Version 1.2 now ready, all created bandits now have some basic sandboxing behaviour. In MO select "replace" when installing new version over old.
It now depends on PapyrusUtil, best to use the latest versions of both this and SKSE to ensure compatible versions. if you get papyrus log errors such as "error: Native static function ResizeAliasArray could find no matching static function on linked type utility. Function will not be bound." then this indicates a PapyrusUtil/SKSE version mismatch. Worst case this will cause the sandbox behaviour not to work.
*** Please note that it appears there is an issue with PapyrusUtil 3.0 so please ensure you are using the very latest i.e. 3.1 ***
NOTE: after upgrading I suggest shutting down the mod, saving and restarting it using the setstage commands on the main page
I've added a list of other mods which myself and other users have used with this mod to get more variety and/or different themes to vanilla bandits to the main page. Please reply any others youve tested it with and I will add them to the list, thanks.
Can you make a version of this mod that simply adds 1-3 bandits to every spawn rather than turning them into bandit armies. Having to fight 6 bandits at once indoors is frustrating. It feels like Civil War battles but without support of Stormcloak/Imperial allies.
As far as I know you cant dynamically add perks which means you have to have to create a new bandit level list entry for each specific variant of that NPC that you want, essentially it make doing such a mod a very tedious cut-n-paste exercise rather than just having a small clever bit of code. Try one (or more) of the smaller mods that add some bandit variety like Lore worthy bandits and Extra bandits, deadly wenches and probably a bunch of others. This mod just bumps up the sheer numbers so works well in combination with such mods.
The bandits added by this mod are all invisible in my game. I noticed it when I suddenly got attacked out of thin air and then by using the conolse to kill everyone I could loot their invisible corpses.
Edit: After added the mod in a bashed patch I can now see the bandits. I still don't understand what's behind it though.
I use a mod to turn all unnamed & non-quest or script specific hostile NPCs into women, will this mod override that & still add men even if I load it before the more women mod?
A question: This mod isn't supposed to make the bandits harder, right? Because i just had in a bandit's cave a 1 on 1 duel with a bandit with a simple steel warhammer (i had enchanted elven axe) and i had to resort to paralysis poison and other poisons to take him down. He was killing me very easily. I also installed "more bandit camps", but this was a vanilla bandit lair, i don't think anything should change.
EDIT: i disabled your mod and the bandits became "normal" again. So with your mod and "more bandit camps", i get "uber" bandits, that seem to hit like a truck and have loads of health. I also have "Combat evolved" installed, but only the "core" (not the extra damage and other stuff).
The new bandits are created from the levelled lists so should not increase in dangerousness unless your using another mod that adds new bandit types with extra abilities or something.
Thank you. I think this is exactly what's happening. "More bandit camps" adds new types of bandits. When used together with your mod, i get some uberpowerful "highwaymen". With only the "more bandit camps", i see "highwaymen", but they are not so powerful. When your mod runs together with "more bandit camps", it's when i see some bandits "on steroids". Not all bandits, but the "highwaymen". Anyway, thanks for the clarification.
Thank you for the mod. Endorsed. It works as advertized. The only negative, is that it seems that every bandit i kill, has "bloody rags" in his loot inventory. Which is no big deal, it just makes looting his corpse a bit annoying, since i don't want to pick that up. Other than that, it seems to work as intended.
The bloody rags are used as markers so that the mod can tell which bandits are/have already been cloned, I could have used a custom ability but that would have made installing the mod slightly more risky.
I have had some issues with the additional bandits spawning within walls and in some cases, such as at Lakeview Manor, even inside of the manor itself. This currently is the only bandit altering mod I have downloaded.
I have High level enemies and genesis, do you recommend me to install your mod? Is a great idea add more bandits so the followers can have more sense...
EDIT: I was proving the mod and is great! Thanks for the awesome idea and, if you are open to suggestions, a ''more vainilla draugers'' would be just perfect...
SIC and random encounters have differents encounter points, and you can configure that, but i think for interiors there are no mods that make the job so well and simple like your mod,
SIC and random encounters have differents encounter points, and you can configure that, but i think for interiors there are no mods that make the job so well and simple like your mod,
50 comments
It now depends on PapyrusUtil, best to use the latest versions of both this and SKSE to ensure compatible versions.
if you get papyrus log errors such as "error: Native static function ResizeAliasArray could find no matching static function on linked type utility. Function will not be bound." then this indicates a PapyrusUtil/SKSE version mismatch. Worst case this will cause the sandbox behaviour not to work.
*** Please note that it appears there is an issue with PapyrusUtil 3.0 so please ensure you are using the very latest i.e. 3.1 ***
NOTE: after upgrading I suggest shutting down the mod, saving and restarting it using the setstage commands on the main page
UPDATE: SSE version now available
Edit: After added the mod in a bashed patch I can now see the bandits. I still don't understand what's behind it though.
EDIT: i disabled your mod and the bandits became "normal" again. So with your mod and "more bandit camps", i get "uber" bandits, that seem to hit like a truck and have loads of health. I also have "Combat evolved" installed, but only the "core" (not the extra damage and other stuff).
Is a great idea add more bandits so the followers can have more sense...
EDIT: I was proving the mod and is great!
Thanks for the awesome idea and, if you are open to suggestions, a ''more vainilla draugers'' would be just perfect...