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mrclint

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About this mod

Makes bandits behave less like loony tunes.
NPCs in the bandit faction that has the standard AI package will now not attack you from a mile away.

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I was making my way to Skyrim from Hammerfell, armor clinking, cape swaying in the wind, my big axe over my shoulder. I had just walked through the gates. There I briefly stopped, because in the distance a woman sat beside the road. I barely could make her features, that's how far away she was. The woman, though, apparently saw me clearly, because she leapt up on her feet and started running towards me, screaming, frothing at the mouth, with weapons in hand. She behaved like a whacko.

What is this place? Who is this woman?
I never found out. Before she even got near me I summoned my almighty magical console and with glyphs wrote 'kill'.

On I went. Not minutes after that a pack of bandits saw me before their 3D even had loaded. Just like the woman they ran screaming at me, miles away. Screaming madmen who jumped wagons, tried to knock down trees, just to kill me. Their eyes shone with madness. They behaved like complete crackheads.

But I stood fast. The world froze when I checked their brains for the madness, and I found it. Yes, I found it. The AI package DefaultMasterPackage had eaten their brains out. Why? Don't know. I gave them peace and tranquility with my mighty glyph.

That night, while the world slept I decided to do something about it.



Now, there's probably something in my large mod list that causes this, but who want's to search for that when you can just make yet another mod?

My vision of how a bandit probably would behave is cautious, a little bit nervous and reserved.
They are not mindless creatures out for blood.
They are poor people who have resorted to robbery. If they are just chilling at the camp you are not their enemy, not a target, but if you get any closer you will be.


What it does:

  • This mod runs on every bandit with the power of SPID and replaces the AI package DefaultMasterPackage on those who have it as standard.

  • It also sets the bandits aggression level and confidence to a random number, so that they feel more like individuals.

  • The mod does not set their confidence level to flee, though, (and to be honest, it was annoying when they fled).



It should not affect bandits with custom packages (like robbers targeting you), nor other factions that use the same package (ghosts in my game are still demented) and as far as I know quests will still replace my package when needed.



It is not perfect, but so very much better than seeing them running towards me every time.