How did you made Red recruitable while she is a raider boss I wanted to make ACK ACK recruitable too but after pacifying her is that possible through xedit ?
It has been many years since I made this mode, so I have no idea. Pop open xEdit and look around for the edits I made to her spawn point. That should be a good enough starting point.
Hi FiftyTifty, hope your week is going well so far. I wanted to message you privately but it looks like you have direct messages disabled. A couple years ago I made a pretty significant overhaul of this mod as part of a larger private modding project. Now that my old build has finally kicked the dust, I'm going back through my old private mods to see what I want to carry into my new build. For some of them, I've been thinking of remaking them so that they don't have as many dependencies and so that they might be suitable for sharing. Since you posted this mod quite a while ago, your permissions section doesn't say very much.
So I'm curious: do you have any objection if I made an add-on for this mod and published it? I would of course make your original mod a master file for it and include a link to drive traffic to your page.
Of course, go right ahead. You don't have to shill it, I'd only have an issue if it was being reposted without permission and no credit...Like some folk did my Total War Warhammer 3 mods >_>
I'm interested to see what you've been cooking up!
Glad to hear it! It might be a little while before it's ready, since I need to clean it up quite a bit compared to the kludged together first version I made, but I'll look forward to sharing it with you when it's ready.
Yes! I recently resumed development on Charley's World, my "umbrella" project of FO4 world updates now that all the key mods I depend on have been updated for the Next Gen version of the game. There are two prerequisites for me fully overhauling Raider Communications, both of which are moving along:
The first prerequisite is about 85% complete and is no longer a blocker for RC.
The second prerequisite depends on obtaining author permissions to published modified Bodyslides for an outfit mod with closed permissions. I am currently waiting to hear back on this but if permissions are denied I can still continue with RC, I'll just need to make it a dual-baseline release where the public version excludes the outfit edits or contains different outfits.
The next step is to do a thorough A:B comparison between my current modded version of RC and the official release, then split off those changes to a delta patch, after which I need to assess what changes, if any, I need to make to patch up any rough spots or other issues. This is not going to happen until I've finished my current project, which is an overhaul of the Third Rail which customizes the appearance and adds a new collectible quest. After that is done, Raider Communications is likely to be my next project to focus on.
damn this is tempting to get, right now it would be incompatible with my current playthrough as i have already enslaved or imprisoned her gang and killed her because it was required via sim settlements conquer mod.
oh but i don't know.. maybe in a fresh playthrough.
You forgot to make the turrets non-hostile at Red Tourette this is what is messing the quest for others I think. Turrets are shooting them & the rest of the Raiders consider these turrets their allies so they notice they are on the same team against the same "enemy". Also you forgot to toggle the AI of the Raiders outside it seems, these seem to be always hostile not that I mind much, I can kill them & Red Tourette isn't even mad.
These issues are all due to other mods that break the vanilla form list structure. The most common one was Raider Overhaul. I've stopped responding to comments on this mod ages ago, due to people not reading nor testing properly, as well as not playing Fallout 4 for years.
No big I was able to use console commands to "ghetto fix it" anyway. I just killed anyone that got their AI messed up.
I don't use Raiver Overhaul. I barely use mods that change "leveled lists" but I guess those get tainted with mods that add new creatures such as Centaurs, Floaters, etc.
The turrets inside the base ain't a big deal anyway, these Raiders never get invaded. I plan of giving good use to this mod in the future for another Alternate Start playthrough a Raider one this is a location I can spawn at, just outside the Church.
I got the quest done all her raiders where non hostile towards me but for what ever reason she attacked me in sight all that I have that also effects her is a looks thing please advice.
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thanks in advance
So I'm curious: do you have any objection if I made an add-on for this mod and published it? I would of course make your original mod a master file for it and include a link to drive traffic to your page.
I'm interested to see what you've been cooking up!
Yes! I recently resumed development on Charley's World, my "umbrella" project of FO4 world updates now that all the key mods I depend on have been updated for the Next Gen version of the game. There are two prerequisites for me fully overhauling Raider Communications, both of which are moving along:
The next step is to do a thorough A:B comparison between my current modded version of RC and the official release, then split off those changes to a delta patch, after which I need to assess what changes, if any, I need to make to patch up any rough spots or other issues. This is not going to happen until I've finished my current project, which is an overhaul of the Third Rail which customizes the appearance and adds a new collectible quest. After that is done, Raider Communications is likely to be my next project to focus on.
Though the DP is nice lmao
Hope to see some alpha or beta soon.
oh but i don't know.. maybe in a fresh playthrough.
https://youtu.be/Q6s_EpZ2lIk
I don't use Raiver Overhaul. I barely use mods that change "leveled lists" but I guess those get tainted with mods that add new creatures such as Centaurs, Floaters, etc.
The turrets inside the base ain't a big deal anyway, these Raiders never get invaded. I plan of giving good use to this mod in the future for another Alternate Start playthrough a Raider one this is a location I can spawn at, just outside the Church.