As of 1.2, Raiders of the Capital Wasteland can now be installed and used on existing saves. Areas previously cleared of Raiders will now be repopulated with their respective gangs.
Yes, it's 100% voiced! It's a mix of splicing voice lines and generating lines using AI.
Gangs of the Wasteland is mostly incompatible. The Rippers already occupy Wheaton Armory and the Hellhounds occupy Satcom North Array, so it would become weirdly crowded with the Grinders and Shrouded. If you really wanted both mods to work together, the Bloodthirsters could be kept since they're in the zone I kept untouched in this mod.
Funny enough, they do have a gang war going on. One of the ranches North-East (I forget which) has a little scripted event where some Hellhounds will invade the Rippers and occupy the outpost if they're victorious (on higher levels they spawn with Yao Guai so they will most definitely be lol).
I might look into patching the two mods by relocating the Grinders and maybe removing the Hellhounds from SatCom North so that the Shrouded can stay there.
Yeah yeah, "unga bunga ai bad". Move along, this is interesting regardless. I'll try it later when i make my Fo3 modded install. Looking forward to this one :3 ps: The first comment was to the "Instantly uninstalled" guy... my bad uwu"
I found another bug, most of the new raider clothes specifically the icons are blurry and dont showcase the armor at all, i dont remember though if you always had icons or not for the armors but i thought that i should pointed it out.
how do i do that? its the icons, some of the armors are blurry on the pip boy and when i loot them, they look like pixels, not showcasing the vault boy wearing ripper armor and stuff.
The new enemy factions seems really weak, like they are all level 5 tier at most. Especially the renegades, you would expect them to be on par with BOS knights, but they die in 5 shots like a radroach.
Also you can just fight slaves in the arena over and over again and get infinite caps, seems broken.
Yeah because they use the raider templates which have pretty low stats, I can't really do much about that other than remaking the 72 raider templates with boosted stats which I would rather not do.
Yeah that's by design. Slaves and Super Mutants are infinite but give like 10 caps, creatures have a stock which is replenished every 3 days or every time you bring a new creature with the stun baton. This is so players can still play the arena if they want to or set up fights without having to timeskip every 5 minutes.
Ok so I did some experimental testing by adding actor effects to boost the raider gangs abilities, they should be much tougher now but more user feedback would be appreciated.
Also fixed the arena exploit, didn't realize I set the reward so high for the trash mobs so it's reduced to max 35 caps instead of 100
so you want raiders to be as strong as the enclave? The Renegades actually eat my health early in the game, maybe you should change your difficulty from very easy to medium like i always do, medium is always the best difficulty for all fallout games after all.
Finally tried out this mod, i haven't finished it yet, the only problem i found is the landmines are still there and explode if you approach them, you need to delete them, its very annoying, but everything else was beyond my expectations, really good stuff i must say, its a mod that should've been in the game from the start, when i explore and find more stuff i will give more feedback.
When i paid the toll, specifically i used a karma check, entered the gate and found landmines here and there. I have very few mods by the way and no mod specifically effects Evergreen mills.
thank you, i havent noticed any other problem, ive seen some graffiti flickering in the rippers base when i was doing the one specific mission about them but nothing else
Yeah the new stuff regarding Wheaton Armory needs to be patched. It's gonna take some time since it needs to be patched in a more involved and creative way than the other stuff because of its heavy involvement in a quest and major alterations.
might not be in scope of this mod, but adding an high level variant of raider(including the new gangs) similiar to the uber trinity of BS enemies(hellfire,overlord,reaver) would be a nice thing to add to this mod. Because as it currently stands if an albino scorprion spawns nearby mills the whole place gets wiped out
Personally I just nerf them for my own personal playthroughs because they are absolutely not fun to play against, and I would rather not add another bullet sponge to the roster and would rather suggest other users to get their own BS debuffers/Leveled list diversifiers so the wasteland doesn't become an albino scorpion hellhole past level 20.
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Happy hunting! :)
Is this mod also compatible with Gangs of the Wasteland?
Gangs of the Wasteland is mostly incompatible. The Rippers already occupy Wheaton Armory and the Hellhounds occupy Satcom North Array, so it would become weirdly crowded with the Grinders and Shrouded. If you really wanted both mods to work together, the Bloodthirsters could be kept since they're in the zone I kept untouched in this mod.
Regardless, I hope we can make a patch to make the two mods more compatible.
I might look into patching the two mods by relocating the Grinders and maybe removing the Hellhounds from SatCom North so that the Shrouded can stay there.
I'll try it later when i make my Fo3 modded install. Looking forward to this one :3
ps: The first comment was to the "Instantly uninstalled" guy... my bad uwu"
Also you can just fight slaves in the arena over and over again and get infinite caps, seems broken.
Yeah that's by design. Slaves and Super Mutants are infinite but give like 10 caps, creatures have a stock which is replenished every 3 days or every time you bring a new creature with the stun baton. This is so players can still play the arena if they want to or set up fights without having to timeskip every 5 minutes.
Also fixed the arena exploit, didn't realize I set the reward so high for the trash mobs so it's reduced to max 35 caps instead of 100
P.S - there is a minor issue that the patch looks active well, but it makes a message when TTW detecting unconverted Fallout3 mods appear.