Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
This mod is opted-in to receive Donation Points
Changelogs
Version 1.1
Hotfix to correct an oversight in the conditions causing civilians to use Bandit idle lines
Version 1.0
Initial release
Just a simple patch to make the bandits added by OBIS use the new dialogue added by Extended Bandit Dialogue by Jonx0r.
This is done by simply adding their faction into the dialogue conditions. One caveat I noticed is that the lines referencing ingame events (like destroying the dark brotherood), get said all in one go. During testing I found that groups of bandits would reference the player as Dragonborn, Arch-Mage, Harbinger and all the other quest specific lines one after the other, even though I hadn't done of any of those associated quests. I'm not entirely sure if this is an issue with the mod itself or the fix I've applied having a strange side effect, in the meantime I've added an impossible condition to those lines so they don't play. (They now also have to have a Bear voice type)