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Found this bug with russian version of mod. Mod was placed up at reactive world. Mod order:
Military craft.mod
Martial Arts Fast Dodger.mod
AnimationOverhaul.mod
More Combat Animation.mod
Realistic Combat.mod
Definitive.mod
Kenkyaku_idle_01.mod
CLINT.mod
Oni.mod
Mist Ghouls.mod
Foulhounds.mod
Grievewraiths.mod
Thrasher_Warbot.mod
Players Slavery Rus.mod
RecruitPrisoners_RUS.mod
Adventurers Guild - Lore Friendly Recruitment.mod
UBER Cannibalism.mod
ShriekingBandit_Expansion.mod
Hiver_Expansion.mod
Hive Prosthetics.mod
Fort Simion Expanded.mod
Expanded Cities - The Hook.mod
Expanded Cities - The Hub.mod
Expanded Cities - South Hub.mod
Expanded Cities - Stack.mod
Expanded Cities - Blister Hill.mod
HN Ascended.mod
[h1]Cannibal_Expansion.mod[/h1]
Bandits Expansion.mod
Reactive World.mod
Dungeon exploration Rus.mod
LivingWorld.mod
bloodspiderhorseshit.mod
On the positive however, these various bandit groups bring a lot of life and challenge to the game when they're working well. I otherwise enjoy fighting them a lot. They do all feel very different.
So altogether I'm on the fence.
Anyway we can craft the new bandit armors?
Major Spud
I balance those weapons' stats for use in my mods.
I'm pretty sure for every other leader in the game, turning them in to the authorities is considered the same as killing.
An import is suggested to instantly spawn in the bandit faction spawns and there corresponding outposts.