3239 comments

  1. Jebbalon
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    Questions on compatibility ...

    Unofficial Skyrim Special Edition Patch USSEP - Fully compatible - many carried over edits - Highly recommend
    Immersive Armors SE works - no conflicts - may make obis shields and masks more rare - recommend
    Immersive Patrols SE works - no conflicts - recommend
    Protect Your People or NPCs Protected Redux - Recommended to keep town folk alive!
    More Bandit Camps - Works for me - Fun to see OBIS bandits in new places
    Ultimate Deadly Encounters-aka Sands of Time by our own TonyCubed2 - Patch available here.

    MorrowLoot Ultimate users - Check out OMEGA by EverWatch - There is a patch there for OBIS

    Faction Economy Complete by TwinCrows - Should be ok as is, load after OBIS, not every bandit will get items.

    Other mods should be good to go - If they edit bandits or bandit Leveled NPC Lists - a Wrye Bashed Patch may be needed.
    If unsure about a particular mod - Try out the mod and let us know.



    OBIS LOOT by Forzane Available Here



    OBIS - Notice Board addon requires
    The Notice Board mod by MannyGT


    Added a nifty PDF file under Miscellaneous.
    It's a spreadsheet list showing the current bandits OBIS offers.
    Includes Description, Advantages, Weakness and I put the Shield Designs next to the ones that have one.
    Same info as the in-game Book of Bandits - Sorted alphabetically, might be easier to find what you are looking for.
    Enjoy!
  2. tonycubed2
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    Change log

    2.76 -  fixed beta script issue with runaway spawning.  Fully tested.  Safe to update from 2.75 .

    2.75 - a) restored missing mesh files
               b) Out of beta stage

    2.7beta

    a) fixes script bug where loading a saved game caused the extra npcs cooldown to never end.  Tested over and over.  This is not the beta part.
    b) mod compares npcs found to a form list that has obis bandits and regular bandits.  The list is large and may not get fully parsed , and if new mods are added that have bandit s they will not be cloned.  Thus, I added a new check that if the word bandit appears in npc name, and also the word boss does NOT appear, it will be cloned.  This should improve hits.  This is beta, no time to test it.  Seriously.  let me know.

    2.61  - 

    a) fixes cool down not working . Resulted in less or no spawns. Or non stop depending.  Fully tested
    b) giving follower bandits a glowing pearl will exempt them from cloning. Untested 
    c) mod only cloned Npcs from this mod, seemingly.  Added bandits with bandit faction. I think that it still needs a little testing. Ran out of time. This update took me two days. Testing on item A was long
    d) added more debug messages. Useful to mainly me and Jebbalon
  3. Cefasales
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    Sou novo na instalação de mods. Mod que são para versão SE não funciona para a versão AE?
    1. tonycubed2
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      What makes you think I can read this?
    2. bboyboboy
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      Google Translate:
      SE refere-se à versão 1.5.97, enquanto AE refere-se à versão 1.6.1170.Alguns mods são compatíveis com ambas as versões, mas muitos não.
    3. tonycubed2
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      Mods para SE normalmente funcionam bem no AE. O que torna um mod incompatível geralmente são os arquivos DLL do SKSE feitos para uma compilação específica, como a compilação 1170. Mesmo assim, há um mod que permite que muitos desses arquivos DLL funcionem em qualquer versão de compilação. Devido a mudanças em como o Skhrim lida com mods ESPFE nas compilações 1130 e 1170 em diante, mods salvos na versão 1130 e posteriores exigirão que um usuário de byulds mais antigos adicione um mod que permita que esses mids sejam executados.
    4. Zerosanity00
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      <3
  4. abelyo
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    Does this mod adds random Peasants NPCs to cities? I have been using OBIS for a while and bandits are fine, but now I noticed a ton of NPCs in cities, and checking with console it says they are from OBIS.
    1. tonycubed2
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      No, does not.  It provides hostile actors.
  5. isaacninja23
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    i killed many bandits and still never got the books
  6. LarinMaks
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    Guys, i have a problem with black heads, how to fix this issue ?
    1. tonycubed2
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      Hi, go to Optionals in downloads and install : Obis texture files in loose files formatVersion: 2.76
      When you install it if using Mod Organizer select MERGE.  Do not select REPLACE.  This files are to be added to the installed mod, they are not replacing any files.

      let me know if this helps.
    2. Simon73
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      I have always used this and never got a problem, not even by using it in combination with HPH replacers and SMP hairs. Give it a try.
  7. Selwyn002
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    The following bandit variants are missing voices (at least what I came across in game):

    FormID 04000CF1 - EncBandit01WolfNordF - Bandit Lightning Wolf 

    FormID 04001201 - EncBandit01TrollNordF02 - Bandit Trollwoman 


    In Xedit they have voice types assigned, but somehow they're not actually applying in game? They don't talk or scream or anything.

    UPDATE: Both of these use the voice type "FemaleSoldier [VTYP:0001B560]", which doesn't actually have any audio and is never used in game. So just replace that voice type with something legit like "FemaleSultry" or whatever. This was an oversight by the mod author.
  8. cracktfly
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    Using this mod with Modpocalypse OBIS and All Vanilla NPCs. A bandit got Executioner's Hood distributed as their default hair so it was not lootable. Console showed it had some keywords from OCF tagging it too. Anyone see anything like this ever?
    1. Selwyn002
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      Yeah I get the same thing sometimes (bandit has hood as hair) 
    2. Selwyn002
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      -duplicate-
  9. only1dragonr
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    The best bandits mod for me... i am using it since years :)
  10. Sorrow85
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    I've always liked how OBIS adds more Bandit variations but I didn't like the invisibility of the whispers Bandits (or at least at the beginning of the game) and that can be removed:
    Open OBIS.EPS via SSEdit:
    Outfit->Hiddenoutfit->Remove EnchRingIInvisible "Ring of Invisibility"->Save OBIS.


    But in my case what I did was to change the oufit of the level 1-20 whispers bandits and leave the hidden outfit for the other whispers because in my books the invisibility ablity should only be on high level enemies, not level 1-20 but this is just my opinion.
    1. Indigoblade
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      I live. It make sense that you dont want those enemies appearing at low level. With certain mods, the invisibility can actually surprise people and can make the game unfun for some people. Glad that you changed something that you didnt like and didnt demand it of the creator! Thats the entire spirit of modding!

      The idea behind the whisper/hidden bandits is that I wanted to make an enemy that mimics what the player seem to do when they sneak around enemies. Like how come nobody sees you when you crouched on the ground? WTF? So its just a reversal of what the enemy experiences when you sneak around.

      Anyways thanks for writing that up, I caught this while taking a break from work and it triggered a bunch of memories for me. Maybe its time to take a poke at the old mod and see what changed
    2. Sorrow85
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      I also use the "Skyrim Revamped - Complete Enemy Overhaul"* mod which makes vampires and falmer invisible when not attacking, so in my game some bandits were also invisible back then, so it gived a "give me a break" feel, but thanks SSEdit, I was able to edit my game just the way I wanted, and don't worry, yes your boys and girls will still kicks the Dragonborn team's ass if they are not prepared and more bandit camps mod, oh boy sometimes the Dragonborn team needs to run away and fast!

      *:  There are some minor conflicts with some vanilla bandits but I solved them by giving OBIS Bandits values to SRCEO, in this case OBIS made those bandits more dangerous than SRCEO.

      SRCEO which in turn makes falmer a real nuisance by making them invisible, their venom is much more dangerous and then they hit harder.
      And vampires? Invisible and move faster like in the movies and the Giant and Dragon mods that make them more dangerous?

      Now I can call Skyrm a dangerous place and I love Skyrim and its mods!
  11. sgsFatal
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    hi, how can i turn off the randomized spawn of the bandits around me? got nazeem and all other npcs in whiterun dead cuz of this :((
    1. tonycubed2
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      check the mcm menu
  12. Zeypheron
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    Do OBIS bandit types have super buffed health and armor or something? Cause it feels like every time I fight a group of bandits I effortlessly tear through most of them but there are a couple bandits in the group whose health bar barely even moves when I hit them. It's not even like they're special bandits, leaders, or have strong armor, I have normal archers and warriors in fur and leather armors who I barely take a percent off their health bar each hit meanwhile I got a guy in full iron that practically gets one shot.
    1. tonycubed2
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      Hi. Not that simple to answer.  We need to tackle this on a per bandit basis .  User the mfg console mod to,see who,was the last to affect the npc and also to obtain the npcs 2 id numbers.  Need that to investigate .
    2. Zeypheron
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      Sorry for the late reply, Nexus decided to never give me a notification that you replied.

      Anyways, I've figured out why sometimes enemies are so tanky. It's not a problem of specific types of bandits being tanky, but rather that something is causing level scaling to get super weird and result in a bandit every now and then being spawned with a much higher level than every other bandit, so that extra bulk is just all the extra HP from being a higher level. I just only noticed it on specific types because it stands out a lot more when a fur/leather armor wearing bandit barely flinches at an attack that cleaved through others, than it is when a bandit in full iron or steel does it. That being said sometimes it gets super off as the example I grabbed for you is a level 50 Bandit Marauder Warrior when I'm only level 6:
      Editor ID: EncBandit06Melee1HNordF
      Base ID: 00039D20
      Defined by and last edited by Skyrim.esm
      Ref ID: FF0009A9
      Defined by and last edited by Unknow

      Not sure if that's the information you were looking for as I'm not terribly familiar with investigating NPCs in the console (or in general), but I have the save with that bandit encounter set aside so I can reopen it and check the NPC again if that's not the right info.
    3. tonycubed2
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      Checvked out the record and the associated leveled list.  Looks normal.  Sorry I missed this post.
    4. Zeypheron
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      Might be something spawned by another mod then that I'm just not aware.
    5. tonycubed2
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      i dont think so because the ids match.  Are you using a mod that relevels stats for npcs.  What I would try is load up all the mods you have in ssedit and them apply teh filter for conflicts.  Then, find the npc record and see if any mod is changing it or conflicting with it.
    6. Zeypheron
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      The only conflict I'm seeing is with the unofficial SSE patch.
    7. tonycubed2
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      ok, then the only way I can think this would happen is if a mod is used to reset the npcs stats on the fly.  There are several on nexus, one of them mine.  NPC Releveler.  Otherwise I am stumped, assuming you have not added or removed mods since starting the present play thru.
    8. Zeypheron
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      I don't know, either way though doesn't seem to be your mod causing it so I'll just try to figure it out in my own time. Not really that much of a problem since it's really just a minor inconvenience if anything.