Combined Equipment Sets - This file will allow enemy equipment to spawn from both RnR leveled lists and vanilla ones, including items added by other mods.
Main Enemy Factions - If you use both existing add-ons ("Bandits and Reavers" and "Warlocks and Witches") you can use this new add-on instead. Switching in the middle of an existing game is fine. Future add-ons will be incorporated into this file as well.
Bandits:
Many bandits have been renamed to better reflect their level and class. The only major change is for Juggernauts, who are now known as Ravagers.
Shadowblades have been added to the ranks of the Reavers (I thought I'd done that in the previous update, but I had mistakenly added them only to the mainland bandits).
A new bandit class, the Wildlings, have been added. These bandits use poisoned arrows, and can inflict some serious injuries if they manage to stun their opponent. They are most effective against unarmored enemies, and don't fare quite so well against well-protected opponents.
Spells:
The shield effect was removed from the "Miasma" spell.
Playable versions of Miasma, Death Coil and Summon Undead Warrior have been added. You have a chance to find the books for these spells on necromancers.
The Penalty System:
Some injuries were nerfed, and a couple of new ones have been added.
NOTE: I originally uploaded Update 4.1 with several plugins in esp format. I converted these plugins to esl format and reuploaded the file on 05/05/24.
Some bandit classes are set to be more defensive than others, but they all should attack. If some of your NPCs are simply blocking all the time it could be a conflict caused by another mod.
Hi A! Thanks for yet another update and particularly the Combined Equipment Sets! I look forward to using stuff from other mods plus from this mod together!
I will re-run a Bashed Patch before starting the game.
Ah, crap. I work on this mod in the Legendary Edition then convert it for the Special Edition, but now it has so many optional files that one was bound to escape my attention. Thank you for reporting it.
EDIT: A few other plugins were still in esp format, I reuploaded the file with esl-ified plugins.
Seems like Arena does not work with this mod. Arena has a minimum of level 5 for bandits but using your mod I'm seeing level 1's. Just disabled your mod and the new minimums from arena work.
I like your mod but muh scaling.
Edit: Same thing happens with The Restless Dead and Hand Placed Enemies so I assume these mods don't use the global leveling multipliers or respect the new encounter zone minimums from arena.
Hello, I have downloaded this mod and am really enjoying it, as well as ur undead mod. I also have this weapon mod https://www.nexusmods.com/skyrimspecialedition/mods/49030 that adds weapons to the level list, but I believe the enemies added from your mod do not have these weapons.
Is there a simple way for me to add the weapons from the above mod to the new enemy types in this mod?
Hello there. Pleased to hear that you like my mods :) Regarding that other weapon mod, you're in luck. I'll be updating Rogues 'n Raiders sometime this week, and will be including a new optional file for equipment that combines vanilla and RnR leveled lists. Basically, NPCs from RnR will have a 50% chance to spawn their weapons and armor from vanilla leveled lists, which can include stuff added by mods such as the one you linked to. This goes for any mod that adds its items to the vanilla lists. And weapons and armor added by RnR can still spawn too, so, depending on your mod list, RnR's NPCs will be able to spawn with a lot of different equipment. I just have to finish giving faces to the new bandits I'm adding, and the update will be good to go.
Just a quick question, does this mod modify existing NPCs or add new NPCs to the level list ala Heritage 2? I know there’s something to be said against combining multiple types of the same kind of mod but …I like variety.
I think I'll give RnR a spin as I've really enjoyed what you've done with Draugr Upgrades Improvements and the Restless Undead. This is in addition to Skyrim Revamped and the mods recommended by Kulharin.
I hope you plan to look at the Forsworn eventually, as I'd be curious to see how you upgrade them. They're kinda boring in comparison really. :/
Hope you enjoy it I'm working on the Forsworn but that add-on is still in its early stages of development. The main mod should receive an update next week though.
I came here to report a bug with the attack speed of berserkers, but after reading some of the comments, it's intended? Quite frustrating when they catch me off guard or when I encounter them in an interior as it's almost an instant kill on me depending on what weapon they are wielding. The fact that I'm playing with MCO makes it feel even worse as I'm animation locked into any melee attack. Although I have found ways to cheese them, they're definitely not enjoyable to fight as others have pointed out. Other than that, I think the mod adds enough variety and challenge to bandit encounters without going overboard and adding 10,000 new enemies to the game like OBIS. I'm using it with Blade and Blunt and I'm having a blast. I will have a hard choice next playthrough choosing between this and Lawless.
I have nerfed Berserkers significantly over multiple updates, most of the complaints about them are from earlier versions of the mod. If I recall correctly from another user's comment, with MCO they do a three hit combo instead of a normal hit, so their damage output is much greater than intended. Unless I'm getting confused with another combat or animation mod.
If you can stall them for a few seconds, their rage effect wears off and they start taking more damage than normal, making them quite easy to kill. I also plan to change calming spells to bring them out of their rage, though if you can calm them now they will stay out of combat long enough for their rage effect to wear off.
Finally, if none of this satisfies you, you can simply delete the speed boost effect in the CK or XEdit. Just find zzRnR_BerserkerRage01Spell, zzRnR_BerserkerRage02Spell and zzRnR_BerserkerRage03Spell in the Spell section and delete the "Increase Attack Speed" effect (or change it to something you like better).
785 comments
New Options:
Bandits:
Spells:
The Penalty System:
NOTE: I originally uploaded Update 4.1 with several plugins in esp format. I converted these plugins to esl format and reuploaded the file on 05/05/24.
figured out, it was the hipoly head patch
I will re-run a Bashed Patch before starting the game.
EDIT: A few other plugins were still in esp format, I reuploaded the file with esl-ified plugins.
Thats fire!
I like your mod but muh scaling.
Edit: Same thing happens with The Restless Dead and Hand Placed Enemies so I assume these mods don't use the global leveling multipliers or respect the new encounter zone minimums from arena.
Is there a simple way for me to add the weapons from the above mod to the new enemy types in this mod?
Regarding that other weapon mod, you're in luck. I'll be updating Rogues 'n Raiders sometime this week, and will be including a new optional file for equipment that combines vanilla and RnR leveled lists. Basically, NPCs from RnR will have a 50% chance to spawn their weapons and armor from vanilla leveled lists, which can include stuff added by mods such as the one you linked to. This goes for any mod that adds its items to the vanilla lists. And weapons and armor added by RnR can still spawn too, so, depending on your mod list, RnR's NPCs will be able to spawn with a lot of different equipment.
I just have to finish giving faces to the new bandits I'm adding, and the update will be good to go.
cus if you don't need to patch this with other level list mods, you should prob advertise that.
thanks
I think I'll give RnR a spin as I've really enjoyed what you've done with Draugr Upgrades Improvements and the Restless Undead. This is in addition to Skyrim Revamped and the mods recommended by Kulharin.
I hope you plan to look at the Forsworn eventually, as I'd be curious to see how you upgrade them. They're kinda boring in comparison really. :/
If you can stall them for a few seconds, their rage effect wears off and they start taking more damage than normal, making them quite easy to kill. I also plan to change calming spells to bring them out of their rage, though if you can calm them now they will stay out of combat long enough for their rage effect to wear off.
Finally, if none of this satisfies you, you can simply delete the speed boost effect in the CK or XEdit. Just find zzRnR_BerserkerRage01Spell, zzRnR_BerserkerRage02Spell and zzRnR_BerserkerRage03Spell in the Spell section and delete the "Increase Attack Speed" effect (or change it to something you like better).