Added new encounters for Far Harbor. After informing the Railroad about Acadia, you will occasionally see Railroad escorting synths to Acadia. Also added more details to the Compatibility section under the Description tab.
Added a patch for Deadeye that puts the keyword currently used by Glory to the Robot category, which would make her immune to headshot kills, by default. e.g. certain weapons can be configured to headshot kill robots such as energy or gauss rifles.
Added patch for Institute Technology Overhaul ITO
Updated faction relations to make the Railroad enemies with the BoS even outside random encounters.
Added a patch to Tumbajamba's Synth Power Armor. Armored Railroad agents now have a chance to spawn with the Conductor power armor, while Station Masters will always spawn with one.
FAQ
Is this compatible with **insert mod name here**? For other faction overhauls completely replace the NPC/faction leveled list, no, not without a patch. For mods that alter the only quests, yes, since this mod does not make any changes to vanilla quests.
I don't see the changes in the NPC? NPCs that have already been loaded by the game will not get the changes until the cell resets. However, NPCs that have already been spawned into the Comonwealth and referenced by a running script, might not get all the changes such as stat changes at all. Cases that could cause issues include: NPCs that are spawned by a quest will be spawned wrong (naked, wrong stats, etc) if you install the mod then loaded a save with the quest already active, NPCs that are in a cell that does not reset, NPCs that are referenced by a forever running script (such as traveling merchants).
Does this mod work after the update? No, this mod uses RobCo Patcher, which requires Address Library, which uses F4SE. Until those become compatible with the new update, most of what this mod does would not work.
Ok thanks Warsaw2135 for replying so quick, I appreciate it. I'm planning to stay on the Old Gen, its why I asked. I got some mods that no longer get updates from some independent sites. So can't update to NG unless I drop those mods and I don't want to, prefer them in my load order as well, you know?
Yes until the F4SE is updated and also the individual mods that depend on script extender needs to be updated to the new version of F4SE. It would be ideal if you wait for all the mods you're using right now to be updated to the new F4SE version before you update Fallout 4 to "next-gen".....
Yes, like BossDaddyD said, until the 3, RobCo Patcher, Address Library, and F4SE are compatible with the next gen update, then this mod and most of what it does would not work.
Any chance we could get a patch for Tumbajamba's Synth Power Armor? It includes a version specifically designed for the Railroad called the Conductor. I noticed in the fomod there was a patch for their raider PA mod, but not this one.
Have been using the mod but only the synth versions. Saw the railroad version and it mentioned that it is unique in the mod page. Will check it later to see if adds some extra stats, if not then, yea I can make a patch to have the power armor railroad use it.
Ack! Warsaw2135 I was planning to play my BoS to not end up hostile to the Railroad. I got as far in the Railroad only to get the Ballistic Weave, then stopped so as to not get to far into their questline that they become immediately enemies with the BoS as I planned to then go with the BoS to find the Institute and go from there. I been told it is possible to keep the Minutemen, BoS and Railroad for all being hostile with each other but you have to walk a fine line. With patch 1.8.2 now we can't no matter what or is this only the additional RR groups you made? Does this affect the Railroad back at their HQ? Cause I still want to get Deacon's Perk unlocked.
This only affects NPC to NPC interaction and does not include the player or companions.
Vanilla Railroad are setup like the Institute where their NPC AI set to "Very Aggressive". While this makes them enemies with the BoS and the Institute, it also makes them enemies to otherwise neutral NPCs, such as Bunker Hill NPCs. I initially changed this to make them "Aggressive" but this made the BoS and the Railroad ignore each other outside of encounters. The change corrects that mistake.
Your Improved Institute Mod has a patch that implements ITO into it via a patch, so I was curious if you could do the same with this mod. ITO makes changes to a lot of railroad npcs with railroad versions of it's weapons. This actually results in some conflicts between mods.
not sure if your aware but i believe there is a small conflict between your mod and this one: https://www.nexusmods.com/fallout4/mods/70352 which adds jury-rigged institute weapons to railroad level lists, a example being glory's minigun which is not replaced when using both mods, so if a patch could be made that would be amazing. Both of ya'll have made incredible piece of work!
Will need to have a look. Depending on how it replaced the Railroad Armored Coat, it may or may not need a patch. Though the worst that could happen is that the vanilla Railroad NPCs would be using the new modded armor while the new NPCs added by this mod would be using the vanilla Railroad Armored Coat.
92 comments
FAQ
For other faction overhauls completely replace the NPC/faction leveled list, no, not without a patch. For mods that alter the only quests, yes, since this mod does not make any changes to vanilla quests.
NPCs that have already been loaded by the game will not get the changes until the cell resets. However, NPCs that have already been spawned into the Comonwealth and referenced by a running script, might not get all the changes such as stat changes at all. Cases that could cause issues include: NPCs that are spawned by a quest will be spawned wrong (naked, wrong stats, etc) if you install the mod then loaded a save with the quest already active, NPCs that are in a cell that does not reset, NPCs that are referenced by a forever running script (such as traveling merchants).
No, this mod uses RobCo Patcher, which requires Address Library, which uses F4SE. Until those become compatible with the new update, most of what this mod does would not work.
Patches & Compatibility
Vanilla Railroad are setup like the Institute where their NPC AI set to "Very Aggressive". While this makes them enemies with the BoS and the Institute, it also makes them enemies to otherwise neutral NPCs, such as Bunker Hill NPCs. I initially changed this to make them "Aggressive" but this made the BoS and the Railroad ignore each other outside of encounters. The change corrects that mistake.
The Expanded module adds high level npcs and adds a custom perks to the vanilla NPCs, which are done through RobCo Patcher for compatibility.
Edit: from what I can see it's not needed. Not 100% sure I'm right though.