Thank you for your feedback and for playing with a mod that I had a lot of fun making.
Unfortunately, I have been pretty preoccupied with real-life away from the Commonwealth for some time and do not have any major updates for now.
Please check out this patch for RGE by 4estGimp that should help bring RGE into a more vanilla+ friendly gameplay experience for those of you who prefer not to be immediately outclassed as soon as you step outside of your cryopod.
It won't completely remove the difficulty jump, but should help a lot at earlier levels and adds better leveled list integration for those who want RGE enemies to use more modded weapons as well.
I have created a number of different updates for the RGE recently, but finally decided that version 0.83 will likely be the best to publish. You will find bug fixes for the most common issues in the latest file. I currently plan to only update the version of the file intended for those who use Fallout 4 DLC going forward. Far Harbor and Vault Tec Workshop DLC are currently required for version 0.83. I will let you know in the file descriptions going forward if any future published updates will require other DLC as well.
I have cleaned the most recent upload using FO4edit. If you are having previs or precombine issues refer to the mod's main page. I have reduced the number of NPCs in some crowded exteriors. Using mods that adjust detection distance may still cause some slowdowns if they are a lot higher than vanilla detection values. I have updated the main page with reference to some mods that I am commonly seeing mentioned in the comments as well.
I hope that you are enjoying Raider Gangs Extended. I've been getting a few comments relating to the balance aspects of RGE. One of my big design goals for RGE is that it should fit logically into the harsh post-nuclear world of Fallout.
Some of the balance of this mod has been inspired by Fallout 1, Fallout 3, and the mod Adjusted Encounter Zones. Without editing the encounter zones for Vanilla NPCs, I have chosen to make many of the new raider gang NPCs a fair amount tougher than that of a level 1 Vault Dweller fresh from their cryopod.
To sustain yourself as a new explorer in the wasteland (especially on Survival difficulty) you may be forced to think more about initially routing around raider territory.
You will almost certainly be forced to retreat at times and may have to consider setting up ambushes (mines are excellent) to tackle some the new raider bosses and their retinues.
If you're tough, clever, or lucky enough to defeat some of these new enemies early on you will be rewarded with decent armor, weapons, chems, and experience.
If you feel that the standard pipe weaponry is still too underpowered feel free to check out my other mod that addresses that issue (although your enemies will also make use of it).
Thanks for the suggestion. I just updated the permissions to allow for a console port. I was originally planning on doing this myself but I never got around to it. Whoever is willing to support a free console version and credit me has my blessing.
Just wanted to make a quick post stating that this mod will indeed conflict with all of the open mods such as concord, hagen and lexington. Not entirely sure why, but it has been talked about on all of those mod forums. Causes major flickering on roads, buildings, etc. I personally had the same issue and disabled those open mods, no problems anymore. Could not turn this mod off, too amazing!
I am not (for the monent) using any mods that modify Concord. But with this mod, the first two houses on the right down from the Red Rocket have textures/sections of the houses missing, along with some sections of the road in the area. Not sure what could be causing this or why?
I think at first it was a fun mod, after maybe level 30 it becomes an absolute drag. Its a little mental having human enemys with little to no armour being tankier that the guy in power armour fighting along side them. There is challenge and then there is.. well just sweaty dark souls bullshit.
All the enemies added have 2-3x damage multiplier, 10 END, a bonus of 100 to 500HP on top of that, and innate 50-100 armor vs all damage types
It's a good mod to add more variety but only if you're up for a good clean up with fo4edit to remove all these strange choices, preferably on 4estGimp's patch
Recently I've experienced some CTD after killing Militia Survivors (minutemen who turned raiders), but only that exact variant.
I also have the ''We are the Minutemen'' aswell as Militarized Minutemen mods so idk if they also contribute to the crash as this raider tends to have the clothes of the other mods. Its a blonde bearded sniper Militia Survivor.
Any idea on what to do or any patch out there to stop CTD everytime I kill one? Thanks in advance
I don't use We Are The Minutemen but I have used Militarized Minutemen with RGE before and have not personally had any issues that I recall. Do you know if the Militia Survivor was wearing a rolled sleeve armor? It looks like there is a patch to fix that outfit which apparently could cause CTD. https://www.nexusmods.com/fallout4/mods/55301
Hopefully this helps and good luck in the wasteland.
great mod, love all the new gangs especially in Cambridge! that part of the commonwealth felt way too deserted before. think this one's gonna forever be in my load order
I appreciate the kind words. I made this mod for my own use a few years ago to liven up some of those lonely parts of Boston and add some variance in enemy encounters. Hope you have fun adventuring in the wasteland.
Yes, this mod pairs well with weapon replacers. Because I manually added certain vanilla weapons to many NPCs I recommend using the amazing patch by 4estGimp (https://www.nexusmods.com/fallout4/mods/57675). The patch adds more items to the NPCs via the leveled lists which makes some of the encounters more varied.
Hope this helps and good luck on your adventure in the Commonwealth.
Most of the generic RGE NPCs do respawn. The 30+ named bosses do not. I added more specific info in the articles section (it does contain spoilers for most NPC placement locations as well).
If you want to turn off respawning (or add it for the bosses) its fairly simple using FO4edit (https://www.nexusmods.com/fallout4/mods/2737). You may have to do it individually but all the NPCs are grouped together with "RaiderGangNPC" as a prefix if I remember correctly. Hope this is helpful.
haven't seen Ogden unless he was killed and despawned fast when COA attacked also well dredge, I dint really get to fight since he was taking pot shots at something, and I guess fell off the top and died also who in the picture of the first one. Also, would be cool if you can upgrade some of the armor you find.
439 comments
Thank you for your feedback and for playing with a mod that I had a lot of fun making.
Unfortunately, I have been pretty preoccupied with real-life away from the Commonwealth for some time and do not have any major updates for now.
Please check out this patch for RGE by 4estGimp that should help bring RGE into a more vanilla+ friendly gameplay experience for those of you who prefer not to be immediately outclassed as soon as you step outside of your cryopod.
It won't completely remove the difficulty jump, but should help a lot at earlier levels and adds better leveled list integration for those who want RGE enemies to use more modded weapons as well.
Good luck in the wastes.
I have created a number of different updates for the RGE recently, but finally decided that version 0.83 will likely be the best to publish. You will find bug fixes for the most common issues in the latest file. I currently plan to only update the version of the file intended for those who use Fallout 4 DLC going forward. Far Harbor and Vault Tec Workshop DLC are currently required for version 0.83. I will let you know in the file descriptions going forward if any future published updates will require other DLC as well.
I have cleaned the most recent upload using FO4edit. If you are having previs or precombine issues refer to the mod's main page. I have reduced the number of NPCs in some crowded exteriors. Using mods that adjust detection distance may still cause some slowdowns if they are a lot higher than vanilla detection values. I have updated the main page with reference to some mods that I am commonly seeing mentioned in the comments as well.
Thank you for waiting for so long for an update.
Good luck in the wastes.
I hope that you are enjoying Raider Gangs Extended. I've been getting a few comments relating to the balance aspects of RGE.
One of my big design goals for RGE is that it should fit logically into the harsh post-nuclear world of Fallout.
Some of the balance of this mod has been inspired by Fallout 1, Fallout 3, and the mod Adjusted Encounter Zones.
Without editing the encounter zones for Vanilla NPCs, I have chosen to make many of the new raider gang NPCs a fair amount tougher than that of a level 1 Vault Dweller fresh from their cryopod.
To sustain yourself as a new explorer in the wasteland (especially on Survival difficulty) you may be forced to think more about initially routing around raider territory.
You will almost certainly be forced to retreat at times and may have to consider setting up ambushes (mines are excellent) to tackle some the new raider bosses and their retinues.
If you're tough, clever, or lucky enough to defeat some of these new enemies early on you will be rewarded with decent armor, weapons, chems, and experience.
If you feel that the standard pipe weaponry is still too underpowered feel free to check out my other mod that addresses that issue (although your enemies will also make use of it).
Good luck in the wastes.
Thanks for the suggestion. I just updated the permissions to allow for a console port. I was originally planning on doing this myself but I never got around to it. Whoever is willing to support a free console version and credit me has my blessing.
Its a little mental having human enemys with little to no armour being tankier that the guy in power armour fighting along side them.
There is challenge and then there is.. well just sweaty dark souls bullshit.
It's a good mod to add more variety but only if you're up for a good clean up with fo4edit to remove all these strange choices, preferably on 4estGimp's patch
Invincible Fallout?
I also have the ''We are the Minutemen'' aswell as Militarized Minutemen mods so idk if they also contribute to the crash as this raider tends to have the clothes of the other mods. Its a blonde bearded sniper Militia Survivor.
Any idea on what to do or any patch out there to stop CTD everytime I kill one?
Thanks in advance
I don't use We Are The Minutemen but I have used Militarized Minutemen with RGE before and have not personally had any issues that I recall. Do you know if the Militia Survivor was wearing a rolled sleeve armor? It looks like there is a patch to fix that outfit which apparently could cause CTD. https://www.nexusmods.com/fallout4/mods/55301
Hopefully this helps and good luck in the wasteland.
I appreciate the kind words. I made this mod for my own use a few years ago to liven up some of those lonely parts of Boston and add some variance in enemy encounters. Hope you have fun adventuring in the wasteland.
Yes, this mod pairs well with weapon replacers. Because I manually added certain vanilla weapons to many NPCs I recommend using the amazing patch by 4estGimp (https://www.nexusmods.com/fallout4/mods/57675). The patch adds more items to the NPCs via the leveled lists which makes some of the encounters more varied.
Hope this helps and good luck on your adventure in the Commonwealth.
Most of the generic RGE NPCs do respawn. The 30+ named bosses do not. I added more specific info in the articles section (it does contain spoilers for most NPC placement locations as well).
If you want to turn off respawning (or add it for the bosses) its fairly simple using FO4edit (https://www.nexusmods.com/fallout4/mods/2737). You may have to do it individually but all the NPCs are grouped together with "RaiderGangNPC" as a prefix if I remember correctly. Hope this is helpful.