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<purpose>
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- I just love this mod, In vanilla, bandits are weak and unremarkable, they are just not interesting and dull, this mod greatly changes that.
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- This mod introduces many bandit factions, each stronger than the other and has a unique style combat, now you will know which group of bandits to fear adn which you can handle alone, It just adds a lot of depth to such a small part of the game, I LOVE IT!
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- This mod introduces many bandit factions, each stronger than the other and has a unique style combat, now you will know which group of bandits to fear and which you can handle alone, It just adds a lot of depth to such a small part of the game, I LOVE IT!
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</purpose>
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<notes>
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- Since my rig can't handle awesome stuff, I will lower the values in the configuration so that I don't encumber my rig without a lot of bandits. I will use the following values :
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- Since my rig can't handle awesome stuff, I will lower the values in the configuration so that I don't encumber my rig with a lot of bandits on the screen at once, the more characters the more my rig suffers So I've chosen these settings : https://i.imgur.com/Ee0rtTX.png
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* 1. The setting for Obis bandits determines how many times a FOUND npc is cloned. From 1 to whatever you set. := 1
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* 2. The surface limit and the dungeon limits control the total number of clones for that SCAN session. Not per cell, though effect is similar. := 5
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Some MCM options explained : 
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* 3. A scan session consists of 10 scans, and you can change that in mcm menu. LEAVE UNCHANGED
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* OBIS Bandits : All bandits area have a default number of bandits in it. You can increase how many bandits you find in cell via this slider.
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* 4. The randomizer. := 1
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* Randomize OBIS Spawns : If you increase OBIS Bandits, this setting makes you choose wether the value to be static or variable, alwyas find 30 bandits or UP TO 30 bandits.
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* Maximum Spawns in Outside Cell & Dungeon Cell : These sliders limit the 'OBIS Bandits' setting.
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- These values can be changed, because I chose them beased on what I understood from the description, and It didn't explain it as it should be! So read the ReadMe file, check MCM and decide!
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* No Clone If NPC Level At or Higher Than : that slider is designed to not clone higher level bandits (like Bosses) - so if you run into a bandit camp and the mod starts cloning everybody then finds the Boss that is a real nasty tough sonofab---- then the mod will skip him and look for more lower level bandits to clone. :) The default setting is like level 60 so either adjust it lower to limit the spawns more or leave it as is.
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</notes>
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<download-installation>
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- Download 'OBIS 2.01' main file.
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- Download 'OBIS 2.02' update.
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- Download 'Bandit Patrol updated for sleep (legendary edition uskp)' file. I want to find these guys often, they seem fun to fight.
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- Download 'Obis 2.02 and Complete Crafting Overhaul Remade 1.7 patch -31264-1-0' optional file.
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- Download 'Obis - remove message bandits seem more common now V2' file. This is related to 'Bandit Patrol' file.
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MERGE ALL IN ONE SINGLE MOD called 'OBIS - Organized Bandits In Skyrim'
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- This mod adds custom loot to slain bandits, but the rings in particular are super valuable and pricy (you can easily obtain a 800 ring, sometimes multiple), I don't want them to be to make this change to OBIS.esp using TES5Edit : 
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	* GOTO OBIS.esp > Misc.Item.
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		* I've decided to cut the value for all BanditBounty values by third, but this will create decimal error, so you have to edit these values manually.
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		* BountyBandit00 : 100
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		* BountyBandit01 : 200
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		* BountyBandit02 : 270
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		* BountyBandit03 : 350
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		* BountyBandit04 : 440
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		* BountyBandit05 : 520
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</download-installation>
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<compatibility-issues>
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- If you have a bashed patch for mods like high level enemies, or anything that effects bandits, it should work in perfect harmony as long as you put OBIS closest the bottom of your load order!
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	* So in LOOT, set OBIS to load after 'High Level Enemies' and 'PermaZONES'.
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</compatibility-issues>
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<load-order>
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</load-order>