TheOldOne Posted March 10, 2013 Posted March 10, 2013 That would happen if the patch is loaded after Bandit and Forsworn. You can fix it by moving the unofficial patches up in the load list USKP should be before everything except the DLC.
PerviBastard Posted March 10, 2013 Posted March 10, 2013 That would happen if the patch is loaded after Bandit and Forsworn. You can fix it by moving the unofficial patches up in the load list USKP should be before everything except the DLC. Thanks!, I'll have to give that a try. Yep! That fixed it. I can't believe I didn't think to tweak the load order. Huge thanks!
waspdeath Posted April 1, 2013 Posted April 1, 2013 gonna give this one a whirl. i didnt think you could have custom races added into the NPC list. the more you know. (new to skyrim) edit: first encounter of them and they don't seem to attack. ill check back in after i encounter more of them to see,
tsuki no mori Posted April 2, 2013 Author Posted April 2, 2013 That would happen if the patch is loaded after Bandit and Forsworn. You can fix it by moving the unofficial patches up in the load list USKP should be before everything except the DLC. Exactly right. The unofficial patches even mention in their docs that they should be loaded early. One unfortunate sideffect that I've noticed is that the USKP corrects some bugs in the vanilla leveled lists for the bandits and this mod, based on the vanilla game, re-introduces the errors. Nothing game shattering, just small things like the vanilla game will never spawn any level 2 bandits, there are melee bandits assigned to the archers on one level and so forth. Fortunately, TES5Edit makes seeing these things quite easy and the next release of this mod will preserve these bug fixes.
tsuki no mori Posted April 2, 2013 Author Posted April 2, 2013 gonna give this one a whirl. i didnt think you could have custom races added into the NPC list. the more you know. (new to skyrim) edit: first encounter of them and they don't seem to attack. ill check back in after i encounter more of them to see, Your first encounter may have been with Hunters. They aren't hostile unless you attack them. Edit: I've also noticed that sometimes Forsworn just don't attack. Especially in the area just south of Fort Sungard. This is all types of Forsworn, X117 and vanilla. Anyone else seen this?
DEFER Posted April 2, 2013 Posted April 2, 2013 what is a race of this mod i mean when i have use console command setrace npc to x117 bandit and Forsworn because i have use console command set NPC bandit which is x117 bandit to other race but i want to change them back and sometime I would like to use console command change my race to this this bandit race sorry for my english i
waspdeath Posted April 2, 2013 Posted April 2, 2013 gonna give this one a whirl. i didnt think you could have custom races added into the NPC list. the more you know. (new to skyrim) edit: first encounter of them and they don't seem to attack. ill check back in after i encounter more of them to see, Your first encounter may have been with Hunters. They aren't hostile unless you attack them. Edit: I've also noticed that sometimes Forsworn just don't attack. Especially in the area just south of Fort Sungard. This is all types of Forsworn, X117 and vanilla. Anyone else seen this? i can confirm that they were bandits. i encountered them on my way to Bleakfalls Barrow or whatever its called to retrieve the dragonstone (first quest you get from Farengar.) which tells you that i'm running a new save. i am however running OBIS, ACE, ASIS, Duel, High Level Enemies, Nightmare Increased Spawns. something that i started running has made vanilla NPC magic users act funky and i never isolated what was causing it (i know it isn't ASIS). i dunno if they're out of mana or what, but sometimes a mage will just stand and look at me. melee NPCs have worked fine. also, my companions can use magic just fine. i dunno if it's related, because one of the sky bandits i encountered was 2 hander and one was a mage. neither of them did anything. just drew weapons and ran around. ;{
tsuki no mori Posted April 2, 2013 Author Posted April 2, 2013 what is a race of this mod i mean when i have use console command setrace npc to x117 bandit and Forsworn because i have use console command set NPC bandit which is x117 bandit to other race but i want to change them back and sometime I would like to use console command change my race to this this bandit race sorry for my english i The bandits and the forsworn are not a new race. The NPCs are all of the Sky Children race (OraezeRaceX117 technically). The lists that tell then game engine what types and races of bandits to spawn have been modified to spawn Sky Children in addition to the other vanilla races. So, if you change an NPC's race you can change it back in the console with "setrace OraezeRaceX117". You can't change your PC to the "bandit race" because there is no such thing. You can however be a regular Sky Child and take an outfit from one of the bandit kids. You can craft the armors as well.
tsuki no mori Posted April 3, 2013 Author Posted April 3, 2013 i can confirm that they were bandits. i encountered them on my way to Bleakfalls Barrow or whatever its called to retrieve the dragonstone (first quest you get from Farengar.) which tells you that i'm running a new save. i am however running OBIS, ACE, ASIS, Duel, High Level Enemies, Nightmare Increased Spawns. something that i started running has made vanilla NPC magic users act funky and i never isolated what was causing it (i know it isn't ASIS). i dunno if they're out of mana or what, but sometimes a mage will just stand and look at me. melee NPCs have worked fine. also, my companions can use magic just fine. i dunno if it's related, because one of the sky bandits i encountered was 2 hander and one was a mage. neither of them did anything. just drew weapons and ran around. ;{ I've not investigated any of those mods to any depth but, at a quick glance, it looks like there would most likely be compatibility problems with at least OBIS and High Level Enemies. There was someone talking about ASIS (PISE actually) a few pages back. When you search the Nexus for mods with "ACE" in the name you get everything that has the word "race", "face", "mace" ... Basically, a mod that just alters spawn rates (Nightmare Increased Spawns) or combat mechanics (Duel) will probably not be a problem but if they add new bandits, forsworn or hunters (and a couple more enemy types soon to come), there could very easily be problems with who and what gets spawned where and when. I wouldn't expect that to make them behave differently though. That would point to mods like ASIS that modify NPC AI.
waspdeath Posted April 3, 2013 Posted April 3, 2013 i can confirm that they were bandits. i encountered them on my way to Bleakfalls Barrow or whatever its called to retrieve the dragonstone (first quest you get from Farengar.) which tells you that i'm running a new save. i am however running OBIS, ACE, ASIS, Duel, High Level Enemies, Nightmare Increased Spawns. something that i started running has made vanilla NPC magic users act funky and i never isolated what was causing it (i know it isn't ASIS). i dunno if they're out of mana or what, but sometimes a mage will just stand and look at me. melee NPCs have worked fine. also, my companions can use magic just fine. i dunno if it's related, because one of the sky bandits i encountered was 2 hander and one was a mage. neither of them did anything. just drew weapons and ran around. ;{ I've not investigated any of those mods to any depth but, at a quick glance, it looks like there would most likely be compatibility problems with at least OBIS and High Level Enemies. There was someone talking about ASIS (PISE actually) a few pages back. When you search the Nexus for mods with "ACE" in the name you get everything that has the word "race", "face", "mace" ... Basically, a mod that just alters spawn rates (Nightmare Increased Spawns) or combat mechanics (Duel) will probably not be a problem but if they add new bandits, forsworn or hunters (and a couple more enemy types soon to come), there could very easily be problems with who and what gets spawned where and when. I wouldn't expect that to make them behave differently though. That would point to mods like ASIS that modify NPC AI. i ran into another batch of sky bandits, these ones attacked. there's probably something going on with OBIS; as it alters leveled lists with bandits and does a lot with the bandits in general. ACE could be what's breaking magic with enemy NPC users, i'm not sure. i have nightmareincreasedspawns on vanilla mode, no additional spawns, i only use it for respawn and the other functions (cant remember them off top of head right now.) it could be ASIS, as i see ASIS included it into it's batch. now the rabbit hole goes deeper because some are working and some aren't.
DEFER Posted April 3, 2013 Posted April 3, 2013 what is a race of this mod i mean when i have use console command setrace npc to x117 bandit and Forsworn because i have use console command set NPC bandit which is x117 bandit to other race but i want to change them back and sometime I would like to use console command change my race to this this bandit race sorry for my english i The bandits and the forsworn are not a new race. The NPCs are all of the Sky Children race (OraezeRaceX117 technically). The lists that tell then game engine what types and races of bandits to spawn have been modified to spawn Sky Children in addition to the other vanilla races. So, if you change an NPC's race you can change it back in the console with "setrace OraezeRaceX117". You can't change your PC to the "bandit race" because there is no such thing. You can however be a regular Sky Child and take an outfit from one of the bandit kids. You can craft the armors as well. thank you very much
Dyser Posted May 22, 2013 Posted May 22, 2013 I'm having a problem with the X117 amours. Whenever I try to equip them my npc turns invisible. Is this a bug or am I doing something wrong?
Assar Smisk Posted May 26, 2013 Posted May 26, 2013 I'm having a problem with the X117 amours. Whenever I try to equip them my npc turns invisible. Is this a bug or am I doing something wrong? Are you NPCs a X117 based race? The armors will not work on other races.
Dyser Posted May 26, 2013 Posted May 26, 2013 I'm having a problem with the X117 amours. Whenever I try to equip them my npc turns invisible. Is this a bug or am I doing something wrong? Are you NPCs a X117 based race? The armors will not work on other races. Yeah.My npcs are based on CotS.
tsuki no mori Posted June 16, 2013 Author Posted June 16, 2013 Is this mod still being worked on ? Love it, reminds me of a similiar mod i used in fallout ^^ Real life has caught up with me and I've not had the opportunity to do anything with this in quite some time. I haven't even had the time to play Skyrim very much! There is a Fallout mod from Japan called Children Empire that adds young followers and enemies. Is that the one?
Cloak1 Posted August 1, 2013 Posted August 1, 2013 How easy/hard would it be for a total noob (aka me) to edit the files so that all bandits/forsworn are COTS?
Fiuzo Posted September 12, 2014 Posted September 12, 2014 There are a standalone version? COTS still a "dead" mod... or if possible create a pach with RS children overhaul? Thanks
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