Oblivion

File information

Last updated

Original upload

Created by

Guinefort1

Uploaded by

Guinefort1

Virus scan

Safe to use

Documentation

Readme

View as plain text

Name: Variant Vagabonds
Version: 1.1
Date: December 2017
Author: Guinefort1

Description
===========

A race expansion for enemy NPCs

Details
=======

This mod started out from a simple �Hey, wouldn�t it be nice if I didn�t run into one of the same five bandits every twenty feet?� Alas, my mods are like fishing
stories, they get bigger with each revisiting. Because �why can�t we have more than three faces for the dark elf bandit archers?� became �why is it that dark elves
are only allowed to be bandit archers?� And for that matter, why don�t conjurers allow anyone other than Bretons and Altmer to join their ranks? Surely there is at
least one Dunmer in Cyrodiil who dreams of an illustrious career as a bandit hedge wizard, squatting in desolate ruins and camps, and hurling fireballs when some
hapless hero stumbles in. Talk about racist hiring practices.

To this end, this mod diversifies the races that can appear as certain types of enemy NPCs. Bandits, marauders, sorcerers, necromancers, and vampires have all been
expanded to better reflect Cyrodiil's ethnic distribution and according to each race's most prominent abilities. As a macro-example of what I mean: combat-inclined
races like Nords will still be overrepresented in warrior roles, but may appear as magic or stealth-inclined classes too. In another example, generic necromancers
only consisted of High Elves and Bretons in vanilla, but now all other races will appear amongst their ranks, but with Dunmer and Imperials dominating. And in a last
example, the only vampire rogues that appeared in the vanilla game were Redguards, but now other races can appear as vampire rogues, with Khajiit and Imperials
predominating. Also, beast-race vampires will now appear int he game, since vampire Argonians and Khajiit were missing from the base game.

Version 1.1 makes some minor tweaks and bug fixes. See the Change Log for details.


Requirements
============

Oblivion Version 1.2.0416

Installation Instructions
=========================

Copy contents into your Oblivion data folder. To upgrade to V1.1, either uninstall the old version and install the new, or let the new version overwrite the old one.

Uninstallation Instructions
===========================

Delete the esp

Incompatibility
===============

Incompatible with any mods that edit the leveled lists for bandits, necromancers, sorcerers, vampires, and marauders. Specifically incompatible with overhaul mods
like OOO, Maskars, and presumably WAC. Use a bashed patch to ensure compatibility with large overhaul mods.

Known Issues
============

See the Change Log

Change Log
==========

- V1.1:

- Corrected leveled lists for the less common enemy types so that they will no longer have a 100% chance of NOT spawning in
- Corrected the names of male Vampire Patriarchs for Argonians, Khajiit, Redguards, and Wood Elves

- V1.0

- Original release

Troubleshooting
===============

Feel free to come to me with questions or issues and I will help as best as I can. That said, please bear in mind that I am a novice modder and may not be able to
offer much in the way of assistance.

Credits
=======

Thanks to:

Bethesda Softworks
TES Nexus
LHammonds - Readme Generator

Special thanks to CarlosS4444 for pointing out the leveled list bug

Licensing
=========

I am making this mod open to revision by the public. If you have any ideas of how to expand or improve upon this mod, then go ahead. No permission needed. All I
ask is that you give me proper credit. This mod and its contents may not be commercialized for any reason.