Fallout 4

Information section.
Here I will list a detailed description of what is in the mod, and why.
This is for people that want to either know it all or are looking for incompatibilities with other mods.

Raider Overhaul ONE
Redid keywords, rebalanced, renamed, removed legendary keywords from stuff, removed perk stuff. The usual.
Brought back the proper body slots to the clothing. This prevents clipping & overpowered DR stacking.
Renamed some pieces to make them fit better to the other clothing or represent better what they are. Clan Leathers is now Tartan Scrap Leathers because of the "Tartan" pattern on the pants. All the gas masks now have gas mask in there. All the sack hoods now have sack hood in there.
Added the unused gear to the vendor Opal. Also redid the keywords & balance on these unused pieces for consistency sake.
Retired the 3 light forged armors, the 5 under sack hoods & the utility coveralls (same as other stuff, clips & same as other stuff).
Dreadnaught armor has 1/4 chance to hit and then 20% chance to spawn on regular raiders. On bosses, it's 1/3 chance to hit.
Turned the Dreadnaught armor pieces into standalone armor records. The spawning was constantly breaking for some reason. They were equipping regular raider pieces even though everything told them to spawn dreadnaught. It would work for a while and then I go ingame again and it would be broken again. I have no clue why. I just got tired of it and went the more scuffed way. But if it works, it works.
Removed the forged marking from the drifter underarmors. This means that the 5 "Forged" armors are now generally usable.
The 2 RO drifter outfits are on the forged. These 2 will not spawn on regular raiders.
Jared at Corvega Assembly Plant wears the Iconoclast suit. This one is too bright for general spawning.
Red Tourette in the Federal Rations Stockpile wears the tank operator outfit & helmet. The Slaughter Dog Helmet is on a table in that location. All of these did fit with the industrial vibe I was going for. You can still get them now in this location, on this boss.
Cinder at Revere Beach Station wears a full S.C.R.A.M suit & the Pristine S.C.R.A.M helmet is on a table in there.
Added crafting of all the clothing, even the unused stuff. Only 5 recipes are included in RO ONE, now the rest is available as well. All the gear can be found under "x Raider Overhaul". Gated behind armorer 3 like the rest of the Look At Me series. 

RO One update
They now make use of the earrings & collars. They have a low chance of spawning
The Necklace Trophy, the 2 Mama Murphy Earrings & the Feather Earrings are retired.
The Reinforced Vault suit, Wastelander Vault suit, Raider Bowler Hat & Raider Black suit are also retired.
See the "final.1" changelog for all the details.

Clothing Of The Commonwealth
Used 8 underarmors from this mod. All of these look scrappy and dilapidated. All of these have been renamed to something raider. 
All the no shoe versions are not used. All the legwrappings variants are not used. Bloat.

And then for the replacement esp the following has changed:
Redid the original mods entire renaming, even for items not used. Redid all the values & weight, also for items not used.
Removed legendary keyword from everything. Added carry weight to the jeansstraps (utility suits).
Gave the keyword an x in front of it for better sorting in the chem table.
All these changes are present in the replacement ESP for Clothing of the Commonwealth. Make sure you download and replace the original mod. These ESP's also still disable AWKCR & AE requirements.
This also still makes it work with any other mod that uses it as a base.

Raider Accessories
Redid keywords, rebalanced, renamed, removed legendary keywords from stuff, removed perk stuff. The usual.
Moved the cheat chest below the map.
Added a bunch of the headgear & facegear from this mod to the raider leveled lists.
The blastmaster set is exclusive on Forged. Made all of the colorways available to spawn.
The placements from the original mod around the commonwealth are all still there, so you can still get them from those sources.
Changed pickman's special hood to Flesh Hood, because the naming fits better with the rest of the hoods.
Added crafting of all the clothing, even the unused stuff. Added a keyword so it can all be nicely found under "x Raider Accessories".
Added unused stuff to Opal's vendor list same as Raider Overhaul ONE.

Overall
The 3 vanilla underarmors that spawn on raiders are Long Johns, Raider Leathers & Gunner Leathers. These fit the dilapidated look I was going for.
Vanilla Cage & Spike armors, both regular and helmeted spawn globally on raiders. 1/5 chance to spawn
Vanilla headgear consist of the 3 sack hoods & mining helmets. Again, industrial vibe.
Redid the entire leveled list for the raiders. Whatever edits being done to the vanilla raider level list will not affect this mod. 
Regular raiders have chances to spawn on everything. Headgear, facegear & armor pieces all spawn randomly.
For armor pieces it goes as follows. Each armor pieces chooses either light, medium, heavy or dreadnaught. Then a chance applies for them to actually equip it. For Light it is 50%, Medium is 60%, Heavy is 70%, Dreadnaught is 80%. 
Headgears mostly have chances like 30% for regular stuff & 60% for "rarer" pieces that I didn't want to see often.
This system creates a massive amount of variety and it's not often you will see similar raiders.
Raider Bosses have guaranteed chances. So they will always spawn fully equipped head to toe.
These changes makes raiders a lot stronger then they are in vanilla. You have been warned.

Forged
They exclusively use the 2 added drifter armors from Raider Overhaul ONE. These 2 pieces do not spawn on regular raiders.
There are not many of them and it looks fine. Gating all the cool looking armored gear on just this one location is a waste.
They make use of a variety of headgear that fits them, like welding goggles & welding masks. 
They also use the Blastmaster headgear set from Raider Accessories. This set does not spawn on regular raiders either.
They spawn in all the color varieties of these pieces. 2 welding masks & 3 Blastmaster sets.

Sinjin
Sinjin's raider group, which is part of the Silver Shroud quest, uses boss raider gear. So they will spawn much stronger then in vanilla.

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Final.1 update

Globally lowered the armor chance by 10%.
Complete raider outfits like the helmeted cage & spike armor, helmeted magnate & scram suit no longer spawn on regular raiders.
Savage hood spawn chance has been increased, since the material is fixed.
Removed the Crimsomrider Accessories Add-on. Some of it is now implemented into RO One and used by this mod.
See the "final.1" changelog for all the details.

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Final.2 update

Redid the values of the base raider armor because it was too high compared to other Look At Me editions.
Almost halved the vanilla raider armor DR/ER values. Redid the cap values and the weight.
Here are the raw values:
LIMB
DR/ER base 4 2 medium 2 1 heavy 2 1 = 8 4
WEIGHT base 8 medium 2 heavy 2 = 12
base worth of 10, +5 +5

CHEST
DR/ERbase 12 4 medium 6 2 heavy 6 2 = 24 8
WEIGHT base 20 medium 4 heavy 4 = 28
base worth of 30, +10 +10

Dreadnaught = +1 extra step

Fixed a typo value bug on raider mod arms causing their value to be much higher then intended.
Made recipes for all the other clothing that RO One added in the previous update.

Conflict section.
Here I will put exactly what was changed so you can figure out if it potentially could conflict with another one of your mods.

The mod touches Raider outfits & 3 boss raider NPC's.
Some mods touch the outfits but as long as this mod wins the conflicts, no problems should arise.
The NPC records that are touched are used by some gameplay overhaul mods. Depends on the mod really. Horizon has none, Unbogus has 30. I can only recommend caution with this.

I play with a vanilla body, so all my mods, if meshes are included, are for the vanilla body.
I do not support or care to troubleshoot body mod problems.

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S4iS3i