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  1. 4estGimp
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    I haven't begun to see all the NPC in game yet.  So there will most likely be future edits.

    Notice on the main page there are only 3 Hard Requirements.

    Run Raider Gangs Extended, and this patch, before Raider Overhaul if you are also running RO.
  2. whiskeyjack9105
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    Y'know I was literally just thinking of leaving that mod alone as I simply cannot get it to work in my save, insta-crash when I load in. I don't use any of the mods that are listed as incompatible with it. Top/bottom priority in load order wasn't helping.

    Fingers crossed your patch helps remedy the situation, although given your sterling reputation I'm sure we're all in safe hands. :)

    Edit: It finally works! Outstanding.
    1. 4estGimp
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      Wonderful.  TYVM for the feedback.
  3. dukeofvantuckey
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    RGE had been on my radar for a while but I never tried it out due to its apparent incompatibility with BLD. I'm curious if anything you did (and/or changes in the most recent BLD version) helped fix that issue because I decided to give RGE a shot with your patch here and it seems to be working just fine with BLD v7.0.1.

    So far I've playtested around several major raider locations (Corvega, Backstreet Apparel, Hardware Town, Beantown Brewery, etc.) and no CTDs so far! Running this along with your version of RO, Raider ChildrenZombie Walkers v2.6.3, The Running Dead, More Feral Ghouls, FGEP, and Endless Warefare and it's a fantastically chaotic post-apocalyptic sandbox experience.

    Thank you for your work on this and Raider Overhaul!
    1. 4estGimp
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      Thank you for the excellent feedback.
  4. SpecificNW
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    Downloaded and endorsed!

    These are good changes. Thank you for making this quality edit for RGE. I have enjoyed using this in my own game and this fits well into my vision for the original mod.
  5. 4estGimp
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    FaceGen files created for those on FONG.  Use X-Cell plus FaceGen to fix the game stutters.
    1. mcleod777
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      I haven't played Fallout 4 in over a year.  Can you please provide a little more insight and point me in the right direction to grasp how to this works OR maybe just what I need to read to understand this better?
      Thanks

      Edit:   Ok, been reading, sounds like X-Cell is a mod that will do "better" job of several mods i have been using.  The only thing I can't figure out is how to do a facegen to get rid of FONG? 
      What's FONG and how do I do the FaceGen?  
      Is the Second Main File in this mod your Facegen you generated using X-Cell?
      I also read your comment to a Reddit post on Micro Stutter, which got me started :   Link
    2. 4estGimp
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      FONG = Fallout Next Gen.   FONG dynamically generates all faces in game (at least any mod added for sure) and causes stutter .  Facegen combines the multiple layers of each face into just just one set of 3 dds files per face.  So the game has much less work to do.  That's what fixes the stutters in FONG.

      X-Cell does have memory management and such but the biggest benefit if running FONG is that X-Cell actually makes FaceGen work.  Bethesda really doesn't have it working properly.  FaceGen may be created with VEFS or manually in the Creation Kit.  Many mods now have FaceGen files available.  Don't bother with FaceGen for the vanilla NPC because those files already exist in FO4.

      Most of community seems to prefer to let FO4 upgrade, and then downgrade it - sometimes referred to at FODG.  It gives all the benefits and free CC of FONG, but it doesn't suffer from the stutters.  Plus, there are still several F4SE mods which have not updated to work on FONG. 

      Those still on FOOG  (Old Gen) or using FODG, don't really need to use FaceGen unless they are already experiencing performance issues.  Then it might help them.  Some people with a large number of raiders can get a performance bump running facegen files for Raider Overhaul or Raider Gangs Extended.  I didn't have a stutter problem on FOOG while running an i7 7700K and GTX 2070 Super.  However, a few people with much better systems actually did have stuttering.   FONG stuttered horribly for me without X-Cell and FaceGen for a few big mods.  I'll probably switch back to FODG soon for the reasons mentioned above.
    3. mcleod777
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      I see said the blind man as he pissed into the wind.........it all come back to me.    lol
      Thanks again my friend.  I'm with you on this one.
    4. buttaholic
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      Thank you 4est, trying to figure out NG and OG stuff is killing me.
  6. Jenpants
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    the ss2 patch doesnt seem to be working. the raiders are still spawning in concord, even with a new game started.
    1. 4estGimp
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      The SS2/Concord patch was made long before the FaceGen patch.  So the Concord patch removes the concord NPC placements but the FaceGen patch covers all NPC.  Maybe the FaceGen patch still has those placements.  I'll have to check in a day or two.
    2. zaldi
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      On OG downgraded, using SS2 patch, one Hell Raiser from RGE still remains at the first 2 story house nearest Red Rocket. 
    3. 4estGimp
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      Does SS2 touch that house?
    4. zaldi
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      A named NPC moves into that house after a certain point in SS2, could that be the cause?
    5. 4estGimp
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      The RGE Raider should only be there at the start of the game. Kill him and he's gone.
    6. zaldi
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      Alright, just reported in case you missed it
  7. ThatOneDudeK
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    Hello, first tyvm for this. Was also one of those interested in that mod, but as a noob and always maybe a bit too cautious never tried the mod before, as the bugs did keep me on distance and me often not the best to fix or find culprits, once game starts to cause troubles^^ So this patched version sounds great!

    But one question. Tried find infos but couldn't, is this okay to be installed mid-game or only on a new game? tyvm for any infos!

    Btw, i tried a few of your patched mods and today it's like i see your name on a mod and i have trust:D

    Edit: I guess i found the answer on the original mod:
    "Starting a new game is recommended for the best experience with this mod. It shouldn't break anything if you decide to activate this file mid-play through, but you may have hostile NPCs in places you don't want them (including Hangman's Alley, and one near Red Rocket)."

    Though not sure how much it affects Hangmans alley f.e., on where i already did built a settlement. But okay^^
  8. amfazand
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    Hi there!

    FYI - I ran into a Militia Survivor in Lexington that was headless.
    1. Erierth
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      Is it possible to use the facegen add-on without xcell?
    2. 4estGimp
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      @amfazand, the 1.0 version of this facegen had the NG BA2 V8 flag and required a user to have BASS installed or run DoublYou's Archive version patcher to set the version to 1.  The 1.0.1 version of this mod sets the BA2 files to V1 so it can be read  in OG or NG.

      @Erierth Yes, this mod can be used with or without x-cell in OG or downgrade FO4.  Facegen has always existed in FO4 but he game just didn't always use it, or didn't use it as it should.  I have an .esp with the facegen which sets the correct NPC flags so FO4 will use the facegen.

      This may be used on FOOG, FODG, or FONG. 
    3. Erierth
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      Hey, if you ever get the time or stamina, a PRP patch would certanly help a lot.
    4. 4estGimp
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      I don't use PRP.
      Besides that, RGE does not change any precombines.
  9. OwlOfHighMoist
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    hmm I seem to have a problem with facegen, I downloaded the facegen and X-Cell but some of the raiders still have invisible heads. 

    ...random too, I tried to unpack the BA2 files using BAE and nothing seems to comeout. I selected the files and cant extract them. Do u think its a BA2 issue or smth? 

    I have other facegen mods and they seem to be working alright, am I missing something? Thank you.
    1. 4estGimp
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      Sounds like the BA2 might have the version 8 flag on it while you are running old gen or downgraded.  Run BASS on the file.  https://www.nexusmods.com/fallout4/mods/81859
    2. OwlOfHighMoist
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      it worked! although I used this (https://www.nexusmods.com/fallout4/mods/82114?tab=files) instead as BASS seems to be broken(?). Thank you !!
    3. 4estGimp
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      Good call.  BASS should catch everything but if it doesn't, then DoubleYou's utility is the way to go.
  10. SimplyBearnado
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    hey 4est, i just ran into an npc named "queenie" and shes rocking the unique weapon broadsider. it seems kinda scuffed to let a random raider use a unique quest weapon, especially around a more or less beginning area. is there any way you could adjust that?
    1. 4estGimp
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      That's by design from the original mod author.  She's queen for a reason.  If you feel that you should not have access to that weapon then don't loot it.

      Maybe someday I could make it a unique, non-lootable weapon... hmmmm.
  11. rover440
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    One of the Hellraisers in Concord had heavy and sturdy raider armor on him and took six close range 10mm headshots to kill. Another one had more basic gear but also took three close range 10mm headshots. The regular Concord raiders die to one. I want to use this mod but if I'm only level 3 and already have access to heavy armor and already dealing with bullet sponge enemies, I'm wondering if I should carry on with my current run or start over without this mod
    1. 4estGimp
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      RGE raiders are "high risk, high reward".  They are easier to kill every time the sole survivor levels.  Also available is the "SS2" patch which removes RGE raiders from Concord.  That gives more leveling time before fighting RGE raiders.

      I just make sure I have Heather Casdin and some grenades before going to Concord.
    2. rover440
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      You're pitching this as a feature when really this mod should be trying its absolute hardest to not touch balance in any way. But whatever, I thought maybe a mod conflict was causing this, now that I know this is intended I don't have to worry about trying to fix anything and can just begin a new playthrough
    3. LLDan
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      SUFFER at Fallout 4 Nexus - Mods and community (nexusmods.com) With that mod and scourge all my bullet sponge problems were solved.
  12. Odigos69
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    I did a thing with RobCo Patcher that adds custom factions to each gang to make them enemies with each other as well as vanilla raiders, but I needed to make a plugin to remove the Faction template flag from some of the NPCs. Your edits are preserved, and your plugin is a master.


    Any chance you'd allow me to upload it?
    1. 4estGimp
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      Yep, sounds good.
  13. Steak17
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    Could we maybe get an optional patch that removed the spawns in concord to make the mod compatile with ss2?
    1. 4estGimp
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      I"l see if I can make an SS2 patch one of these days.
    2. Steak17
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      <3
    3. Rawr40k
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      Any updates on this?
    4. 4estGimp
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      I try to knock it out by this weekend.
    5. 4estGimp
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      Done
    6. DovahRich
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      You sir, or madam, or God/Dog have just put RGE back into my load order. For this, we are grateful.
  14. Say2twice
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    Have tried Unique Raider Gangs and Patrols and do you have any plans to make some fixes for it? I'm struggling to even get the mod running on my modlist, and it's giving me similar problems Extended used to before I used your fixes, namely an almost immediate ctd on startup. If you ever take a look at it, I'd appreciate it. Keep up the great work.
    1. 4estGimp
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      Well, I have it installed now.  No promises on ETA or if I'll even see any issues.
    2. 4estGimp
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      I didn't spot anything obvious looking through xEdit.  I have the mod installed and look forward to it though.  New game 8,952 about to begin.
  15. sabster123
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    This mod works ALMOST perfectly with no stutters on my PC (i5-10400, 16GB VRAM AMD RTX6800XT, 32GB RAM, 500TB nVME SSD) with a this patch.My only problem is some of the Gunners having blackface bug (im using high polyfaces)Any one know how to fix that?  

    Some are brown, some arent. Driving me nuts as to figuring out why. 
    I am using More enemies mod, that makes clones. 
    1. 4estGimp
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      Sir, this is a Wendy's.  Raider Gangs Extended is for raiders, not gunners.