Combined Equipment Sets - This file will allow enemy equipment to spawn from both RnR leveled lists and vanilla ones, including items added by other mods.
Main Enemy Factions - If you use both existing add-ons ("Bandits and Reavers" and "Warlocks and Witches") you can use this new add-on instead. Switching in the middle of an existing game is fine. Future add-ons will be incorporated into this file as well.
Bandits:
Many bandits have been renamed to better reflect their level and class. The only major change is for Juggernauts, who are now known as Ravagers.
Shadowblades have been added to the ranks of the Reavers (I thought I'd done that in the previous update, but I had mistakenly added them only to the mainland bandits).
A new bandit class, the Wildlings, have been added. These bandits use poisoned arrows, and can inflict some serious injuries if they manage to stun their opponent. They are most effective against unarmored enemies, and don't fare quite so well against well-protected opponents.
Spells:
The shield effect was removed from the "Miasma" spell.
Playable versions of Miasma, Death Coil and Summon Undead Warrior have been added. You have a chance to find the books for these spells on necromancers.
The Penalty System:
Some injuries were nerfed, and a couple of new ones have been added.
Hi, I'm trying out your mod, I read the description and was really excited to play it and see how challenging the bandits were. but I'm lvl 42 and the bandits are still lvl 1-6 with between 55 and 125 health, I'm literally killing every single one of them with a firebolt without even a single perk on my destruction tree. Im only using your bandit+draugr+vampire overhaul mods and with the detailed load order instruction.
At level 42 you should definitely be encountering some higher level opponents. I would ask if you're using any encounter zone mods, but those usually create the opposite problem, i.e. enemies that are too high level. Due to the way leveled lists are set up you should still encounter some low-level enemies, however if all of your bandits are bottom tier then something is not working as it should. You've already ruled out enemy overhaul mods, is there anything else in your load order that could be affecting dungeons, enemy spawns, that sort of thing? Also, did you install the mod for a new game or in an existing save?
Thanks for the quick reply. I don't have any other mods that modify any type of npc, dungeons or anything similar. I installed it in a saved game but very at the beginning. I'm using Alternate Start - Live Another Life and started installing your mods before choosing an alternate start. Just to clarify my ideas a little, do your creature and npc mods have a level escalation relative to the player? If so, to what maximum level do they climb?
Installing on an existing save shouldn't be a problem, I only asked because I thought you might still have spawns from a previous mod/vanilla. Doesn't seem to be the case here. Alternate start mods shouldn't cause issues either.
Yes, my bandits are leveled. They go Level 1, 6, 12, 19, 27, 36, 46+. Spawn points are most commonly set to Easy or Medium, which would explain some low level enemies. Boss leveled lists always spawn the toughest version suitable for the PC's level though, have you fought any bandit bosses, and if so, what level were they?
Not really, but RnR bandits use their own leveled lists, and they wouldn't spawn with any cloaks. If Cloaks Of Skyrim and Winter Is Coming put cloaks in vanilla leveled lists then you could use the Vanilla Equipment optional file, but then you wouldn't get RnR's custom items. However, I am including a new equipment optional file in the next update of RnR, where NPCs can get both custom equipment from RnR, and anything that's in vanilla leveled lists, including items added by mods. I would suggest installing RnR and using RnR's equipment for now, and activating the new equipment optional file when you update.
Yeah, now that I finished the curse mechanic and low level enemies I can focus once more on adding actual new enemies. What's the O bandit patch? Something related to OBIS?
I see. I'm not a fan of running multiple overhauls together anyway, but I suppose some people appreciated the extra variety given by OBIS and RnR together.
Shadowblades were added to the ranks of bandits and reavers.
New Manhunter face variants were added.
Several bandits and reavers were renamed.
Most combat styles were adjusted slightly.
Warlocks:
Magical debuffs were added to the Penalty System, in the form of Hexes, Curses and Sorceries. This article provides a detailed explanation of how these debuffs work.
Status Effects were renamed to Hexes and modified to follow the same rules as Curses and Sorceries.
Two Necromancer curses were added - Atrophy and Blight.
A number of spells were added or modified to deal with magical debuffs. These are Dispel Hex, Lift Curse, Expel Sorcery, Cleanse and Cleansing Touch.
Tomes and scrolls for these new spells were added to vendor and loot lists.
New items bearing enchantments that block Curses were added.
Defilers were given custom swords bearing the Blight enchantment.
Low level Cultists were added to Conjurer lists.
Low level Defilers were added to Necromancer lists.
The Hedge Mage perk was modified to provide a penalty to spell power rather than a bonus.
The Battlemage perk was added to Battlemage Bosses to provide a bonus to their elemental spell damage.
Other changes:
Patches for Vampire Clans and Bloodlines were added to the FOMOD installer.
Spells, scrolls and potions that heal injuries and magical debuffs were modified to display a message notifying the player of their actions.
Level 1 variants of all Veteran bandits were added. Leveled lists were modified to increase the variety of bandits that can be encountered early in the game. A bug in the Vanilla Equipment optional file was fixed. Enforcers were added to the Reavers.
- Low-level versions of Veteran bandits were added. Veteran enemies and bosses can now be encountered from Level 6 onward. - A number of abilities were added to bandits of different classes to differentiate between them even when the Penalty System is not active. - The stats for all bandits were modified. - Magical protection against status effects was changed to have three tiers. - General bug fixing, rebalancing and adjustments.
If you want to use all three, sure, it's safe. You will need to do so every time I update the mod though (admittedly, that doesn't happen all that often these days). I'll probably provide an all-in-one option when the mod's developed further and the amount of available options is getting out of hand.
Since the mod has become modular, would you consider setting up a FOMOD package? I understand this may take a considerable amount of time (since it will likely involve learning a new tool), but at this point, it will be more convenient for users since installing the mod won't have to include disabling specific ESP files in their mod manager (e.g., choosing between the lite/full penalty files).
There's also the alternative of us downloading all the needed files & assembling a "custom" mod package (3 main files, either the "lite" or "full" penalty file, RnR-DUI patch, etc.) which should then install all the files needed in one go. We can then update it when new versions come out.
Thanks for the new version (and keeping us LE players in mind)!
For mod organizer, I prefer separate files. I like to isolate out all the esps of fomods, so I can have different set-ups for different profiles without having to install every possible unique combination of files. Isolating out files from a fomod can take a lot of time, since it means you have to run the installer for every single file, and for some fomods that can get to be quite a few installs (looking at you Legacy of the Dragonborn).
A FOMOD file would have been my first preference and I'd gladly make one, if only I knew how. How beginner-friendly is that tool? I might try to learn how it works... found a tutorial which might help.
Preset packages aren't a bad idea either, but it does mean more files to update on my side.
Providing separate files wouldn't be such a big issue, I could always upload an all-in-one archive for people who want to mess with files manually.
I'm OK with keeping things as is if the majority of users prefers it that way - I can certainly see how going through the FOMOD install process can be annoying if you wanted a different option instead.
As of Version 3.0, Rogues 'n Raiders is modular. You can install only the parts you like and ignore the rest. This will make future updates less likely to conflict with other mods.
Updating from previous versions should be OK, but I haven't tested thoroughly. Back up your saved game just in case. If you were already using RnR with optional files you may get error messages upon loading the game the first time after updating, but nothing should break.
Installation instructions:
- Install the Main File. You need this regardless of which optional files you want to use. - Install one or both Addons. More addons will be available in future. - Install any optional files you want. Note that the injury system is now disabled by default, you need one of the two Penalty System plugins if you want enemies to use their full range of abilities against you. - If you use any of my other enemy mods, install patches for them. If you're using RnR's penalty system, make sure you pick the appropriate patch).
The addons and optional plugins are all in espfe format, so they won't take up a slot in your load order. A regular esp version is provided in the optional files section, for Skyrim VR users or people who prefer plugins in esp format for some reason.
The load order should be as follows (skip any files for mods you don't use):
- Rogues 'n Raiders - RnR Addon/s - RnR Optional File/s - Draugr Upgrades and Improvements - Daedric Entity Restoration Project - Vampire Clans and Bloodlines - RnR-DUI Patch - RnR-DERP Patch - DUI Optional Files - DERP Optional Files
153 comments
New Options:
Bandits:
Spells:
The Penalty System:
but I'm lvl 42 and the bandits are still lvl 1-6 with between 55 and 125 health, I'm literally killing every single one of them with a firebolt without even a single perk on my destruction tree. Im only using your bandit+draugr+vampire overhaul mods and with the detailed load order instruction.
You've already ruled out enemy overhaul mods, is there anything else in your load order that could be affecting dungeons, enemy spawns, that sort of thing? Also, did you install the mod for a new game or in an existing save?
Yes, my bandits are leveled. They go Level 1, 6, 12, 19, 27, 36, 46+. Spawn points are most commonly set to Easy or Medium, which would explain some low level enemies. Boss leveled lists always spawn the toughest version suitable for the PC's level though, have you fought any bandit bosses, and if so, what level were they?
They do, yes. Would that cause issues?
However, I am including a new equipment optional file in the next update of RnR, where NPCs can get both custom equipment from RnR, and anything that's in vanilla leveled lists, including items added by mods. I would suggest installing RnR and using RnR's equipment for now, and activating the new equipment optional file when you update.
Damn, I see. I'll look forward to that update then. Any ETA for it, or is it just whenever you finish it?
Nice! Thanks, man.
Will enjoy once am off my hiatus
Bandits and Reavers:
Warlocks:
Other changes:
Level 1 variants of all Veteran bandits were added.
Leveled lists were modified to increase the variety of bandits that can be encountered early in the game.
A bug in the Vanilla Equipment optional file was fixed.
Enforcers were added to the Reavers.
- Low-level versions of Veteran bandits were added. Veteran enemies and bosses can now be encountered from Level 6 onward.
- A number of abilities were added to bandits of different classes to differentiate between them even when the Penalty System is not active.
- The stats for all bandits were modified.
- Magical protection against status effects was changed to have three tiers.
- General bug fixing, rebalancing and adjustments.
There's also the alternative of us downloading all the needed files & assembling a "custom" mod package (3 main files, either the "lite" or "full" penalty file, RnR-DUI patch, etc.) which should then install all the files needed in one go. We can then update it when new versions come out.
Thanks for the new version (and keeping us LE players in mind)!
to learn how it works... found a tutorial which might help.
Preset packages aren't a bad idea either, but it does mean more files to update on my side.
Providing separate files wouldn't be such a big issue, I could always upload an all-in-one archive for people who want to mess with files manually.
Updating from previous versions should be OK, but I haven't tested thoroughly. Back up your saved game just in case. If you were already using RnR with optional files you may get error messages upon loading the game the first time after updating, but nothing should break.
Installation instructions:
- Install the Main File. You need this regardless of which optional files you want to use.
- Install one or both Addons. More addons will be available in future.
- Install any optional files you want. Note that the injury system is now disabled by default, you need one of the two Penalty System plugins if you want enemies to use their full range of abilities against you.
- If you use any of my other enemy mods, install patches for them. If you're using RnR's penalty system, make sure you pick the appropriate patch).
The addons and optional plugins are all in espfe format, so they won't take up a slot in your load order. A regular esp version is provided in the optional files section, for Skyrim VR users or people who prefer plugins in esp format for some reason.
The load order should be as follows (skip any files for mods you don't use):
- Rogues 'n Raiders
- RnR Addon/s
- RnR Optional File/s
- Draugr Upgrades and Improvements
- Daedric Entity Restoration Project
- Vampire Clans and Bloodlines
- RnR-DUI Patch
- RnR-DERP Patch
- DUI Optional Files
- DERP Optional Files