Don't know if anyone said this already, but the mod also seems to work perfectly fine on Special and Anniversary Edition. Great job, this mod definitely saves me a headache.
Thank you. I don't mind the bandits so much, but the rocks are a massive pain. I was putting up with these for ages, then one day I was overburdened, and encountered a (mod added) travelling merchant. The traps opened, rocks rained down, and killed her. Went hunting for a solution and found this. Reloading Skyrim and mods onto a new drive, so thought I'd swing past and thank you. Endorsed.
Thank you so much for this! I have Helgen Reborn mod and need to go back and forth between Falkreath and Helgen. My followers kept dying from those stupid rocks that I just fast travel back and forth, which I don't wanna do. And it's true there is no reason for 2 bandits to keep occupying those towers. I'm going to put my own Helgen guards there now.
Just a second ago, you got a Nobel Prize for peace in my mind. Since they murdered me lv.1 poor khajiit, I`ve been waiting this mod unconsciously. That two bastards thrown a box of arrows and tons of rock showers without any moment to negotiating through they are absolutely f*#@ing noobs at all. You are my Nemesis and messiah compensating those anger of all night and day. Did a good job for the young poor khajiit soul. Thank you.
Why not make them four high level punks? Delete? You shouldn't delete anything, always disable them and better still disable them and attach them to an xmarker which is also initially disabled.
Deleted objects can cause CTDs, you use 'Initially Disabled' instead. Some people also move the items way down off the cell, I don't, I attach everything I disable to a named xmarker such as PinewatchRoadBanditsDelete which also has 'Initially Disabled' selected, this way you can select it and press CTRL and 1 to hide all disabled objects. In this way you can also see what you have disabled from an area...
"Never remove items that are in the vanilla game. Instead, move and/or disable the item that you want out of the way. This is for compatibility with other mods. If another mod changes a value on that same item, but your mod deletes that item, then it will cause a crash. On the other hand, if your mod just disables that item, then any other mod's alterations to that item will simply be invisible."
I'd love to see the version done in a way that MaximumPain described, but does what this mod does now or similar. Not letting them spawn after killed or not at all, not beefed up to fit the level. I mean...how stupid would the Jarl of Falkreath (and the player) have be to let them continuously take over that part of road?
but under the branch of "worldplace", "objects" and "npcs" you can use "disable", the "navigation mesh" has no "disable" flag at all. actually i'm confused how to do about this point.
there's a mod called "The Dungeon Crawl", it adds seven dungeons to the world, deletes some objects npcs and also navigation mesh. i don't know how to do about the mesh "deleted" flag.
21 comments
"Never remove items that are in the vanilla game. Instead, move and/or disable the item that you want out of the way. This is for compatibility with other mods. If another mod changes a value on that same item, but your mod deletes that item, then it will cause a crash. On the other hand, if your mod just disables that item, then any other mod's alterations to that item will simply be invisible."
https://github.com/xanderdunn/skaar/wiki/Creation-Kit:-Best-Practices
http://www.creationkit.com/TES5Edit_Cleaning_Guide_-_TES5Edit
but under the branch of "worldplace", "objects" and "npcs" you can use "disable", the "navigation mesh" has no "disable" flag at all. actually i'm confused how to do about this point.
there's a mod called "The Dungeon Crawl", it adds seven dungeons to the world, deletes some objects npcs and also navigation mesh. i don't know how to do about the mesh "deleted" flag.
I like bandits a lot more now that I'm a vampire: they're delicious. Before that, they were just annoying.