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Changelogs
Version 1.51
Added low level dremora to randomized bandit gear and weapons
Reduced likelihood of common and CW clothing (especially for higher levels).
Version 1.5
Added high chance of torches to many bandits (no more seeing in the dark)
Fixed some mercenaries/guards outfits
Version 1.4
Some minor tweaks and fixes
Silverhand no longer uses the new random outfits, they use their original biz
Version 1.3
v1.3
reduced frequency of common items (pickaxe, wood axe, etc)
further reduced frequency of common items at higher levels
tweaked distribution of armors and robes for bandit mages
bandages have lower chance to spawn but are now separate from helmets
dual wielding at higher levels has been increased in frequency
Version 1.2
Further decreased frequency of clothing at higher levels
Added varying types of robes to bandit mages
Fixed a mistake that gave boss armor to non-bosses
Version 1.1
Made a few small changes to ensure compatibility with any and all mods that add new items to the leveled lists
Installation: Extract the plugin in the /Skyrim/Data folder and make sure this mod is checked on the load order; that's it!
Optional file: Master of Weapons 1-20 EFP Patch adds the 'common' weapons to the random distribution among bandits - requires Master of Weapons - All in One 1-20
Features (Bandits module): Huge variation in armour, a bandit would be using anything they can get - not a matching set like the vanilla game More common weapons and clothing found on bandits (even a knife and fork!) EVERYONE can dual wield Archers can have a 1H weapon, 2H weapon or dual wield in addition to the bow, not just a dagger Bandit bosses can also carry bows, they might get you from afar!
Compatibility: 100% compatible with mods that add new weapons and armor, all DLC, new areas and even new zones like Falskaar, just make sure this mod is BELOW the others on the load order Works great with Kids of Skyrim
Future plans: Civil war module (Stormcloaks and Imperials) Cancelled, already many mods that do this