Well I have installed this mod and vanilla raider forts to my Fallout 3. Noticed that on some of the Raiders, when i target them, some show up named as raiders, and some have no names. The no-named raiders, when killed can't be looted, except for their weapon if they were holding it. If I killed them too fast, the weapon becomes unlootable.
When I run FO3 w/o your mods, I have no problem. Any way to fix this problem? Only thing I can think of is downloading a mod that changes Raiders loot order, and apply it after your mods....but I dont want to screw your mods up (really enjoy them, makes the beginning very difficult). Any ideas welcome......
edit....nvrmind, while reading thru some other mods, discovered this problem caused by mod: raider vault. Causes this problem to happen to any other raider based mod and vanilla raiders in game.
Hit the Big Town fort again, this time coming from the Big Town side (area had reset). So the three guards ran out and died as lone raiders approached (I'm guessing the patrols, only they cam one at a time rather than together, until your Big Town guards ran out and stirred up their buddies). I thought it was interesting the raiders chased me into Big Town and the raiders and Big Towners ignored each other. Was that by design? Either way, my earlier suggestions still apply.
lol. I have yet to witness the raiders attacking Big Town, although I did find several of their corpses littering the area near the entrance. The guards were still there, seemingly unharmed, as well as Dusty and the villagers - not one dead body in the town. I'll have to try luring some raiders into town from the fort and see what happens.
Hit the Big Town fort again, this time coming from the Big Town side (area had reset). So the three guards ran out and died as lone raiders approached (I'm guessing the patrols, only they cam one at a time rather than together, until your Big Town guards ran out and stirred up their buddies). I thought it was interesting the raiders chased me into Big Town and the raiders and Big Towners ignored each other. Was that by design? Either way, my earlier suggestions still apply.
So I encountered the Big Town raider fort this weekend. Very nicely done. I'm not sure if the patrol ever made it to Big Town. There was 1 living and 3 dead raiders there, but the living one never patrolled back to the main site (just wandered around the road in front of Big Town). A very nicely done barn with sniper post, except that it was essentially in the outdoor cinema so many of the raiders had died or been wounded by the super mutants and a giant rad scorpion (I have MMM which makes creatures different sizes, this was a very large one) they had killed. Also the sniper was beside the building (dead) not at his post. So I assume he wandered. I think the AI is making these less useful than they could be.
I felt the site, while it had nice defenses, needed raider decoration. A lack of bodies made me think it was just a barn until I got the site marker. Also felt there should be some supplies besides the ammo boxes. A couple tables with food and drink or something.
I have your Big Town guards mod also installed. The raiders had killed all your guards as well as Dusty (who's completely disappeared). So I had to resurrect your guards, who then didn't move around so I stuck all three in supporting locations at the entrance bridge (inside town). Dusty I never got back, which might prevent my starting the "Big Trouble in Big Town" quest? That would really suck.
I don't think you should run raiders right into Big Town, too unrealistic and they too easily overwhelm everyone there (even with the very nice defenses added by your other mod). Instead perhaps run them to the existing raider base at the softball field. That would draw a connection between the two.
When I was thinking about this and some other things I've seen commented on I felt that anyplace an important NPC is outside they should have the Solar Powered perk. That way they'll heal each day between encounters with random wasteland creatures and be there to fulfill their purpose, rather than being whittled down. Alternately, they need to be set to respawn (if they are kept generic, like the raider sniper I mentioned, the latter works ok).
I'm interested in what you encountered in your play testing of this mod.
You wanted suggested sites and I thought of one. Near Paradise Falls you could add a camp where the leader is a merchant sort. Basically he trades with those who cant/won't go to Paradise Falls. So he's probably got supplies, slaves, and caps. He's in competition (to some extent) with the slavers but also trades with slavers on the outs with Eulogy Jones and friends. Maybe he even deals in ghoul slaves. The intersection northwest of PF seems like a good place for their camp (easily found--ideal for merchants--and close enough to get noticed).
The ant hills of Shalebridge beg for a former outpost (add some defenses and maybe a couple more skeletons of dogs and people) as well, IMO. After all, even riders have foes and they certainly don't always win.
You know why I downloaded this? I have the "raider friend perks." BOS and I aren't on the best of terms as the Outcasts and I aren't either. I thought I'd try something different. Since my character should be out "beating rocks against each other," what would destroy the BOS and the Outcasts combined?
An army of armed and armored raiders. You realize how many raiders are out there? 25x that of the BOS and the Outcasts combined. Outfit the raiders with the same weaponry and armor as the BOS, and give them the incentive of going straight, you have a whole new game advantage!!
Another thought I had (which may go better with Vanilla Raider forts upgraded) is to place a Talon Company supply stash in a raider base. 2-3 Talons +3 dogs or a robot guarding ammo, food, water, and health items. I've always figured the Talon Company did a lot (most) of their recruiting from raiders. So a raider that gets good can join the Talon Company or become a raider boss, but then will never be more than a raider.
Also, I think you should be careful about placing raider camps along the trade routes. Since the traders are natural enemies/prey of the raiders, obviously they'd avoid anywhere that had a raider camp.
23 comments
When I run FO3 w/o your mods, I have no problem. Any way to fix this problem? Only thing I can think of is downloading a mod that changes Raiders loot order, and apply it after your mods....but I dont want to screw your mods up (really enjoy them, makes the beginning very difficult). Any ideas welcome......
edit....nvrmind, while reading thru some other mods, discovered this problem caused by mod: raider vault. Causes this problem to happen to any other raider based mod and vanilla raiders in game.
lol.
I have yet to witness the raiders attacking Big Town, although I did find several of their corpses littering the area near the entrance. The guards were still there, seemingly unharmed, as well as Dusty and the villagers - not one dead body in the town.
I'll have to try luring some raiders into town from the fort and see what happens.
I felt the site, while it had nice defenses, needed raider decoration. A lack of bodies made me think it was just a barn until I got the site marker. Also felt there should be some supplies besides the ammo boxes. A couple tables with food and drink or something.
I have your Big Town guards mod also installed. The raiders had killed all your guards as well as Dusty (who's completely disappeared). So I had to resurrect your guards, who then didn't move around so I stuck all three in supporting locations at the entrance bridge (inside town). Dusty I never got back, which might prevent my starting the "Big Trouble in Big Town" quest? That would really suck.
I don't think you should run raiders right into Big Town, too unrealistic and they too easily overwhelm everyone there (even with the very nice defenses added by your other mod). Instead perhaps run them to the existing raider base at the softball field. That would draw a connection between the two.
When I was thinking about this and some other things I've seen commented on I felt that anyplace an important NPC is outside they should have the Solar Powered perk. That way they'll heal each day between encounters with random wasteland creatures and be there to fulfill their purpose, rather than being whittled down. Alternately, they need to be set to respawn (if they are kept generic, like the raider sniper I mentioned, the latter works ok).
I'm interested in what you encountered in your play testing of this mod.
The ant hills of Shalebridge beg for a former outpost (add some defenses and maybe a couple more skeletons of dogs and people) as well, IMO. After all, even riders have foes and they certainly don't always win.
Since my character should be out "beating rocks against each other," what would destroy the BOS and the Outcasts combined?
An army of armed and armored raiders. You realize how many raiders are out there? 25x that of the BOS and the Outcasts combined. Outfit the raiders with the same weaponry and armor as the BOS, and give them the incentive of going straight, you have a whole new game advantage!!
Also, I think you should be careful about placing raider camps along the trade routes. Since the traders are natural enemies/prey of the raiders, obviously they'd avoid anywhere that had a raider camp.