The federal ration stockpile is like an unfinished questline or indeed an entire quest branching tree, I guess and it is only a guess that originally Bethesda meant to make the raiders or at least those raiders a joinable faction or a reformable one, there are hints that since Red's sister has been kidnapped and when you raid the brewery you find out from Towers terminal that he killed her and threw her into the brewing vat (which is missing and there really should be a vat with a female raiders body in it) claiming that she actually makes the beer taste better that there was going to be a rescue or revenge questline in the game (For that matter there really should be raider gang's warring over territory and resources in the game and raider guards on Bunker Hill perhaps even a recruitable raider faction there that make their money from protection racket's and guarding caravan's as well as toll gangs not random encounters but actually chokepoint's on caravan routes BUT perhaps the commonwealth map is a bit small for all that).
Likely he would have played a larger role perhaps even as the back door to try to rescue the poor sister and maybe he was her boyfriend or something similar that would have offered a non lethal introduction to the faction in which he may have approached you OR you may have stumbled onto him to open up that dialogue and questline sequence.
Far from the only unfinished or scrapped quest in the game and it is a real shame that Bethesda nerfed their own game so badly as Fallout 4 should have been so much more than it ended up being, instead we were met with brainless raiders, badly scripted settlement attacks and no playable raider factions until they brought out the Nuka world DLC, arguably the Forged should have been playable and indeed the first main battle you fight you should have had the option to side with or against the minutemen, imagine starting your mission off as a friend of the raiders and an undeclared war between good neighbour and diamond city, in older Bethesda titles especially back in old Morrowind and Oblivion factions were a real part of the game usually just leaving one or two or maybe three antagonistic factions you could not join, I think somewhere the company that was once one of the best RPG computer game company's left their RPG hat on someone else head probably when they left the company due to creative differences.
Lonely Chapel isn't lonely anymore with Arnie and Herbert, plus I also got Atomguard which also adds one "boss" guy here. It might be Chaotic Chapel instead now lmao. Thank you for this mod.
As for Arnie, i wonder if he can be added as a prisoner in the Federal Ratio Stockpile. Normally the raiders would kill him to the spot (unless he has the protected status), but there is a locked room where the fusion generator with a fusion core & a mattress are (under the broken catwalk) where he could be placed as a prisoner. I don't think that the raiders will bother him if he is behind a locked door.
Making Arnie a prisoner was actually my first choice. Couldn't get it to work.
My second choice was to place him somewhere that he'd already be fighting when you found him, such as that pond to the southwest with the mirelurks. The problem with there is that, eventually, he'd kill off all of the mirelurks himself since he's protected.
The Chapel was my last resort option. If I ever figure out the captive/prisoner stuff, though, I'll move him into the FRS where you'll find him locked up.
I tried to mess around and make a bunch of rescue/recruit tagged prisoner NPCs. It is not possible for some reason, despite trying a bunch of different methods. Something to do with hard-coded vanilla records. I had a mod that did it, and it crashed a lot when the prisoners were spawned in a location. I think SKK managed to do it for the encounters mod, but he did a weird workaround.
Yeah, I tried a bunch of stuff with the "captive faction" (or whatever it is called) properties, but no dice. I know rlbaxter's "Recruitable NPCs" has some captives/prisoners in it that work, but I don't know how he did it. Maybe with a script.
"Diverse Raiders" is next. In fact, I'm trying to upload it right now, but Nexus keeps stalling when I try to upload screen shots for the description page. My next cut content character probably will be Derek. There will be a recruitable version of him, too.
They are all light esp files, so they shouldn't count toward the esp limit. That said, I do intend to release an AiO in the not-too-distant future for all of my cut content NPCs. "Cait's Bandolier" will remain separate, unless I start restoring cut objects. Right now, there's only one other cut object I want to restore, but I have no ETA for that.
Cait's Bandolier is available through the cheat terminal mod as well. And light .esp? You mean like it can be considered light? because all of your cut content mods count as one .esp each. I didn't have an option to make them light. I tested them all yesterday hence why I asked the question I asked.
Everything is available through the cheat terminal. However, my mod places it into Cait's inventory as part of her default outfit right from the start, so she will be wearing it when you first meet her. If you meet her before installing the mod, though, then you'll need to spawn it in and equip it for her.
Light .esp files act like .esl files and don't count against the .esp cap. In Vortex (if that's what you use), go to plugins and find Arnie. On the right-hand side, there should be an orange button that says either "Mark as Regular" or "Mark as Light." If it says the latter, click it. If it shows the former, then Vortex has already done it for you. As far as I know, any plugin with that orange button is a light .esp, and as long as it reads "Mark as Regular," it is acting like a .esl and doesn't count against the .esp cap.
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Likely he would have played a larger role perhaps even as the back door to try to rescue the poor sister and maybe he was her boyfriend or something similar that would have offered a non lethal introduction to the faction in which he may have approached you OR you may have stumbled onto him to open up that dialogue and questline sequence.
Far from the only unfinished or scrapped quest in the game and it is a real shame that Bethesda nerfed their own game so badly as Fallout 4 should have been so much more than it ended up being, instead we were met with brainless raiders, badly scripted settlement attacks and no playable raider factions until they brought out the Nuka world DLC, arguably the Forged should have been playable and indeed the first main battle you fight you should have had the option to side with or against the minutemen, imagine starting your mission off as a friend of the raiders and an undeclared war between good neighbour and diamond city, in older Bethesda titles especially back in old Morrowind and Oblivion factions were a real part of the game usually just leaving one or two or maybe three antagonistic factions you could not join, I think somewhere the company that was once one of the best RPG computer game company's left their RPG hat on someone else head probably when they left the company due to creative differences.
Nice to see a missing character restored.
As for Arnie, i wonder if he can be added as a prisoner in the Federal Ratio Stockpile. Normally the raiders would kill him to the spot (unless he has the protected status), but there is a locked room where the fusion generator with a fusion core & a mattress are (under the broken catwalk) where he could be placed as a prisoner. I don't think that the raiders will bother him if he is behind a locked door.
No matter what, great job once more!
My second choice was to place him somewhere that he'd already be fighting when you found him, such as that pond to the southwest with the mirelurks. The problem with there is that, eventually, he'd kill off all of the mirelurks himself since he's protected.
The Chapel was my last resort option. If I ever figure out the captive/prisoner stuff, though, I'll move him into the FRS where you'll find him locked up.
Light .esp files act like .esl files and don't count against the .esp cap. In Vortex (if that's what you use), go to plugins and find Arnie. On the right-hand side, there should be an orange button that says either "Mark as Regular" or "Mark as Light." If it says the latter, click it. If it shows the former, then Vortex has already done it for you. As far as I know, any plugin with that orange button is a light .esp, and as long as it reads "Mark as Regular," it is acting like a .esl and doesn't count against the .esp cap.
There are toom any downloads to do