Skyrim

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SwampRock

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SwampRock

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201 comments

  1. vetewe7144
    vetewe7144
    • BANNED
    • 5 kudos
    "Warning: This plugin has the file extension .esp. But it's file header makes it as an esm!"
    1 rename mod to esm.
    1 select mod in Tes5edit.
    3 open header and select Tags.
    4 Tags/Edit/YesToAll.
    5 uncheck ESM
    6 Save and close
    7 rename mod to ESP.
  2. vetewe7144
    vetewe7144
    • BANNED
    • 5 kudos
    Changing variables isn't really necessary as these bandits will be whittled down by the resident population anyways. Instead of fixed spawn points, you could have bandits, Highwaymen, marauders and Imperial/Storm cloak Deserters, all traveling the highways and byways of Skyrim with random encounters. You could also set them to frenzied and foolhardy to get them to infight and attack everything in sight. You could also add platoons to travel highways as a counter to the villains.
  3. skannerz22
    skannerz22
    • member
    • 0 kudos
    i am not sure
  4. skannerz22
    skannerz22
    • member
    • 0 kudos
    i can't figure out if it is this mod
  5. MostHaddix
    MostHaddix
    • member
    • 0 kudos
    please please PLEASE make it so you can disable the raids OR change the time it takes to spawn in the MCM menu
    1. qwertypol012
      qwertypol012
      • supporter
      • 75 kudos
      If you use Extended Encounter mod, you'll get an option to enable or disable bandit raids on cities.
  6. cosminus85
    cosminus85
    • member
    • 0 kudos
    I like the idea of this mod ... but...
    It doesn't work very well because [of what problems i saw]:
    -Bandits spawn all in the same time, wich crashes the game half the time and other half is very laggy [for old machines]
    -Raids happen in different parts of world where i ain't even here... I got "inheritance letter" for mercenary that died in raids that happened in different cities. [wich again is a problem of optimization]
    -Mercenaries don't reset position after battle, they remain way outside of the city after they leave to intercept the raid [ they just stay, probably no script for coming back to initial position]

    My observations for future development, for whoever will find interes in this mod to script, originial or not:
    -Make raids to be only triggered by player, not randomly in world at a fixed date in month like is it now
    -Make raids in waves. Like first wave of 10 bandits weak, second wave of few bandits medium, final wave with fewest number but the most powerfull Boss Bandits. As they are now, they are ok i guess, there are pretty diversified, with weak henchmen, rangers, mages and Big Bosses.
    -Can be added 1 or 2 looters wich can have big value drops, wich as lore depicts got the goods while the rest fight outside city. It would be interesting to figure out who is the guy with nice loot in all routing bandits.
    -Strategies can be added, for example, if the city have 2 entrances, like Riften, some weak henchmen can hit the main entrance and "falsely" give a victory, and when player gets back in the city, see only big bosses or some higger dificulty bandits to fight.
    1. PixieTaken
      PixieTaken
      • member
      • 0 kudos
      which"
  7. DeadlyDanDaMan
    DeadlyDanDaMan
    • member
    • 3 kudos
    *deleted*
  8. Rooker75
    Rooker75
    • premium
    • 56 kudos
    This is fun but a little too much, I think. There must be 50 of them spawning all at once outside Markarth.
  9. adman85
    adman85
    • member
    • 17 kudos
    Nice idea, but without controllable aspects (whether through an MCM menu or multiple file options) sadly it is just too risky to install. Very rare but possible bandit raids on towns makes a lot of sense, a gang getting too big for its britches and trying to take out a village/town, but it sounds way too common, and mostly like mass suicide for the bandits in this version of the idea. Still a very cool idea, vampires and dragons wouldn't be the only ones occasionally attacking towns, surely.
  10. Goodbadugly
    Goodbadugly
    • member
    • 0 kudos
    Well damn. I downloaded this mod, I get into it and it crashes. Now it looks like support for it is "dead".