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Babaloo321

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Babaloo321

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About this mod

This mod is a patch for Raider Children that changes the hostility status of most of the raider children to only be hostile if approached. This mod was inspired by Raider Children - Less Aggressive Children Patch by reindeer51. Go download their mod and give them an endorsement!

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This mod is a patch for Raider Children and Other Horrors of the Commonwealth by PallidaCulus that changes the hostility status of most of the raider children to only be hostile if approached. There's also an optional patch for Sim Settlements 2 that modifies a couple of SS2's quests that use random locations to exclude locations with potential non-hostile raider children.

This mod was inspired by Raider Children - Less Aggressive Children Patch by reindeer51. Go download their mod and give them an endorsement!

Description

I really liked the idea of reindeer51's mod: Raider Children - Less Aggressive Children Patch, but I didn't really find the idea that 9/10 raider children would be unaggressive and run away from you that immersive. Plus, it didn't really make much sense to me that the raider children under the raider bosses Judge Zeller and Lefty would be unaggressive, since the former recruits people via brainwashing, and the latter and his whole crew are berserk under the effects of Lorenzo's serum. I made this mod as an alternative to reindeer51's mod.

Changes

Main File
 
Most of the raider children will only become hostile if you get too close to them. They don't want to fight you, but they feel like they have no other choice. If they refuse to fight... well you don't want to think about what'll happen to them, and neither do they.

Of course, there are still some that refuse to fight, and other ones that are oh too happy to. The numbers are: 20% of them are unaggressive, and will cower in fear at your approach, another 20% of them will be immediately hostile to you, and the other 60% of them have Aggro Radius Behavior, meaning they will only become hostile to you upon stepping within their Hostile Aggro Radius (Getting too close to them).

The only raider children that are guaranteed to be hostile, are the ones in Zeller's gang, Lefty's gang, and the two raider children inside the Museum of Freedom, since you're required to kill all of the raiders there to be able to complete When Freedom Calls, anyway.


SS2 Patch

I've also made a patch for Sim Settlements 2, that will stop two quests in particular from sending you out to clear locations that don't have guaranteed immediately hostile raider children spawns. The quests are Isaiah's character quest "Bitter Reclamation", and one of Mansfield's Vault 81 Radiant Quests (The raider one).

I did this by making a new FormID list that lists all of the locations that contain raider children spawns, and added it as a condition to the previously mentioned quests. This should make it so quests don't require killing non-hostile raider children for completion, anymore.

Note: I added the Random Location Exclusion FormID list (SS2_LocationLimiter_ExcludeLocationsFromRandomization) (Used by certain quests to make the locations within the list unsuitable for selection when the game starts a quest that has the list as a condition), as a condition to the Vault 81 Radiant Quest I mentioned earlier, in addition to the custom FormID list I added to it. I had to do this to to preserve compatibility with a mod that I'm going to release soon that fixes the Lexington Underground location, at least until the SS2 team freakin' fixes it at some point.
So, stay tuned for that! You can now find it here! Be sure to load the SS2 patch after that mod!


Note 2: There still might be more quests to kill raiders that use random locations that I'm just not aware of, so if you know of any other ones (Other than the ones listed above, of course), then please let me know about them in the posts section.

This creates an issue, however. That being there are too many locations that contain raider children that it might end up causing problems with SS2 if I made the quest exclude them all. The solution to this, I found, was making 24 out of the around 56 total placed raider children spawns immediately hostile, instead of leaving it to chance. This way I wouldn't have to add quite as many locations to my custom FormID list. I've specifically chosen to make hostile only the raider children inside locations that have less than 3 raider children spawns inside of them.

In order to compensate for the overall increased amount of immediately hostile raider children spawns, I've raised the chance of Aggro Radius raider children to be picked for the remaining ~32 spawns that I haven't changed, up to 80% (From 60%). This will, in turn, lower the chance of cowering, unaggressive raider children and immediately hostile raider children to be picked for the remaining ~32, to 10%, each (from 20%, each).

Note: There are two versions of the SS2 patch, one to be used with the original Raider Children mod by PallidaCulus, and one to be used with any main file version of my other mod Raider Children and Other Horrors of the Commonwealth Replacer - Big Al and Serum Changes. [READ THE LOAD ORDER AND COMPATIBILITY SECTION BELOW FOR MORE INFORMATION]

Load Order and Compatibility

This mod is compatible with both the Normal Version and the Big Al Remover Version of my other mod Raider Children and Other Horrors of the Commonwealth Replacer - Big Al and Serum Changes.

Both versions of the SS2 patch mod are compatible with my other mod Sim Settlements 2 - Lexington Underground Bugfix. However, this mod's SS2 patch MUST load after Sim Settlements 2 - Lexington Underground Bugfix, or else Mansfield will likely send you out to kill some non-hostile children at some point!

The Original PallidaCulus Version of the SS2 patch mod is not compatible with my other mod Raider Children and Other Horrors of the Commonwealth Replacer - Big Al and Serum Changes, and requires the original Raider Children plugin.
WARNING! ONLY USE WITH THE ORIGINAL RAIDER CHILDREN PLUGIN, OR ELSE NEW RAIDER CHILDREN MIGHT BE ADDED IN PLACES THEY SHOULDN'T BE!


The Big Al and Serum Changes Version of the SS2 patch mod is not compatible with the original Raider Children plugin by PallidaCulus, and requires one of the main files from my other mod Raider Children and Other Horrors of the Commonwealth Replacer - Big Al and Serum Changes. Can be used with either the Normal Version or the Big Al Remover Version.
WARNING! ONLY USE WITH THE RAIDER CHILDREN REPLACER MENTIONED ABOVE, OR ELSE NOT ALL RAIDER CHILDREN WILL BE AFFECTED BY THIS PATCH!


This mod is not compatible with Raider Children - Less Aggressive Children Patch by reindeer51. DO NOT use both of these mods together at once!

--------------------------------Credits---------------------------------------
reindeer51 for their mod Raider Children - Less Aggressive Children Patch, which gave me the inspiration for this mod.

PallidaCulus for Raider Children and Other Horrors of the Commonwealth.
======================================================


Instructions / Installation:

Manual:
Place in Fallout 4/Data

With Manager:
Download and Install normally


All of the files listed here are set as Esl flagged .Esps, so they won't get you any closer to the max plugin limit.


As always, criticism is always welcome, and even encouraged! I hope you enjoy! :)
                                    SOME OF MY OTHER MODS                                     
Misc To Melee - Fixes and Tweaks (Uses Base Object Swapper)
Immersive Courser Overhaul - Vanilla Friendly
- Fallout 3 Styled Alien Blaster
Yet Another Spectacle Island Bridge - Wide Tho
Bunker Hill Vendors Fix - Kay and Joe Savoldi Actually Sell Things
No More Self-Destructing Robot Settlers
Goodneighbor Watch - Redux
Bunkerhill Patrols - Redux
Raider Children and Other Horrors of the Commonwealth Replacer - Big Al and Serum -Changes
Institute Automatron Robot Lasers
Basement Living - Immersion Adjustment - ESP Marked as Light (Plus Separated Workshops and SMM Patch)
- 
Snappable Covenant Walls - SMM - Standalone (No More Settlement Keywords Requirement)
- 
No BoS Before Call to Arms - An Enter The Brotherhood Alternative
Institute Power Armor Redux Additions
- Northland Diggers - Fixes and Tweaks
Lost Soul Quest Tweak - No Faction Hostility
You and What Army - Faction Robot Paints and Alliance Fix
We Are The Minutemen - Tweaks - Fixes - Power Armor Expansion - Patches
Check out my page for more!