v1.26 released 23/9/13. In this release the mod has been cleaned with TES5Edit v3.0.30 Experimental. Removed 14 ITM records, 4 Undeleted records, repaired 1 deleted Navmesh.
edit 25/1/18: If there's an issue with my mod, all you need to do is let ME know so that I can correct it and, if necessary, issue a new version. Anyone posting 'warnings' to others advising them to alter stuff in SSE Edit will have their post deleted!
Hello, I'll preface by saying that I really like Robber's Roost. That said, today I fast traveled there and discovered that the bandits had respawned. Normally, that wouldn't be a big issue: I kill them, problem solved. But in this case, I used Robber's Roost as my chosen location to display some mannequins (using Spodum https://www.nexusmods.com/skyrim/mods/10578) and bandits killed about half of them. Setting these mannequins takes a long time, and it pained me to see them dead. What should I do? Thanks in advance for your answer.
Is the bandits inside respawning? I was thinking to make this my own bandit hold with followers but if they respawn it's going to cause trouble. Love it, cheers!
Very good mod! This adds a lot of character, and puts bandits in game in places besides caves and tents. They are very powerful bandits tho...are they level 50 plus?
This would be a very modest starter home for a new PC until they can afford to buy a house. "Robbers Roost" is now featured on GEMS under category 220 - Starter Homes. Tested fine with Skyrim 1.8
I cant believe so few thief / bandit mods. Need to have these buildings all over skyrim. Yes you can live there, but if bandits spawned right outside it might be interesting whenever you tried to return or leave. More importantly, I am looking for thieves guild extensions in every city.
@Recopilador Yes, I've now removed the .bsa file. My bad, that should never have been there in the first place :-/ I think that was automatically bundled together with my .esp file when I first uploaded this to Steam Workshop, and at the time with me being new to modding I didn't really understand what it was and just assumed there was a logical reason for it without thinking any more of it.
@Recopilador I'm not having them respawn because people may want to make it a small hideaway (i.e. a small home) for their character (please read further down the page). And fundamentally, that is how I intended the mod to be. If the bandits kept respawning, it would become an annoyance for those users. However, if you do want to make them respawn yourself, for whatever reason, you can quite easily do that in the CK...
29 comments
edit 25/1/18: If there's an issue with my mod, all you need to do is let ME know so that I can correct it and, if necessary, issue a new version. Anyone posting 'warnings' to others advising them to alter stuff in SSE Edit will have their post deleted!
Love it, cheers!
(ONLY THE ROBBERSROOST.ESP FILE IS NEEDED)
slap on the wrist, lessons learned!
"This run-down building has become a magnet for unsavoury characters"
They should respawn!