. In addition to changelogs for 2.4.0-Beta and 2.4.2-Beta. 2.5.0 has many more little adjustments and the following.
Feb 9, 2015 - OBIS -ASIS Issue - posted in Skyrim Revisited (Skyrim): There seems to be a conflict between these mods. From an OBIS stickied comment: 6.
Edit to Troll abilities has been removed - OBIS changed the cost to manual calculation and 0 cost but this is for a Constant Self Ability that would have no cost as is. Now it's back to vanilla. Increased frequency of Face Masks and the custom Shields - up from v2.4.2 - This is still less than in v2.3 - Both Masks and Shields will be slightly more common at lower levels. Bandits. Agents - Increased Magicka offset so they can cast their bound sword spells - this is needed because they are dual wield fighters not mages and their magicka does not increase on levelup.
Broken - Checked perk and seems ok - it is only 25% - may increase later. Doomrager - Perk to avoid death triggers at 10% health. This is vanilla setting. Tried to lower casting time to 0.
They seem to die too quickly and not trigger the perk. SpellMarred - Perk needs testing - it's at 50% resist magic - may increase later. Vacated - Removed conditions on heal package. Checks like IsInCombat is redundant as it is a combat override already.
Player line of sight and distance check were too restrictive in my view, lots of situations where both were not met. The checks for restoration skill level was for setting up form list that is not used now, and was restricting mid levels that were out of skill range. Whisperer - Invisibility does not re-apply if they go out of combat - may adjust later. Patrols Addon Updates. New Routes in the East of Skyrim as well as on Solstheim!! Check out the new map images!.
New setting added to Menus - You can now adjust the Number of Followers in patrols. Patrols consist of a Leader and up to 3 Followers.
Default is 2. Re-Spawn Events will now happen only when the Player is indoors.
This will prevent the Pop-in and Pop-out of patrols. If you haven't seen patrols for a while, go indoors for a while. Telrav, the NPC at Nilheim has been set to Protected in his Quest alias ( dunNilheimQST 'Telrav's Request' QUST:0001BAEC ). Bandits that now patrol up to Nilheim won't kill him before you are present. The quest does handle him dying before you walk with him to tower so no issues there.
This way could actually work out to where you actually see him attacked, you heroically save him and then he offers reward. Unofficial Patch does edit the quest as well and changes its scripts. Setting him to protected does not make USSEP a master but it is highly recommended to use it anyway. Version 2.4.2-Beta. In addition to unkown number of many many small changes - the following was done.-From BUG reports.- Blackblood Marauder - outfit issues and template. Minotaur loot!?- Bandit Trained Troll is naked Imperial female - 00035381 - Picks race gender first then can't switch to template race.
May be related to blackbloods- Anska voice not present - when picked at high level (74) LCharBanditWizardNordF Anska 'Anska' NPC:000443F3- Hajvarr Ironhand - spawn as woman.above bugs may all be related.Outlined in Article by Jebbalon.Basically the main leveled list LCharBanditOBIS has been removed from the vanilla LvlBandit. This was causing vanilla placed bandits to pull from the all inclusive OBIS list. Instead of Imperial Female you might see the obis Bandit Trained Troll for example. The placement would be naked Imperial though because it wanted to pull from the Imperial Female list not the everyone lists and the troll with no inventory in particular.- Friendly bandits - Pinewatch - walkbridge, by draugr, and bar area - b.outlaw archer, b.archer, b.blight poisoner - SOT patch?- BlackBriar Lodge crash - check the mercs in there.- Hairmalenord04 - need to generate facegen with the USSEP.bsa version of that mesh in place - to correct hair clipping issue on npcs using it. DONE- Bandit Trained Animals - need levels adjusted - DONE! See below- Shield mesh and textures - want to remove shield mesh and use vanilla mesh with our texture sets DONE- Thornhide effects?
Skyrim Special Edition Loot
- Does not seem to work! - evil grin - DONE but needs more testing-New Leveled item Lists made for the Face Masks and the Custom Shields. Vanilla lists now point to these new lists instead of individual items.Bashed/Smashed Patches must be remade. version 2.2Many edits in this update - here are the ones I remember.Adding MCMenu - requires SKSE64 2.0.5 and SkyUI 5.2SE or greaterThe setting menu book is given when first installed- If skse64 and SkyUI are installed then the MCMenu script will remove the book. If they are not installed you keep the book.Added translation files for MCMenu - new to this so let me know of issues- only english currently - if you can translate the other files let me knowMCMenu shows a logo when opening. In Special setting page you can choose to display that Main logo only or show random images.- The ten OBIS shield designs are picked at random to be displayed.- If anyone wants to add images or shield designs please do!!!!
(it's not too difficult for me to add them in)Spells- Added keyword MagicSummonFamiliar to the OBIS conjuration spells that were missing it. Mainly the Vokman summons magic effects-This will help them be able to summon multiple manakins as intended. The multiple soul perks they have check for that keywordother misc edits to spellsAdded OBISMinotaurSandBoxPackage- To help move them around a bit - maybe avoid blocking other bandits some- testing it anyway- They move around just a bit - interestingly Ma'iq The Liar uses similar package and it is set to 10k units! He also only moves a few steps.
Hmmm.Added Bandit Sandbox package as well- This is added to the CleanUp quest aliases- again to help them act more normal after spawning. Many changes on this version. A new game is required due to the changes in quest scripting.Not every change is listed below - unusual for me not to list but there are many!PLEASE report anything good or bad.Minotaurs by MihailNew gang of bandits joins OBIS'A ruthless Minotaur Lord from Cyrodiil that heard about the bandits of Skyrim working together decided to check out the rumors for himself - along with his innumerable herd.Advantages: Really? You have to ask!?. Update for the Patrols Addon.- Adjusted patrol markers around Valtheim Towers to make compatible with the mod url=Valtheim SSE/url.
Cool mod, check it out.- Added Spawn checking script to patrollers. If player has line of sight with the patrol's start marker - then they will move to the next linked patrol marker. This will make it so you do not see the bandits pop-in as they spawn if you happen to be near a spawn point when it happens.
Instead they will spawn out of sight. Version 1.08. OPTIONS MENU BOOK ADDED!!After updating (or installing) wait for 1 in-game hour and you will get the Menu bookDespite any previous settings you had made using console commands, the new menu book will start out in a Disabled state.Enabling will set all values to a default setting. You can then adjust settings from there.- obisinit script - I added fucntion to add NPCs from the formlist DoNotClone into the faction IAmACloneThis will label them to not add spawns near them.If you find that extra bandits are appearing near a bandit that has a quest or unique dialogue then adding them to DoNotClone list will help.Example is Ulfur The Blind in White River Watch, the cave across the bridge from Whiterun. He would start dialogue and extra bandits would pop in while you are talking. Hopefully this will work.
dunCragslaneLvlBanditGuard NPC:000D55D3 - Name changed to Bandit Doorwarden (suggested by Exakter)- Removed the following Ambient Creatures and Animal Prey leveled NPC lists from OBIS. No more bunny bandits.LCharAmbientCreatures LVLN:000EC969LCharAmbientCreaturesSnow LVLN:000EC96BLCharAnimalCanyonPrey LVLN:0004229CLCharAnimalCoastSnowPrey LVLN:000422A4LCharAnimalForestPrey LVLN:00042298LCharAnimalMarshPrey LVLN:00042296LCharAnimalMountainSnowPrey LVLN:000422A2LCharAnimalPlainsPrey LVLN:00042294- Removed Bandit Vermin gang entries in the LCharBanditWizardNordF LVLN:0001B0F7 and LCharBanditWizardNordM LVLN:0001B0FB Leveled NPC lists. This did not fit with how other similar lists were edited (ie. Changed the Ambient Creatures and Animal Prey leveled lists to only include 1 obis bandit - several were set to 2.-(I don't think the game actually spawns 2 in this way, but will make change none the less)-Adding McMenu toggle for including bandits in animal lists would be nice.- Book of Bandits - BanditBookChance5 - chance of none changed from 95 to 99 = 5% chance is now 1%. Removed Bandit Patrols - will revisit making optional plugin or menu toggled feature at later date.Added back the default outfit for the Riften Thief - WIThief 'Thief' NPC:00023EE8 - He gets to keep his OBIS keyword thoughEdited Source scripts - they are NOT compiled into the game yetOBISInit.psc- Changed Faction OBIS to OBISFaction.
OBIS is a keyword- commented out the 'Bandits seem more common now' messageOBISMCM.psc- faction OBIS to OBISFaction- pointed logo to new file and location in interface folder - 'OBISOBIS SE Logo.dds'. Version 1.02. Please see the Comments section for more information.For the Original Skyrim version of On Bethesda.net is a version for-OBIS Special Edition is a mod for Skyrim SE that adds in new varieties of bandits throughout the game world. Each of these bandits are separated into many different types that makes every encounter with bandits both challenging and fun. All bandits are balanced to have both strengths that players must overcome and weaknesses that players can exploit. A new 3 volume book, The Book of Bandits, is distributed throughout the world, the book will give you a basic lore friendly-ish look into the bandits and the reason why they are working together.
Obis Skyrim Special Edition
Features - Newest Bandit Gangs (v2.5.0).-Feral - Werewolves/bears-Vacated - Healers-Weary - Old warriors- (version 2.2+) MCMenu will show if you have and installed. If not a Settings book will be in your inventory. Use the menu to configure the Extra Spawning System.- Bandit Minotaur Gang adds in. They are big brutes! ( Includes by Tamu75 )-Note that the version in OBIS is based off an early version from Mihail, they will look different and will not overwrite each other.- Over 2500 new bandits, all with different faces so that you might never see the same person twice!- None of these bandits are anywhere but in the level lists. So if there was supposed to be a bandit there, it will only be there.- Over 50 bandit types that will make every encounter diverse and tactical.- Completely redesigned bandit distribution system, that will randomize the types of bandits that will spawn in the camps, only effects random bandits not the ones that talk to each other!- Over 200 uniquely named bandits that drop expensive rings for you to sell.- Normal bandits are now classified and named by class type (warrior, mage, and archer), gives you a bit of a heads up now- Certain gangs have shields specifically designed for them! These shields can be found on bandits that are wanting to join up with these particular groups.
There are heavy and light versions of the shields- Bandits may also have face masks from mod by Volvaga0 - These are integrated into OBIS- Each bandit, variation and gender related etc, has their own title for over 300 different titles- Armor is now randomized, regular bandits wear mixes of light and heavy armor- Bandits will also have a chance to drop The Book of Bandits. A 3 volume book added to the world.
1 explains in a lore friendly way why the bandits have organized. 2 is filled with descriptions of bandit gangs currently in Skyrim. 3 lists bandit gangs that have not yet made it to Skyrim. (note that some time has passed since publication - gangs in Vol.3 have made it to Skyrim since)- Bandits will make use of weapons and armors that other mods add into the Bandits Leveled Item lists.
Extra Bandits Menu - Using the Options Book or MCMenu if you have SKSE64 & SkyUI installed will allow you to change settings for the Extra Spawning System. OBIS provides its new bandits to vanilla spawn points already. If you want to add to those bandits use the menus to enable extra bandits.- Settings will be set to default after enabling. Default is fairly mild only 2 or 3 extra bandits in a location. Settings for added potions also available.- Other options include - Monster Enabler, where you can enable Bandit Minotaurs and Bandit Trained Spiders.
Optional and Patch Files -Patrols Addon - Adds patrolling bandits! Small groups consisting of 1 leader and up to 3 followers will travel from camp to camp.- First release of this plugin included the Thunvu Strah - Dragon language for - The Bandit Road - Which extends from Mistwatch in the Southeast all the way to Robber's Gorge in the Northwest.
More routes have been added and now City Horse Stables Raids!- Book and MCMenu are available to enable and adjust the time between respawning as well as Toughness, added potions and number of followers.- Patrols routes can be seen in the map below. Orange is established routes, Green is newly added in latest version and Red is the Raids.Now on Solstheim as well.Notice Board Addon - With by MannyGT - this addon will place Bounty hunting notes in the notice boards found around Skyrim.
OBIS Bounty Bandits are uniquely named and carry a fair amount of loot.If you guys have any bandit ideas that you have yet to encounter or think would be a nice addition to the mod, please do not hesitate to tell me in the discussions tab (not the comments) I will tell you immediately if it is a good idea or if it is already implemented. There is no such thing as a bad idea (unless you already know it's a bad idea)For more information I suggest watching those videos in the video section they do a fantastic job of explaining the mod in the most broadest of terms.If you have any more questions please do not hesitate to ask me either through a PM or a commentThank you for considering my mod, making something like this so far is a dream come true. Frequently Asked Questions -Q: I loaded this in the middle of the playthrough and I dont see any of your bandits in game/ I updated the mod but don't see any of the new bandit typesA: To see any new bandit types you either have to wait until the game cell resets (Vanilla Skyrim that is 10 days or whatever you modded it to be) or start a new game.Q: This mod is huge, I am afraid that it will effect performance, will it?A: No.
OBIS at it's core does not add in any extra spawn points that will effect your game. But with the settings in the MCMenu you can increase the number of extra bandits that will dynamically spawn near bandits that are already there. This feature is off by default. Setting wildly high numbers will have potential to overwhelm.
Special Edition seems to handle this far better than original Skyrim.Q: I have a suggestion for a bandit gang. Can you make.?A: We all do:D I want to hear about it. Go to the forum tab on this mod page and tell me about it.
I need a name and an mechanic that the bandit can do to change the course of the battle, ie. Breathe fire, freeze their foes, terrify weaker foes, etc.Q: I'm an artist and I would like to make a symbol for one of the gangs for a shield.
What do I need to do?A1: You are very welcome to do so. I suggest that if you want to make a gang shield you make it on one of the hold guard shield as it's a perfect flat surface for it. The book of bandits will give you a general description of the bandit gangs and you can start from there:DA2: Jebbalon figured out how to add new gang shields!
Skyrim Immersive Creatures
All that he needs is an image matching the style and format of the other shields.Q: Does this mod require any other mod?A: Of course not, this mod is built to work with Skyrim Special Edition as well as most mods. Mods that change vanilla bandits or the bandit leveled npc lists may require a patch.Q: I think there is a bug, are bandits of multiple groups supposed to be in the same area?A: Yes, the gang names are supposed to identify what bandits are what, so you have a better time figuring out which is which. I will not be separating the groups out, all bandits will be fighting together.Q: I don't understand the settings, what are good settings to use?A: Default settings are good to start with. If you are feeling adventurous / insane then use the menus to set extra bandits number to max 30. Save your game.
You may want to toggle god mode on! - Head out to a known bandit camp and see the mod in action.
If you like what you experience then you are a bandit hunting fool indeed! If not - just go back to previous save and maybe try a milder number of extra bandits. The OBIS Team -Indigoblade - The handsome devil who has the time to actually make each banditJobVanDam - The no-holds-barred smart talker who expanded OBISTonycubed2 - The company vet who probably forgotten more about code than I actually knowForzane - This guy I found willing to do things that I would like to do but I don't because of reasons that are reasonableJebbalon - The new guy, who can answer all of your questions.
(Who also has been making vids of the mod for a long time)And one final member who's too shy to say that she is a member, but everyone already knows she's a memberEnjoy!
I am using NMM 0.63.13 with Windows 10 Pro 64 bit, managing mods for Fallout 4.When downloading a mod file, the download will stop progressing for no apparent reason. Both progress and download ETA stop updating. No error message is given.
If I don't do anything the download eventually stops and reports it is incomplete; I can restart the download, but the problem will continue. Pausing and then resuming the download causes it to continue normally for a short time before halting again. By doing this repeatedly it is possible to fully download files which appear to work fine. The exact amount of time before it stops varies from almost instant to as long as a minute. Reply message -From: 'Joel Ahlgren' To: 'Nexus-Mods/Nexus-Mod-Manager' Cc: 'Spectorns6', 'Comment' Subject: Nexus-Mods/Nexus-Mod-Manager Download progress stops with no error message, eventually reports incomplete Date: Thu, May 31, 2018 7:13 AMWith no reply in a week, I'm closing this issue.—You are receiving this because you commented.Reply to this email directly, view it on GitHub, or mute the thread.