166 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. Masterlix1982
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    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).
  3. MadLad6BadLamb
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    You should make the Terrible Shotgun purchasable from Smiling Jack so you can obtain it without pissing off the raiders.
  4. MadLad6BadLamb
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    Are the Tribal power armors in the list of raider armor that is affected by the bonuses?
    1. CarlZee
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      no
    2. MadLad6BadLamb
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      Ah, damn. You totally should though.
  5. MadLad6BadLamb
    MadLad6BadLamb
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    Do you have to be a Raider to fight in the ring or capture creatures for Evergreen Mills?
    1. CarlZee
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      No you can do it even as a visitor if I remember correctly
    2. MadLad6BadLamb
      MadLad6BadLamb
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      Alright. Who do I talk to for these activities? The raider outside the ring only gives me generic dialogue.
    3. CarlZee
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      Craw, the guy on top of the ring with the shades and bandana
  6. nbm777
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    Is it possible to make a patch for 3DNPC ZYNX?
  7. nbm777
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    Is it possible to release Evergreen Mills as standalone, without new Gang additions please? :)
  8. ShemsuHeru
    ShemsuHeru
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    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 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!


    1. homelesscoyoteboy
      homelesscoyoteboy
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      Any chance of sharing those armor replacement files you converted? 
  9. resolution202
    resolution202
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    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.
    1. CarlZee
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      Nope
  10. bernardo7809
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    If I wanted to remove the renegade faction, or like stop Renegade npcs from appearing. How would I do that?
    1. CarlZee
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      You can stop them from respawning by blowing up Wheaton Armory
  11. newsorpigal
    newsorpigal
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    Thanks for making a Gangs of the Wasteland patch (and for making this mod, of course)!