I want to thank everyone that has downloaded, endorsed, and enjoyed this mod. It was a great deal of work and I am extremely happy to see that the overall reception has been primarily positive.
There are plans in the works for some substantial changes and restructuring of the mod, including revamped level tiers and stats, altered equipment, introduction of brand-new features and functionality, re-balancing of particular pain points within the mod (Witchhunters, Spellswords, and heavy armor Alteration users), and overall reassessment of where I want the overall difficulty to land. This is quite an ambitious project, estimated to basically be making the mod all over again, so I hope players will be patient while these changes are in the works.
A small addon has been published that completely removes all instances of poison spells from the Simonrim addon. If you are experiencing crashes associated with poison spells, I urge you to download this file. This is a bandaid fix solely until the new Mysticism meshes are ready.
Again, thank you to everyone!
Current status of Lawless as of 02/2024:
Thank you to everyone for your patience as the mod remained quite static for months. Real life got extremely busy for some time, and I did not want to spend my very limited free time on Skyrim modding. Things have calmed down and my motivation is returning.
Version 2.1.0 brings some much-needed balance changes to the mod. I have finally removed Witchhunters and bound weapons as a whole. I really love the aesthetic, but it just does not fit regular bandits. Combine that with poor balancing on my part, and Witchhunters and Spellswords were dealing massively more damage than they should have.
The addon removing poison spells from enemies has been archived since the new meshes for Mysticism seem to have fixed all instances of CTDs.
In terms of gold and equipment acquisition, raw gold obtained from regular enemies and bosses has been nerfed by roughly 25%. Hoods worn by hybrid enemies are no longer enchanted for regular enemies, and bosses have significantly reduced chances to drop enchanted versions. Enchanted jewelry dropped by bosses without weapons still remain, but they have a chance to drop either a necklace or a ring, rather than a chance at both. These changes should do a lot to address feedback of bandits sometimes being loot balloons.
There are still some balancing changes on the way, specifically with regards to some higher-tier enemies turning into damage sponges, rebalancing spell and perk acquisition rates and highest tiers, and a more solid foundation for level tiering for enemies.
A lot of new features are being worked on, alongside a close friend and future co-author. I promise that exciting things are on the horizon, even if progress has been delayed. Again, thank you all for your patience and support!
idk whats going on but the bandit levels have been all over the place for the longest time across multiple saves for me.
Im level 9 and i come across many level 1 bandits with a few level 9 bandits and the bandit boss of the dungeon is level 16. Is a setting that i accidentally left on causing this or something? I thought all should be level 9 or higher but not lower?
I'm having the same issue. Bandits are level 1 and bandit bosses are 20 levels above my character. I read the mod description page and it says something about leveled lists and that if activated it will make it so bandits only spawn at your character's current level which is what I want but I cannot find where or how to activate that leveled list. There's no MCM for lawless in the game, there's no option to check when installing the mod, there isn't even a file to DL on the files page of the mod like there is for more coverage and the extra types of bandits it talks about on the description page. I've googled MCM for lawless and the google AI response says that lawless has an MCM but I can't find one. I'm stumped! If all bandits are level 1 and bandit bosses are 20 levels higher than my character there's no real purpose for this mod. I may just have to uninstall until it gets updated/patched/fixed w/e. Has anyone found a solution to this?
I read the mod description page and it says something about leveled lists and that if activated it will make it so bandits only spawn at your character's current level which is what I want but I cannot find where or how to activate that leveled list.
You're looking for the "Lawless Patch FOMOD" in the Optional Files. Activating "Difficulty Addon" should resolve this issue.
I myself am still encountering the issue of low-level bandits with bandit leaders way too high level for me. :/
This comment is a long shot but in any case I noticed berserkers and barbarians in this mod don't bleedout, I'm looking to do the same for draugrs and skeletons to make them more difficult, the only issue is I can't pinpoint which perk/magic effect/script does this. If anyone knows this any help would be appreciated
Are bandits supposed to use only vanilla weapons? I'm trying to use both vanilla and weapons from amidianborn and animated armoury; I have tried making a bashed patch, using SPID, etc. and they only ever seem to have vanilla weapons. Anyway to expand the weapons they can use?
Hi I'm planning to migrate from OBIS to Lawless and I have this mod as a patch for OBIS
Lawbringer & SRC combo? also with Bandit Lines expansion, Extended Bandit dialogue, Missives, Headhunter and Notice Board and OWL, do I need patch for these mods?
Also should I disable OWL patch from this mod when using the bash patch?
Thanks for making this great mod. It is really cool to see some challenging bandits. However, Lv.9 Alik'r warriors in Swindler's Den was no joke. They one-shot me with their sword attack and they were also spell casters so they kept throwing fireballs at me. Lv.9 me and my two followers got deleted in two seconds and I couldn't progress. My attacks barely scratched them. I have never seen a bandit mod as hard as this.
925 comments
I want to thank everyone that has downloaded, endorsed, and enjoyed this mod. It was a great deal of work and I am extremely happy to see that the overall reception has been primarily positive.
There are plans in the works for some substantial changes and restructuring of the mod, including revamped level tiers and stats, altered equipment, introduction of brand-new features and functionality, re-balancing of particular pain points within the mod (Witchhunters, Spellswords, and heavy armor Alteration users), and overall reassessment of where I want the overall difficulty to land. This is quite an ambitious project, estimated to basically be making the mod all over again, so I hope players will be patient while these changes are in the works.
A small addon has been published that completely removes all instances of poison spells from the Simonrim addon. If you are experiencing crashes associated with poison spells, I urge you to download this file. This is a bandaid fix solely until the new Mysticism meshes are ready.
Again, thank you to everyone!
Current status of Lawless as of 02/2024:
Thank you to everyone for your patience as the mod remained quite static for months. Real life got extremely busy for some time, and I did not want to spend my very limited free time on Skyrim modding. Things have calmed down and my motivation is returning.
Version 2.1.0 brings some much-needed balance changes to the mod. I have finally removed Witchhunters and bound weapons as a whole. I really love the aesthetic, but it just does not fit regular bandits. Combine that with poor balancing on my part, and Witchhunters and Spellswords were dealing massively more damage than they should have.
The addon removing poison spells from enemies has been archived since the new meshes for Mysticism seem to have fixed all instances of CTDs.
In terms of gold and equipment acquisition, raw gold obtained from regular enemies and bosses has been nerfed by roughly 25%. Hoods worn by hybrid enemies are no longer enchanted for regular enemies, and bosses have significantly reduced chances to drop enchanted versions. Enchanted jewelry dropped by bosses without weapons still remain, but they have a chance to drop either a necklace or a ring, rather than a chance at both. These changes should do a lot to address feedback of bandits sometimes being loot balloons.
There are still some balancing changes on the way, specifically with regards to some higher-tier enemies turning into damage sponges, rebalancing spell and perk acquisition rates and highest tiers, and a more solid foundation for level tiering for enemies.
A lot of new features are being worked on, alongside a close friend and future co-author. I promise that exciting things are on the horizon, even if progress has been delayed. Again, thank you all for your patience and support!
since installed it, i've been leveling very fast, and i dont like that, anyone has any tips?
Im level 9 and i come across many level 1 bandits with a few level 9 bandits and the bandit boss of the dungeon is level 16. Is a setting that i accidentally left on causing this or something? I thought all should be level 9 or higher but not lower?
what causes it?
anyone have ideas?
You're looking for the "Lawless Patch FOMOD" in the Optional Files.
Activating "Difficulty Addon" should resolve this issue.
I myself am still encountering the issue of low-level bandits with bandit leaders way too high level for me. :/
Lawbringer & SRC combo? also with Bandit Lines expansion, Extended Bandit dialogue, Missives, Headhunter and Notice Board and OWL, do I need patch for these mods?
Also should I disable OWL patch from this mod when using the bash patch?
all my NPCs are being killed in nearly every city and town