Early 2023 review: this new outpost, like Raider Bridge from the same author, was more for my preferences even with some minor issues. First of all, yes, it's clearly too close to main hub of BoS, which can be a little immersion breaking. But maybe, at the time of our arrival, BoS just didn't have spare man power and resources to deal with this raider camp and all their forces were struggling with Enclave and Super Mutants problems. I liked proper dungeon in abandoned building cell, and creative choices of author to integrate "one way road dungeon type" location. Way better than his own "Raider Bridge" mod and enough gameplay content to spend another 15-20 minutes to kill more raiders and other scum. Again, like with his another project "outpost", this "stronghold" location has significant fps drops because of the large amount of enemies and objects, but more bearable than, mentio earlier, next project. Should you try this mod in 2023? Yes, I think it will be a good addition to Capital Wasteland world space and new place for player to test his gear. Endorsement from me.
Too big and close to the Citadel. BoS would put up with small camplet infestations (like the one under the bridge) as background noise, but not a base like this, especially when it blocks them off from the ferry wharf. And it's too close to the Ferry - Tobar would shift upriver. And even without that raider base it's not easy for an early-mid level player to reach the Ferry. Nice idea, just way overdone for where it is. My suggestion is to add it mid-game AFTER doing at least one trip to (and completing) the main PL quest. And just add version 1, and imagine it as a few raiders seeing your booty and continually reinvesting the route to pick off trade.
Fun ride à la John Rambo :-) Nice work. Though, for some reason, my framerate falls from 60 to 25 fps in the camp and in the building, even worse during the battles. If I then go to that wooden dock leading to Point Lookout ferry and look away from the camp, the framerate goes back to 60 fps. As I turn the mouse in the direction of the camp, it falls to 25 fps...
[00:00] Checking for Errors in [03] RaiderRiversidecamp2B.esp [00:00] aaadoor [REFR:03005119] (places OffDoorMetalSmR02a "Door" [DOOR:0001F5FA] in GRUP Cell Persistent Children of AaaVaultTecHm "Vault-Tec Human Resources" [CELL:030044F3]) [00:00] REFR \ XNDP - Navigation Door Link \ Navigation Mesh -> [03008F5B] < Error: Could not be resolved >
Great edition to the game! I really like it, especially the building. Do the raiders respawn inside too? I hope so.
Some bugs to report. There are several doors in the building that lead to nowhere except outside the map, specifically in the long hallway on the top floor with the shooting range and the first door to the left of the entrance.
There are two piles of floating debris on the top floor: #28005ebd and #28005ef7
19 comments
First of all, yes, it's clearly too close to main hub of BoS, which can be a little immersion breaking. But maybe, at the time of our arrival, BoS just didn't have spare man power and resources to deal with this raider camp and all their forces were struggling with Enclave and Super Mutants problems.
I liked proper dungeon in abandoned building cell, and creative choices of author to integrate "one way road dungeon type" location. Way better than his own "Raider Bridge" mod and enough gameplay content to spend another 15-20 minutes to kill more raiders and other scum.
Again, like with his another project "outpost", this "stronghold" location has significant fps drops because of the large amount of enemies and objects, but more bearable than, mentio earlier, next project.
Should you try this mod in 2023? Yes, I think it will be a good addition to Capital Wasteland world space and new place for player to test his gear.
Endorsement from me.
[00:00] aaadoor [REFR:03005119] (places OffDoorMetalSmR02a "Door" [DOOR:0001F5FA] in GRUP Cell Persistent Children of AaaVaultTecHm "Vault-Tec Human Resources" [CELL:030044F3])
[00:00] REFR \ XNDP - Navigation Door Link \ Navigation Mesh -> [03008F5B] < Error: Could not be resolved >
Some bugs to report. There are several doors in the building that lead to nowhere except outside the map, specifically in the long hallway on the top floor with the shooting range and the first door to the left of the entrance.
There are two piles of floating debris on the top floor: #28005ebd and #28005ef7
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