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Prettier Bandits v1.0

 

Includes:

  • Prettier Female Bandits
  • Prettier Female Warlocks
  • Prettier Vaermina Devotees
  • Prettier Witches and Hags
  • Prettier Female Thalmor
  • Prettier Thieves
  • Prettier Adventurers
  • Prettier Vigilants
  • Prettier Stormcloaks
  • Prettier Forsworn
  • Unique Bosses


Q: What is Prettier Bandits?
This mod updates the appearance of hundreds female actor types, including all bandit encounters, warlocks, witches and hags, Thalmor and randomly encountered adventurers. It is primarily an appearance mod, removing dirt and grime, adding new hair models and generally making your various hostile female NPC encounters a lil easier on the eyes.  However, I do add some additonal combat perks to the WE adventurer NPCs to make them tougher encounters, particularly at higher level.  Also, as of v0.9 the Vigilants of Stendarr got a complete rebuild with all new NPCs.  They are now organized into two Orders, the Wardens and the Crusaders.  Crusaders are like a religious knightly order, they wear armor and have combat skills for melee, they use maces.  The Wardens are more a scholarly priesthood using spells (mainly flame spells, they will often use a fire spell in both hands).  They use vanilla gear, so any gear replacers or Bodyslide adjustments will automatically be applied.  The Vigilants are also the only faction where the guys as well as the gals got an overhaul, I had to rebuild the male NPCs anyway so I figured why not give them a makeover while I was at it.

 

Q: Unique Bosses?

Certain leveled NPCs have been converted into Unique actors, had their appearance upgraded and given some additional perks and abilities.  These include:

  • The Imperial Captian at Helgen (so now you've got a cute gal trying to take your head off, yeah... that never happens...)
  • The Caller from Felglow
  • The Necromancer Cult from Wolf Skull Cave attempting to summon Potema, the ritual leader and the four assistants are now all unique with custom appearances
    • Dalrita, the leader
    • Maela, a Nord originally from Windhelm
    • Tristyn, a Breton from High Rock
    • Alcedonia, an Imperial from Bruma
    • Vinelore, an Altmer from the Rift (?)
    • a sleeping area with some extra loot and Dalrita's journal was added to the ruins
  • Luah al Skaven from Ansilvund is now a unique NPC, I tried to make her MILFy... though I'm not sure what exactly that should look like. ?
  • Minorne from Ruunvald is now a unique NPC with dusky skin to keep her in line with lore speculation that she may actually be an Ayleid.
  • Keeper Carcette of the Vigilants is now a unique NPC to go along with the entire order getting an overhaul.
  • Eisa Blackthorn encountered outside of Frostmere Crypt, now better looking and tougher with some scars, befitting a woman who survived Cidhna Mine!
  • Salma from outside Ironbind Barrow
  • Anska encountered inside High Gate Ruins
  • Fjola from Mistwatch Tower
  • Umana encountered deep within Alftand
  • The "Vaermina Dreamgirls" consists of 6 devotees who awaken as you make your way through Nightcaller Temple
    • Valana, a Breton
    • Safia, an Imperial
    • Jaedya, a Nord
    • Teril, a Dunmer
    • Carellon, an Altmer
    • Enyra, a Nord

 

Spoiler

Anska may have a neck seam when encountered if this mod is installed on an existing save game.   This is easy to fix however using console.

  1. Open console and select Anska
  2. Use 'setnpcweight to 40'   This will fix the neck seam but now her skin and head textures won't match.
  3. Use 'recycleactor'  This will fix the mismatched skin textures from above but now she will be naked.
  4. Use 'resetinventory'  This will force her to re-equip her gear, so she's now dressed and ready for battle.
  5. Close console and continue playing.

 

The "Vaermina Dreamgirls"

If this mod is installed on an existing save game, 3 of the dreamgirls won't wake up and will appear already dead.  This is because that was baked into your save game, but they'll still be better looking corpses.  You can resurrect them and fight them with console commands.  If the mod is installed on as part of a new game, all six dreamgirls will wake up and attack you as you move through various trigger zones within the temple.

 

If you want to enslave Salma with PAHE, you'll need to use a console command just after enslaving her to get rid of her quest dialog and prevent her from despawning.  Its easy, just open console and use 'stopquest dunIronbindQST'  This will force her quest to shut down, ending her quest dialog and stop her from despawning.  Note: you MUST do this before she leaves the barrow, if she exits the barrow she will despawn and disappear.

 

Q: Does it give NPC any new abilities or make them tougher?
For the most part no, Prettier Bandits was intended to be primarily an appearance mod only. It does increase the level range of encounters witches and hags to be similar to encountered warlocks.  As I mentioned above it also gives the WEAdventurer's some additional combat perks, but nothing out of line with a vanilla lore friendly game (no super powers).  Also, as of v0.9 a select few leveled NPC bosses have been converted into unique Boss NPCs, these were also given additional perks to make them a little bit more of a challenge as well as making them "prettier".  The Vigilants of Stendarr did receive a complete overhaul, and now appear as either heavily armored "Crusaders" who specialize in melee combat, or robed "Wardens" who specialize in using magic.  The Vigilants also included better looking male NPCs as well as females, since I was overhauling them all anyway.

 

Q:  What body type does it use?

A:  Whatever you have installed, the mod only changes the face and hair of the NPCs, not the body.  So you can use any body type and any gear replacer for that body type and it will work fine with this mod.  It should also work with any skin texture you have installed.  Personally I use Bijin's Skin

 

Q: Does it add anything new?
Not really, there is no new armor or anything include in this mod. It does add a few new NPC encounters, mostly to the roadside thieves you sometimes encounter, I added two more female dark elves and one female wood elf to the possible encounter types. That's really about it, its an appearance mod.

 

Q: Does this replace existing bandits or other NPCs?
Yes, in so far as it updates the appearance of existing NPC actors. It does not alter their outfits, gear, etc.  In most cases it simply adds actors to the leveled list, but in the case of the Vigilants they got a complete rebuild.

 

Q: Why use this mod?
You like eye candy? I made this mod with the intent of supporting Paradise Halls Extension so that captured bandits, warlocks, thalmor, etc. would be nicer looking slaves.  Its since grown beyond that original purpose to simply making random encounters (and now a few unique bosses) look nicer.

 

Q: Why is the file so large?
Over 1,000 sets of face geometry and tint mask sets take a up a lot of space.  The currently zipped file is 450 MB.

 

Q: Will you add prettier guards or other NPCs?
This is in progress.  The current factions included are bandits, warlocks, necromancers, witches, WEAdventurers, WEThieves, Vaermina Devotees, Falmer Servants, Forsworn, Stormcloaks, and the Vigilants of Stendarr as of v0.9. 

 

Q: Is this Smexy Bandits?
No. That was the original form of this project, at this point its abandoned, having been replaced by this project

 

Q: Can I use your NPCs appearance in my own mod project?

A:  Yes!  Copy in any NPC you like, I won't mind.  If anything I'll be a lil flattered.  I'm hoping in a future version of this mod to include a separate resource .esm that will contain all the appearance templates for people to use as a resource.  So yes, if it would help you populate your mod with better looking NPCs, feel free to borrow and copy from this mod.

 

Q:  Why are you still using Apachii hair its so old?

A:  Nostalgia, also, I'M OLD ?   Seriously, I'm tired of it too (too many dependencies for one, and not enough variety second), so one of my goals for the is to convert the entire mod over to KS Hairdo's.  At that point Apachii hair will no longer be required or used, I will not maintain two versions of the mod (way too much work).  I am working on converting to KS Hair, it is now required for the new unique NPCs.  I'm not sure when I'll be able to convert the full mod as I'm also working on laying the groundwork for the eventual 2.0 which will overhaul, rebuild and expand the mod considerably.  So it might take awhile.

 

Q:  Will there be a SE version of this mod?

Yes, I'm working on it now. 

 

 

What's required
Skyrim.esm
Update.esm
Apachii Hair for Females 1.5
Apachii Hair 1.6 Full

 

Installation:
Download and install with your favorite mod manager.
Load order is up to you, you can let other things overwrite it or not as you wish.

 

Removal is simple, just uninstall with your mod organizer.
There are no scripts included in this mod so it shouldn't break anything.

 

Known Issues:

  • None

 

To Do List:

 

What's Next?

Next up will be v1.1.  I'm planning on adding more unique NPCs for that and I'm also planning on adding options for some of the unique NPCs to become available as followers or hirelings.  For now I'm looking at doing this for the following NPCs:

  • Salma, after finishing Ironbind Barrow, if she survives her quest will shut down and she will go to the Nightgate Inn where she can then be asked to follow you as a regular follower.  Also, if she dies (or is enslaved) her quest will automatically shut down so that her quest dialog stops and she doesn't despawn if turned into an undead thrall or a slave.
  • Eisa Blackthorn, if she is allowed to leave, she goes to Morthal.  Additional changes would be made so that if she isn't killed you can hire her as a hireling for 500 gold (she is a mercenary after all)
  • Anska, if you help her in High Gate Ruins, afterwards she will be available as a follower
  • Fjola, if you let her leave Mistwatch instead of killing her (or enslaving her) she will show up elsewhere and be available as a hireling.

 

I'm also looking add adding more unique NPCs from Solstheim and possibly adding Alva and Laelette (vampires) from Morthal.

 

 

 

Mods I Used While Making This Mod

For the eyes I'm using Improved Eyes Skyrim

For skin I use Bijin's Skin

For the brows I'm using Hvergelmir's Brows

 

However, the mod should work with any skin, eye or brow pack you choose.  None of these are included.  It will also work with whatever body type you install, the mod doesn't affect the body, just the face and hair.

 

Also, I would suggest this mod for the Forsworn, Forsworn Natural if you want topless Forsworn as seen in the preview.

 

Special Thanks to my Beta Test Team for a LOT of patience and testing.

  • Karlpaws
  • Psalam
  • Valcon767
  • Worik
  • Blackbird_Wanderer

 

Support Me

I now have a SubscribeStar account if you want to help support me making mods.  You're support will be very much appreciated and will help me have more time to work on mods and create new content.

 

 

 

Edited by EinarrTheRed


What's New in Version 1.01 LE

Released

v1.01 LE is a patch file, containing only the ESP.

 

It fixes 2 issues

  • The duplicate of Keeper Carcette will no longer go to the Hall of the Vigilants
  • KS Hair.esp has been removed as a master but IS still REQURED (that's KS Hair Renewal v1.8+ full version)

 

If you are not using PAHE the KS Hair issue will have minimal effect on you.  Install and wait 31 days indoors and that should take care of the problems.

 

If you ARE using PAHE and have leveled random slaves (particularly bandits who seem to be the faction mainly affected by this), you will need to check your slaves by opening console and in the bottom right corner look for where it lists the last mod to have changed that actor.  If it says KS Hair.esp then the slave is bugged and will disappear when you apply the patch (if they say the last mod to change them is Prettier Bandits.esp they'll be fine and are safe to keep).  I looked for a way around this but there just wasn't one.  I apologize for any inconvenience this may cause, it was an unexpected bug and I'm still not sure what caused it.  Once you have sold off any slaves that are bugged, apply the patch reload and wait 31 days indoors somewhere and that should clear everything up.

 

The unique NPCs are NOT affected by this and are safe to keep (even the duplicate of Keeper Carcette, she isn't going poof, but if you didn't enslave her then she'll just go back to the photo studio where she's supposed to be.  If you did enslave them both... congrats, you got twins! ?).

 

This patch also adds vanilla male dremora to two wilderness encounters.  You may sometimes encounter Vigilants of Stendarr or Witches who are fighting some type of atronach.  There is now a 1 in 4 chance they will be fighting a male dremora instead.  These dremora use the same leveled list used for the dremora encountered inside the Mehrunes Dagon shrine, and any mod that adds to that leveled list will add to these encounters as well.  To get witches to fight the dremora (normally they're allied) I have edited the HagravenFaction and the DremoraFaction so they are no longer allies, if any other mod in your load order edits these factions, it may make them friendly again and they won't fight (but they'll still be hostile to you).  This is an experiment to add more types of daedra to those encounters and possibly other places later on.  Once I get everything working properly I'll look into adding female dremora, mazken and possibly other daedra.

 

Again, apologies for the KS bug and any inconvenience it may cause, it shouldn't have created this issue.

 

KS Hair Renewal 1.8+ (full version) is still required.



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