Skyrim organized crime. Organized Crime in Skyrim: OBIS - Organized Bandits In Skyrim. Very short description

Description:
So, this mod, which I called "Gangs of Skyrim" does a lot ... Where to start? Didn't it bother you that the bandits, being the numerically strongest faction, do almost nothing? By joining forces, they could seize power in 2-3 hours. And nothing seems to prevent them from uniting ... Can you name the leader of the bandits by name, except for Highvor? Me not. Well, this mod explains it. The power between the bandits has long been divided into several hefty gangs and they do not like upstarts, but they do not mind chop off a couple of caves from their neighbors. Yes, yes, bandits are real groups with their own rules of conduct, choice of candidates, addiction to weapons and magic ...

OBIS is a mod for Skyrim that adds new bandits throughout the game world without sacrificing performance. New bandits are divided into many different types, which will make each new encounter with bandits interesting and challenging. All bandits are balanced and have both strong and weak sides. You can read more about the new bandits in the "Book of bandits", which you can find in the world (the book remained in English, too much text)

Translation:

Update:2.02
- Added "Update 2.02" by additional link (only the OBIS.esp file for the main mod), fixed problems with names and components for some random (random) bosses. If you already have version 2.01 installed, then just download this "Update 2.02" and replace the OBIS.esp file, if you are downloading the mod for the first time, then you need to download the mod version 2.01 from the main link, install and then download "Update 2.02" and replace the OBIS.esp file
- Corrected typos in some group names
- The book is still not translated, I don’t have time for it, and no one wants to help with the translation, I have already asked many times ...

Update:2.01
- There are too many changes to describe everything. You can see the original page. To update from old version delete the old files and install the mod again, this will get rid of all the problems. The scripts in the new version are not changed, so you can install new version over the previous one with file replacement, but delete one OBISDB-FaceMasksFix.esp file
- Added a bunch of new NPCs and various formation gangs (about 900 new NPCs added in total)
- Fixed some bugs with bandits (no more crashes)
- Fixed bugs of bandits of the 2nd level
- OBISDB-FaceMasksFix.esp is no longer required
- Balanced the health of many bandits
- Improved bandit weapon variety / Compatibility with other mods
- Fixed respawn bugs for some bandits
- Randomized most of the bandit bosses that spawn in most bandit hideouts
- Added 2 new pets (frost spiders and trolls)
- Adjusted the behavior of bandit trained bears and sabertooths, now more aggressive
- Increased variety of regular bandits
- Restructured bandit level lists to be more compatible with other mods (Requires Bash Patch for full compatibility with other mods)
- Fixed a huge number of bugs

More:
- 2500 new bandits, all with different faces so you won't see the same face twice.
- None of the bandits graze just like that and are included in the level sheets. So, if there should be a bandit in a certain place, then he will be there.
- A total of 57 types of bandits that will make every encounter tactically diverse... Have you seen Dragonborn being killed with a dagger from stealth mode? Welcome to the real world.
- Completely redesigned bandit respawn system.
- Setting through the MCM menu will allow you to select the number of bandits in one place.
- If you have a bashed patch that affects high-level enemies or bandits, then OBIS should work fine if it is closer to the bottom in the load order (I also recommend stuffing it into the bashed patch as well).
- 207 unique named bandits from which you can remove expensive rings for sale (there is even a dialogue with the sale of these rings, but I did not understand who this dialogue was with)
- The names of ordinary bandits have also been changed so that their class can be understood - archer, warrior, mage (what for?)
- Special bandit shields. Can be found with bandits of the respective factions. There are light and heavy versions of shields.
- The bandits wear hats and face masks from the FACE MASKS OF SKYRIM mod by volvaga0.
- Each bandit has a unique name (thank you), with a difference for women (thank you in general), etc.
- Armor is now randomized, bandits wear different armor.
- 13 (already more) Bandit gang-clans with their own coats of arms, contingent, tactics and level of coolness.
- Gangster patrols hanging lyuli, robbing, killing and raping everything in their path.
- The capture of cities, forts, caves and villages by bandits (yes-yes!)
- Some new potions/weapons and other stuff, improved AI (intelligence), tactical detours, well-coordinated teamwork and a whole feminist gang of Women of the Hammer. Yes, this is really a global mod.
- All bandits are registered in the level sheets.

From the translator:
- A few words about the translation: about two thousand names, things, titles and other things ... 100% I screwed up somewhere. If you notice, please tell me.

Requirements:
- Skyrim LE
- Dragonborn DLC optional (patch in the archive)
- SKSE 1.07.03
- SkyUI 4.1 and above

Compatibility:
- The author says that the mod is compatible with everything that is possible. User experiences confirm the correctness of his words. All mods for leveled weapons/armor/spells (like Swords of Jaysus or Roman armor) will also be available to new bandits.

When upgrading from version 1.63 to 2.02:
- Be sure to disable and delete the OBISDB-FaceMasksFix.esp file if present
- Install the new version

Modules:
Module Bandit patrols (Bandit patrols):
- There are additional bandit spawn points in bandit controlled areas.
- Possibility to meet bandits in the wild.
- Bandits will attack cities.

SUPER BANDIT HELL EDITION module (Bandit patrols):
- Most non-hostile animals will be replaced with bandits
- Same as in Bandit patrols

OBIS module - no new bandits:
- Randomizes vanilla bandits to look like OBIS
- Extremely unstable, use at your own risk

Installation: (only manually, the archive manager will not be installed via NMM)
Drop the files into the Data folder, connect the mod in the launcher or mod manager
1. The OBIS folder is the basis, it is MANDATORY to install !!! The OBISDB.esp file is for Dragonborn
2. Folder Bandit patrols - the most delicious, because it is responsible for patrols and invasions (description above)
3. Folder Bandit Patrols - SUPER BANDIT HELL EDITION - test for strength of nerves. Even in the toilet slot there will be three or four muzzles, on a stump instead of a rabbit - a muzzle and in general everywhere and everywhere
4. Folder IA7 AND CLOAKS patch - compatibility patch for mods "Immersive Armors 7.1" and "Cloaks of Skyrim", put at the end of the download in the launcher or mod manager
5. Folder AltStartLiveAnotherLife-DG-Faction Patch - patch for mod "Alternative Start/Live Another Life"
6. Folder Bandit Patrol for Momod and SIC - patches, respectively, for SIC and monster mod
7. Main File folder - No NEW bandits - described above, please also note that this option is no longer being developed

For the mod changes to take effect, you need:
- A new game or a clean save, at least 10 game days for all the assets of the mod to be distributed over the entire map of the game (you can’t scroll the time, sleep endlessly for 10 days or wait, you just need to play as usual, all mod changes will apply themselves).

A mod that brings the quantity and quality of bandits in Skyrim to the state of a small army of dangerous scum. Just install it, connect the Dragonborn patch (OBISDB.esp) if you want to meet the scum there, and the patrol patch (optional) if you want to run into roaming bandits in some places. Respawn and frequency of meetings with new "buddies" can be configured through the MSM menu. Also present: a patch for the Falskaar mod and a patch for patrols "Bandit Hell", replacing all living things around with bandits.

Requirements:

Skyrim, SkyUI, Dragonborn (optional)

Before upgrading from the old version, delete ALL old files, make a clean save and then install the mod again.
You will have to START A NEW GAME if you upgrade from 1.5xxx to 1.6xxx

Description:

1379 hand-crafted new bandits
- 36 types of bandits, differing in fighting style and tactics
- complete overhaul of the bandit respawn system
- combination with mods like High level enemies using a bash patch
- 198 unique bandits with names - a reference to the times of Morrowind
- classification of the names of ordinary bandits by class (warrior, thief, and so on)
- a new type of bandits - shield bearers, similar to tanks in gangs, you can collect their shields
- bandits wear hats
- many bandits belong to gangs with big names, which is displayed in the name
- Bandits included in level lists
The bandits are rumored to be led by a group called the Eternal Council, which includes gang leaders. You can read Full description active gangs in the readme and the most complete in the book about organized crime in Skyrim "Bandits and Gangs of Skyrim", which can be found in the game (the author did not indicate exactly where, but apparently it drops out in the usual places for books and will be on sale) . By agreement with the customer, future gangs were not included in the book, they will be added as the author implements his ideas.

Gangs:

Hidden - a group of assassins, formerly based in Elsweyr, after improving their invisibility, they are gradually mastering Skyrim.
Iron Blood is the nickname of a magician who found the formula for a potion that incredibly increases survivability.
Predators - they are led by a crazy wizard, whose main dream is to spread poison and all kinds of infection throughout Skyrim.
The Lady of the Hammer is an organization that brings together women who have lost families in the war.
Wanted bandits - these people themselves do not constitute a group, rather they are various dangerous personalities, sometimes in gangs, whose authority can raise them to the heights of the underworld. They are to be destroyed as soon as possible.
Ordinary bandits - no one to name, the group with the highest turnover, the bottom of any Skyrim gang. The only problem with these unknown gang soldiers is that there are always too many of them.
Bandit foremen - head of nameless and obscure gangs.
The Blind Eyes are a strange cult of blind archers who seek to leave the world without sight.
Butchers - Even before the extermination of the shadow lizards, some soldiers were organized into groups to protect shelters and replenish their ranks, specializing in destruction. After the disappearance of the order, they continued their activities, sowing death in Skyrim.
Diggers are former miners who plunder Dwemer ruins and Falmer settlements in search of treasure.
The Irreconcilables are a group of bandits, made up of runaway Legion veterans and the Stormcloaks, seeking to replenish their ranks with normal soldiers by convincing them of the futility of war.
The Blue Skull clan is a rabid tribe of barbarians who only want to fight and get drunk.
Iskravolk - famous hunters who are already bored of killing animals.
The Shadow Dealers are an organized gang of smugglers and drug dealers led by a mysterious ringleader known as Sunset.
Poisoners are masters of poison making, and tend to stay in the background and out of sight.
Alik "r - Mercenaries from Hammerfell, these thugs are very different from other Alik" r soldiers that can be found in different places.
Plunderers - Plunderers from Saltsheim wear the Morrowind weapons and armor they're used to in their homelands.
Wok Walkers - An army of a single human named Wok, who creates mindless servants from dead bodies.
The Knights of the Burning Rose are an order of deranged knights who believe that the world is corrupted and needs to be cleansed.
Kingfishers are crazy spellcasters, big fans of cold magic.
Junkies - one of the Khajiit drug lords discovered such a strong formula of the drug that anyone who takes it almost the first time turns into a real zombie, obsessed with the thought of a dose.
Bone lords - when Dovakin killed dragons and took everything that was good, marauders followed him and picked up the remaining bones.
Fingers of the Mountains are bandits who have inherited or acquired knowledge of the Finger of the Mountains spell, created hundreds of years ago.
Beaters - a team of warriors, once called the Hounds of Glory to emphasize their honor and dignity.
The leaders of the bandits are terrible criminals, whose names are covered with legends.
Smashers - With the fall of the Dark Brotherhood, the scattered junior ranks started a war to find out who among them is more worthy to accept contracts for contract killings in Tamriel. The Cleavers were the only survivors of this conflict.
The Razorbacks are the followers of a mage who creates a shield around the target and causes them pain.
Battlecasters are military mages of the Imperial College of Mages who were deemed too aggressive and bloodthirsty to continue their training.
The Crushers are a gang of psychopaths preaching hatred for the opposite sex who are happy to avenge the grief of their mistress.
Ripped off - sometimes after a successful raid there are rats that appropriate some of the good prey and hide it from others.
Sharpshooters - After a defeat that once forced the Blackbow gang to retreat to Skyrim to lick their wounds, the leaders reconvened the gang and its members honed their shooting skills to sniper accuracy.
Doombreakers are an orcish tribe that has mastered the skill of falling into a terrible rampage, which miraculously restores a person almost on the brink of death and doubles his strength.
Gangs of warlocks (Pyro-, Cryo-, Necro-, Electro- and other "mantas") - usually warlocks practicing far from villages, agree with bandits on mutual support in battle.
Dishonored - aristocrats expelled from society, full of a thirst for revenge and robbery
Agents of the Thalmor - spies hunting Dovahkiin
Shemer - bandits who study and use available Dwemer technology
The Whisperers are a guild of invisible archer assassins.

Optional files:

Bandit Patrols - Adds some bandit patrols and bandits in the wilderness.
- Hell gangster patrols - every goat, fox, deer and rabbit are replaced by bandits, welcome to gangster hell. Do not use hellish bandit patrols in conjunction with other bandit patrols. Not recommended to start new game with this optional file.
- Infernal Gang Patrols for Monster Mod and Skyrim Immersive Creatures - Infernal Gang Patrols to work with Monster Mod and Skyrim Immersive Creatures:
-- Bandit Patrols_MM+SIC - for MM and SIC
-- Bandit PatrolsMONSTERMODONLYVERSION - MM only
-- Bandit PatrolsSICONLYVERSION - SIC only
- Patch for Immersive Armors and cloak mods - use this patch if you have Immersive Armors and cloak mods installed, put in the load order after the specified mods.
- Patch for Falskar

What's new in version 1.62:

Added new bandits from the Phantom Knight cult (36 new characters)

Hi all.

Updated. Mod moved from version 1.502 to 1.61C.
Updated to 1.63.
Updated to version 2.01.
Updated to version 2.02

There are too many changes to describe everything. You can see the original page. To update from the old version - delete the old files and install the mod again - this will get rid of all problems.

OBIS is a mod for Skyrim that adds new bandits throughout the game world without sacrificing performance. New bandits are divided into many different types, which will make each new encounter with bandits interesting and challenging. All bandits are balanced and have both strengths and weaknesses. You can read more about the new bandits in the "Book of bandits", which you can find in the world (the book remained in English)

2500 new bandits, all with different faces so you won't see the same face twice.
None of the bandits graze just like that and are included in the level sheets. So, if there should be a bandit in a certain place, then he will be there.
-A total of 57 types of bandits will make every encounter tactically diverse.
-Completely redesigned bandit respawn system.
-Setting through the MCM menu will allow you to select the number of bandits in one place.
-If you have a bashed patch that affects high-level enemies or bandits, then OBIS should work fine if it is closer to the bottom in the load order (I also recommend stuffing it into the bashed patch as well).
-207 unique named bandits from which you can remove expensive rings for sale (there is even a dialogue with the sale of these rings, but I did not understand who this dialogue is with).
-Ordinary bandits' names have also been changed to make it possible to understand their class - archer, warrior, mage (what for?)
-Special bandit shields. Can be found with bandits of the respective factions. There are light and heavy versions of shields.
-Bandits wear hats and face masks from the FACE MASKS OF SKYRIM mod by volvaga0.
-Each bandit has a unique name (thanks), with a difference for women (thanks in general), etc.
-Armor is now randomized, bandits wear different armor.

Bandit Patrols:
-There are additional bandit spawn points in bandit controlled areas.
-Ability to meet bandits in the wild.
-Bandits will attack cities.

Bandit Patrols-SUPER BANDIT HELL EDITION:
-Most non-hostile animals will be replaced with bandits.
-Same as in Bandit Patrols.

OBIS-no new bandits:
-Randomizes vanilla bandits to OBIS likenesses.
- Highly unstable, use at your own risk.

Requirements: SKSE, SkyUI, latest version games or legendary edition, Dawnguard, Dragonborn.

Installation : Standard. Throw the files into the Data folder, connect the mod in the launcher. OBIS - OBIS itself, required to be installed. AltStartLiveAnotherLife-DG-Faction Patch is a patch for the Live a different life mod if you decide to start the game as a bandit. Bandit Patrols - described above. Bandit Patrols - SUPER BANDIT HELL EDITION- described above. IA7 AND CLOAKS patch - compatibility patch with the mod of the same name, put at the end of the download. Main File - No NEW bandits - described above, please also note that this option is no longer being developed. SUPER BANDIT HELL EDITION SIC AND MOMOD- version of patrols for mods of the same name.

Screenshots :

short version:
BANDITS IN SKYRIM ARE LAME, I MAKE EM COOL, DOWNLOAD MY MOD

Real Version:
Lets admit it, bandits suck at life. They are a little better than aggressive townspeople. Bandits are supposed to be a feared and constant threat throughout the lands of Skyrim. I aim to make that actual threat. When this mod reaches it's fullest potential I hope to add in many types of new bandits that belong to specific gangs that are immersive and lore friendly. When I have enough types of Bandits created I plan on making a radiant quest system that will install the actual gangs into Vanilla Skyrim's system for greater rewards and bounties. Then I would love to add in the bandit raids that the guards in Skyrim whine about. Also if any of you texture, 3d model, or super artsy people want to create some unique items (the symbols for each gang or unique clothing) PM me. I "ll be updating this ALOT so come back often. I" m plan on making new stuff for as long as I can think of new stuff (or you can suggest to me).

You can read about each bandit type in the readme tab as the mod develops... You know just in case you keep dying and want some PRO TIPS! Ha, or fun little tidbits to be aware of

THE MAIN FILE BY ITSELF DOES NOT REQUIRE DAWNGUARD OR HEARTHFIRE OR DRAGONBORN OR ANYTHING
The OBIS-DB does require Dragonborn DLC

ISSUE: REALLY REALLY BIG DOWNLOAD FILE (300+ MB)
I wish I can do something about this, but to prevent the gray face bug I need to make a huge BSA to accommodate each and every bandit I create. I will try my best to minimize the size of the download, but the more content I create the bigger the file will become.

Runs on Skyrim Version 1.9

NOTICE: Since this modifies from current lvl lists, it may take about 10 game days for the game to spawn these bandits in exterior cells... If you can"t wait, either find a mod that decreases the cell reset time, go inside your house and wait for 10 days straight, or make a new game for immediate results

Main File includes:
-About 968 new, individual, hand-made bandits, all with different faces so that you might never see the same person twice!
-A total of 27 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!
-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!
-190 NAMED BANDITS RANDOMLY PLACED IN THE LVL LIST TRY TO FIND THEM ALL
- 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! will be found on bandits that are wanting to join up with these particular groups

OBISDB
-REQUIRES DRAGONBORN DLC
-Has everything that the main file has.
-Allows Reavers into Skyrim, while allowing bandits into Solsteim!
-Increases bandit variety to 28 different types (Reavers).
-This file will get updated along with main file.
-YOU NEED BOTH THE MAIN FILE AND THE DB FILE AT THE SAME TIME

This mod adds to the expanses of Skyrim patrols of various major factions from the Stormcloaks and Imperials to the Silver Hand and Werewolves, from Vampires and Dawnguards to travelers, merchants and bandits.
The mod is designed to slightly diversify and enliven the world of Skyrim.

More:
- Traveling through the expanses of Skyrim, you will see random battles between factions, you will be hunted by both mercenaries and Vampires.
- Also added groupings of travelers and merchants, which will appear in various places, etc. All NPCs respawn except traveling merchants, but they can only be killed by the player.
- The mod is fully functional, patrols are in almost every major faction in all DLCs, including Stormcloaks, Thalmor, Imperials, Dawnguards, Travelers, Merchants, Bandits, Skaal, Redorans, Plunderers and Rieklings. Currently, the mod also includes Battle Zones with fort capture battles.
- The mod does not use scripts. You can install and remove the mod without fear.
- The mod can be placed anywhere in your mod order.
- NPCs for Civil War have been added only to Skyrim and will attack the player if they belong to an enemy faction.
- Dawnguard factions were only added to Skyrim, Dragonborn factions were only added to Solstheim to match the original game.
- There are no vampires in this version of the mod.

- Dragonborn -
This plugin will add Robbers, Guards, Skaal Hunters and Rieklings to Solstheim.

- random events -
Random events add factions of Poachers, Rogues and Wild Dogs

- Civil War -
The Civil War plugin adds Stormcloaks and Imperial Patrols to Skyrim using vanilla NPCs to be as friendly as possible. They will continue to patrol after completing the Civil War quest.

- Battles/battles -
Adds medium sized battles to up to 6 (for now) locations in Skyrim. When the battle is over, the winning factions will go to the nearest Fort and fortify or capture it. When the defeated faction is restored, the struggle will be restored again. This part of the mod was added by request or personal preference as the Warzones mod is no longer updated. It was never my intention to compete with him.

- Bandits -
The bandit plugin adds groups of bandits that travel from a bandit "camp" to another bandit "camp", but they will take different routes each time.

- Travelers -
The Travelers plugin adds groups of citizens and merchants. Current travel groups consist of a merchant, his/her mercenaries, and a commoner. They travel to all capitals except Dawnstar and Winterhold. Once they arrive in the city, they will go to an inn or bar where they will sit, interact and continue to trade with the player until the next day. They can be found on the roads, just like any other npc.

- New Factions -
New Factions is currently adding two new friendly factions to the game. Witch hunters, they are the enemies of all necromancers and the Dragon Cult, they are the enemies of the Dragonborn and all who are against Dragons

- Mercenaries -
Adds Mercenaries to some locations in Skyrim. If you have wealth, they will find you. If you cannot defeat them, you will have to surrender or pay a fine. It's best to run.

Respawn:
If anyone from this mod dies, then they will soon appear after 10 in-game days.
How it works: For any area, the player must not enter the zone for a given period of time (10 intra-game days in this case). Each time a player enters a zone, the respawn is reset.
Resetting the respawn means that 10 in-game days must pass for the location to update.

Civil War patrols and battles:

- After the Civil War questline ends, Civil War patrols and NPCs participating in battles of the losing faction (including the Thalmor) will be completely disabled.
- Until you complete the Civil War quest, battles and patrols will respawn indefinitely.
- Destroying the remaining military camps of the losing faction will disable all patrols and NPCs participating in the battles of the winning faction, whose side you defected to. So, if you want the Civil War to end completely, you now have the opportunity to do this by destroying enemy camps.
- All battles have been moved to forts that are used during the Civil War to avoid bugs with NavMesh paths. (NPCs will no longer stack in the same place, on cliffs, on top of each other on roads, etc.)
- New battles are located in Forts Amol, Dunstad, Greenwall, Neugrad, Snowhawk and Sungard.
- Battles at the Weynon Stones between the Thalmor and the Stormcloaks have been temporarily removed.
- Stormcloaks will no longer spawn with mages.
- Stormcloaks will carry a lot less losses when used in combination with AI combat mods.
- Victory in the battles of the Civil War from the mod will now depend on the type of respawn units.

Without Civil War patrols:
- All bandits in this mod have been replaced with an equal number of guards belonging to their respective domains. This mod no longer contains bandits of any type.
- Patrol guards can recognize NPCs from this mod participating in the Civil War as their enemy and will help the faction of their city that is an ally at the moment.
- Guard patrols will also change to Civil War NPCs during the Civil War quest. For example, in the game, Whiterun guards are usually yellow, but if Whiterun is taken over by the Stormcloaks, all Whiterun guards will become Stormcloaks soldiers.
- Dawnguard patrols will now only exist after completing the Dawnguard questline. (There will be no more Dawnguard patrols from the start of the game.) Note: One Dawnguard will spawn to attack you if you are a vanilla vampire.
- Wandering merchants now have much less inventory and specialize in specific goods. They will still buy anything you want to sell, unlike specialty stores, as they are traveling merchants.
- Both NPCs that accompany traveling merchants are equipped with combat gear for protection, but mostly to be easily distinguished from the merchants.
- All NPC caravaneers can now only be killed by the player, as they don't respawn anymore. They also don't have loot when they die.

Compatibility:
- Maximum simplicity and purity, makes this mod compatible with all mods at the moment.
- Compatible with the mod "Open cities / Open cities".
- Not compatible with "Man Those Borders SSE".

Requirements:
- Skyrim SE 1.1.47.0.8 and higher

Installation:
* Via NMM /