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The guys still seemed a bit shy in combat, not sure why -- this should give them a bit of derring-do.
Version 1.0.1
Changed the AI because a tireless woodchopper always ignored the combat while his friends were being slaughtered.
USSEP is no longer required, but still recommended.
What it does: the Nilheim bandits can respawn and, after the Telrav quest, behave like normal brigands. Console-addicted players might as well skip this.
Spoiler:
Show
I also took the liberty of renaming the crooks to "Bandit" right from the start; setting up a quest just to rename them later felt like a waste of game resources [and a possible source of conflicts]. I know they're supposed to be "Guard" to cleverly deceive the clueless player who approaches the tower without getting the quest from Telrav but... they live in what's obviously a bandit camp, "guarding" a few corpses most likely thrown from the tower; they're supposed to be Telrav's guards but don't even bother looking for him while he's 50 meters away and the "wounded" Telrav doesn't bother to give them a holler and ask for help, he needs your help... the game's afoot, Watson. Instead of awkward guards, they'll be bandits taking a break between banditing shifts.
USSEP isn't required but it fixes errors in the Telrav quest. Better have that, too. "Nilheim - Misc Quest Expansion" should be compatible.