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Ashingda

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ashingda

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25 comments

  1. SuzukiHiakura
    SuzukiHiakura
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    So how did stljeffbb manage to convert the mod? I looked into it some but it seems rather confusing and I think I broke it... worried I might break more if I keep messing around with it without knowing what I should be doing. Sounded easy to port though, such as loading it, changing a value/file type, exporting... I assume this isn't the case...
  2. ChampionKnifeFighter
    ChampionKnifeFighter
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    so I knock down the bandits to the kneeling state, but I can't recruit them

    what am I doing wrong?
  3. Meruline
    Meruline
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    deleted
  4. deleted61190371
    deleted61190371
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    Any chance you can expand this? Have a couple follower you and also allow the player to remove and change their gear would be nice.
  5. stljeffbb
    stljeffbb
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    Great mod...endorsed! I converted the .esp to Skyrim Special Edition format (Form 43 to 44) and after about ten hours of play, no issues as of yet.

    I do wonder, will these bandit followers sandbox? I have had no luck as of yet with that. I'm guessing it might have to do with generic bandits perhaps not having full sandboxing capabilities.
    1. stljeffbb
      stljeffbb
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      ....and an hour later I figured it out! A bit convoluted but here is a way to make a "Skyrim Bandit Follower" idle when they are one of your followers (note this is all Skyrim Special Edition, but I have a hunch it will work for Oldrim too because it is just commands):

      1) I used Extensive Followers Framework. Make your Bandit a follower under that framework. Now, to the best of my knowledge, they will be a follower in both factions (EFF and Skyrim Bandit Follower)

      2) Yep, you have to use the console. Do this:

      addfac 000E0CD9 -1

      ..this will remove the bandit from the "Bandit Ally Faction". I have not tested this yet, but I think this may prevent them from going after you after this....

      3) You will have the dialog "Time to die!" because they are still part of the "Skyrim Bandit Faction", but not part of the "Bandit Ally Faction" anymore. Click on it, and RUN AWAY (for just a couple seconds).

      4) In my game, the (former) bandit became angry and drew their weapon, but then cooled down after about one second and then walked away. I think this is because EFF (or maybe even just Vanilla Skyrim) will change the level of friendship of a follower, and even when you release them they will still be friendly to you.

      5) I then went up to my former "Bandit Follower" and recruited through EFF...then, **PRESTO**, they started to sandbox (in other words idle) as a good NPC should.

      This is just a variation on a theme...some will like their bandit followers as temporary, others may find them more useful over longer term, and the above is a way to perhaps make them useful over the long haul, until they get mauled by an ice wolf (or one of those flying horses or flying mammoths, lol)

      If there are major issues I will report back to this thread, but I anticipate nothing but smooth clipping from here on forward...cheers!
  6. blakesmyth42
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    It would be great if this were compatible with Ultimate Follower Overhaul. UFO lets me make followers level up, and I can teach them magic, and so forth. I'm really glad I finally have a mod that lets me recruit the bandits that say they've given up, but it would still be a nice perk to have them be as useful as my other followers with UFO. Currently, I loaded these mods together, and the bandits have your dialogue tree and options, while other followers get all the UFO features. I assume this is because they're tracked separately from other followers?
    1. stljeffbb
      stljeffbb
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      blakesmyth42...I use Extensible Followers Framework for Skyrim SE and for the most part everything works well. I have not noticed any sandboxing happening, but otherwise works just fine. I used EFF a lot back in my Oldrim days (I miss the wheel menu!), and my hunch is the architecture is similar.
  7. talcabofrio
    talcabofrio
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    Will you release a version of this MOD for Skyrim Special Edition?
    1. Samiel13
      Samiel13
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      Has anyone ported this to SSE?
  8. Joistikas
    Joistikas
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    Interesting concept. One could possibly role-play as a bandit yourself raiding . For immersion purposes I'd suggest the surrendered bandits to be bound in ropes and for the player to have to pass a speech check for them to join persuasion/intimidate (promise of loot,or threat death) or just bribe with gold on the spot. One can find it unconvincing that the bandit just becomes your best ally for free and doesn't want to stab you in the back while you're fighting their friends. :P
    1. ashingda
      ashingda
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      One of the 'Alternate Start' mod starting point is that you start as a bandit. That also partially inspired me to make this mod. Having a well built dialogue is great but wouldn't have the voices to go with. Unfortunately I can only do animations and scripts.
    2. Joistikas
      Joistikas
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      Well, the voices are already there, If you opened lazyvoicefinder :P
  9. Noctum28
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    Turning bandits into followers is an interesting idea, although I would suppose that bandits would demand financial compensation for their services (albeit a bit cheaper than regular mercenary followers).

    Either way, I think this mod could be of interest to you: Collect Unique Corpses https://www.nexusmods.com/skyrim/mods/92814
    From the description: "You can choose to have the dropped corpses to be unique, this way, you can revive them and turn them into followers that will never disappear or randomly change appearance."
    1. ashingda
      ashingda
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      I would beg to differ, those bandit just surrendered their live into my hands as per the dialogue so they'll get no pity or compensations. I mean they would had just died anyways.

      That corpse mod is interesting indeed. I'll look into it, maybe will spark a mod idea from it.
    2. MetaIWanderer
      MetaIWanderer
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      interesting, refreshing idea for sure. I´ll try out. If someone feels need for giving bits of compensation to his raiders, he/she can give coins anyway. And if it´s just for owns morale purposes. :D
  10. heyiforgot
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    "The affected bandit however does take up a slot, so if you return to the area you got them and after that location had been reset/respawn there will be nobody at their original spot."
    So does that just mean one less bandit will respawn there or that no bandits will respawn there? Also I assume that since this sounds like it makes a separate system that follower mods like aft or eff won't work on the bandit followers? Also what mod are you using for your spears in the video just out of curiosity?
    1. ashingda
      ashingda
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      You are correct, only the affected bandit(s) in your team who use to be there will not respawn, all the other bandits reset like normal. The spear mod is also my work and will be the next mod to be released, it's nearing the final stage.
    2. heyiforgot
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      Very interesting! I thought the animations looked a bit different, I'm a big fan of True Spear Combat and Animated Armory so I'm curious to see your work too! I think the ridiculous lack of spears in Skyrim and Oblivion broke my brain and made finding and collecting spear mods become a minor obsession of mine....
    3. ashingda
      ashingda
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      I was inspired to start working on my spear animations because of those two. Actually at first I wanted to collaborate with them but they both turned me down as they got other things going on but they helped me out a lot! NickNak author of Animated Armory pretty much mentored me through the whole process of setting up my own spear mod from ground up and I'm truly grateful for that.