Let me know if the mod does not work as described.
This is the first mod I re-uploaded with the new Creation Kit, and apparently it uses BSA files now, so there is room for error. I made sure to copy the format the first modders used (bsa file + esp file).
I am trying it out now - Unable to get to work with Diverse Character Creation and Racials & Standing Stones Tweaked. Playing with load order at the moment. I assume one of these is overriding it somehow.
Edit: By itself I am not seeing any changes.
Edit 2: Working great - Took a moment to kick in but appears to work with all of the above. Thanks!!
I can't say. The reason being that I have not made use of those mods, I used to download "Duel - Combat Realism", and am now thinking of switching combat mods.
What I can say is that you can remove the "Bandit module" halfway through, and new bandits you meet will revert back to vanilla strength. So you can always try out the mod and see if you like the changes. The idea for this mod originated when I began one-shotting bandits at high level, so the first bandits got a big buff while bigger bandits got their health nerfed (vanilla health scaling with level is insane).
I personally think this mod works well with globally increased damage mods, that's how I like to use it.
1) I am using a small mod that edits races (basically making the humanoids do staggers using normal attacks). will this mod conflict?
2) will these effects take place retroactively? if i am already deep into the game as a nord and now i install the mod - will change my current magica, health and stamina?
3) and my most important question - you said you made changes to the way bandits level up. you never gave example. can you please tell us what were the vanilla values and what are the mod's values? what can i expect form a level 1 bandit, level 20 bandit and level 50 bandit, for example in vanilla and with your mod? ( i know there are manual additions to health and a +5 health per level).
1) I hate to say this, but this mod is fully compatible with mods that edit race entries. You heard it right, it does not conflict.
2) Yes, this mod applies changes retroactively. It works on both a new game and a current save game. Therefore it should work on your Nord playthrough. But, the changes are permanent. You might want to keep a non-Races Rebalanced save copy stored in a folder just in case you decide to opt out of this mod.
3) Really important question indeed. I will share my current numbers.
First, all vanilla perks were removed from bandits. They had a bunch of random perks + a few damage nerf perks. Second, in this mod, certain Level 1 Bandits received damage bonuses with certain weapons depending on race. Nords got +40% Two-handed damage, Redguards got +40% One-handed damage, Wood Elves got +40% bow damage, and Orcs got +20% One-handed damage and increased armor rating when wearing heavy armor. All other races got no damage buffs, I couldn't come up with ideas.
Higher level bandits got timid health/magicka/stamina scaling and aggressive damage scaling. For every 4 levels (modulus 4), they gain 10 h/m/s, and for every 5 levels the races I listed above gain an additional +10% damage to their weapon type. Bandit levels were untouched, and they roughly range from 1 - 25, from a Wood Elf you can expect his stats to range from 90 / 100 / 160 [+40% bow], to 250 / 260 / 320 [+90% bow]. In vanilla, you'd see 35 / 25 / 70 [-50% damage] to 500 / 25 / 250 [+0% damage]. My math might be off, so feel free to point out errors.
There are not that many bandit boss races, but I gave them twice as much damage scaling. e. g. Nord bosses gain 10 health and stamina every 2 levels, and [+20%] two-handed damage every 5 levels. The other bosses got roughly the same changes.
If you are still reading this. Feel free to suggest changes. Do numbers feel too frustrating? Do you want a race to get a specific buff?
10 comments
This is the first mod I re-uploaded with the new Creation Kit, and apparently it uses BSA files now, so there is room for error. I made sure to copy the format the first modders used (bsa file + esp file).
Thanks for downloading.
Can't a Breton carrying as a huge Nord does! Fix/add that too, please.
Edit: By itself I am not seeing any changes.
Edit 2: Working great - Took a moment to kick in but appears to work with all of the above. Thanks!!
What I can say is that you can remove the "Bandit module" halfway through, and new bandits you meet will revert back to vanilla strength. So you can always try out the mod and see if you like the changes. The idea for this mod originated when I began one-shotting bandits at high level, so the first bandits got a big buff while bigger bandits got their health nerfed (vanilla health scaling with level is insane).
I personally think this mod works well with globally increased damage mods, that's how I like to use it.
Keep up the good work!
1) I am using a small mod that edits races (basically making the humanoids do staggers using normal attacks). will this mod conflict?
2) will these effects take place retroactively? if i am already deep into the game as a nord and now i install the mod - will change my current magica, health and stamina?
3) and my most important question - you said you made changes to the way bandits level up. you never gave example.
can you please tell us what were the vanilla values and what are the mod's values? what can i expect form a level 1 bandit, level 20 bandit and level 50 bandit, for example in vanilla and with your mod? ( i know there are manual additions to health and a +5 health per level).
2) Yes, this mod applies changes retroactively. It works on both a new game and a current save game. Therefore it should work on your Nord playthrough. But, the changes are permanent. You might want to keep a non-Races Rebalanced save copy stored in a folder just in case you decide to opt out of this mod.
3) Really important question indeed. I will share my current numbers.
First, all vanilla perks were removed from bandits. They had a bunch of random perks + a few damage nerf perks. Second, in this mod, certain Level 1 Bandits received damage bonuses with certain weapons depending on race. Nords got +40% Two-handed damage, Redguards got +40% One-handed damage, Wood Elves got +40% bow damage, and Orcs got +20% One-handed damage and increased armor rating when wearing heavy armor. All other races got no damage buffs, I couldn't come up with ideas.
Higher level bandits got timid health/magicka/stamina scaling and aggressive damage scaling. For every 4 levels (modulus 4), they gain 10 h/m/s, and for every 5 levels the races I listed above gain an additional +10% damage to their weapon type. Bandit levels were untouched, and they roughly range from 1 - 25, from a Wood Elf you can expect his stats to range from 90 / 100 / 160 [+40% bow], to 250 / 260 / 320 [+90% bow]. In vanilla, you'd see 35 / 25 / 70 [-50% damage] to 500 / 25 / 250 [+0% damage]. My math might be off, so feel free to point out errors.
There are not that many bandit boss races, but I gave them twice as much damage scaling. e. g. Nord bosses gain 10 health and stamina every 2 levels, and [+20%] two-handed damage every 5 levels. The other bosses got roughly the same changes.
If you are still reading this. Feel free to suggest changes. Do numbers feel too frustrating? Do you want a race to get a specific buff?