There is a chance that Bandit Encounters Redux will spawn Bandits instead of Reavers in Solstheim. The primary theory is that this is because Bandit Encounters Redux pulls from Dragonborn.esm's leveled NPC lists for Solstheim spawns, and Dragonborn.esm's leveled NPC lists for Reavers will pull Bandits from Skyrim.esm. The secondary theory is that Dragonborn.esm uses spawns from Skyrim.esm in some areas of Solstheim instead of its own spawns.
Either way, making changes to "fix" it is beyond the scope I'm willing to go, if someone else wants to do it they can and PM me the file and I'll upload it.
Hi, I really enjoy this mod, it feels pretty natural, but I met a weird glitch that I couldn't figure out what is causing it: sometimes bandits will spawn in t-pose, naked and headless, and wild animals also sometimes spawn in t-pose, and they all return to normal if I disable and enable them in console. This seems to only happen to the bandits/creatures on the road and have never happened to bandits in the camp, and I am sure I have generated all the behaviors.
I have a guess it was because the leveled characters include both human and creature so when spawning one on the road, the engine may be giving it a wrong skeleton. So I tried removing those leveled characters, and I haven't seen any t-posing yet. Sorry I do not know how to repeat respawning the encounters (I was testing by walked on the roads for hours) and maybe I haven't got enough testing but that's all I currently know about.
thanks for the mod. Is it possible that you are planning another version of this mod with vampires instead of bandits. in my opinion, bandits and vampires are the real charm of skyrim.
I'm guessing the main difference between this version and Spikyfishy's version are points 1 through 4 listed in the mod description? If so I'm guessing that means it's better to stick with the original mod if I would rather not have to deal with unleveled bandit encounters? The reason I ask is because I use a mod that keeps enemies scaling well beyond vanilla levels. So I'd rather not have to potentially deal with level 50-60 bandits when I'm just starting a new playthrough...
I usually don't like these "more bandit" mods but yours looked so simple I tried it anyway, and I am glad I did. Thank you for this. There aren't too many or too little added...it feels just right.
In practice/experience, they spawn enough to be a threat to watch out for, but they are not gonna flood the worldspace. You'll see more animals than bandits
22 comments
in the future
Bug reports go into the bugs section. Provide load order, detailed explanation of the bug, how you're replicating the bug
Either way, making changes to "fix" it is beyond the scope I'm willing to go, if someone else wants to do it they can and PM me the file and I'll upload it.
I have a guess it was because the leveled characters include both human and creature so when spawning one on the road, the engine may be giving it a wrong skeleton. So I tried removing those leveled characters, and I haven't seen any t-posing yet. Sorry I do not know how to repeat respawning the encounters (I was testing by walked on the roads for hours) and maybe I haven't got enough testing but that's all I currently know about.
Is it possible that you are planning another version of this mod with vampires instead of bandits.
in my opinion, bandits and vampires are the real charm of skyrim.
to be specific I don't want it to be in a way that amalgam barely spawn any of it's new high level creatures
also I barely see any wolf spawn anymore. it's like they are completely replaced
False