Мод добавляет в игру 1600 бандитов, которые группируются в банды. Мод на производительность игры не влияет. Описание бандитов можно прочесть в Книге Бандитов, которую можно купить у торговцев. Мод хорошо совмещается с другими модами, которые изменяют бандитов, однако желательно размещать его максимально низко с списке загрузки.
Установка: Скопировать содержимое архива в папку skyrim\data, активировать в лаунчере
а к этим группировкам присоедениться можно или тупо сливать этих бандитов и все?
Noise5275 Нет
Не влияет на производительность? ДАЛАДНА?! Неписи на оперативу давят. Хотя те, у кого 4 и больше гб «давку» не почувствуют, а вот тем у кого 3 и меньше гб, будет немножко туговато
1)Ставь низкие настройки 2) скачай программу для отчистки оперативы например CMC
я трижды этот мод качал и все три раза потом игра начинала вылитать при входе проходилось удалять игру и качать её заново и все остальные к ней моды тоже
Итак, данный мод, который я назвала «Банды Скайрима» делает очень многое… С чего бы начать? Вас не смущало то, что бандиты, будучи численно самой сильной фракцией, почти ничего не делают? Объединив силы они могли бы захватить власть за 2-3 часа. И вроде ничего не мешает им объединится… Можете ли вы по имени назвать вожака бандитов, кроме Хайвора? Я нет. Ну а данный мод это объясняет. Власть между бандитами уже давно поделена на несколько здоровенных банд и выскочек они не любят, но и оттяпать пару пещер у своих соседей не против. Да-да, бандиты — это реальные группировки со своими правилами поведения, выбором кандидатов, пристрастием к оружию и магии…
Обновление:2.1 (книга)
* Сам мод и опции не обновлялись, просто в основном файле мода переведена вся книга, спасибо aqool24, можете скачать заново основной архив мода и переустановить файл OBIS.esp из папки 000 Base в архиве, закинуть в Data в игре с заменой.
От переводчика:
— Пара слов о переводе: изначально перевод мода был сделан Xenophobia, но потом она забросила обновления, в общем обновлениями занимаюсь я (админ), в моде порядка двух тысяч имен, вещей, званий и прочего… 100% где-то возможно что-то накосячено. Если заметите, скажите пожалуйста.
Требования:
— Skyrim LE 1.9.32.0.8
— DLC Dragonborn по желанию (патч в архиве)
— SKSE 1.07.03
— SkyUI 4.1 и выше
Совместимость:
— Автор говорит, что мод совместим со всем, чем только можно. Опыты пользователей подтверждают правоту его слов. Все моды на уровневое оружие/доспехи/заклинания (типа Мечей Джайсуса или Римской брони), так же будет доступно новым бандитам.
Чтобы изменения мода вступили в силу, нужны:
— Новая игра или чистое сохранение, минимум 10 игровых дней чтобы все активы мода распределились по всей карте игры (нельзя прокручивать время, спать без конца 10 дней или ждать, нужно просто играть как обычно, все изменения мода сами применяться).
Описание:
Итак, данный мод для игры Skyrim SE, который я назвала «Банды Скайрима» делает очень многое… С чего бы начать? Вас не смущало то, что бандиты, будучи численно самой сильной фракцией, почти ничего не делают? Объединив силы они могли бы захватить власть за 2-3 часа. И вроде ничего не мешает им объединится… Можете ли вы по имени назвать вожака бандитов, кроме Хайвора? Я нет. Ну а данный мод это объясняет. Власть между бандитами уже давно поделена на несколько здоровенных банд и выскочек они не любят, но и оттяпать пару пещер у своих соседей не против. Да-да, бандиты — это реальные группировки со своими правилами поведения, выбором кандидатов, пристрастием к оружию и магии…
Аддон «Бандитские патрули»:
— Добавляет патрулирующие банды! Небольшие группировки, состоящие из 1 лидера и нескольких последователей, которые перемещаются из лагеря в лагерь. Расширение маршрутов перемещения будут добавлены в будущих версиях, а также регулировочное количество патрулирующих группировок.
Требования:
— Skyrim SE 1.1.47.0.8 и выше
— Новая игра или чистое сохранение (ждать 10 дней, не спать. )
FAQ:
Вопрос: я установил мод в середине прохождения игры и я не вижу никаких бандитов в игре/ я обновил мод, но не вижу каких-либо новых типов бандитов.
Ответ: чтобы увидеть новых бандитов из мода, Вам либо придется подождать, пока игра обновит все локации и пропишет всех НПС из мода в игру (обычно на это уходит 10 игровых дней) или начать новую игру. Предупреждение. 10 дней ждать обычным способом, то есть играть и все само по себе добавится, но не спать и не ожидать 10 дней, чтобы прокрутить время.
Установка (архив с переводом и патчами только вручную, сам мод можно через мод-менеджер):
1. Скачайте мод.
2. Установите мод.
3. Активируйте мод в листе загрузки.
4. Если хотите добавить новые бандитские патрули, то установите дополнительный аддон из папки OBIS SE Patrols Addon.
5. Если у вас есть моды из числа поддерживаемых, установите соответствующие патчи.
6. Если хотите мод со вшитым патчем для Immersive Weapons, качайте по доп. ссылке OBIS Special Edition Compilation, там таких 2 варианта.
Если вам требуется перевод и/или портирование мода для Skyrim SE, можете заказать эту работу мне.
Если вам пришлись по душе мои публикации, вы можете поддержать меня:
* Карта: 4276560024178115
* Яндекс-кошелёк: 410011993475062
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File information
Last updated
Original upload
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Tags for this mod
About this mod
Randomizes the types of bandits found in various bandit areas. A total of 2500+ new bandits separated into 57 new types.
This mod does not have any known dependencies other than the base game.
Mods requiring this file
Credits and distribution permission
Author notes
This author has not provided any additional notes regarding file permissions
File credits
I would like to thank Dead Hero for the Modder’s Muse for helping me generate names
http://oblivion.nexusmods.com/mods/7595
Than you Jayballz and Leyr for making those beautiful shields
Thanks Trollo for helping me set up the shields into the game
Thanks to JVD and Tonycube2 for helping me out big time
Thanks to volvaga0 for letting me use his mod
I would like to thank all modders for all of the tutorials and showing me that it is very possible to do pretty much anything you wish.
I would like to thank Bethesda for creating tools to make Skyrim a literally endless game.
Thank you ChaosPrincess for being a good friend
And I would like to thank you the reader for even thinking about my mod, please endorse, give me feedback, or share ideas with me I hope you enjoy
Donation Points system
This mod is opted-in to receive Donation Points
Translations available on the Nexus
Version 2.1
Version 2.02
Version 2.01
Version 2.0
Version 1.503
Version 1.501
Version 1.63
Version 1.62
Version 1.61H
Version 1.61G
Version 1.61EYE
Version 1.61
Version 1.49.4
Version 1.48.1
Version 1.48
Version 1.47
Version 1.46A
Version 1.46
Version 1.6
Version 1.045
Version 1.04
Version 1.03
Version 1.02
Version 1.01
Version 1.0
OBIS is a mod for Skyrim that adds in new varieties of bandits to the various bandit strongholds throughout the game world without sacrificing performance. Each of these bandits are separated into many different types that makes every encounter with bandits both challenging and fun. All bandits are balanced to have both strengths that players must overcome and weaknesses that players can exploit. Through the Book of Bandits, a new book also distributed throughout the world, the mod will give you a basic lore friendly-ish look into the bandits and the reason why they are working together.
Core Content includes:
-About 2500+ new bandits, all with different faces so that you might never see the same person twice!
-None of these bandits are anywhere but in the level lists. So if there was supposed to be a bandit there, it will only be there, NO PERFORMANCE HIT.
-A total of 57 bandit types that will make every encounter diverse and tactical.
-Completely redesigned bandit spawn system, that will randomizes the types of bandits that will spawn in the camps, only effects random bandits not the ones that talk to each other!
-MCM menu allows you to choose how many bandits will appear in one place, read the readme in the download
-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!
-207 uniquely named bandits that drop expensive rings for you to sell.
-Normal bandits are now classified and named by class type (warrior, mage, and archer), gives you a bit of a heads up now-Certain gangs have shield specifically for them! These shields can be found on bandits that are wanting to join up with these particular groups. There are heavy and light versions of the shields
-Bandits can have hats now as well as the face masks from FACE MASKS OF SKYRIM mod by volvaga0
-Each bandit, variation and gender related ect, has their own title for over 300+ different titles-Armor is now randomized, regular bandits wear mixes of light and heavy armor
-Bandits will also have a chance to drop a book that explains, as best I can write it, a lore friendly view of each bandit type.
If you guys have any bandit ideas that you have yet to encounter or think would be a nice addition to the mod, please do not hesitate to tell me in the discussions tab (not the comments) I will tell you immediately if it is a good idea or if it is already implemented. There is no such thing as a bad idea (unless you already know its a bad idea)
Thank you for considering my mod, making something like this so far is a dream come true
Optional Files
Bandit Patrols
-Adds in various extra spawn points for bandits in designated bandit controlled areas
-Occasionally you will see bandits randomly in the wild
-Bandits will attack towns (full listing in the readme)
Various Patches
— Various patches that users or the team has made for their favorite mods
OBIS- No New Bandit Types
— Makes vanilla bandits randomized, no new bandit types or variations
— Highly unstable, use at own risk
MCM Menu
A) three npcs, you will get 9. 3 times 3 is nine, and under the limit
B) six npcs, you will get 15, 6 times 3 is 18, but limit is 15, so three are dropped and not made.
Make the cooldown period long enough so that another scan is not triggered too early, or you will get 15 more in example B!! The limit is per scan, not cell. Works out about the same though because scans are triggered by location change.
Numbers can be less because the scans do not always find all npcs.
Q: I loaded this in the middle of the playthrough and I dont see any of your bandits in game/ I updated the mod but don’t see any of the new bandit types
A: To see any new bandit types you either have to wait until the game cell resets (Vanilla Skyrim that is 10 days or whatever you modded it to be) or start a new game.
Q: My game keeps crashing on the Bethesda Screen, how do I fix this?
A: Ensure you turn off OBISDB.esp if you do not have the Dragonborn dlc.
Q: This mod is huge, I am afraid that it will effect performance, will it?
A: Yes and no. OBIS at it’s core does not add in any extra spawn points that will effect your game, but with the MCM menu will dynamically spawn bandits if there are some currently existing in the area your are currently in. This feature will be turned off and must be manually set on for this to happen however. If you choose to keep this off, the worst that can happen is that the game will take a second longer to load due to the massive level list I created (if this even happens at all)
Q: I have a suggestion for a bandit gang. Can you make.
A: We all do 😀 I want to hear about it. Go to the forum tab on this mod page and tell me about it. I need a name and an mechanic that the bandit can do to change the course of the battle, ie. breathe fire, freeze their foes, terrify weaker foes, ect.
Q:I’m an artist and I would like to make a symbol for one of the gangs for a shield. What do I need to do?
A: You are very welcome to do so. I suggest that if you want to make a gang shield you make it on one of the hold guard shield as it its a perfect flat surface for it. The book of bandits will give you a general description of the bandit gangs and you can start from there 😀
Q: Does this mod require any other mod?
A: Of course not, this mod is built to work with Vanilla Skyrim as well as most mods. The only ones that may have issues are major overhaul mods that effect bandits completely, such as Requiem. Most other big overhaul mods do not effect bandits the way Requiem does however so most of those are compatible with this mod.
Q: I think there is a bug, are bandits of multiple groups supposed to be in the same area?
A: Yes, the gang names are supposed to identify what bandits are what, so you have a better time figuring out which is which. I will not be separating the groups out, all bandits will be fighting together.
Q: I don’t understand the settings, what are good settings to use?
A: I personally use 5,5,5 to spawn around 5 extra bandits per area, since I think that makes the most sense. I also use super bandit hell edition to constantly fight everywhere. I also set the cell reset timer for 1 ingame day, so that I find bandits everywhere at all times. BTW this is how I play now. I fight my bandits every time I play. Everywhere. Every day.
Please log in or register
To enjoy the benefits of Nexus Mods, please log in or register a new account
File information
Last updated
Original upload
Created by
Uploaded by
Virus scan
Tags for this mod
About this mod
Randomizes the types of bandits found in various bandit areas. A total of 2500+ new bandits separated into 57 new types.
This mod does not have any known dependencies other than the base game.
Mods requiring this file
Credits and distribution permission
Author notes
This author has not provided any additional notes regarding file permissions
File credits
I would like to thank Dead Hero for the Modder’s Muse for helping me generate names
http://oblivion.nexusmods.com/mods/7595
Than you Jayballz and Leyr for making those beautiful shields
Thanks Trollo for helping me set up the shields into the game
Thanks to JVD and Tonycube2 for helping me out big time
Thanks to volvaga0 for letting me use his mod
I would like to thank all modders for all of the tutorials and showing me that it is very possible to do pretty much anything you wish.
I would like to thank Bethesda for creating tools to make Skyrim a literally endless game.
Thank you ChaosPrincess for being a good friend
And I would like to thank you the reader for even thinking about my mod, please endorse, give me feedback, or share ideas with me I hope you enjoy
Donation Points system
This mod is opted-in to receive Donation Points
Translations available on the Nexus
Version 2.1
Version 2.02
Version 2.01
Version 2.0
Version 1.503
Version 1.501
Version 1.63
Version 1.62
Version 1.61H
Version 1.61G
Version 1.61EYE
Version 1.61
Version 1.49.4
Version 1.48.1
Version 1.48
Version 1.47
Version 1.46A
Version 1.46
Version 1.6
Version 1.045
Version 1.04
Version 1.03
Version 1.02
Version 1.01
Version 1.0
OBIS is a mod for Skyrim that adds in new varieties of bandits to the various bandit strongholds throughout the game world without sacrificing performance. Each of these bandits are separated into many different types that makes every encounter with bandits both challenging and fun. All bandits are balanced to have both strengths that players must overcome and weaknesses that players can exploit. Through the Book of Bandits, a new book also distributed throughout the world, the mod will give you a basic lore friendly-ish look into the bandits and the reason why they are working together.
Core Content includes:
-About 2500+ new bandits, all with different faces so that you might never see the same person twice!
-None of these bandits are anywhere but in the level lists. So if there was supposed to be a bandit there, it will only be there, NO PERFORMANCE HIT.
-A total of 57 bandit types that will make every encounter diverse and tactical.
-Completely redesigned bandit spawn system, that will randomizes the types of bandits that will spawn in the camps, only effects random bandits not the ones that talk to each other!
-MCM menu allows you to choose how many bandits will appear in one place, read the readme in the download
-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!
-207 uniquely named bandits that drop expensive rings for you to sell.
-Normal bandits are now classified and named by class type (warrior, mage, and archer), gives you a bit of a heads up now-Certain gangs have shield specifically for them! These shields can be found on bandits that are wanting to join up with these particular groups. There are heavy and light versions of the shields
-Bandits can have hats now as well as the face masks from FACE MASKS OF SKYRIM mod by volvaga0
-Each bandit, variation and gender related ect, has their own title for over 300+ different titles-Armor is now randomized, regular bandits wear mixes of light and heavy armor
-Bandits will also have a chance to drop a book that explains, as best I can write it, a lore friendly view of each bandit type.
If you guys have any bandit ideas that you have yet to encounter or think would be a nice addition to the mod, please do not hesitate to tell me in the discussions tab (not the comments) I will tell you immediately if it is a good idea or if it is already implemented. There is no such thing as a bad idea (unless you already know its a bad idea)
Thank you for considering my mod, making something like this so far is a dream come true
Optional Files
Bandit Patrols
-Adds in various extra spawn points for bandits in designated bandit controlled areas
-Occasionally you will see bandits randomly in the wild
-Bandits will attack towns (full listing in the readme)
Various Patches
— Various patches that users or the team has made for their favorite mods
OBIS- No New Bandit Types
— Makes vanilla bandits randomized, no new bandit types or variations
— Highly unstable, use at own risk
MCM Menu
A) three npcs, you will get 9. 3 times 3 is nine, and under the limit
B) six npcs, you will get 15, 6 times 3 is 18, but limit is 15, so three are dropped and not made.
Make the cooldown period long enough so that another scan is not triggered too early, or you will get 15 more in example B!! The limit is per scan, not cell. Works out about the same though because scans are triggered by location change.
Numbers can be less because the scans do not always find all npcs.
Q: I loaded this in the middle of the playthrough and I dont see any of your bandits in game/ I updated the mod but don’t see any of the new bandit types
A: To see any new bandit types you either have to wait until the game cell resets (Vanilla Skyrim that is 10 days or whatever you modded it to be) or start a new game.
Q: My game keeps crashing on the Bethesda Screen, how do I fix this?
A: Ensure you turn off OBISDB.esp if you do not have the Dragonborn dlc.
Q: This mod is huge, I am afraid that it will effect performance, will it?
A: Yes and no. OBIS at it’s core does not add in any extra spawn points that will effect your game, but with the MCM menu will dynamically spawn bandits if there are some currently existing in the area your are currently in. This feature will be turned off and must be manually set on for this to happen however. If you choose to keep this off, the worst that can happen is that the game will take a second longer to load due to the massive level list I created (if this even happens at all)
Q: I have a suggestion for a bandit gang. Can you make.
A: We all do 😀 I want to hear about it. Go to the forum tab on this mod page and tell me about it. I need a name and an mechanic that the bandit can do to change the course of the battle, ie. breathe fire, freeze their foes, terrify weaker foes, ect.
Q:I’m an artist and I would like to make a symbol for one of the gangs for a shield. What do I need to do?
A: You are very welcome to do so. I suggest that if you want to make a gang shield you make it on one of the hold guard shield as it its a perfect flat surface for it. The book of bandits will give you a general description of the bandit gangs and you can start from there 😀
Q: Does this mod require any other mod?
A: Of course not, this mod is built to work with Vanilla Skyrim as well as most mods. The only ones that may have issues are major overhaul mods that effect bandits completely, such as Requiem. Most other big overhaul mods do not effect bandits the way Requiem does however so most of those are compatible with this mod.
Q: I think there is a bug, are bandits of multiple groups supposed to be in the same area?
A: Yes, the gang names are supposed to identify what bandits are what, so you have a better time figuring out which is which. I will not be separating the groups out, all bandits will be fighting together.
Q: I don’t understand the settings, what are good settings to use?
A: I personally use 5,5,5 to spawn around 5 extra bandits per area, since I think that makes the most sense. I also use super bandit hell edition to constantly fight everywhere. I also set the cell reset timer for 1 ingame day, so that I find bandits everywhere at all times. BTW this is how I play now. I fight my bandits every time I play. Everywhere. Every day.








