Mods / Outlaws Mod
- Tags:
- Author:
- Maztec
- Side:
- Both
- Created:
- Jun 5th at 1:06 PM
- Last modified:
- Jun 13th at 10:56 AM
- Downloads:
- 2539
-
Recommended download (for Vintage Story 1.22.0 - 1.22.3):
OutlawsMod_1.2.8.zip 1-click install
Outlaws Mod 1.22
This is an update of the Outlaws mod originally created by Grifthegnome, made compatible with Vintage Story 1.22 versions.
Step into a grim medieval world where Foot Pads and Brigands waylay the roads at night; Looters roam the hills for coin; Yeomen stalk the woods with their bows, Poachers hunt the kings game, Deserter warbands raid towns and villages, and Feral Hounds feast on the corpses of the slain. These outlaws rove in bands and will agressively persue the player or flee you in an attempt to escape justice.
Currently:
- Fight twelve new enemy types based on medieval Outlaw archetypes, each with their own custom behaviors, combat styles, and agendas.
- Custom archer enemies that you can have ranged fights with.
- Avoid being ambush by groups of Outlaws or actively hunt them down.
- Build Symbols of Justice to deter Outlaws from incuring into your lands and to bring law to lawless territory medieval-style.
- Ai Enemies have a detailed morale system and you discover strategies to scare them away.
- Ai Enemies that engage in advanced squad and combat behaviors.
- A full player stealth system for supported Ai.
NEW MECHANICS:
- After 20 days in game, the Heads on spear will now Decay, turning into Skulls on spear, that do a lower malus zone for the Outlaws, allowing them to spawn nearer.
- You can break this Skull on spear to re collect the spear used before, with the correct material, and collect a skull too.
- Configurable head-rot time. A new HeadDecayDays config option sets how many in-game days a head-on-spear takes to rot into a bare skull (default 20). Set it to 0 or a negative number to stop heads from ever rotting. Applies to heads already placed in your world.
CHANGED:
- Pillories deter outlaws over a wider area: now within 50 blocks (up from 35), clearly more than any head-on-spear, so a few cover a homestead instead of littering cheap deterrents.
- Pillories cost more to build.
Initial prototype was based on modified assets from the COB_Bandits mod.
IMPORTANT NOTE FOR MULTIPLAYER SERVER HOSTS: If you are running a dedicated server with multiple players, I highly recomend you set "SpawnCapPlayerScaling" in serverconfig.json to a value much lower than the default of 0.75, as this will massively increase outlaw spawning while multiple players are connected to the server. This can lead to unintended negative performance and gameplay outcomes. This value is a per-player spawn rate increase and the default value increases the spawn rate of all mobs by 75% per player connected.
Supported Languages:
English
Russian (Thanks to Automatic_Yoba_Machine)
French (Thanks to Maztec)
As a community member who enjoys this mod, I've taken the initiative to update it while we wait for an official update.
This is my second experience modifying and updating this mod, so there may be bugs or issues I've overlooked.
I will promptly remove this unofficial version as soon as Grifthegnome releases an official update.
All credit for the mod's concept, design, and original implementation belongs to Grifthegnome.
If you encounter any issues, please report them so I can attempt to address them.
You can go to the official discord of the mod, by Grifthegnome, to report the bugs you found at https://discord.gg/BRXRjNwU section outlawmod.
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.2.8 | outlawmod122 | 1510 | Jun 13th at 10:56 AM | OutlawsMod_1.2.8.zip | 1-click install | ||
|
Added
Changed
Fixed
| |||||||
| 1.2.7 | outlawmod122 | 458 | Jun 8th at 8:34 PM | OutlawsMod_1.2.7.zip | 1-click install | ||
|
CHANGELOG: New content
AI & behavior fixes
Config
| |||||||
| 1.2.6 | outlawmod122 | 122 | Jun 8th at 10:56 AM | OutlawsMod_1.2.6.zip | 1-click install | ||
|
Changelog:
Archers are just as deadly — they just don't bog the game down anymore. | |||||||
| 1.2.5 | outlawmod122 | 449 | Jun 5th at 1:17 PM | OutlawsMod_1.2.5.zip | 1-click install | ||
| |||||||






Clients on a dedicated server have reported crashing when "he had just killed some bandits and was trying to cut one up" and being disconnected
Sever console via stratum produced no errors at the time of disconnect
Is this mod likely being interferred with via mods like monster loot and such? I'm not sure what else could interfere otherwise.
I couldn't find the outlaws in the handbook or a creative mode tab.
Any idea why my logs spam this server error? Using the latest version of the mod + game.
Hello. Could you check this please.
Possible infinite recursion and world corruption when hounds are disabled
Game version: Vintage Story 1.22.3
Mod version: Outlaw Mod 1.2.8
If hounds are disabled in the mod configuration while poachers remain enabled, the game can freeze or crash with exception code
0xc00000fd(STATUS_STACK_OVERFLOW).The crashes appeared to happen randomly during unrelated actions such as running, clay forming, building, or dropping an item. A full memory dump showed that the actual cause was thousands of repeated calls to:
Example from the dump:
The native stack also contained hundreds of repeated frames:
It appears that a poacher repeatedly attempts to spawn a disabled hound companion, causing infinite recursion until the stack overflows.
The crash can also corrupt the currently loaded map chunk and make the world impossible to load normally. I had to restore a rolling backup and launch it in repair mode.
Temporary workaround: enable hounds again or disable poachers.
Could you please add a check so that poachers do not call
AttemptSpawnCompanionwhen their companion entity is disabled or unavailable?My configuration at the time of the crashes was:
{
"EnableLooters": true,
"EnablePoachers": true,
"EnableBrigands": true,
"EnableYeomen": true,
"EnableDeserters": false,
"EnableBannermen": false,
"EnableFeralHounds": false,
"EnableHuntingHounds": false,
"StartingSpawnSafeZoneRadius": 500.0,
"StartingSafeZoneHasLifetime": true,
"StartingSafeZoneShrinksOverLifetime": true,
"StartingSpawnSafeZoneLifetimeInDays": 45.0,
"ClaimedLandBlocksOutlawSpawns": true,
"OutlawsUseClassicVintageStoryVoices": true,
"SneakAttackDamageMultRanged": 3.0,
"SneakAttackDamageMultMelee": 5.0,
"DevMode": false,
"SpawnRateMultiplier": 0.2,
"HeadDecayDays": 20.0
}
Is there a way to spawn these mobs with the meta spawn block?
So far this is really fun and well made
Is this compatible with vs village? Also if possible maybe to add compatibilty to vs quest for outlaw hunt quests
I've tested it, unfortunately it is not. Question Maztec is it planned to do so?
Otherwise I would start working on a patch mod for my server, so that outlaws interact with villagers in an expected way, instead of simply ignoring each other.
Is this mod....compatible....with.....cannabalism? >> asking for a ummm....friend <<
Please add Biomes mod compatiblity! Thanks!
Not compatible yet? I saw that Biomes mod is being updated and reworked so i will wait for true stable version if needed.
It's stable now and works. The last update fixed the issues it had. Thus why i am posting here and others with entity mods.
perfect!
OK big thing I need to say: the looters rock attack is ridiculous, I keep getting knocked down from full to a quarter without anything I can do with no shield or sword because like 6 of them are rapid fire chucking rocks at me!
take a shield ;) and try to dodge them, it should be a challenge!
yay happy to see this back
To add to the suggestions: The skulls should be able to be stacked into a pyramid!
Thank you for the idea! I wanted to do that but i didnt knew how to properly do it,
i think there is a Vintage story extension for blockbench, to move the pivots centers easily instead of doing it with code.
A couple suggestions:
Thanks for your ideas! I will work on it when i can.
Did you find any other problems or bugs?
Just the head descriptions missing. Btw I'm trying to make a private mod to change some of the mobs in your mod so it feels more balanced. Found a problem, first welp the fact that all arrows end up dropping a nugget when hit, can be easily exploited for infinite copper. And also, I wanted to modify the damage type and tier of projectiles, considering we got Combat Overhaul. Couldn't do it, attempted to replace the projectile type to no avail, do you know why is that a thing? is it configurable on your end?
In my server I really want to make this a permanent mod in our modpack, is really good, but is really barebones. We removed bloodhounds too cuz they spawn too frequently and aren't like, menacing at all and barely move. There is a lot of stuff to work on tho.
Also, by the looks of it, I don't think the original dev will ever return, you've made a patch for 2 main versions already, you could as well fork it definitely and do whatever you want with it.
Hello,
Done an update with some of your ideas! I will push the bloodhounds for them to be more challenging so.
For now, i changed pillories recipe, done them do a 50 blocs zone, allowed config for skulls decay.
for this: mod assets should be moved to it's own namespace, i will wait for the next update of the vanilla game i think because this change may cause some saves corruptions, and i dont want users to loose their work, so i plan it for the next big update.
I m still in contact with the original dev, and since he does not plan to re work on this mod for long term, he may give me some few unreleased surprises for me to update some things. I m currently not 100% in the mod update since i work on another personal project, but i try to read all the community needs and update some things one after another! Will work on the configurable repel distance in future update.
Hell yeah! thx a lot. Hey uh, I don't know if its too much work, im doing a balancing mod anyway for our server. But I cant see a way to change the projectiles damage tiers, do you know if there is a way? im revamping all drops and damages. Also if there is a way to prevent arrows from being a source of infinite nuggets cuz if your armor blocks it, every arrow becomes a couple nuggies. Specially interesting with Combat Overhaul that makes it 0 damage if tier is 0 (which is the default tier).
Im not sure whats wrong, but the mod is on server. It downloaded to the players client and server.
But no bandits are spawning or its crafting recipies are showing up. Not sure if i did something wrong or its not compatable with something else.
Hello,
Can you check the logs, server-main and tell me if there is something showing up?
In creative mode, stay on the all tab, go down, do you see the heads on spear?
In creative mode, there is no such tab or item.
outlawmod122 shows in the list AND it shows 0 disabled.
So im not sure whats up
Hello,
Normaly all is on the "All" Tab in creative mod.
In Server main, are they some others lines that signal a bug or something?
What are the other mods installed? Did you modify the OutlawModConfig.json in the ModConfig Folder?
Maybe, if you did modifications on olders versions of this mod, they are still here, since this folder keep in mind all, even after a game update.
This was a fresh install to be fair.
We have alot of other mods on server, so i wont disregard a chance that the problem is another mod.
I did not touch the outlaw config.
Heres everything attached to the outlaw in my server main:
9.6.2026 17:05:54 [Notification] Mod 'OutlawsMod_1.2.6.zip' (outlawmod122):
9.6.2026 17:05:54 [Notification] OutlawMod.Core
9.6.2026 17:05:54 [Notification] OutlawMod.CustomSpawnConditions
-----------------
outlawmod122' '1.2.6' 'Outlaw Mod' 'Grifthegnome, Maztec, Inspired by COB_Bandit Mod' 'OutlawsMod_1.2.6.zip'
-----------------------
outlawmod122
Do you have any mod installed that add entities? for example, Rust and Rot? because i know this mod uses the same Expanded ai tasks dll, and for now i didnt do the update for outlaw to be compatible.
Can you send all the server main for me to check ? put the "Add spoiler" option on the comment for it not to take all the feed.
Did you tried the mod in solo without any others mods installed? like, with moving all the others mods in another folder just to try, and deleted all the folders in mod cache?
So strange that it dont work, for now you are the only one that told me this, but want to try to help if there is something wrong with the mod here.
I'm also having the same issue, it seems like the mod loads fine, but there is no sign of it at all when trying to use it in the world.
Mods we have that add entities:
Primitive Survival
critterpackcoral
Please add me on discord "moctezumaxocoyotzin" and i will send you a test version where i changed the expanded ai task and some others things to check if it come form here, before i update it here, because i cannot delete a version here after, i think.
Hello, tell me if new update fixed your thing!
There is an update 1.2.7 too, maybe if it can help
couldnt post ALL of it as it kept saying it was to big a file.
I dont have Rust and rot but I do have Feverstone wilds and champions
Did you tried to launch the game with only this mod installed?
I just saw that some people have some problems with Champions mod when having others mods that add entities?
I will try to see with the Champions mod creator, but for now im not sure to know what to do for you, since the mod correctly load for me and many others,
i hope this can be the problem so we will se for compatibility.
Just to add to this, I'm also getting this issue.
Probably not too useful in terms of configuration because the server is running about 200 mods, we previously had the other version of the 1.22 fork, and swapped to this one, which proceeded to not work.
So, it's all spaghetti and could be any number of things.
However,
We are also running Feverstone.
Please add me on discord "moctezumaxocoyotzin" and i will send you a test version where i changed the expanded ai task and some others things to check if it come form here, before i update it here, because i cannot delete a version here after, i think.
Hello, tell me if new update fixed your thing!
Yes, that completely resolved it. Thank you! Good work!
Please add me on discord "moctezumaxocoyotzin" and i will send you a test version where i changed the expanded ai task and some others things to check if it come form here, before i update it here, because i cannot delete a version here after, i think.
Hello, tell me if new update fixed your thing!
It works now :D
Thanks for your help and the update!
Edit:
though 1 thing i noticed is:
You cant manually spawn the a.i. Which sucks since i wanted to use them for events n such aswell.
Even tried using the meta spawner to get them to spawn and they dont show up in that list.
But having them spawn naturtally is enough for now!
It works with
/spawnentity deserter-archer, for example, and you can add a number: /spawnentity deserter-archer 3, etc
deserter-footman, poacher-archer, hound-feral, etc.
These codes are in the game domain (the mod's current namespace), so the bare name works; /spawnentity game:hound-feral is equivalent if you ever need to disambiguate.
Ah, thanks :D
Thank you!!!! I love this mod so much and I can play it again!!!!
Is there a way to allow me to feed these dead looters to my hogs? They attacked me while I was working my rice paddies and frankly I am extremely offended
Gives me more opportunities to use my guns
Love fighting dudes but is there a way to tweak spawnrates? I like being accosted by bandits but the area around my home is a literal warzone! Also can we tame the dogs?
Hello, If you are running a dedicated server with multiple players, I highly recomend you set "SpawnCapPlayerScaling" in serverconfig.json to a value much lower than the default of 0.75, as this will massively increase outlaw spawning while multiple players are connected to the server.
And, to have a safe zone around your base, try to loot some of theses fellas and put their head on a spear... then put it on the ground as a trophy, it will discourage them to spawn near haha
For now we cannot tame the dogs, but it might be a great idea for future updates !
I've been using a version of this or the older one adapted for my dune mod to handle the NPCs that spawn until I write something new, how's this one on performance and animations?
Hello,
Perfs should be ok, and for the animations, all is ok even if some few transitions are not fully setup for now.
yeah this mod forn now very very raw. first i install it in existing world(quite a few mods, and optitime). so first it ask me to reconect to the world couple of times to create config(calssic). after 1 batle with deserters - with smitning plus i collect quite a few copeer bits- its nice. BUT its killed my fps and world,lag spikes was increasing and join to the world becom like 15 mins,when i remove it all good,also to make 4 pies i need to rejoin 4 tomes coz resourses and pie just vanishing. and cople of nishe- head on spears use old model for spears. And i lost my preshious golden ornamental spear - coz u know head on spear-removing mod etc.
Hello,
Should be better now that i corrected some raycasts with the archers.
Oky. i test it today again. thx for hard work !
so i plyed more with this about 2 days 10+- hours. u just slowed imedient doom down....maybe its spea heads i place them and mobs maybe try to spawn idk. in mid-heavy moded game(40+- mods but most of them content) its unplayeble. smth leaking terribly wrong
i updated many things so now it has to be better, but if u lagging, u sure it s from this mod? because now many players with 200 mods + dont have problems, so , can you send me serverconfig files for me to understand what can be wrong?
mm i will try- but what exaclty u need and where they lays. + on this day i removed mod and cntinue playing flawlesly.....so its defenetly it
did you check with the last update? did you check on the serverconfig files in the modfiles folder in your game, to spawn less entities maybe?
Thank you for this update, it's raising absolute hell on my server
Why, like bugs and lags or something, or just add more challenge?