Fallout 3

124 comments

  1. CarlZee
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    Sticky
    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.

    Happy hunting! :)
  2. Dman51
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    Definitely worth keeping an eye on for progress! Are the raiders voiced at all?

    Is this mod also compatible with Gangs of the Wasteland?
    1. CarlZee
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      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.
    2. Dman51
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      Perfect! Thanks for the quick reply. Will start a new game with the mod later!
    3. Jereponibus
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      One could argue that the Rippers and Hellhounds are having a gang war for territory with the Grinders and Shrouded.

      Regardless, I hope we can make a patch to make the two mods more compatible.
    4. CarlZee
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      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.
    5. Sinisterkiller1987
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      Which AI out of curiosity?. Since I know some have been using certain AI voice programs->11 labs.
    6. CarlZee
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      Yeah I used ElevenLabs.
    7. LuciusRamone
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      That's amazingly lame. Instantly uninstalled.
    8. TARDISRide
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      Are there any plans on patching this with Gangs of the Wasteland, CarlZee?
    9. CarlZee
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      Maybe. I'd have to completely remove the Grinders though, they occupy the same locations as the Rippers.
    10. CarlZee
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      Okay I made a Gangs of the Wasteland patch.
    11. baadar
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      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"
  3. GalenKnight56
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    How well does this mod work with A World of Pain or the DC Interiors Project?
    1. CarlZee
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      Should be fine, this mod only adds a few interiors but they shouldn't conflict.
    2. GalenKnight56
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      Thanks for letting me know
  4. MutantModsYT
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    massively underappreciated.
  5. Freywolf
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    THANKS FOR THE UPDATE BRO 
  6. GiantModder
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    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.
    1. CarlZee
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      Can you show me a picture
    2. GiantModder
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      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.
    3. CarlZee
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      Like take a screenshot of the icon in your inventory or use your phone or whatever. It will help me deduce what the problem is.
    4. GiantModder
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      i meant how i do that through the nexus? I dont really use it that much except for mods and commenting.
    5. CarlZee
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      You need to upload it to an image hosting website like imgur and post the link in the comment
  7. dragonhomeland
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    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.
    1. CarlZee
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      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.
    2. dragonhomeland
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      Hmm I've been getting 90 caps fighting slaves, maybe it's a load order thing idk
    3. CarlZee
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      90?? Might be a bug in that case, I need to check that out…
    4. CarlZee
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      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
    5. GiantModder
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      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.
  8. GiantModder
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    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.
    1. CarlZee
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      Was that after you joined the raiders or paid the toll? Because this sounds like it might be a bug.
    2. GiantModder
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      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.
    3. CarlZee
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      Should be fixed now. Doesn't work retroactively though
    4. GiantModder
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      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
  9. qjaehdhQk
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    Is there any possible to issue a new compatibility patch for a new D.C NPCs - TTW at Here?
    1. CarlZee
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      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.
    2. CarlZee
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      Patched now.
    3. qjaehdhQk
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      Sorry to say that TTW version's been taken off to Here, and the new patch, which looks based on Fallout3, doesn't function.
    4. CarlZee
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      Ok I converted and added the patch to the TTW page.
    5. qjaehdhQk
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      Always thanks for your effort!

      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.
    6. CarlZee
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      Sorry, forgot to recompile the scripts. It should work now.
  10. Koxik123
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    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
    1. CarlZee
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      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.
  11. hcbigdogdoghc
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    How can I get the terrible shotgun?
    1. CarlZee
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      By killing Smiling Jack.
    2. hcbigdogdoghc
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      Oh thought there's gonna be an alternate way to get it since raiders are friendly now nvm.