't leave it unanswered even though by now you probably don't care, lol.
* Make it clear if the mod turns you into a bandit. I'm pretty sure it doesn't, though my character already was one when I started this mod. If it doesn't, you should provide a simple guide of how to do it in the console or add a simple message box that lets you chose if you want to be a bandit or not.
* Make it clear if the containers in the hideout respawn or not. They really shouldn't respawn.
* Add some kind of system to prevent you from robbing your bandit mates blind. As it is now, you could pick Two-Coins inventory chest and she won't do anything. A few simple scripts should be enough, as only setting ownership would serve little purpose.
* Add more background, perhaps using scrolls such as the one in the ring leaders room.
* Add more lairs. While Vilverin is a very good place to start, there are loads of places where you could expand to later.
I also noticed a bug in the second vilverin cell (Vilverin02). A part of a doorway or something is missing, creating a human-sized gap. It is easy enough to jump over, but you should fix it ASAP anyway
If you need any help, just ask. I'd be happy to help, especially with scripting.
PS
I posted this here as well so others could join the discussion if they don't read the endorsements thread (I don't)
EDIT: Oops! Sorry for the double post.
* Make it clear if the mod turns you into a bandit. I'm pretty sure it doesn't, though my character already was one when I started this mod. If it doesn't, you should provide a simple guide of how to do it in the console or add a simple message box that lets you chose if you want to be a bandit or not.
* Make it clear if the containers in the hideout respawn or not. They really shouldn't respawn.
* Add some kind of system to prevent you from robbing your bandit mates blind. As it is now, you could pick Two-Coins inventory chest and she won't do anything. A few simple scripts should be enough, as only setting ownership would serve little purpose.
* Add more background, perhaps using scrolls such as the one in the ring leaders room.
* Add more lairs. While Vilverin is a very good place to start, there are loads of places where you could expand to later.
I also noticed a bug in the second vilverin cell (Vilverin02). A part of a doorway or something is missing, creating a human-sized gap. It is easy enough to jump over, but you should fix it ASAP anyway
If you need any help, just ask. I'd be happy to help, especially with scripting.
PS
I posted this here as well so others could join the discussion if they don't read the endorsements thread (I don't)
in terms of suggestions, i think it would be really cool if you could maybe expand on this and add a few bandits in some other caves/ ruins throughout the game? or maybe even make a unique faction for these dudes and the caves can be almost like guild halls??
lol i could go on all day - but good job! ^_^
Really nice idea, too, the thieves guild just didn't cut it for me.
It would be amazing if you added some quests as well (if there are none already) But as said, I will try it out.