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.
For a mod of this scope, kudos to you for implementing it all in a clean way (i.e. no deleted navmeshes or 100's of UDRs; something of which is alarmingly commonplace in FO3 portal) & moreover providing patches for other key mods, such as DC NPCs.
Im on the hunt for a Raider mod for my build & this seems like a strong bet; older mods are exhibiting issues such as the above yet on a quick look the new NPCs provided here are engaging & fit the gameworld nicely.
However I seem to have reproduced the issue/bug in your BUGS tab so if possible take a look - getting into Evergreen is presently not possible. (EDIT: Almost impossible - updated in bugs tab).
Thanks a lot for this amazing MOD. It's a great improve to the experience to play again Fallout 3. Full voiced NPCs, lore friendly side quest, Well defined gangs with they own personality; And a great improve to Evergreen Mills. And the best it's that the MOD is perfectly enjoyable even if you don't play as a bad guy and don't want to join the raiders.
However I have detected some minor issues that I would like to expose. I'm using other MODs so I can't assure that they are not caused by compatibility problems, But here are:
The icon texture of the brahmin skull helmet, used by hellhounds, seems to be missing. "Goodallcattlefood" & "Tangler's hand" don't disappear from inventory after complete their respective quests. Maybe this is not a problem of the MOD because this bug some times happen with game quest-items.
The "Makeshift Spear" used by Hellhounds looks like the baseball bat. I have checked this with the G.E.C.K. and the problem seems that the spear uses as 1st person view, the model of the baseball bat. Changing the 1st person model to none makes it works fine.
The raider gas-mask normal texture seems to be missing or working bad, ass the mask looks with a plain-black shadow most of the time.
(Spoiler) The mission for the president of the patriots, ends with a glitch. As the president still ask you to rescue his daughter, and she says in loop "bye". Not a great issue as one receives the reward and don't need to interat with those NPCs any more. Also the rest of the quest works well and it was one of the most enjoiables, the fat that you can't recognize the girl until you have make some detective work is a great point.
To conclude I would like to share some personal opinions with all respect and no aim to criticise. The Renegades could imply a lore issue, because a high-tech gang of raiders probably wouldn't be allow to exist in a territory with a high presence of the brotherhood of steel. As one of the main goals of the BOS is to avoid that high technology, of the pre war era, falls in the wrong hands (basically anyone who aren't BOS) and raiders with High-tech probably made them mad. In the other hand This could be explained as the Lyon's chapter are to busy, fighting super mutants first and the Enclave lather. And the outcast who remained loyal to the original mission probaably are to few in numbers to try to eradicate the renegades (even when they are supouse to be few in numbers too). However a high-tech gang of raiders is an interesting concept. But if they are going to be; I would rather than they look more unique and more raider like (and Less like a BOS-Outcast clone). Because of that and for my personal use I have change their armors with ones from NV MODs. If you are interested in my choices:
Salvaged Renegade's power armor with Salavaged Raider T-45D power armor https://www.nexusmods.com/newvegas/mods/59563?tab=description
Renegade's power armor with Raider Power Armor FNV https://www.nexusmods.com/newvegas/mods/83496
Renegade's Recom armor with Recon Armor Redesign https://www.nexusmods.com/newvegas/mods/83376
Thanks again for this great work, I really like this MOD and probably would be in all of my Fallout 3 plays since now. Greatings!
Nice mod. Are you planning to make the other gangs joinable and add quests for them in the future? The Rippers, for example, would align closer to my character.
166 comments
Happy hunting! :)
Im on the hunt for a Raider mod for my build & this seems like a strong bet; older mods are exhibiting issues such as the above yet on a quick look the new NPCs provided here are engaging & fit the gameworld nicely.
However I seem to have reproduced the issue/bug in your BUGS tab so if possible take a look - getting into Evergreen is presently not possible. (EDIT: Almost impossible
However I have detected some minor issues that I would like to expose. I'm using other MODs so I can't assure that they are not caused by compatibility problems, But here are:
The Rippers combat helmet appears rotated 90% right, giving a weird appearance.
The icon texture of the brahmin skull helmet, used by hellhounds, seems to be missing.
"Goodallcattlefood" & "Tangler's hand" don't disappear from inventory after complete their respective quests. Maybe this is not a problem of the MOD because this bug some times happen with game quest-items.
The "Makeshift Spear" used by Hellhounds looks like the baseball bat. I have checked this with the G.E.C.K. and the problem seems that the spear uses as 1st person view, the model of the baseball bat. Changing the 1st person model to none makes it works fine.
The raider gas-mask normal texture seems to be missing or working bad, ass the mask looks with a plain-black shadow most of the time.
(Spoiler) The mission for the president of the patriots, ends with a glitch. As the president still ask you to rescue his daughter, and she says in loop "bye". Not a great issue as one receives the reward and don't need to interat with those NPCs any more. Also the rest of the quest works well and it was one of the most enjoiables, the fat that you can't recognize the girl until you have make some detective work is a great point.
To conclude I would like to share some personal opinions with all respect and no aim to criticise. The Renegades could imply a lore issue, because a high-tech gang of raiders probably wouldn't be allow to exist in a territory with a high presence of the brotherhood of steel. As one of the main goals of the BOS is to avoid that high technology, of the pre war era, falls in the wrong hands (basically anyone who aren't BOS) and raiders with High-tech probably made them mad. In the other hand This could be explained as the Lyon's chapter are to busy, fighting super mutants first and the Enclave lather. And the outcast who remained loyal to the original mission probaably are to few in numbers to try to eradicate the renegades (even when they are supouse to be few in numbers too). However a high-tech gang of raiders is an interesting concept. But if they are going to be; I would rather than they look more unique and more raider like (and Less like a BOS-Outcast clone). Because of that and for my personal use I have change their armors with ones from NV MODs. If you are interested in my choices:
Salvaged Renegade's power armor with Salavaged Raider T-45D power armor https://www.nexusmods.com/newvegas/mods/59563?tab=description
Renegade's power armor with Raider Power Armor FNV https://www.nexusmods.com/newvegas/mods/83496
Renegade's Recom armor with Recon Armor Redesign https://www.nexusmods.com/newvegas/mods/83376
Thanks again for this great work, I really like this MOD and probably would be in all of my Fallout 3 plays since now. Greatings!