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Posted
15 hours ago, El_Duderino said:

Hi and thanks for the question and the heads-up.

 

The bandits becoming hostile when you "tab out" of dialogue is intented and will happen any time during the initial dialogue after entering their territory. When they ask you to give up your weapons, you must choose between giving up your weapons or fighting, which happens immediately when you refuse. You can keep your weapons under certain circumstances (spoiler alert!)

  Reveal hidden contents
  • when you are a very skilled fighter
  • when you are a resonably skilled fighter who is bound
  • when you have become known as the Dragonborn

 

awesome thanks for the info! Didn't wanna end up losing my stalhrim bow of chaos when I get to it lol

  • 3 weeks later...
Posted
11 hours ago, Onomatophobia said:

How do the new bandits react to werewolf/vampire form? Are they still hostile to them?

Huh, that's a very good question. I've never played as werewolf or vampire in all those years and the thought never crossed my mind to check how the mod reacts.  :O 

  • 2 weeks later...
Posted

Mod Update:

 

Version 0.3.2

 

Improvement: The Civil War forts originally occupied by bandits will no longer be processed by this mod once the Civil War has been started (that is, once the player has finished the recruitment quest for either side). This should persist throughout and after the Civil War.

 

Safe to upgrade mid-playthrough.

Posted (edited)

Does a Synthesis patch affect the keywords if Im using Skypatcher? Since records are affected by Synthesis.

image.png.73e5ba58bc8b8686db455644916de7f2.png

filterByFactions=Skyrim.esm|0001BCC0:filterByModNames=Synthesis - Character.esp:setAggression=aggressive Something like this?


So I've tried everything even added all these in the ini but I cant seem to get it to work when Im close to Fort Greymoor.

filterByFactions=Skyrim.esm|0001BCC0:filterByModNames=unofficial skyrim special edition patch.esp:setAggression=aggressive
filterByFactions=Skyrim.esm|0001BCC0:filterByModNames=Unofficial Skyrim Modders Patch.esp:setAggression=aggressive
filterByFactions=Skyrim.esm|0001BCC0:filterByModNames=Rock Traps Trigger Fixes.esp:setAggression=aggressive
filterByFactions=Skyrim.esm|0001BCC0:filterByModNames=Populated Skyrim Legendary.esp:setAggression=aggressive
filterByFactions=Skyrim.esm|0001BCC0:filterByModNames=Bandit War.esp:setAggression=aggressive
filterByFactions=Skyrim.esm|0001BCC0:filterByModNames=Bandit War - Simonrim.esp:setAggression=aggressive
filterByFactions=Skyrim.esm|0001BCC0:filterByModNames=Infiltration - Quest Expansion.esp:setAggression=aggressive
filterByFactions=Skyrim.esm|0001BCC0:filterByModNames=Infiltration QE - Bandit War Patch.esp:setAggression=aggressive
filterByFactions=Skyrim.esm|0001BCC0:filterByModNames=Public Whore.esp:setAggression=aggressive
filterByFactions=Skyrim.esm|0001BCC0:filterByModNames=DHLP_Redux.esp:setAggression=aggressive
filterByFactions=Skyrim.esm|0001BCC0:filterByModNames=Synthesis - Character.esp:setAggression=aggressive

Edited by Kingslayer101
Posted
On 7/2/2026 at 9:50 PM, Kingslayer101 said:

Does a Synthesis patch affect the keywords if Im using Skypatcher? Since records are affected by Synthesis.

I'm not sure at all how they both interact, however I suppose Skypatcher might overwrite stuff that Synthesis does. In other words: I don't know why the patch in your ini doesn't take effect. It could also be a faction thing: I'd recommend to load your entire load order in xEdit and see if anything has common factions set hostile to the bandits. In DBO, only guard and soldier factions are supposed to be hostile.

Posted

Hey just courious about the possible conflicts with other defeat/bandit interaction mods like deviously helpless, SD+, captive player, acheron or naked defeat? can they brick the mods or there's some degree of compatibility? 

Mod looks real cool, always wanted some bandit interaction like mount and blade, and the devious spin is always a plus to me, thanks for the effort you're putting on it!

Posted
14 hours ago, Riasnatcher said:

Is this safe to install mid-playthrough?

I'm not sure at all. I think that depends on your load order and how far into your game you are:

 

> This will conflict with (and override) global patcher mods including Bash, Synthesis, etc. that adjust parameters in bandit actor records. If you use any such mod, a new game is probably required so that you can include the bandit actor value changes in the patch.

 

> I don't know how the actor changes play with NPCs that have already spawned into the game world. I don't know which of their settings get baked into the savegame and which get reloaded from the .esp at game start.

 

20 hours ago, squirreldaz said:

Hey just courious about the possible conflicts with other defeat/bandit interaction mods like deviously helpless, SD+, captive player, acheron or naked defeat?

Thanks for the kind words. I can only vouch for Acheron (+Practical Defeat), with which it plays together nicely in my game. In theory, I'd say that most player defeat mods should work, unless they also make changes directly to the bandit actor records or faction relationships. YMMV.

 

SD+ should work, too, though I haven't used that mod in a while. Not sure what happens when a bandit enslavement in SD+ ends and wants to turn the bandits hostile. If my mod interferes, just hit one of them and they'll aggro immediately.

 

Helpless might work, though there could be issues with both mods' approach scenes interfering with each other.

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