About This File
Devious Bandit Overhaul
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This mod turns Skyrim's bandits into a faction that you can interact with. Trade with them, sleep at their camps, or even obtain quest items like Amren's sword in a peaceful way. And you can still fight with them if you want to (or have to). Most vanilla bandits will be neutral to the player and most vanilla citizen factions. Bandits at certain pre-defined locations will engage the player and demand payment, bandits in some other pre-defined locations will always attack the player when they get too close to their camp.Â
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Please see read the description below in full and make sure that this is what you really want in your game. Also, please be aware of the limitations, compatibility concerns and known issues before embarking on a playthrough with this mod.
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Please feel free to adopt this mod or use parts of it if you can think of better ways to implement this or how to evolve this concept.
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I have been using this mod in my current playthrough for well over a year and it seems to be working as intended for the largest part. It should be safe to use, however I may have missed some bandit locations that are used in (radiant or story) quests when deciding which to make hostile.Â
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The Idea
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The main idea behind this mod is to allow the player to interact with Skyrim's bandits, instead of them being simply talking combat dummies. In essence, this mod makes bandits behave more like the vanilla "toll road" bandits at Valtheim towers and Robber's gorge. The intention is to make bandits a more useful, fun and engaging faction in Skyrim, especially in the early game. You can trade with them, pass through their territory peacefully (for a fee), or work their mines ... of course, there's also a devious twist every now and then.
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Under the Hood
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The mod makes quite fundamental changes to Skyrim's (mainland) bandits. Here's how it works,
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The bandit NPCs:
- All members of the Bandit faction are neutral to the player, followers, and most vanilla factions. They have had their aggression level reduced to Aggressive, thus disabling their vanilla behaviour of attacking neutrals on sight.
- The bandits are still hostile to guards and soldiers!
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Neutral bandits:
- Bandit camps that are close to the main roads or contain useful resources (mines, etc.) are now neutral camps.
- This includes the following bandit locations: Cracked Tusk Keep, Cragslane Cavern, Embershard Mine, Faldar's Tooth, Fort Dunstad, Fort Fellhammer, Fort Greymoor, Knifepoint Ridge, Treva's Watch, White River Watch, Bilegulch Mine, Robber's Gorge, Valtheim Towers
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- Walking in range of any of these camps will make the bandits approach you and demand a toll to pass their territory.
- Do not ignore them! They will turn hostile if you do so and also if you just walk away from them.
- The bandits will remember if you visited their camp recently and only demand a new toll after a certain in-game time.
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- You can also arrange a deal to take items from their camp. This should cover anything that you can pick up from the ground, from containers, harvestable plants and ore mines.
- Of course, you have to pay for the items that you pick up. The bandits demand a deposit to be paid before you can start looting their camp. Alternative payments options are available if you're short on coin.
- Stealing items from the bandit camp will make them attack you. Don't take anything that haven't paid for!
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- The bandits at any specific camp will remember previous hostile encounters with them and will attack immediately if you return to their territory.
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- Roaming bandits should be neutral to you and most other NPCs.
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Hostile bandits:
- Bandits at most other static locations (Bleak Falls Barrow, etc.) will turn hostile immediately when you enter.
- Once you got into a fight, all bandits in the game will be hostile to you for several minutes (real-time). Think of it as word of your battle spreading to other bandits nearby. That means that even bandits at an otherwise neutral camp will attack you on sight!
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Incompatibilities
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- Patch Required: "Populated Skyrim" (Forts, Towers, Places; possibly also others from the series). This mod adds its own bandit actors which the NPC changes in this mod doesn't affect, causing them to attack you on sight. The vanilla bandits will then join the fight. Patch available for download!
- Patch required (none currently available) Lawless Bandit Overhaul and Snozz's bandit camp location overhauls
- Patch required (none currently available) Unofficial Skyrim Modder's Patch (for he bandit faction record)
- Patch required: any mod that alters the vanilla bandits' appearance or inventory or edits their Actor records in any way
- Suspected Incompatible: "OBIS (Organized Bandits in Skyrim)". I don't have this mod, but judging by its description I'd give it a 99% chance of being incompatible.
- Incompatible: Any other mod that adds custom bandits which are set to Very Aggressive or use their own factions that are hostile to the player.
- Incompatible: Any other mod that edits the vanilla bandits' faction relationships or aggression level
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Patching other Mods and DBO with SkyPatcher
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Using the Rogues 'n Raiders mod as an example, you can set up a patch for DBO with SkyPatcher. Many thanks to @pelle234 for sharing this neat solution! This method should also work for other mods where only the NPC aggression needs patching.
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"Create this file:
SKSE\plugins\Skypatcher\npc\DeviousBanditOverhaul\Devious Bandit Overhaul.esp.ini
And add this to it:
filterByFactions=Skyrim.esm|0001BCC0:filterByModNames=Rogues 'n Raiders.esp:setAggression=aggressive
Obviously you also require skypatcher"
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Requirements
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- Skyrim AE. No idea if older versions than 1130 work or not. My game is version 1170 though my CK is still 1130.
- SexLab, SL Aroused (any), Devious Devices (any from SE 5.2 though I heavily recommend NG)
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Scrab's Papyrus Extender https://www.nexusmods.com/skyrimspecialedition/mods/115164?tab=description
- The mod should work for all player genders/races as long as they're supported by DD.
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Recommended Mods
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- Improved Roads. This is a very well executed mod to make Skyrim's countryside more alive. In my opinion, it is the better alternative to its counterpart from the Populated Skyrim mod series. It works well alongside this mod. Some of the mod's roaming NPCs are hostile to bandits, so every and now and then you can observe a battle on the road while neutral travelers keep at a distance and comment that "These fools are actually fighting!"Â https://www.nexusmods.com/skyrimspecialedition/mods/12082
- Contraband. Flags loot from most dungeons as stolen. https://www.nexusmods.com/skyrimspecialedition/mods/26021
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With many thanks to @Vyru, we now also have a voice pack for this mod!
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Version History
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Version 0.3.0
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Improvements and Tweaks:
These are all based on my experience with the mod in my current (now 14 months long) playthrough:
- Added the bandit-inhabited shipwrecks along the northern coast in the "always hostile" zones. Those shipwrecks are quest targets in vanilla quests.
- Randomized the timer until bandit faction turns neutral again after a battle.
- Disabled the debug screen message when bandits turn neutral after a battle.
Experimental Changes:
- Neutral bandits should now immediately turn hostile after being hit by the player. This is done via a script attached to all vanilla bandit actors that listens to OnHit events. As such, not an ideal solution and certainly a "heavy-handed" approach also in terms of performance.
- You should now be able to trade stolen goods with bandit boss NPCs (largely untested). Recommend to use with the Contraband mod which flags most dungeon loot as stolen.
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Updating mid-playthrough should be safe.Â
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Version 0.2.0
Removed the earlier test versions.
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Disabled the debug message/log spam. Should be safe to update mid-playthrough from version 0.1. Don't update from earlier versions.
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Added patch for Populated Forts, Towers, Places to make its bandits work alongside this mod. Place below the populated mods in your load order.
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The mod is now "final". It's not everything that I intended it to be, but I think I've taken the concept as far as my skills allow. I have tested it for several weeks in an ongoing game and it appears to work fine so far. Should be safe to use in your game in a "proper" playthrough.
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Version 0.1.0
Version 0.1 is still an early alpha and intended solely for testing.Â
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I am considering abandoning this mod. Compatibility is a nightmare and the whole trigger-based concept isn't as reliable as I had hoped it would be. Worse still, I can't determine if this mod won't break vanilla quest content as bandits (or other NPC in the bandit faction) are in so many quests and not just as radiant targets.
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Having said that, I'm uploading my current progress here in case anybody would like to take a look. Please completely remove any earlier versions from your mod manager before installing 0.1. Starting a new game is mandatory for reliable test results!
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Changes:
- Bandits will now remain hostile for 15 minutes after first engaging in combat with the player. Note that this affects on the whole faction, not just the location where you entered combat (think of it as the news of the combat spreading to nearby folks.) After the 15-minute cooldown, bandits will go back to being neutral except for the camp in which you started the fight.
- Removed all warlock and Forsworn edits. Focusing purely on the bandit faction is tricky enough.
- Forwarded USSEP record changes
- Created separate quest to track AddItem in interiors, to avoid the Trigger events en- and disabling tracking out of sequence when switching between ex-/interior cells
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Added:
- Added encounter triggers to bandit locations that are either near important roads or which contain mines: Cracked Tusk Keep, Cragslane Cavern, Embershard Mine, Faldar's Tooth, Fort Dunstad, Fort Fellhammer, Fort Greymoor, Knifepoint Ridge, Treva's Watch, White River Watch, Bilegulch Mine, Robber's Gorge, Valtheim Towers
- Edited vanilla Valtheim Towers and Robbers Gorge quests/actors/dialogue which conflicted with this mod (and never worked too well to begin with). All their files and records are still present for compatibility reasons, but they don't do anything any more.
- Optional toggle to prevent the bandits from reacting to the player's level. This is OFF by default. Type this command once into the console to enable it: "Set DBO_G_LowLevelDialogueOnly to 1" (set it to 0 to disable this feature again).
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Added a new type of bandit location trigger for bandits that are always hostile. That trigger has been added to various unmarked encounter locations on the map and locations that are far away from the roads and/or targets for non-radiant quests. This includes bandit-inhabited dungeon locations such as Bleak Falls Barrow.
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Note that the player will be hostile to all bandits for 15 minutes after entering any of these always-hostile trigger boxes even when no bandits are nearby. Hostilities could ensue later on and elsewhere on the map until the 15-minute timer has elapsed!
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Version 0.0.4
Version 0.0.4 is yet another early alpha and intended solely for testing. It is definitely not ready for use in any serious playthrough. Please completely remove any earlier versions from your mod manager before installing 0.0.4. Starting a new game is mandatory for reliable test results!
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Changes
- New hard requirement: @Scrab's Papyrus Extender for keyword-based item confiscation: https://www.nexusmods.com/skyrimspecialedition/mods/115164?tab=description
- Revised and expanded initial dialogue sequence.
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Bandit behaviour now depends on player level:
- Level >75: bandits actively fear the player and let them roam freely through their territory and allow them to take items worth less than 25 septims (per item). Normal looting license is still available if player wants to get more valuable items peacefully.
- Level >50: bandits are intimidated by the player and let them roam freely through their territory. Normal looting license can still be bought.
- Level >20: bandits are worried about the player and demand they hand over their weapons and armor before entering negotiations
- Level <20: bandits play it safe and demand the player hand over their weapons before entering negotiations, but allow the player to keep their armor
- Bandits now have different initial dialogue if player wears hobble dress or heavy bondage
- Toll can now also be paid by handing over all your clothing and armor (main body slot items; only available is player is actually wearing clothes or armor)
- Toll can be waived if player is wearing heavy bondage or bondage mittens.
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Version 0.0.3
Version 0.0.3 is yet another early alpha and intended solely for testing. It is definitely not ready for use in any serious playthrough. Please completely remove any earlier versions from your mod manager before installing 0.0.3. Starting a new game is mandatory for reliable test results!
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Changes
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Added brief delay in processing after trigger enter/leave to prevent cases where player moves in and out of the trigger quickly (moving near-parallel to the trigger box's boundary)
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Bandits will now remove all restraint keys before equipping devices.
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Device-as-payment should no longer be possible when already wearing conflicting devices.
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Player now has a way to brack-track after initially refusing the bandits' toll demand (fighting is no longer the only option).
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Looting Wrap-up Conversation:
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now takes a fee even when player hasn't looted a thing
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now reacts to player looting more than they paid deposit for (can either pay the difference or face punishment)
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You can now get a discount for offering sex.
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Follower handling for restraints equips (fairly rudimentary; only vanilla follower faction)
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Player AddItem tracking no longer reacts when Barter or InventoryMenu are open
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Player AddItem tracking no longer reacts when player in combat
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Device haggling dialogue over the looting price no longer available when already wearing a devious body device.
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Disconnected AddItemTracker from Bandit Encounter quest so that both can be started and terminated separately (should get us fewer cases where the tracker fires when it shouldn't, or not fires when it should)
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Added a "trigger extender" which allows stacking several triggers together to allow creating non-rectangular encounter trigger areas .
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The "toll" can now also be paid with sex (you get a 50% discount).
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Added Triggers to Silent Moons Camp
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Expected Bandit Behaviour:
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Bandits aggro when leaving the trigger before entering dialogue (also if you return with a still valid license).
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Bandits aggro when picking up items before entering dialogue.
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Bandits aggro when tabbing out of dialogue during the license negotiation.
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When attacking the player, bandits should now pursue the player for much longer (up to six minutes) before the quest resets. The player shouldn't be able to yield to them (vanilla yield by sheathing your weapons) before that reset.
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Bandits in a camp that the player did battle with in the past should forever stay hostile to the player and attack without warning the next time the player enters their trigger. Currently, this should even persist through a respawn of a previously cleared camp (I should probably change that in a future update).
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Version 0.0.2
Version 0.0.2 is still a very early alpha and intended solely for testing. It is definitely not ready for use in any serious playthrough. Please completely remove 0.0.1 from your mod manager before installing 0.0.2 and starting a new game.
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Changes
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The main quest no longer runs a constant update loop. License validity is now checked once right after entering the camp trigger.
- Removed separate mining license. The looting license also tracks mining, so you'll simply pay for every ore you collect.
- AddItem tracking now runs on a separate quest which is only actzive while the player is inside the trigger and doesn't have a looting license. AddItem tracking gets paused when the player is in combat.
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added dhlp suspend/resume
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Encounter on entering triggerbox will not start if player already engaged in combat.
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This update focuses on the core system of the mod. There have been no added features or flavour.
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Version 0.0.1
Initial Release.
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Edited by El_Duderino
What's New in Version 0.3.1
Released
New Feature:Â Bandits can now "legalize" stolen items and remove the stolen flag from them.
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You can now ask bandits to "legalize" stolen goods. For a fee, of course. Speak to any bandit while at a bandit hideout/camp and ask them for help with some illegal items. A container menu will open, into which you can put your stolen items. Upon paying the fee, just close the container and your items will be returned to you, cleared of the "stolen" flag.
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This update requries Steelfeathers’ Papyrus Extension! https://www.nexusmods.com/skyrimspecialedition/mods/154540?tab=description -- stick with version 0.3.0 if you do not want to use that extension.