Latest Highlights

  • Added additional options to improve both the original and the offshoot Forged faction giving them better armor progression and rankings e.g. Forged members will now have a similar ranking structures as vanilla raiders such as "Forged Survivalist", "Forged Veterans", and so on
  • Added new encounters which includes interactions between each of the new raider gangs with the major Commonwealth factions and the Forged
  • Added patch to Thats Gunner Life - Gunner Outfit Pack Distribution and Balance
  • Improvements to Gunner leveled lists. Legendary Gunner Spec Ops now have a chance to spawn with power armor. Gunner Spartans and Black Ops should now have better chances at spawning. Edited some of the vanilla leveled Gunner NPCs to give them a chance to spawn as a legendary variant.
  • Improvements to Gunners, Rust Devils, and Triggermen
  • Added new legendary Gunner variants, Heavy and Pyro, that could use Tumbajamba's Gunner Armor mods. By default, they would be using a version of the vanilla combat armor with the Gunner logo.
  • Added a patch to the Spade Armor which will be used by the Cobalt legendary boss
  • Added improvements to super mutants giving them better armor progression as well as a patch to Super Mutant Equality, which allows them to use other weapon types. Also added a new legendary variant known as the Firestarter, which uses flamers, including the CC Heavy Incinerator. Super mutants would also drop mostly lootable armor.

FAQ
  • Is this compatible with **insert mod name here**?
    For other faction overhauls completely replace the NPC/faction leveled list, no, not without a patch. For mods that alter the only quests, yes, since this mod does not make any changes to vanilla quests.
  • I don't see the changes in the NPC?
    NPCs that have already been loaded by the game will not get the changes until the cell resets. However, NPCs that have already been spawned into the Comonwealth and referenced by a running script, might not get all the changes such as stat changes at all. Cases that could cause issues include: NPCs that are spawned by a quest will be spawned wrong (naked, wrong stats, etc) if you install the mod then loaded a save with the quest already active, NPCs that are in a cell that does not reset, NPCs that are referenced by a forever running script (such as traveling merchants).
  • I don't like the gang names they sound silly.
    You can change them by editing the files at: \F4SE\Plugins\RobCo_Patcher\npc\wrsw\ You can rename each NPC to whatever suits your taste.
  • Does this mod work after the update?
    No, this mod uses RobCo Patcher, which requires Address Library, which uses F4SE. Until those become compatible with the new update, most of what this mod does would not work.

Notes
  • For the custom Gunner Combat Armor, applying the material to regular combat armor would not update the name. This is a known limitation and the fix for this would be to update the vanilla naming instance, which I will not do as it would be prone to conflicts.
  • Improvements to super mutants including a patch to Super Mutant Equality. Automatic weapon variants of super mutants would now always spawn with automatic weapons. They will also get better armor progression where Warlords would be wearing a complete set of armor.

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Warsaw2135