this would have been really nice like 6 or so years ago when i was still making and showcasing settlements. this is actually really nice and lore friendly and would go well if you did a raider play through via nuka world. 10/10 hope to see more of this!
Both "keep hostile raider" options should keep the vanilla Boomer NPC there. They'll just be a settler Boomer NPC who will blow him up by the time you get close to Zimonja.
The hostile raiders are disabled via script by checking a global variable that is different depending on which version of the mod. So, the vanilla Boomer NPC can either be disabled or kept as is.
The way the synth option works is that it replaces the Boomer NPC template so that it drops a synth component on death. I don't think that would affect how the NPC is spawned (the ref).
If you have "hostile raiders off", then you can re-enable the Boomer NPC as he's just disabled by scripting. (prid 000AE165 then enable).
Thanks for this! Just made a patch for my modded Zimonja and Hangman's and works perfectly. A little bit of looks from a bit prettier raiders mod as icing (my settlements have working bathrooms) , no excuse to remain dirty :D Endorsed!
Perfect. We need more raider settlments that dont immeditly open fire an everyone. No matter how warlike you are that will grind down a group through losses very quickly. Maybe really big ones like Corvega should stay hostile but ultimately may of those places culd be just like settlements.
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Funnily enough, this mod was made for my own raider-ish playthrough. I'll see if anything else I've made is worth publishing.
The hostile raiders are disabled via script by checking a global variable that is different depending on which version of the mod. So, the vanilla Boomer NPC can either be disabled or kept as is.
The way the synth option works is that it replaces the Boomer NPC template so that it drops a synth component on death. I don't think that
would affect how the NPC is spawned (the ref).
If you have "hostile raiders off", then you can re-enable the Boomer NPC as he's just disabled by scripting. (prid 000AE165 then enable).
No matter how warlike you are that will grind down a group through losses very quickly.
Maybe really big ones like Corvega should stay hostile but ultimately may of those places culd be just like settlements.