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  1. alanovichromanov
    alanovichromanov
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    Update 4.2 makes the following changes:

    The Penalty System:


    • A number of injuries were modified slightly (Bruised Jaw, Fractured Elbow, Arm Injury, Elbow Injury).
    • Receiving a head injury will stagger your character.

    Enemy NPCs:


    • Perk bonuses were halved for regular enemies. Bosses still get the full bonuses.
    • The "Bully" penalty was added to Bloodletters. Now they take more damage from opponents with high melee weapon skills.
    • New Bloodletter race/face variants were added.

    Equipment:


    • The Steel Scale armor was demoted to Iron Scale and retextured.
    • Iron Lamellar Armor, Steel Lamellar Armor and three shields were added. These items may be found in the possession of enemies that are skilled in the use of heavy armor.

    Other Mods:


    • If you use Daedric Entity Restoration Project, cultists who sacrifice themselves may spawn Aurorans from that mod.
  2. Starfishlol1920
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    Normally I sort my load order using loot but then I saw ur mentioned load order and decided to sort the esps of restless dead & rogues & raiders with loot. However, Loot places restless dead above rogues & raiders esp, above some of my other mods as well. So my question is should I adjust the load order manually now by putting restless dead esp immediately below your rogues & raider esp as shown in the description of your mod page ? Sorry for my dumbass question.

    I am using Mod organizer 2. On the left side of MO2...I have installed restless dead first then Rogues & Raiders which I think overwrites some files of restless dead... probably due to the compatibility patches between them.
    1. alanovichromanov
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      Honestly, their load order doesn't really make any difference if you use the patch I provided. RnR and TRD share some assets, but they're the same files for both mods. Just make sure to load the patch after the plugins for RnR and TRD. The load order I provided is what I consider optimal for persons who use multiple mods of mine, but as I design my mods to minimize conflicts between them it's more of a suggestion than a rule.
    2. Starfishlol1920
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      Thank you brother 🙏ur mods are a must have for me 🔥🔥
    3. alanovichromanov
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      You're welcome, and thank you for the appreciation
  3. Debatemaster1
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    Nice! Keep it up, man.
    1. alanovichromanov
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      Thanks, will do
  4. alanovichromanov
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    Update 4.1 makes the following changes:

    New Options:

    • 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.
  5. LordVoidheron
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    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.
    1. alanovichromanov
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      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?
    2. LordVoidheron
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      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?
    3. alanovichromanov
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      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?
    4. LordVoidheron
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      sorry for the delay. I have started a new game, I will tell you how the situation is going.
    5. alanovichromanov
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      No worries, we'll see how it goes.
  6. Debatemaster1
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    I love the s#*! out of OBIS, but this looks very promising. Is this compatible with Cloaks Of Skyrim and Winter is coming? 
    1. alanovichromanov
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      Do those mods distribute cloaks to bandits or warlocks?
    2. Debatemaster1
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      @alanovichromanov

      They do, yes. Would that cause issues? 
    3. alanovichromanov
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      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.
    4. Debatemaster1
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      @alanovichromanov

      Damn, I see. I'll look forward to that update then. Any ETA for it, or is it just whenever you finish it?
    5. alanovichromanov
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      I'd say two weeks or so? I've already made a bunch of small changes, but I'd like to include a new bandit type in the update.
    6. Debatemaster1
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      @alanovichromanov

      Nice! Thanks, man.
    7. alanovichromanov
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      You're welcome
  7. step210
    step210
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    Huge update, soon won't need the O bandit patch since more and more are being replaced/edited.

    Will enjoy once am off my hiatus
    1. alanovichromanov
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      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?
    2. step210
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      Yeah the OBIS patch, and good to hear friend.
    3. alanovichromanov
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      Didn't know there was an OBIS patch. I'll have to check it out.
    4. step210
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      There was one but when i checked it seems to have gotten deleted, shame as to why. Can't even see their name either to ask the reason.
    5. alanovichromanov
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      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.
  8. alanovichromanov
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    Version 4.0 makes the following changes:

    Bandits and Reavers:


    • 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.
  9. Starfishlol1920
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    Deleted 
  10. alanovichromanov
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    Update 3.2 makes the following 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.
  11. alanovichromanov
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    Version 3.1 makes the following changes:

    - 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.