Outlaws By Danae Version: 2.4 Requirements ============= Must-have: Morrowind, Tribunal, and Bloodmoon Added functionality with: Tamriel Rebuilt Starfire's npc additions Lootable spellbooks Cantrips Ashfall Enchanced Economics Description ============ This mod aims to add enemies to Vvardenfell. I have done my very best to keep the loot varied but also balanced. Meet the outlaws: -------------------------- - Band of Bandits ( 1 to 4 npcs) in front of hideouts will attack on sight. - Highwaymen on roads and bridges may demand gold based on their level (roughly +100gold per level), might attack on sight, or you get closer. Maybe be as much as 5 levels higher than the PC - Muggers in dark alleys and corners of towns only prey on the weak (less than level 17) and demand gold, outcome varies (skills, attrbutes, faction...). Their level can be anything between 1 and 20. - Fences in dark alleys and corners of towns, also on the road will trade anything with anyone but have high mercantile - Pick-pockets in shops and inns will attempt to steal player's gold, outcome depends on player sneak and faction (Thieves'Guild). Their level can be anything between 1 and 20. - Travellers only appear if you have Starfire's NPC additions OR MCA on roads or inns - Adventurers are based on Cm_Partners 2.9 and can be found on roads and inns. - Beast Companionsare also based on CM_Partners, they don't level with the player - Bounty hunters are on the roads and in towns. They will attack the player on sight if they have a bounty of 500 or more. Maybe be as much as 5 levels higher than the PC - Bersekers and Reavers use vanilla levelled lists (i.e. they apeear where vanilla bersekers and reavers appear) and have greater variety of level / faces / gear than vanilla npcs - Egg Poachers appear in Egg Mines and will attack the player if confronted. - Scarvengers appear in Dwemer ruins, looking for artifacts to smuggle. Will attack on sight. Level 10-80. - Necromancers in tombs. Get the loot: ------------------ Base Mod: - Outlaws got loot based on their major and minor skills (50% chance) and or class (someone with security may have a lockpick or two, someone with alchemy may have some ingredients, scout may have a lantern, etc...) - Outlaws always have one weapon and some armour pieces they use best. - If you find a mask on an outlaw, you may equip it to try and rob npcs. This is a crime, be sure there are no witnesses OutlawsTR: TR gear has been added to the levelled lists Additionnal loot IF you have the following mods installed and loaded after Outlaws: - Lucky Coins: very rare coins that grant small buff as song as you carry them. - Cantrips: Outlaws without spellcasting abilities may have a cantrip. - Lootable Spellbooks: Strong spellcaster may drop a spellbook that teaches the player a spell. - Ashfall: Scouts and Bersekers may have some camping gear. - Economy Enhanced: varied loot that may drop from specific outlaws. Permissions =========== Need permission to modify my mod Installation ========= Use your prefered mod installer or manually drop in your Data Files folder Load Order ========== Outlaws then in any order... Outlaws TR Starfire's NPC addition Lootable Spellbooks Lucky Coins Cantrips Ashfall Incompatibilities =============== Does not modifiy vanilla assets, does not modify landscape or interiors, should be compatible with just about everything. Not incompatible with MCA, Palladin's Bandits or The Hostiles, BUT roads and cave entrances might get a little crowded. Compatible with Antares' brigands, bounty hunter and pick-pockets as well as Abot's merged Animated Morrowind. Version ======= 1.0 original release 1.0a relabelled a levelled list to make compatible with Lokken. 1.1 removed Helseth and Barenziha hair and faces removed a couple of Argonian/werewolf head that I had missed setfight 100 for all my warlocks, they were set to friendly. scripted highwaymen 1.2 added muggers, pick-pockets and fences added in-game configuratrion menu Tamriel Rebuilt addon 1.2a Minor dialogue fix 1.3 Gave names to all outlaws 1.4 Changed brigands/fences spawn points in Balmora and Ald-ruhn for maximum compatibility with Arcimaestro Antares' mods as well as Morrowind Animated. 1.5: gave nighblades a set of clothes, moved highwaymen dialogues to Greeting 0, added aggressive highwaymen to levelled list 1.5a renamed levelled lists in script to match changes in version 1.5 (thanks to MetalGandalf!) 1.6 Annoying dialogue loop when waylaid by a highwayman fixed as well as the amount of money the ask. 1.7 Gave pick-pockets money added spellbooks to relevant classes (lootable spellbooks) added body parts (cannibals of Morrowind) updated Outlaws_TR to latest Tamriel Rebuilt release 1.8 Tweaked levelled lists again Added companions (CM_Partners 2.9 integration) Added Bounty hunters Added compatibilty with Starfire's NPC additions Added compatibility with Lucky coins and Cantrips Added dialogue topic "Outlaws" to guards to disable features after the setup script has run 1.8a Added spawn points 1.9 removed alignment barrels from Seyda Neen added dialogue to pick alignments (none now possible) tweaked Partners script if alignment system is not used fixed typos from original CM_Partners added 6 possible creature companions fixed TR dependency on Outlaws.esp changed filters of "-music"topic from Ministrel faction to Bard class + added high disposition 1.9a disabled a script that isn't used 1.9b dialogue fix for alignment choices 2.0 tweaked startup script levelled beast companions (outlaws TR) added TR exclusive beast companions (outlaws TR) removed Orc leather boots from levelled lists 2.0a tweaked fences: more random armour, lower spawn chance, higher level, higher disposition removed deprecated TR crossbow from levelled lists. 2.1 Removed Jiub from Seyda Neen (he only appears ig you ask about Latest Rumours in Seyda Neen) Cleaned dialogues (typos from original CM_Partners) Moved "Goodbye" on top of the dialogue result box Removed same sex restrictions from Partners Tweaked Setup script so that it is possible to opt-out of alignments Clean the Seyda Neen cell (left over from Cm_Partners) Fixed Alignment choice for true neutral Removed the Nordic Silver Battle Axe from levelled lists 2.2 Re-introduced the vanilla heads only version deleted expensive_skirt04 from levelled lists updated scout levelled lists to new Ashfall version (3.10.6) 2.3 Fixed startup script (it will now ask you about alignment as well) Fixed ashfall list Created light version with fewer spawn points Finally fixed the neutral alignment selection dialogue 2.4 Re-organised the mod into 1 single version Removed the setup script altogether: you can remove all types of npcs and top-tier gear via dialogue Added Ashfall and Enhanced Economics integrations Gave necromancers summoning spells (Morrowind doesn't!!) Added Bersekers, Reavers to Solstheim vanilla lists Added Necromancers to tombs Added Egg Poachers to egg mines Added Scarvengers to Dwemer ruins Guards may now spawn on roads as well. Added Oulaws to sleep levelled lists Credits ======== Thanks to Bethesda Softworks for developing Morrowind and the Construction Set. Massive thanks to Arcimaestro Antarest for his little mods (brigands and pick-pockets Thanks to Abot for his tes3cmd/perl script that gave names to all outlaws Thanks to Brucoms for developing the TES3 Readme Generator this readme was made from. Thanks to Neoptolemus and TrevorDemented whose mods (MCA and The Hostiles) inspired me. Thanks to Corsair and MetalGandalf for reporting issues Thanks to Lightsourced and Amenophis for the hotfixes in version 1.6 Thanks to Cutthroat mods who's CM_Partners 2.9 was incorporated and tweaked Thanks to Archimaestro Antrares whose mods (bounty-hunters, pick-pockets, muggers, you are being robbed) have been incorporated and expanded on. Glisp for the additionnal TR beast companions Finally to everyone on the Nexus and Discord who provided support and feedback!