About this mod
Replaces the generic humanoid enemies (bandits, marauders, conjurers) all throughout Cyrodiil with different regional factions of criminal organizations. Does away with randomized high-level gear on them.
- Requirements
- Permissions and credits
- Changelogs
So I decided to do something about it! I'd never made a mod before, but found it was pretty easy to edit existing NPCs and add new ones.I'd really just made it for myself, a year or two ago now, but as my next desire-to-play-Oblivion phase rolled around, I figured... hey, why not upload it.
The mod replaces all of the generic bandit, marauder, and conjurer actor data with new presets, and adds a bunch of new, similar NPC factions instead that can be found in the various forts/camps/ruins/caves/mines/camps all over Cyrodiil. Each enemy type (melee, ranged, mage, boss, etc) per faction also has a lot more variations in appearance than the base game. Taking cues from Skyrim, too, they're equipped with gear that makes sense for their position. Some are equipped with mere clothing, others have leather or iron armor, but you might also run into some with full sets of higher level armor, too.
The only generic enemy faction from the game that remains would be the necromancers, since they're affiliated with the Mages' Guild questline.
UPDATE: I'd originally had it so that bandit encounters on the road would spawn members of any faction at random, so you could come across any group anywhere and occasionally encounter them fighting each other instead of you. I felt that was actually TOO random, and broke immersion, so instead went through and assigned each road encounter to the faction that is active in that region.
I also added a few new encounters throughout the world and in a few dungeons, including multiple larger-scale fights between factions in the open world, as well as smaller details in various notes and the like to be found.
Each of the major bookstores from the base game also sells at least one volume of "Underworld" now, too, which is a book series that goes into a bit of lore regarding each faction.
I also put together an "extender" that adds on to the base Crimeboys file. Since the original mod's only dependency was the base game, that left me with limited armor sets. The extender changes up armor sets for the enemy factions to make them slightly more recognizable, from a few different mods, but mostly Doppler's Armory and Vvardenfell Imports. Both of these mods are required for the extension. The armor used by the enemies has had its stats/values/etc reassigned, and some names changed, to be more in line with basegame armors.
The extender also adds more enemy types in that in includes "specialists." Each major faction is made up of four types of enemies, normally: melee fighters, archers, mages, and bosses. The extender adds in a specialist for each type that is added into their leveled lists with a lower spawn chance than the regular enemies. They are stronger, tend to wear better armor, and each faction has their own unique specialists which vary (they use the basegame classes available to the player, so they're more comparable to how vampire enemies function). At level one, you'll only encounter the melee variants, but more will be added to the leveled lists as you gain levels.
These are the enemy factions I've added, though, along with a tidbit of lore and where they can be found:
The Cato Family. A powerful crime family with a long history that controls much of the Imperial City's underground. They've gotten this far through the dedication of their members; the strict adherence to traditions and family values inspires great pride and dedication in their members, though such values are tempered by their keen mind for business. While their membership is primarily Imperial, the Family still has open arms for any who would try to prove themselves and earn the Family's trust. They put the wealth and prosperity of both their family and their home city first and foremost, and have successfully expanded business and trade in many directions over the years.
Their reputation alone, alongside their complex web of underworld connections, is often enough to protect them from the guard or anyone who would attempt to meddle in their affairs (as long as they keep those affairs out of the spotlight). However, in practice, many of their rank-and-file goons are simply arrogant young men with cheap cologne and cocky attitudes, full of confidence but little sense. Thus, they are one of the less dangerous criminal groups in Cyrodiil when it comes to actual combat. Still, their numbers are fairly numerous, and they protect the criminal empire they've built out of the Imperial City with pride
(Yeah, I just think that the Imperial City could absolutely use it's own mafia group, so I made one). The Cato Family is allied with the Corvus Gang and is at odds with the Regenti Syndicate and House Variano.
The Regenti Syndicate. A rival criminal organization that has arisen in the western part of Cyrodiil fairly recently and quickly gained power. While primarily based around Skingrad, their reach extends as far south as Anvil and as far north as Chorrol. The Regenti detest the Cato Family, and often engage in conflict with their rival in organized crime. The Regenti also adhere to tradition, but in a much more nationalistic sense than the Cato Family does. They believe that Cyrodiil should belong to the Imperials and the Imperials alone, and despise how the Cato Family has profited off of their trade connections with other countries.
The Regenti Syndicate is still an organized crime syndicate, of course. They're just more particular about the business they engage in. For example, while the Cato Family has profited off of the skooma trade, the Regenti would never touch it. They are strict and regimented in all things, and treat their membership as a military unit, as opposed to the Cato's Family values. While they do not have near as much history as the other criminal factions in Cyrodiil, the unrest caused by the emperor's assassination and the Oblivion Crisis has driven many to join their ranks, and they've grown quickly in a short time. The Imperial Legion regards them as a dangerous private militia.
Because of how militarized they are, though, the common Regenti Soldier is far better equipped than your everyday Cato Family goon. They are garbed in full sets of armor, and engage in combat with patience and discipline, as opposed to passion and rage. The Regenti Syndicate is loosely allied with the Sons of Skyrim, but is hostile to all of the other criminal factions operating out of Cyrodiil.
The Corvus Gang. Though it may seem like nothing more than a haphazard collection of thieves and lowlifes, the Corvus Gang is actually a lot more than meets the eye. Most people in Cyrodiil see them as nothing more than a street gang, common riffraff, a number of loosely connected pockets of criminal activity and skooma dealing. And while that is true to some extent, what is lesser known is that, beneath the surface, a much more capable inner circle lurks, keeping tabs on every dealing that goes on in Bravil and Leyawiin.
The Corvus Gang has connections with the Thieves' Guild, and has been a longtime ally of their northern neighbors, the Cato Family. They have similar values; they care about the cities and towns that they operate out of, they care about their membership, and they care about the wealth of both (and increasing it as much as possible). Because the Corvus Gang contains people from all walks of life, it has also earned the ire of the Regenti Syndicate, who sees them as no more than dirty scumbags and bottom-feeders, though has no problems with House Variano to the east. Although House Variano is at odds with their allies in the Cato Family, the Corvus Gang still has dealings with them on the side.
While it is true that the Corvus Gang has a lot more depth than it lets on, most of its membership is still comprised of petty criminals. Compared to the other criminal elements in Cyrodiil, they are likely the least well-equipped.
House Variano. While not a true "house" in any real sense of the word, this well-organized criminal empire that originated in Morrowind has a history almost as long as the Cato Family's. But while the Cato Family consolidates its power in the Imperial City and only extends its influence through trade and connections, House Variano is ambitious and has extended its presence to many locations throughout Nirn over the years. One such outpost was long since established in Cheydinhal, where it had a prosperous relationship with its neighbors- for a time.
House Variano, although it originated in Morrowind, has lost most of the trappings of dunmer culture in its growth and development as a sprawling syndicate with various small outposts throughout the world. They are a business, first and foremost. They are cold, manipulative, pragmatic, and hard. They care nothing for silly concept of pride that their rivals and allies seem to hold in such high esteem. They want money, they want power, they want control- and the desire for those things is what unifies their members. They are truly criminals in the most blatant sense of the word, and are regarded as very intimidating,,, but also quite worthy of respect.
While House Variano had trade arrangements with the Cato Family for years, they also kept tabs on the rising threat of the Regenti Syndicate to the west. As the Cato Family began to turn its attention more towards the Regenti, House Variano began to encroach on its territory. The Family could not fight a war on two fronts, they reasoned. And they were probably right. For now, though, they've been officially declared as enemies of the Cato Family, but continue to slowly close in on Cato territory, while allowing the Regenti to wear them down. Of course, if the Cato Family switches it up and goes on the offensive, aiming to crush the Regenti completely, House Variano is more than prepared to ally themselves with the Family once again, no matter the price. They want to be on the side of the winners, after all. That's what matters.
House Variano contains a fair amount of dunmer, which isn't surprising, given its origins- but its nature as a multinational organization has led it to host a variety of races and people in its ranks. Their members tend to be fairly well-trained and well-equipped, and hardened fighters who will offer no compromise. While they've turned on the Cato Family, they still have somewhat of a working relationship with the Corvus Gang, and are allied with the Rakshasa Company.
The Sons of Skyrim. A radical group of Nords who embrace the old way. They claim that Bruma is a part of Skyrim, and that it is their duty to slay the elven menace, as their ancestors one slayed the snow elves. Among other things.
In the grand scheme of things, though, they have little to no power in comparison to the other factions, and their uncompromising and radicalized attitude has landed them few footholds in Cyrodiil proper, and even fewer allies. Their aims somewhat align with the Regenti, so the two groups are allied, but how long will that last?
Overall, they're not taken very seriously, and regarded as nothing more than crazy barbarians who are nothing but trouble. They are strong and hardened from the harsh northern wilderness, though, but their lack of support nets them little in the way of good equipment (except what they can steal).
The Rakshasa Company. A mysterious trading company that extends from Elsweyr into many other parts of the world, named after some obscure mythical creature. They are simply traders, unlike the other criminal organizations who operate out of Cyrodiil, though they can be a common sight upon the roads, as Cyrodiil offers them a gateway into many other lands... as well as storehouses for some of their illicit goods in the form of Ayleid ruins and other hidden places.
While other smugglers might focus on trading skooma or the like, the Rakshasa Company's aim extends far beyond that. They trade in dark magic, illegal spells, necromancy, and quite a lot of daedric-based artifacts and magic. Indeed, most Rakshasa Company members are able to summon a daedric familiar to aid them in battle. Items such as these are hard to find, and often very much illegal, and that is where the Rakshasa Company steps in. If you are ever in need of something that is entirely otherworldly, they are the company you should contact. But only if you have the coin. They will viciously defend their wares and themselves by any means necessary, otherwise.
The Rakshasa Company initially replaced the generically titled "conjurers." Since then, I've also included less specific Daedric Cultists, as well as enclaves of Mythic Dawn. You may also find Covens of Witches and Warlocks, which replace the enemies that spawn in some necromancer dungeons that are not affiliated with the Mages Guild questline.
Additionally, there are a few other smaller factions who can be found in specific places throughout Cyrodiil. Some of these groups have much higher leveled armor and weapons, but they can also be harder to find.
The Sewer Serpents are just a little homage to the Tunnel Snakes. They can be found in the Imperial City's sewer systems, and are not hostile unless provoked. They are not really bandits or criminals, of course, just a gang of street kids who hang out together and try to be cool. Don't hurt them; they're equipped with, like... iron daggers.
The Darkwater Brigade is a group of argonian smugglers from Black Marsh, who specialize in Hist Sap and other rare items that can only be found there (which also tend to be illegal).
There are a few groups of Imperial Legion Deserters who can be found in scattered camps along the map, and somewhere in the forests to the west, there is a group of bosmer Man-hunters who've developed a taste for human flesh again. An unlucky group of Pirates have also taken refuge in a ruin off of the Strid River, following an unfortunate accident with their ship.
Boethiah's Blooded are a dangerous cult of orcs who've eschewed Malacath in favor of Boethiah. As such, they're berserkers who look are eternally searching for the fight of their lives.
And the Golden Dominion is a small cult of elves who believe themselves to be descended from the Ayleids, and also believe the delusion that one day the Ayleid empire shall arise anew and destroy the Imperial men who took it from them. They can be found in a remote Ayleid ruin, uselessly plotting this supposed revenge.
Thank you for reading, I hope you enjoy it if you give it a try!
Further credits:
The extender uses taylorsd's Stealth Armor, LupusMentem's Rogue Battlemage Armor, Leomorg and Sultericdrums's Crimson Scar Armor, Adonnay's Ranger Coats, and pale_rider's Armory of the Nordic Warrior.
I put the meshes and textures in with the CrimeboysExtender.esp, if you don't have them already, and/or don't want to download the boss fights and things some of these mods include. But all credit to the original creators! Thanks for making such cool armor sets!