the trick to playing this mod without running into as many issues is to install this mod in your load order after you get to the institute, so install mid game and most of the issues you won't have.
to me personally i won't take it out of my load order because i love it so damn much, but it's best to keep it out of the game up until you get to the institute.
i was playing it with SKKSyntheticPlayer which starts the player already allied with the institute and this mod ran fine without any issues with quests and i have had this while i played for a long while.
i love this mod. theres a huge but though, they keep fighting each other at really abrasive moments that dont make sense for example. there will be a moment theyre all attacking me. im down for that. then out of no where they turn on each other and i just watch..... hahah and walk on through as if they forgot i was there.
A pretty interesting mod, but the problem is, as I've also read in some of the comments, the mod breaks up the game too much in certain missions. The mission with Nick Valentine, for example, becomes a big mess before we get there, as do some of the big quests. It breaks up certain dialogues because enemies immediately attack certain NPCs during dialogues, or don't wait until the end of the dialogue to get into combat. This breaks the immersiveness of the missions. 😐
in some playthroughs i have this issue, but i'm not sure why it works some of the time, for a while it didn't cause any issues, but i just did a new playthrough with that start me up mod and found that it came back, so it might be that mod but also this mod in conjunction causing the issue.
EDIT: i know why i wasn't running into issues, it's because the mod i was using already bypasses the nick quest, SKKSyntheticPlayer is the mod, this mod bypasses a lot of the main quest and starts you within the institute or allied i mean.
i do love this raider mod though, it's worth it, i suppose it's the kind of thing you should add after getting far enough in the game, when is the right time is harder to tell, my guess the right time is when you have reached the institute.
this mod is really cool in theory, however the execution is messy. the factions dont feel too different from each other or are just dumb in an uninteresting way. the biggest problem is that it changes things in places it shouldnt, it replaces some of the vanilla unique gangs and has 2 gangs fighting in places that makes no sense (vault 114 comes to mind). their fighting makes dungeon crawling less fun as half the enemies are dead before i get to them and its hard to stealth around because they are already alert/fighting.
This has some real potential and with a bit more thought and attention to detail this could be a welcome and immersive addition to the game. i hope you are able to find success with this.
tl;dr: Awesome idea, sloppy randomized execution. Can mess with quests.
I love the idea of this, but holy s*** this interferes with so much, like Triggermen killing each other before you can get to them. You lose out on a lot of kill-exp with this. I like the idea of raider tribes fighting with each other, but it needs to be done in a smart way, not just randomizing spawns so everyone kills each other. Like, editing spawns in certain places so that there are two (AND ONLY TWO) tribes fighting each other, not some randomized battle royale. And leaving certain raider factions involved in quests (like aforementioned Triggermen) alone, and also raiders that have conversations.
Thanks for posting this. I took a moment to read the comments to see if it interfered with Nuka World and then read your comment (among others) that told me it's even worse. I'll be giving this mod a skip, but I hope the mod author can fix the situation.
Had to uninstall mod because raider factions constantly killed off each other in many missions. Also there seemed to be a vast amount of mailmen and milkman spawn in my play-through in every area I was in and they all looked the same and broke my style of wanting every raider to look varied with the mods I installed. Plus they looked very out of place in areas.
I love the idea and love the mod itself, just kind of broke immersion and lore at times. Including making missions extremely easy.
Yes unfortunately , so I also stopped using it , it will break immersion in quite a few places, like the building you sneak into where 2 bandits are tell a story, about tricking some guy, will always only hear a maybe 1 line of that with this mod installed... I did like seeing them fight within their group when others collide, like an area thing, which is what part of this mod was said to do, I did notice as well the influx of milkman n mailman, and not sure what the idea of that was ..
Yes I uninstalled this one and things went back to normal I think.
Mods that I no longer use because they are bugging out with other mods cause of incompatibility or ones that just are not working for me cause other mods may do better things, I uninstall them and if that means I have to make a new game I do. I usually make a full install of whatever mods I use and then I test them all thoroughly going through many quests and the world itself to see if any are not good for compatibility reasons and just usefulness, etc. Then make a new game and start my real play though. It really helps to do it that way. Cause you see many things you may not like and cut them cause another mod does it better or does not work with it etc.
248 comments
to me personally i won't take it out of my load order because i love it so damn much, but it's best to keep it out of the game up until you get to the institute.
i was playing it with SKKSyntheticPlayer which starts the player already allied with the institute and this mod ran fine without any issues with quests and i have had this while i played for a long while.
i think it's mostly immersive.
EDIT: i know why i wasn't running into issues, it's because the mod i was using already bypasses the nick quest, SKKSyntheticPlayer is the mod, this mod bypasses a lot of the main quest and starts you within the institute or allied i mean.
i do love this raider mod though, it's worth it, i suppose it's the kind of thing you should add after getting far enough in the game, when is the right time is harder to tell, my guess the right time is when you have reached the institute.
other than the issues, this is a fantastic mod.
This has some real potential and with a bit more thought and attention to detail this could be a welcome and immersive addition to the game. i hope you are able to find success with this.
I love the idea of this, but holy s*** this interferes with so much, like Triggermen killing each other before you can get to them. You lose out on a lot of kill-exp with this. I like the idea of raider tribes fighting with each other, but it needs to be done in a smart way, not just randomizing spawns so everyone kills each other. Like, editing spawns in certain places so that there are two (AND ONLY TWO) tribes fighting each other, not some randomized battle royale. And leaving certain raider factions involved in quests (like aforementioned Triggermen) alone, and also raiders that have conversations.
I love the idea and love the mod itself, just kind of broke immersion and lore at times. Including making missions extremely easy.
I did like seeing them fight within their group when others collide, like an area thing, which is what part of this mod was said to do,
I did notice as well the influx of milkman n mailman, and not sure what the idea of that was ..
Mods that I no longer use because they are bugging out with other mods cause of incompatibility or ones that just are not working for me cause other mods may do better things, I uninstall them and if that means I have to make a new game I do. I usually make a full install of whatever mods I use and then I test them all thoroughly going through many quests and the world itself to see if any are not good for compatibility reasons and just usefulness, etc. Then make a new game and start my real play though. It really helps to do it that way. Cause you see many things you may not like and cut them cause another mod does it better or does not work with it etc.