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hikky71

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hikky71

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49 comments

  1. MistakenMystic
    MistakenMystic
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    • 48 kudos
    Anyone know how FWE's "responsive kills" feature works with this. Or not as the case maybe.
    Want to know if I can infiltrate a Raider camp and pick 'em off silently one by one.

    Edit: I have the latest FWE 6.03 and have installed this mod and although I can enter Fort Bannister and walk about unmolested by the Talon mercs, as soon as I knock one off (silently) they all come running. What gives?
    1. africaisstarving
      africaisstarving
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      • 11 kudos
      i think this mod breaks FWE kinda hard i am avoiding it now im gonna try the other mod or make one myself adding scripts for most faction armors .
    2. hikky71
      hikky71
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      • 38 kudos
      @MistakenMystic
      That's how it's SUPPOSED to work with RKR (Responsive Kill Reactions) on. They shouldn't stand around like idiots while their friends heads explode one by one, like they do in vanilla Fallout.

      @africa
      YADM works just fine with FWE. I've been using it for years. I'm sorry to hear my mod interferes with yours, but that's to be expected; you can't have two disguises mods running at the same time. They will be tripping over each others toes.
    3. Mandrick02
      Mandrick02
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      • 3 kudos
      Well say :-)
  2. Mandrick02
    Mandrick02
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    Even if you told that you are a lazy boy (lol), only by reading your readme file, and the compatibility patch for FWE, all I can say is "very good job". I was about to say "the mod doesn't work, I have worn raider painspike but they still attack" until I read again the readme and saw that I have to wear head gear because I chose the regulator faction (+1000 karma). Thanks for have spending your time to do this mod. Thank you very much. Now I'm going to test it, hope it will not corrupt my savegame later because I have begun a new game with FWE (already finished the vanilla game and explored everywhere).
  3. BakaMushi
    BakaMushi
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    • 0 kudos
    Just now adding this mod & got a problem (NMM): yaDisguisesMod-RaiderPowerArmor_v1p3 is tied into RaiderPowerArmor.esp but Raider Power Armor v1.3 by Phildog and Sesom only has RaiderPowerArmor_lvl.esp & RaiderPowerArmor_no_lvl.esp. For now I just downloaded Raider Power Armor v1.0 & Raider Power Armor v1.3 by Phildog and Sesomso so I can use this mod but would like to NOT have 2 mods to use this mod can someone fix it please (I do not have the skill to).
  4. DavidYokosukaJapan
    DavidYokosukaJapan
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    • 6 kudos
    I have been using this for about a year now and want to thank the author. This mod has helped add a special richness to FO3. I can't imagine playing without it installed! My sincere thanks
  5. AbbaddoN33
    AbbaddoN33
    • supporter
    • 30 kudos
    hi! i like this mod! is "fallen brother power armor" (fwe) included in raider disguises? if not, do you can add that armor, please?
    1. hikky71
      hikky71
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      • 38 kudos
      The armor that the "fallen brothers" wear is just regular Outcast armor (same itemcode). So I can't add that, sorry.
  6. LolTakket
    LolTakket
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    • 3 kudos
    If the raider has spotted you (WITHOUT the armor on) and then you put the armor on after they/ he/she as spotted you does he/she/they just act friendly towards you?
    1. hikky71
      hikky71
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      • 38 kudos
      No. Once they start combat with you, it's too late to disguise yourself. You can however cheat by putting on raider armor and then type player.scaonactor in the console.

      Also a useful command if you travel to Megaton with wrong armor on.
  7. Charsiupao72
    Charsiupao72
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    • 2 kudos
    Thank you for a great mod - this is a must download for me. I always find it hard to understand when I'm level 15 or so, and when raiders are easy pickings, they should know to back off, or at least not try to shoot me on sight when I'm walking in with a mini army, clad in full power armour and armed with the latest technology. This mod has allowed me to bypass a lot of raider areas which would otherwise have ended in unnecessary bloodbaths for them. I also use raider companions a lot, so it's nice to at least pretend that I can get along with them when I need to.

    One thing I would ask is if it is possible to make it so that Megaton isn't hostile to me if I accidentally fast travel to Megaton wearing Raider armour. I know it's the way the coding has been done, and thanks for the effort to make it so that it doesn't break anything. I was thinking more along the lines of faction allies - like how once Casdin accepts you as a friend and ally, you can wear Raider armour in front of the Outcasts and they won't attack, because the ally relationship overrides any hostility which might be generated from the disguise. Similarly with the BoS if you complete Waters of Life ( I think - I haven't gotten that far in the MQ partly thanks to the fun this mod has given me). If you could include in your mod an Ally setting with Megaton for the PlayerFaction should you defuse the bomb, would that prevent Megaton from going all hostile on me if I entered wearing Raider armour?

    Despite that, I love this mod - and it's no biggie as I could just reload the autosave and make the change (or fast travel to a spot with no NPCs around first, change, and then move to Megaton). Having an Ally setting would be nice, though, as the Megaton residents really should recognise me.. Thanks so much!
    1. africaisstarving
      africaisstarving
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      • 11 kudos
      just run away from battle and wait a bit dont attack anyone come back and megaton should be friendly again.
  8. africaisstarving
    africaisstarving
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    • 11 kudos
    i looked trough the code and the way this mod is done is bad...instead of individual scripts that trigger on equip /unequip ally/enemy factions it has a script that permanently checks what ur wearing or is triggered when u wear it but the script runs in the background all the time. ghoul mask is broken by this mod or any other items that change faction will be broken. i was hoping i can make a quick geck change but is the way is designed is flawed . i was so excited to play but this break my game HARD . sometimes factions can randomly switch on me . etc. is better doing it the slow onequip/unequip style.
  9. africaisstarving
    africaisstarving
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    • 11 kudos
    Been trying to use this mod sounds like a cool idea overall however this breaks the game hard as it has some stupid script running in the background to enforce default faction behaviour. Is all good until you're playing FWE as a ghoul. By default ghouls are allied with SuperMutants and Feral Ghouls and enemies with Brotherhood of Steel . I been trying to create a mask for ghouls only that hides a Ghoul's identity so brotherhood simply things you're a burnt face man but at the same time SuperMutants and Ferals will now attack you as they think you're human. The script is fine everything works but when I turn this mod on only the brotherhood part still works while SuperMutants and Ferals will stay allied no matter what! Sometimes SuperMutants may randomly attack me for no reason even tho I'm a ghoul. This never happens with the mod off. With the mod off my code for Human Mask or Ghoul Mask works fine and instantly. Plz remove that faction enforcing script as it makes it completely useless for me.
  10. prensa
    prensa
    • supporter
    • 295 kudos
    "BOS still being friendly when player wears Enclave armor"

    I noticed that, but was actually glad of it!

    Can't imagine fighting around the Washington monument without my Enclave Hellfire armor on! Especially with MMM installed!

    It actually makes sense to me, considering how tight the player is with BOS that they'd turn a blind eye to your armor.

    So definitely don't fix it!

    Great mod thoroughly recommended!