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Vagrants, the not immediately hostile bandits


Rorax

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I have been thinking, after watching Gophers series for a while his current character is kinda "the hero of the people" and doesn't immediately assume everyone is hostile.

It occured to me through his role playing a very strange thing, where ever there is a dungeon of some kind, be it Dwemer, cave or fort the humans or mer within are ALWAYS 100% hostile.

Would it be hard to add a faction of NPC's that had a chance to spawn where ever bandits are and replace them? (like 25% chance (one quarter of the time)) surely radiant quests would ensure that the inhabitants are always bandits but if you just stumble into a fort/cave/crypt sometimes you would have these none hostile npc "vagrants"

What do I mean by vagrant, I just mean someone who is homeless hiding out or eeking out a living in what ever place the Dragon born found them. You could almost get away with carbon copying the bandits themselves but just ensuring that they are not immediately hostile so that they are people outfitted in furs, leathers, hides, maybe add rag clothing to their leveled lists. Also possibly /some/ have stuff to trade, alcohol / moon sugar / skooma / random assorted junk.

So thats the idea, Thanks for reading :)

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Yes, and if the bandit AI allowed them to sometimes talk to you first, or at least shout at you to see who you are it would make a change.

 

I have had a few bandit encounters in the wilderness where they shouted "That's close enough!" as I approached, but I think they are from a mod.

 

~

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@

 

I have had a few bandit encounters in the wilderness where they shouted "That's close enough!" as I approached, but I think they are from a mod.

 

Yes, it happens. I heard a necromancer doing some weird ritual and a bandit saying this.

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I would love this! it could add to the wrathfulness of a character. What would be cool is if some asked you to leave if you stay too close and if you kill them when they are not hostile, followers would comment on how harsh or unnecessary it was (heroic, sympathetic or lawful followers) or even how you did it for a good reason (more corrupt/rogue followers)

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I have had a few bandit encounters in the wilderness where they shouted "That's close enough!" as I approached, but I think they are from a mod.

 

~

 

No, that's already vanilla... It already existed way before the last patch of Skyrim >_>

 

I would like some of the bandits to stop being hostile after you have beaten them to brink of death and unsheated your weapon. So, they would even apologise to player and be indebted to player for sparing his life. A player who roleplays as a true Hero Of Light would certainly choose to spare the lives of their foes, given if they don't persist on being hostile. Unfortunately, Bethesda gives us little choice about this...

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that does sound like it would make much more sense than every ruin or fort or cave being filled with bandits, or the population of bandits exceeding that of any other occupation

there are some cases in which the hostility is even more bizzare i.e. with non bandits, such as a cottage with a wizard going about his business but instantly hostile when you walk in (why didn't he even lock the door if he values his privacy that much?) or a dungeon with another wizard working on experiments, again inexpicably violent when you meet him. or the silver hand attacking everyone when they're ostensibly only werewolf hunters

i know it's kind of tangential to this topic but i've always wanted to see a way to take over a gang of bandits after defeating their leader, or hiring them as guards and settling down in a ruin, as is supposed to have happened in some other npcs' backgrounds

Edited by axfvh
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