Version 1.3 - Adds a few bug fixes and (unfortunately) had to remove the Augmented Raiders as they were causing CTD for unknown reasons. Will look into it.
- Have also added an optional replacement .esp file for those experiencing CTD issues with the Raider Mechs.
A note about lore and immersion - Everyone's play style is different. Some enjoy wacky content, others like their gritty darkness, some prefer the classic spirit of Fallout. The content in this mod covers the whole spectrum, but in order to find the more 'unimmersive' content, you actively have to build it yourself. You will not come across strange robotic mice, spider artillery or wizard androids just walking around the Commonwealth. Your lore is safe unless you break it yourself. Happy playing!
wish there was a fomod that let us keep or remove certain enemies with this mod. i personally dont see how a mobile artillery mech would be in the minute mens capabilities
Hi, great mod but for some reason i never see the raiders with the robotic implants/metal arm what could be the issue?:o i use unique raider patrols mod but it shouldn't be that?
DAMN these really fun! Really cool additions, gonna ask straight away the pressing questions, well, pressing for me:
1) Can we...ourselves, USE the behemoth power armour? Or is purely an enemy only unit with no personal functionality? if no...please consider making it! 2) Same goes for the other mech suits/armours like the raider mechs and stuff like this, can these be "used" by the player? Would love this as well 3) Can the other mech units like the bio-mass collector, mobile artillery etc be used as Automatrons? again, if not, would absolutely LOVE this too
Great work, gonna try it out for sure in my new run. You make awesome content, we absolutely need IMO more stuff like these, especially different styles of power armour (that hopefully we could use) and especially mecha stuff, that again, I would really adore to see can used as Automatrons etc, hopefully you may consider that :).
Are the Biomass supposed to be invisible? It's clear it pops out of the ground, but I'm seeing Cogsworth fighting...something, then I get WRECKED by something invisible.
NM, figured it out. Your instructions say "replace" with the Raider one, but what you mean is Merge. I replaced and all of the faction mechs went invisible. Reinstalled, used merge, got to see the beautiful model :)
228 comments
- Have also added an optional replacement .esp file for those experiencing CTD issues with the Raider Mechs.
1) Can we...ourselves, USE the behemoth power armour? Or is purely an enemy only unit with no personal functionality? if no...please consider making it!
2) Same goes for the other mech suits/armours like the raider mechs and stuff like this, can these be "used" by the player? Would love this as well
3) Can the other mech units like the bio-mass collector, mobile artillery etc be used as Automatrons? again, if not, would absolutely LOVE this too
Great work, gonna try it out for sure in my new run. You make awesome content, we absolutely need IMO more stuff like these, especially different styles of power armour (that hopefully we could use) and especially mecha stuff, that again, I would really adore to see can used as Automatrons etc, hopefully you may consider that :).
What level do they appear?
i am now level 101 still no new enemies.
Is the mod broken?