Umm dogmeat and Maccready just merced some non hostile raider kids... is there a patch i missed that fixes that. Like maccready just walked up and shot em
That shouldn't happen. None of the companions should be attacking the kids. It could be something else is overriding this mod or your companion's faction in your load order
Excellent idea. I love the extra realism of raider children, cos how do raiders happen? Even in one of the raider diaries it says how he was kidnapped as a kid and turned into a raider, so clearly they exist.
But yea, it gets a bit depressing having to kill every raider kid you see, even if it is self-defence, so this mod is much needed. At least some raider kids will now survive. Will try it and endorsed once tested a bit.
I'm guessing for quests where you need to clear a location, if a child is running and non hostile, they will still have to be counted towards clearing? Or would them being non hostile make them not count for that? Cause I like the idea of this but it would also be extra effed up to have to kill the cowering ones for quest objectives TT_TT
From what I tested, they dont seem to be counted. Anyway, how location clearing works is that only certain boss enemies are tagged to the 'cleared' trigger. So custom NPCs added into a location rightfullyshouldnt affect the clearance trigger
But do correct me if you notice anything wrong. There's really no harm installing/uninstalling this mod anytime since it merely edits existing NPC stats (this is the most harmless kind of mod edit ever)
oh yeahh, you're right. The boss enemies usually are the ones to trigger it, I forgot. I must be still thinking in skyrim terms, if that was even a thing in skyrim. So yeah, that would make this make sense then.
Really, the only thing left would be to be able to turn them into settlers or something, I wonder if there's another mod that could do that in tandem with this. Maybe through the intimidation perk or something.
Skyrim is actually where my guess on the mechanism came from lol
In Skyrim, I do know 100% for sure it's the boss-that triggers the clearance. You can literally sneak through an entire dungeon without killing anyone but the boss and it'd still count as cleared.
For your other question, you can check out this mod called Orphans :)
With SS2 and the quest "Scavvers Delight" you are forced to kill the cowering kids otherwise the SS2 quest won't progress. Once you kill them and all adult raiders are cleared, another 2 raiders spawn afterwards. You have to clear the location in this quest. Is it possible to free them once they've submitted and are just standing there? I can talk to them but all they say is hello. In that quest it's better to have them hostile rather than submitting. The boss in Oliva was killed as well but still had to kill them to continue with the SS2 questline.
I just had the same situation as @Haamernus, two raider kids had to be console-killed to force the quest to progress. (I could have just shot them but I'm not made of bullets)
are the affected quests likely to be running custom methods of detecting active raiders, or is there a standard approach in use? Like, if By way of a mod request it is possible to detect when the only raiders left in an area are children, remove them from the raider faction? I suppose the problem is that nobody can be sure how a different mod is counting so no way to apply a standardised fix.
THIS, This is was what I've been waiting for. I used this mod, but man I'm the type of guy who got a soft spot for toddlers and kids. So playing this mod felt uncomfortable for how unrealistic it was. Not that raiders would go so low to use children, but how those children reacted to their situation. So thank you.
This is a pretty dope mod, and greatly entices me to get the original and yours, but I have a question: How realistic is it truly to have children that are raiders? It doesn't seem too realistic.
a raider kills your mom and dad what are you going to do as a parentless kid stay at the same location and wait to be raided again or gab a gun and go looking for work with traders scavvers or even raider and go raiding yourself
I get that, i'm just saying for lore purposes, but I suppose I digress, of course there would be kiddo raiders running around, and that raiders having kids makes perfect sense, lol, I never thought about it that way
Child labour, slavery and recruitment into militant groups are a very common thing in places like Yemen, Somalia and other impoverished war-torn nations. In terrorist groups like Al Qaeda, children are also known to have been kidnapped and placed into the ranks to be indoctrinated as new soldiers
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Forgot to mention but as a bonus, this patch also fixes the brown face issue that the original mod has for people using 2K face textures
Not happened yet in my game though I'm using Curie who hasn't shot any non-attacking kid yet. Also Endorsed.
But yea, it gets a bit depressing having to kill every raider kid you see, even if it is self-defence, so this mod is much needed. At least some raider kids will now survive. Will try it and endorsed once tested a bit.
But do correct me if you notice anything wrong. There's really no harm installing/uninstalling this mod anytime since it merely edits existing NPC stats (this is the most harmless kind of mod edit ever)
Really, the only thing left would be to be able to turn them into settlers or something, I wonder if there's another mod that could do that in tandem with this. Maybe through the intimidation perk or something.
In Skyrim, I do know 100% for sure it's the boss-that triggers the clearance. You can literally sneak through an entire dungeon without killing anyone but the boss and it'd still count as cleared.
For your other question, you can check out this mod called Orphans :)
Sorry I dont play Sim Settlements 2. Not sure if you mean the children added by SS2. If so, it has nothing to do with this mod
(I could have just shot them but I'm not made of bullets)
are the affected quests likely to be running custom methods of detecting active raiders, or is there a standard approach in use? Like, if By way of a mod request it is possible to detect when the only raiders left in an area are children, remove them from the raider faction? I suppose the problem is that nobody can be sure how a different mod is counting so no way to apply a standardised fix.
How realistic is it truly to have children that are raiders? It doesn't seem too realistic.
@Reindeer51
Could you remove this master file requirement? Thanks.