*****This Replaces the Raider Overhaul AE Patch, the VIS version would load after the kkthebeast VIS Raider Overhaul patch (Thanks to him for the initial edits)*****
Non-AE patch up... only requires Armorkeywords. It's only the ESP so download the whole file and replace the esp.
Raider Overhaul - AE Removed-Restored Content-VIS I ESP Only ZIP I Thanks to joemitchell320
MadMad Cut Content he created as this mod evolved, some of us LOVED that content (Mainly Outfits)... I've restored Content from RO v5, v9.2 in the Restored Content version of the downloads
SuperMutant's Strong gets a big bump considering the upgradeable armor.
This will conflict with other power armor mods that edit the Raider Table, including my other ones. Patches will be available as people request them (don't want to kill myself if people don't need them)
Iconoclast Armor OMGDIE Mask Prinson Jumpsuit Tanky helmet Tanky Top
Missing Textures?
Spoiler:
Show
HadToRegister Just for a heads up with packed vs loose files, and some items not showing up.
I had the exact same problem with a mod called "Advanced Settlement Turret Set" by ccmads. Part of the turrets refused to show up in the game, so someone suggested to add the BA2 of the mod, to the "sResourceIndexFileList=" or (if it's too full) to the "SResourceArchiveList2=" list.
So I added the mod's ba2 to the "SResourceArchiveList2=" like this SResourceArchiveList2=Fallout4 - Animations.ba2, AdvSettleTurretSet.ba2 And loaded up the game, and the turrets had their pieces back. So, I would suggest, if people are having missing pieces of armor, to try adding the ba2 to their Fallout4.ini under the [Archive] section.
Regarding Load Order for VIS
Spoiler:
Show
Please Note, visit kktheBeast's page for the VIS patches for this mod. Raider Overhaul - Valdacil's Item Sorting (VIS) - Compatibility Patch by KKthebeast and Valdacil
ALL ESM FILES VIS ALL ESP FILES Raider Overhaul 11.x Raider Overhaul 11.x Update ALL OTHER VIS PATCHES Replace this mod's esp (after downloading the full package) with the one from VIS's page!)
Not Seeing Raiders with the new Items?
Spoiler:
Show
like anything that effects NPC's and their leveled lists, until you move into an area that has not pre-loaded the new content and changes won't show up. Or sleep/wait for 3'ish days inside a "zone"
If you must see the new content open the console, select the NPC/Raider and type "Recycleactor" followed by "resurrect" Keep in mind sometimes the Game Engine will decide to CTD when you do that.
use a fomod installer for god's sake, there's a shitload of files and we got no idea what the hell we want or need, also don't wanna read walls of text
***************************************************Feedback Request********************************************** Regarding Power Armor:
Spoiler:
Show
Ok turns out I didn't goof, the Raider Power Armor does not have a level requirement on the list. -Should one be added? I ask because with the New Raider Power Armor options, some of the raiders go from difficult to insane. Personally I play on survival, and even when low level I enjoyed the silly hard challenge.
Regarding Weapon Additions
Spoiler:
Show
I added the Plasma Gun and a Minigun (Removed due to bugged spawn rate) to the leveled list for Raider Bosses, because to be honest they were woefully under-powered. Let me know if people find this too difficult or breaking, or if higher level limits were added.
Regarding Unleveled Raiders
Spoiler:
Show
A few people have been seeing some odd, slightly overpowered raider spawns. I did remove the level cap from Raiders, however I did not up the minimum level, just added PC scaling and no Max. Please let me know if you have any examples of a Raider spawning at levels higher than you, and capture the name of the raider, I'll double check.
There is a good chance it's an additional mod light War of the Commonwealth, etc, as many of those mods have set min-levels.
Regarding RustDevils & NukaRaiders: [spoilers] Working on a Leveled List for them, breaking them from Raiders. Question(s) -Planning to Add DLC FH and Nuka, any issues? -I will leave a couple items from RO on their list, actually considering moving the Iconoclast, ScramSuit, Anti-C Helm and Hazmat suit to Underarmors -Planned on Adding a few new weapons and removing a couple. Rather than Pipe weapons as they are higher tech I figured Raidum Rifles, lasers and Handmade AK's
I would design these leveled lists to be Stand alone, so avoid conflicts
SeditiousSpyke I'm discovering a disturbing issue with Nuka world raiders, where, despite having a full set of their own unique armor to wear, Disciples, Pack & Operators wear a weird mix of their factions unique armor plates & random normal raider armor, which just looks plain wrong.
Why would raider that unique not wear their own uniquely designed armor? Since you've done so well in creating a mod that adds dreadnaught & paints to raider PA i was wondering if it would be possible for me to ask you to make a mod that makes it so the three new raider packs will use full sets of their own armor exclusively, instead of this mix & match.
Because honestly, their own unique armors are cool, whereas the commonwealth raiders are sort of using scraps of house piping but the operators, disciples & pack at the very least very clearly CREATE their own unique armors, you can even see in the disciples base where they are welding the plates to the desired look.
SeditiousSpyke, Great thought! Formally joined MadMax713's team this week, and updating RO with most of my changes to bring it up to date and fix the outstanding issues. I have to finish RO, update the AE patches before I release RO 11 and also update 4 other of my mods (including the 2LM suite for DLCNuka).
If you don't see movement from me by next week please remind me.
Looking for a few people interested in Testing new leveled lists to Tweak raiders (adding more variety to armor and weapons), working on including a few raiders into DLCNuka leveled lists and breaking DLCNuka Raiders into their own lists.
Likely DLC Nuka and FH would be required
The Brave only need apply, and still building the lists so will be a few days.
As a heads up, both Godly Power Armor https://www.nexusmods.com/fallout4/mods/4820 and More Power Armor Mods https://www.nexusmods.com/fallout4/mods/6982 make it so that the paint option for raider power armor don't show up.
EDIT: Nevermind, fixed it by fiddling with the load order. Didn't work the first time I booted it up after trying that, but now it did. Huh.
Two questions; A: Is this the only way to get the "detritus" street-sign colored raider armor back, and B: is there a no AWKCR patch for this like there is for the base RO?
Looking awesome. And yes, I'm late to this mod. I have only one question before diving into it : are AWKCR, Armorsmith Extended and Raider Overhaul hard requirements if I just wanna use the MadMax Raider Textures optional file ?
Okay Just to clear up my confusion. I plan to use Raider Overhaul, Restored Content, VIS, Supermutant Redux. So I get the Orginal RO 12.4, The AE 12.x Patch there, Supermutant Redux, then Download the files in this page for the restored content. Finally I go get the Restored Content-AE VIS patch from that page. Am I doing it right?
Not exactly, If all you want is the Restored Content: basically, you download RO 12.4, the restored content here, and then the VIS patch. Lastly, you untick the non-VIS version of the Restored Content esp. Ideally you should delete it from your Data folder too so you don't clutter your mod manager.
The restored content mod _replaced_ the AE patch, so I assume the VIS Restored Content AE version does as well.
Super Mutant Redux is only needed if you want the AE patch from here, which you probably do anyway.
You need the assets from _this mod_ for the VIS to work; once again the VIS is just a replacer esp.
-Install RO -Install Raider Overhaul Restored Content -Install Raider Overhaul - Valdacil's Item Sorting (VIS) - Compatibility Patch +choose the AE version -untick the non VIS Restored Content ESP in NMM or MO2 -Go to your data folder and remove the non VIS Restored Content ESP
Maybe I'm being an idiot, but I'm trying to put together a mod build using Raider Overhaul and Super Mutant Redux, using the "SuperMutantOverHaul-Armorsmith - Upgradeable armor " patch v 1.5, and although the patch description reads "All Supermutant Armor added as lootable by Supermutant Redux is NOW upgradeable", the latest version of NMM is telling me "SuperMutantOverhaul.esp - Missing" under the list of Masters.
And when I follow the instructions under that patch to "Those using VIS, don't freak out, go to kkthebeast's VIS site, he is hosting them there", the "ValdacilsItemSorting - Super Mutant Redux.esp" file I got is also telling me "SuperMutantOverhaul.esp - Missing" under the list of Masters".
It seems like the file changed names, the author intended the patches to refer to the new Master file names, but these two slipped by unaltered.
Any help or suggestions here would be a big help and greatly appreciated.
This is a really old question, but just to answer for anyone in the future.
The ESP file name in SMR changed from SuperMutantOverhaul to SuperMutantRedux. This has apparently made this mod along with the SMR - VIS PATCH no longer work. At least that is what I understand from the post created by the developer of the SMR which I pasted below;
-Is the patch from mod XXXXXXXXXX compatible.... For the 17th time, unless the patch was created after 08/19/2018, using SuperMutantRedux.esp as it's foundation, no, it is not.
Just so I got this right, as a vis user I'm dropping Raider Overhaul - AE Patch-Restored Content.esp and replacing it with Raider Overhaul - AE Patch-Restored Content-VIS.esp correct?
Raider Overhaul No AWKCR Here's how I fixed invisible weapons (well only a shotgun so far) on a new installation of FO4 with Raider Overhaul but NOT Super Mutant Redux. Also, I'm not running AE or AWKCR.
You'll only use one file or folder from Each of the following:
1. Raider Overhaul WIP - Main File. ONLY use the Raider Overhaul - Textures.BA2 file. Delete the .esp and RaiderOverhaul - Main.ba2 2. Raider Overhaul AEPatch - Restored Content - Full File. ONLY use the textures folder. Delete the rest. 3. UTO's Raider Overhaul Overhauled - ONLY use RaiderOverhaul - Main.ba2 4. Raider Overhaul - No AWKCR. It provides RaiderOverhaul.esp
Someone asked this before but was never answered, does anyone know how and where we can find this Raider Armor texture from the original Raider Overhaul?
Not the Power Armor, but the one on the right. I think it is called "Overclocked" because that is how this picture is titled in the original Raider Overhaul page.
626 comments
*Notes Section***
Please Note, visit kktheBeast's page for the VIS patches for this mod.
Raider Overhaul - Valdacil's Item Sorting (VIS) - Compatibility Patch by KKthebeast and Valdacil
*****This Replaces the Raider Overhaul AE Patch, the VIS version would load after the kkthebeast VIS Raider Overhaul patch (Thanks to him for the initial edits)*****
Non-AE patch up... only requires Armorkeywords. It's only the ESP so download the whole file and replace the esp.
Raider Overhaul - AE Removed-Restored Content-VIS I ESP Only ZIP I Thanks to joemitchell320
MadMad Cut Content he created as this mod evolved, some of us LOVED that content (Mainly Outfits)... I've restored Content from RO v5, v9.2 in the Restored Content version of the downloads
SuperMutant's Strong gets a big bump considering the upgradeable armor.
This will conflict with other power armor mods that edit the Raider Table, including my other ones.
Patches will be available as people request them (don't want to kill myself if people don't need them)
Required:
Armorkeywords
Armorsmith
Raider Overhaul (duh)
DLCRobot
Restored Items:
Iconoclast Armor
OMGDIE Mask
Prinson Jumpsuit
Tanky helmet
Tanky Top
Missing Textures?
Regarding Load Order for VIS
Please Note, visit kktheBeast's page for the VIS patches for this mod.
Raider Overhaul - Valdacil's Item Sorting (VIS) - Compatibility Patch by KKthebeast and Valdacil
ALL ESM FILES
VIS
ALL ESP FILES
Raider Overhaul 11.x
Raider Overhaul 11.x Update
ALL OTHER VIS PATCHES
Replace this mod's esp (after downloading the full package) with the one from VIS's page!)
Not Seeing Raiders with the new Items?
like anything that effects NPC's and their leveled lists, until you move into an area that has not pre-loaded the new content and changes won't show up.
Or sleep/wait for 3'ish days inside a "zone"
If you must see the new content open the console, select the NPC/Raider and type "Recycleactor" followed by "resurrect"
Keep in mind sometimes the Game Engine will decide to CTD when you do that.
FO4 War Tags by Jerros
Amazing new Paints for Stock Power Armor, and I took what I learned here and wrote a set of leveled lists for him into the Gunners..
Overlord Power Armor
So Fencing or No Fencing?
Fencing:
No Fencing:
OK Folks asked for it... and it took more time then I want to admit, but I've figured out how to make the BASE LINING constructable as an option!!!!
Overlord Power Armor
Fencing:
No Fencing:
It required a number of new Keywords, added to both the base lining, the base armor etc.
To prevent Overboss Colter from Spawning with No-ChainMesh as default (Cannot figure out why it was happening) I added temp rules as well.
As a Bonus I've added a Jetpack for the Power Armor as well, making sure the clipping was at a minimum and lined up the best I could.
Nukaworld Raider Overboss Power Armor - No Chainmesh by Thirdstorm I Paints by MadMAX713
Added 2 different 2 Legendary mod versions.
Have a 2LM version of the Overboss Power Armor
Legendary Modification Continued - Effect Chip Modes - DLC's with 2LM support
Regarding Power Armor:
Ok turns out I didn't goof, the Raider Power Armor does not have a level requirement on the list.
-Should one be added?
I ask because with the New Raider Power Armor options, some of the raiders go from difficult to insane. Personally I play on survival, and even when low level I enjoyed the silly hard challenge.
Regarding Weapon Additions
I added the Plasma Gun and a
Minigun(Removed due to bugged spawn rate) to the leveled list for Raider Bosses, because to be honest they were woefully under-powered.Let me know if people find this too difficult or breaking, or if higher level limits were added.
Regarding Unleveled Raiders
A few people have been seeing some odd, slightly overpowered raider spawns.
I did remove the level cap from Raiders, however I did not up the minimum level, just added PC scaling and no Max.
Please let me know if you have any examples of a Raider spawning at levels higher than you, and capture the name of the raider, I'll double check.
There is a good chance it's an additional mod light War of the Commonwealth, etc, as many of those mods have set min-levels.
Regarding RustDevils & NukaRaiders:
[spoilers]
Working on a Leveled List for them, breaking them from Raiders.
Question(s)
-Planning to Add DLC FH and Nuka, any issues?
-I will leave a couple items from RO on their list, actually considering moving the Iconoclast, ScramSuit, Anti-C Helm and Hazmat suit to Underarmors
-Planned on Adding a few new weapons and removing a couple. Rather than Pipe weapons as they are higher tech I figured Raidum Rifles, lasers and Handmade AK's
I would design these leveled lists to be Stand alone, so avoid conflicts
Feel free to post here or shoot me a PM
Opps accidentally locked this.. Unlocked
SeditiousSpyke,
Great thought!
Formally joined MadMax713's team this week, and updating RO with most of my changes to bring it up to date and fix the outstanding issues.
I have to finish RO, update the AE patches before I release RO 11 and also update 4 other of my mods (including the 2LM suite for DLCNuka).
If you don't see movement from me by next week please remind me.
Likely DLC Nuka and FH would be required
The Brave only need apply, and still building the lists so will be a few days.
Supermutant have a fully integrated leveled lists, custom INR to avoid conflicts, SM's will be a little harder
Super Mutant Redux - Valdacil's Item Sorthing (VIS) - Compatibility Patch by KKthebeast
EDIT: Nevermind, fixed it by fiddling with the load order. Didn't work the first time I booted it up after trying that, but now it did. Huh.
I plan to use Raider Overhaul, Restored Content, VIS, Supermutant Redux.
So I get the Orginal RO 12.4, The AE 12.x Patch there, Supermutant Redux, then Download the files in this page for the restored content.
Finally I go get the Restored Content-AE VIS patch from that page.
Am I doing it right?
If all you want is the Restored Content:
basically, you download RO 12.4, the restored content here, and then the VIS patch. Lastly, you untick the non-VIS version of the Restored Content esp. Ideally you should delete it from your Data folder too so you don't clutter your mod manager.
The restored content mod _replaced_ the AE patch, so I assume the VIS Restored Content AE version does as well.
Super Mutant Redux is only needed if you want the AE patch from here, which you probably do anyway.
You need the assets from _this mod_ for the VIS to work; once again the VIS is just a replacer esp.
-Install RO
-Install Raider Overhaul Restored Content
-Install Raider Overhaul - Valdacil's Item Sorting (VIS) - Compatibility Patch
+choose the AE version
-untick the non VIS Restored Content ESP in NMM or MO2
-Go to your data folder and remove the non VIS Restored Content ESP
Now your load order should be
*Raider Overhaul
*Raider Overhaul - Valdacil's Item Sorting (VIS) - Compatibility Patch
Hope this helps.
If you want the SMR patch it's just SMR and the AE patch after it, of course.
4 pages into the comments to find install help o.o
And when I follow the instructions under that patch to "Those using VIS, don't freak out, go to kkthebeast's VIS site, he is hosting them there", the "ValdacilsItemSorting - Super Mutant Redux.esp" file I got is also telling me "SuperMutantOverhaul.esp - Missing" under the list of Masters".
It seems like the file changed names, the author intended the patches to refer to the new Master file names, but these two slipped by unaltered.
Any help or suggestions here would be a big help and greatly appreciated.
The ESP file name in SMR changed from SuperMutantOverhaul to SuperMutantRedux. This has apparently made this mod along with the SMR - VIS PATCH no longer work. At least that is what I understand from the post created by the developer of the SMR which I pasted below;
-Is the patch from mod XXXXXXXXXX compatible....
For the 17th time, unless the patch was created after 08/19/2018, using SuperMutantRedux.esp as it's foundation, no, it is not.
Here's how I fixed invisible weapons (well only a shotgun so far) on a new installation of FO4 with Raider Overhaul but NOT Super Mutant Redux. Also, I'm not running AE or AWKCR.
You'll only use one file or folder from Each of the following:
1. Raider Overhaul WIP - Main File. ONLY use the Raider Overhaul - Textures.BA2 file. Delete the .esp and RaiderOverhaul - Main.ba2
2. Raider Overhaul AEPatch - Restored Content - Full File. ONLY use the textures folder. Delete the rest.
3. UTO's Raider Overhaul Overhauled - ONLY use RaiderOverhaul - Main.ba2
4. Raider Overhaul - No AWKCR. It provides RaiderOverhaul.esp
Uto's link: https://www.nexusmods.com/fallout4/mods/30685?tab=files
No AWKCR and AE For Mods File Dump:
https://www.nexusmods.com/fallout4/mods/40752?tab=posts&BH=0
Awesome project.
https://staticdelivery.nexusmods.com/mods/1151/images/9103-0-1455765003.png
Not the Power Armor, but the one on the right. I think it is called "Overclocked" because that is how this picture is titled in the original Raider Overhaul page.