Skyrim Special Edition

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About this mod

A complete overhaul to bandit enemies with new enemy types, more leveled tiers, and improved spells and stats.

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Lawless - A Bandit Overhaul

Lawless is intended to be a complete overhaul of bandit enemies in Skyrim and Solstheim. This mod introduces 13 new bandit archetypes inspired by previous TES titles, all with unique strengths and weaknesses, as well as additional tiers for bandit spawns, leading to more diverse and powerful enemies throughout the game. All bandits have received stat and perk adjustments that fit their respective roles as enemies.


Bandit Scaling System:

In the vanilla game, there are only 6 tiers of bandits, meaning that the highest level bandit you will ever encounter can only reach level 25 for normal bandits and 28 for bosses. I wanted to allow bandits to continue to scale with the player throughout a playthrough, so that they will always represent a reasonable challenge rather than an afterthought.

To accompany these higher levels and stats, bandits actually receive proper perk support, now. In vanilla, bandits were lucky to get more than a handful of perks for their skills. Lawless ensures that bandits have access to all perks that are appropriate to their class, as long as that perk will not be useless or actively detrimental to the game experience. The flat "bonus x% damage" perks that were added to bandits as compensation for not having actual perks have been removed, allowing for bandits with higher damage and survival that also present these strengths in unique manners.

The new tiering system, as well as the stats for each tier, are as follows:

Non-boss Bandits:
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  • Bandit (Level 1)
    • Mages - 50 Health, 100 Magicka, 25 Stamina
    • Melee - 75 Health, 25 Magicka, 100 Stamina
    • Melee Hybrid - 60 Health, 75 Magicka, 75 Stamina
    • Ranged - 60 Health, 25 Magicka, 100 Stamina
    • Ranged Hybrid - 50 Health, 50 Magicka, 75 Stamina

  • Bandit Outlaw (Level 5)
    • Mages - 100 Health, 150 Magicka, 25 Stamina
    • Melee - 150 Health, 25 Magicka, 125 Stamina
    • Melee Hybrid - 125 Health, 100 Magicka, 100 Stamina
    • Ranged - 125 Health, 25 Magicka, 125 Stamina
    • Ranged Hybrid - 100 Health, 75 Magicka, 100 Stamina

  • Bandit Thug (Level 9)
    • Mages - 200 Health, 200 Magicka, 25 Stamina
    • Melee - 250 Health, 25 Magicka, 150 Stamina
    • Melee Hybrid - 225 Health, 125 Magicka, 125 Stamina
    • Ranged - 225 Health, 25 Magicka, 150 Stamina
    • Ranged Hybrid - 200 Health, 125 Magicka, 125 Stamina

  • Bandit Highwayman (Level 14)
    • Mages - 275 Health, 250 Magicka, 25 Stamina
    • Melee - 325 Health, 25 Magicka, 200 Stamina
    • Melee Hybrid - 300 Health, 150 Magicka, 150 Stamina
    • Ranged - 300 Health, 25 Magicka, 175 Stamina
    • Ranged Hybrid - 275 Health, 150 Magicka, 150 Stamina

  • Bandit Plunderer (Level 19)
    • Mages - 350 Health, 300 Magicka, 25 Stamina
    • Melee - 400 Health, 25 Magicka, 225 Stamina
    • Melee Hybrid - 375 Health, 175 Magicka, 175 Stamina
    • Ranged - 375 Health, 25 Magicka, 200 Stamina
    • Ranged Hybrid - 350 Health, 175 Magicka, 175 Stamina

  • Bandit Marauder (Level 25)
    • Mages - 425 Health, 350 Magicka, 25 Stamina
    • Melee - 500 Health, 25 Magicka, 275 Stamina
    • Melee Hybrid - 450 Health, 225 Magicka, 225 Stamina
    • Ranged - 450 Health, 25 Magicka, 250 Stamina
    • Ranged Hybrid - 425 Health, 200 Magicka, 200 Stamina

  • Bandit Pillager (Level 31)
    • Mages - 475 Health, 400 Magicka, 25 Stamina
    • Melee - 575 Health, 25 Magicka, 325 Stamina
    • Melee Hybrid - 525 Health, 250 Magicka, 250 Stamina
    • Ranged - 525 Health, 25 Magicka, 300 Stamina
    • Ranged Hybrid - 475 Health, 225 Magicka, 225 Stamina

  • Bandit Raider (Level 37)
    • Mages - 550 Health, 450 Magicka, 25 Stamina
    • Melee - 675 Health, 25 Magicka, 375 Stamina
    • Melee Hybrid - 600 Health, 275 Magicka, 275 Stamina
    • Ranged - 600 Health, 25 Magicka, 350 Stamina
    • Ranged Hybrid - 550 Health, 250 Magicka, 250 Stamina

  • Bandit Ravager (Level 43)
    • Mages - 600 Health, 500 Magicka, 25 Stamina
    • Melee - 750 Health, 25 Magicka, 425 Stamina
    • Melee Hybrid - 675 Health, 300 Magicka, 300 Stamina
    • Ranged - 675 Health, 25 Magicka, 400 Stamina
    • Ranged Hybrid - 600 Health, 275 Magicka, 275 Stamina

  • Bandit Conqueror (Level 50)
    • Mages - 650 Health, 550 Magicka, 25 Stamina
    • Melee - 850 Health, 25 Magicka, 500 Stamina
    • Melee Hybrid - 750 Health, 350 Magicka, 350 Stamina
    • Ranged - 750 Health, 25 Magicka, 450 Stamina
    • Ranged Hybrid - 650 Health, 300 Magicka, 300 Stamina


Boss Bandits
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  • Bandit Chief (Level 6)
    • Mage - 125 Health, 175 Magicka, 25 Stamina
    • Melee - 175 Health, 25 Magicka, 150 Stamina
    • Melee Hybrid - 150 Health, 125 Magicka, 125 Stamina

  • Bandit Chief (Level 10)
    • Mage - 225 Health, 225 Magicka, 25 Stamina
    • Melee - 275 Health, 25 Magicka, 175 Stamina
    • Melee Hybrid - 250 Health, 150 Magicka, 150 Stamina

  • Bandit Chief (Level 16)
    • Mage - 300 Health, 300 Magicka, 25 Stamina
    • Melee - 375 Health, 25 Magicka, 225 Stamina
    • Melee Hybrid - 325 Health, 175 Magicka, 175 Stamina

  • Bandit Chief (Level 21)
    • Mage - 375 Health, 350 Magicka, 25 Stamina
    • Melee - 450 Health, 25 Magicka, 250 Stamina
    • Melee Hybrid - 400 Health, 200 Magicka, 200 Stamina

  • Bandit Chief (Level 28)
    • Mage - 475 Health, 400 Magicka, 25 Stamina
    • Melee - 550 Health, 25 Magicka, 300 Stamina
    • Melee Hybrid - 500 Health, 250 Magicka, 250 Stamina

  • Bandit Chief (Level 34)
    • Mage - 525 Health, 450 Magicka, 25 Stamina
    • Melee - 625 Health, 25 Magicka, 350 Stamina
    • Melee Hybrid - 575 Health, 275 Magicka, 275 Stamina

  • Bandit Chief (Level 41)
    • Mage - 600 Health, 500 Magicka, 25 Stamina
    • Melee - 725 Health, 25 Magicka, 400 Stamina
    • Melee Hybrid - 650 Health, 300 Magicka, 300 Stamina

  • Bandit Chief (Level 48)
    • Mage - 675 Health, 550 Magicka, 25 Stamina
    • Melee - 825 Health, 25 Magicka, 450 Stamina
    • Melee Hybrid - 750 Health, 325 Magicka, 325 Stamina

  • Bandit Chief (Level 55)
    • Mage - 750 Health, 600 Magicka, 25 Stamina
    • Melee - 950 Health, 25 Magicka, 550 Stamina
    • Melee Hybrid - 850 Health, 375 Magicka, 375 Stamina

Bandit Variants:


Alongside improved leveling and revamped stats, the playstyles and variety of enemy bandits have been drastically expanded. Many classic archetypes from Morrowind and Oblivion make a return, and players will have to adapt to their specific strengths and weaknesses to achieve victory.

Bandit Archetypes
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Agent (Ranged Hybrid) - These light-armored archers rely on stealth and Illusion magics to amplify their marksmanship. They can cast Invisibility (with a cooldown) on themselves, and then strike from the shadows for bonus damage.

  • Primary skills: Archery, Illusion, Light Armor
  • Secondary skills: Onehanded
  • Non-boss bandits can be encountered in Skyrim and Solstheim upon reaching level 19

Archer (Ranged) - As in vanilla, these enemies wield bows and arrows to attack from afar, and rely on their dagger and light armor to protect them in melee range.
  • Primary skills: Archery, Light Armor
  • Secondary skills: Onehanded
  • Non-boss bandits can be encountered in Skyrim and Solstheim

Barbarian (Melee) - Wielding two-handed weapons and only light armor, these enemies charge into battle and are relentless in their aggression. Upon falling below half health, they will enter a rage, both dealing and receiving additional damage
  • Primary skills: Light Armor, Twohanded
  • Non-boss bandits can be encountered in Skyrim
  • Boss bandits can be encountered in Skyrim

Battlemage (Melee Hybrid) - Bolstering their martial prowess with knowledge of defensive and offensive magics, these heavily armored warriors wade into battle with their trusty two-handed weapons.
  • Primary skills: Alteration, Destruction, Heavy Armor, Twohanded
  • Secondary skills: Block
  • Non-boss bandits can be encountered in Skyrim
  • Boss bandits can be encountered in Skyrim

Berserker (Melee) - These warriors dual wield one-handed weapons and fight with all the ferocity and recklessness such a style entails. Like their two-handed counterparts, they will also deal and receive additional damage below half health.
  • Primary skills: Light Armor, Onehanded
  • Non-boss bandits can be encountered in Skyrim
  • Boss bandits can be encountered in Skyrim

Brawler (Melee, Simonrim exclusive) - Tossing aside weapons entirely, these heavily armored fighters settle disagreements as the gods intended. Their quick punches and solid defenses make for fearsome foes.
  • Primary skills: Hand to Hand (Lockpicking), Heavy Armor 
  • Non-boss bandits can be encountered in Skyrim
  • Boss bandits can be encountered in Skyrim

Champion (Melee) - As in vanilla, these are heavily armored warriors that wield two-handed weapons. In contrast to the Barbarian, Champions temper their offense with healthy defense.
  • Primary skills: Heavy Armor, Twohanded
  • Secondary skills: Block
  • Non-boss bandits can be encountered in Skyrim
  • Boss bandits can be encountered in Skyrim

Healer (Magic, Simonrim exclusive) - Highly skilled in the art of Restoration, these mages focus their talents on supporting their fellow bandits. While they may favor healing the wounded, their knowledge of Restoration magic can easily be turned against their foes, as well.
  • Primary skills: Alteration, Restoration
  • Secondary skills: Light Armor
  • Non-boss bandits can be encountered in Skyrim and Solstheim

Mage (Magic) - As in vanilla, these bandits wear light armor and focus on mastering elemental magic. They rely on Alteration and wards to bolster their defenses against sword and spell, respectively.
  • Primary skills: Alteration, Destruction, Restoration
  • Secondary skills: Light Armor
  • Non-boss bandits can be encountered in Skyrim and Solstheim

Monk (Melee Hybrid, Simonrim exclusive) - These mystic warriors have trained their very bodies into weapons, dispatching their foes with their own fists. Years of training with Dunmeri and Khajiiti martial styles, as well as knowledge of Alteration magics, make these bandits a force to be reckoned with.
  • Primary skills: Alteration, Hand to Hand, Light Armor
  • Non-boss bandits can be encountered in Skyrim and Solstheim
  • Boss bandits can be encountered in Solstheim

Nightblade (Melee Hybrid) - Trained in Illusion magic and combat, these shadowy fighters rely on mobility and stealth to achieve victory. With their short blade in hand, they can cast Invisibility (with a cooldown) and then strike from the shadows for bonus damage.
  • Primary skills: Illusion, Onehanded
  • Secondary skills: Light Armor
  • Non-boss bandits can be encountered in Skyrim and Solstheim upon reaching level 19
  • Boss bandits can be encountered in Skyrim and Solstheim upon reaching level 19

Rogue (Melee) - Wielding a dagger in each hand, Rogues have never once considered a fair fight. Quick and agile, they strike with speed, precision, and a dash of poison to ensure they get what they’re after.
  • Primary skills: Light Armor, Onehanded
  • Non-boss bandits can be encountered in Solstheim
  • Boss bandits can be encountered in Solstheim

Scout (Melee) - These bandits are the light armor variants of Vanilla’s one-hand and shield enemies. They trade some defense for greater mobility.
  • Primary skills: Block, Light Armor, Onehanded
  • Non-boss bandits can be encountered in Skyrim and Solstheim

Sorcerer (Magic) - Contrasting their Mage counterparts, these wizards don heavy armor to stay protected on the front lines. Getting through their armor, magical defenses, and mastery of the arcane is no small feat.
  • Primary skills: Alteration, Destruction, Heavy Armor
  • Secondary skills: Restoration
  • Non-boss bandits can be encountered in Skyrim
  • Boss bandits can be encountered in Skyrim and Solstheim

Spellsword (Melee Hybrid) - With both sword and spell, these light-armored warriors prefer versatility over raw power. Quick on their feet and able to attack at any range, they are not to be underestimated.
  • Primary skills: Alteration, Destruction, Onehanded
  • Secondary skills: Light Armor
  • Non-boss bandits can be encountered in Skyrim and Solstheim
  • Light armor bosses can be encountered in Skyrim; heavy armor bosses can be encountered in Solstheim

Vanguard (Melee Hybrid) - Eschewing a shield in favor of protective wards, these mystic knights are especially effective against magical opponents. Their heavy armor and knowledge of Alteration magic make them a formidable foe against melee enemies, as well.
  • Primary skills: Heavy Armor, Onehanded, Restoration
  • Secondary skills: Alteration
  • Non-boss bandits can be encountered in Skyrim and Solstheim
  • Boss bandits can be encountered in Skyrim and Solstheim

Warrior (Melee) - These bandits are the heavy armor variants of Vanilla’s one-hand and shield enemies. What they lack in speed and mobility, they more than make up for in defense.
  • Primary skills: Block, Heavy Armor, Onehanded
  • Non-boss bandits can be encountered in Skyrim 
  • Boss bandits can be encountered in Skyrim and Solstheim


Item Changes and Additions:

The equipment used by bandits has been adjusted to make room for these new variants and additional scaling tiers. 

Of particular note is the equipment for light armor bosses, as these variants don’t exist in Vanilla. While heavy armor bandit bosses received an additional level of scaling through the Nordic Carved Armor from Dragonborn, the closest matching set for light armor just…doesn’t exist. Elven Gilded equipment was never fully implemented, and, to be honest, wouldn’t fit the aesthetic for a bandit boss in Skyrim, in my opinion. However, thanks to the work of the ever-talented Dareni, we can use the gorgeous Nordic Leather Armor as our final armor tier. 

Given that bandit bosses scale to significantly higher levels now, I felt that further progression in their weaponry was warranted. In Vanilla, the highest tier of weapon a bandit boss can use is Ebony at level 36; I added the chance for enchanted Ebony weapons at level 46. Nothing higher than that; don’t worry, you won’t find bandits wearing glass/ebony/daedric/dragon equipment nor wielding daedric/dragon weapons.
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  • Non-boss light armor bandits in Skyrim wear up to Scaled tier armor and can wield up to Elven tier weapons. 
  • Non-boss heavy armor bandits in Skyrim wear up to Steel Plate tier armor and can wield up to Elven tier weapons.
  • Boss light armor bandits in Skyrim wear up to Nordic Leather tier armor and can wield up to enchanted Ebony tier weapons.
  • Boss heavy armor bandits in Skyrim wear up to Nordic Carved tier armor and can wield up to enchanted Ebony tier weapons.

Solstheim bandits have received some changes to their gear distribution in order to make full use of Dragonborn specific armors and styles.
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  • Non-boss light armor bandits have access to Hide > Studded/Fur > Leather > Light Chitin > Scaled armor based on player and enemy level, and replace Elven weapons with Nordic
  • Non-boss heavy armor bandits have access to Iron > Bonemold > Heavy Chitin armor based on player and enemy level, and replace Elven weapons with Nordic
  • Boss light armor bandits follow a progression system of Leather > Light Chitin > Scaled > Nordic Leather armor based on player and enemy level, and can wield up to enchanted Ebony tier weapons
  • Boss heavy armor bandits follow a progression system of Bonemold > Heavy Chitin > Nordic Carved armor based on player and enemy level, and can wield up to enchanted Ebony tier weapons
  • These changes end with bandits in Solstheim having a minimal amount of additional armor rating over those in Skyrim, while allowing for a unique aesthetic
  • Stahlrim armor has been removed from boss bandit armor pools to be more in keeping with game lore

Bandit bosses have a relatively unique niche for the player as good opportunities to find enchanted weapons in the base game. As I have added bosses that don’t use traditional weapons (Brawlers/Monks, Sorcerers, Spellswords with bound weapons), I have instead opted to give these bosses a chance to wear enchanted jewelry specific to their skills. Enchanted jewelry in the wild is rather uncommon in comparison to armor and weapons, so this change should be a good way for players to encounter more on their journey, and also serves as a slight power increase to the bosses themselves.

Some enemies use unique equipment combinations solely meant for a little bit of added flavor. A few examples include:
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  • Battlemages and Spellswords wear mage hoods instead of armored helmets
  • Redguard bandits that use onehanded weapons replace Elven Swords with Scimitars, and Redguard bosses have a chance to carry unique enchanted Scimitars instead of enchanted Elven Swords
  • Thief-oriented bandits can drop poisons and sneaking tools such as lockpicks upon defeat

Bandit gold has also been adjusted. Given that bandits now scale to basically double from vanilla, I wanted to ensure that monetary rewards also continued to improve as you leveled up. The highest amount of gold available from non-boss bandits has been increased from 125 at level 24 to 250 at level 50. However, the vanilla system of randomization remains, so even at level 50, you can find anywhere between 25 to 250 on a non-boss bandit. The highest amount of gold available from boss bandits has been increased from 250 at level 21 to 400 at level 55. The overall scaling curve has been adjusted, meaning a slight decrease in maximum gold at each level tier to account for a higher ceiling. I have also implemented the randomization system for these values, so you will no longer have every single bandit boss drop 250 gold after a certain level, and you can now find anywhere from 50 to 400 gold on a boss bandit. These changes work out to a higher overall gold income for the player, with the caveat that the gold is no longer heavily concentrated on just the boss of an area, and you are instead rewarded more for dispatching non-boss enemies.

NPC Consistency Specifics


With the introduction of all of these new types of enemies, unique classes, combat styles, and equipment need to be properly distributed to enemies. In order for certain classes to function properly and behave as designed, they need to inherit certain template flags, specifically AI data. In the majority of cases, a leveled NPC is placed in a location, they inherit all of the proper flags from their template to make my changes function correctly, and everything works out great. However, there are situations where that is not the case. 

In order to adjust for certain placed NPCs that follow different AI conventions for one reason or another (initially not hostile, warning aggro radius, involved with a different faction, etc etc) individual NPC record edits need to be made. I have tried to use as light of a hand as I can, but in order to provide the most comprehensive experience for users possible, there will be edits made to a large amount of individual bandit-associated NPC records, including enemy placement within certain dungeons. There is no way to avoid these additional edits while also providing proper consistency and variety within bandits. I will work to provide patches where possible, and welcome feedback on mods that users would consider high priority for consistency and compatibility patches.

Addons

In an attempt to provide a customizable experience that is approachable for as many users as possible, I have separated additional functionality into a handful of addons designed to allow players to choose what best fits their needs.

Simonrim Addon (Requires Mysticism, Adamant, Hand to Hand, and Thaumaturgy)
  • Three additional enemy classes (Brawler, Healer, Monk)
  • Distributes a comprehensive suite of perks, spells, and new enchantments to enemies as is appropriate
  •  Some stand-outs include:
    • Significantly expanded spell pool for all casters
    • New bound weapon types for Spellswords
    • Poison spells for certain hybrid characters and the Healer archetype
    • Unique heal over time spells and alteration debuffs
    • Vastly expanded enchantment pool for boss weapons and jewelry

Expanded Enemy Coverage
  • While the original file makes changes to bandit and bandit-associated NPC records to ensure consistency, this file is designed to offer additional coverage to NPCs that may be more tangentially related to bandits or draw from bandit lists in a roundabout way
  • Enemies addressed through this file include:
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    • Hunters of Hircine
    • Afflicted
    • Boethiah Cultists
    • Morag Tong
    • Thirsk Hall Nords
    • Soul Cairn humanoid spirits
    • Ghosts that draw from bandit lists
    • Alik’r
    • Southfringe Sanctum spellswords
    • Sailors
    • Pirates
    • World Encounter hostile adventurers
    • World Encounter assassins
    • World Encounter thieves


Leveled List Difficulty
  • In the vanilla game, bandit spawns select what enemy to spawn between the highest leveled version appropriate to the spawn difficulty and all levels lower than that version
  • These addons simply change it so that bandit spawns only choose the highest leveled version appropriate to the spawn difficulty
  • As an example: If you are level 9 and a bandit spawn point has a difficulty of 1.0, the vanilla game would select any bandits from level 9, 5, or 1 lists. With these addons, you will only encounter bandits from the level 9 list
  • This is an extremely minimal change that will bring a significant amount of difficulty, especially when facing large groups

Additional Spawns (WIP)
  • Handplaces additional bandits within bandit camps
  • Large increase in bandit variety
  • Be warned that this ranges from a reasonable additional challenge to an extreme increase in difficulty in some situations

Lawless Bruma
  • Implements all of Lawless' bandit overhaul for Beyond Skyrim - Bruma

Compatibility and Conflicts

This mod is intended to be an all-encompassing overhaul for bandits, which includes their stats, perks, spells, behavior, and equipment. Lawless is not designed to be used alongside any other bandit overhauls.

Make sure to load this after mods that adjust combat style records, such as Blade and Blunt, to ensure that Lawless' changes take priority.

Given the high quantity of vanilla records adjusted, combined with an extreme amount of additional records, conflict and inconsistency between other mods are bound to occur. I will provide patches for mods that I use and know need conflict and consistency resolution, and those already brought to my attention. If additional patching is required for mods I am not aware of, I will do my best to provide them. I encourage users to attempt patching for themselves, and will be hosting additional patches provided by individuals whose skills I trust.

Facegen files are included and were necessary to regenerate with all the changes being done to templates and individual records. If you're using mods that provide different facegen for bandits, I would suggest loading those after Lawless.

Available Patches


As the patches for Lawless are now contained within a FOMOD installer, I wanted to provide a general list of available patches for easy viewing to determine if you may need a patch for your load order. This is simply an exhaustive list of patches currently available; specific details about what each patch does are included in the FOMOD installer.

  • Miscellaneous Patches:


  • NPC and Leveled List Fixes:


  • NPC Overhauls
Children of the Pariah
Complete NPC Overhaul - Argonians - High Poly Head
Kalilie's NPCs
Pandorable's big overhauls AIO
Pandorable's NPCs - Dragonborn
Project ja-Kha'jay- Khajiit NPC Diversity Overhaul. THIS PATCH REQUIRES VERSION 4.0+ OF JAKHAJAY

Installation

A new game is not strictly necessary for Lawless to function properly, but it is highly recommended for the best experience and consistency. This mod is definitely unsafe to uninstall during a playthrough, and I will be unable to provide troubleshooting support if you decide to do so.

Credits


Dareni for scripting assistance and for the assets for the gorgeous Nordic Light Armor
SimonMagus for his amazing Simonrim suite of mods
The whole Simonrim server for brainstorming, feedback, and playtesting
My wonderful partner, without whom I would not have the courage to do the things I love