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About this mod
Improves on hostile factions such as Gunners, Raiders, Super Mutants, and the Children of Atom.
- Requirements
-
DLC requirements
DLC name Automatron Far Harbor Nuka World Nexus requirements
Mod name Notes Fallout 4 Script Extender (F4SE) Required Random Encounter Framework Required RobCo Patcher Required Mods requiring this file
Mod name Notes Improved Hostile Factions - Spanish Improved Hostile Factions CHS Improved hostile factions spanish Improved Hostile Factions-Simplified Chinese translation 主文件,必须,1.2.7 Kat's Power Armor Repair Kits - Unofficial Patches and Consistency Tweaks The Submersible PA, Raider PA, and GOP patches were made with this in mind, but is not actively required. KC's Gas Masks of the Wasteland Patches (if using patch) KC's SICKnasty Patch Pit patches for 4estGimp - Raider Overhaul ONE & Gunner Outfit Pack (STANDALONE). Traduction FR de Improved Hostile Factions - Permissions and credits
-
Credits and distribution permission
- Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources
- Upload permission You are not allowed to upload this file to other sites under any circumstances
- Modification permission You are allowed to modify my files and release bug fixes or improve on the features without permission from or credit to me
- Conversion permission You can convert this file to work with other games as long as you credit me as the creator of the file
- Asset use permission You are allowed to use the assets in this file without permission or crediting me
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You must get permission to earn Donation Points for your mods if they use my assets
- Console modding permission The author gave permission for someone else to port this mod to console and for it to be uploaded to Bethesda.net. Please credit the author, however
Author notes
This author has not provided any additional notes regarding file permissions
File credits
- Zzyxzz for RobCo Patcher (https://www.nexusmods.com/fallout4/mods/69798)
- Glitchfinder for the Random Encounter Framework (https://www.nexusmods.com/fallout4/mods/60074)Donation Points system
Please log in to find out whether this mod is receiving Donation Points
-
Translations
- Spanish
- Russian
- Portuguese
- Mandarin
- French
-
Translations available on the Nexus
Language Name Spanish Author:watximany Improved hostile factions spanish French Author:GenesisBravo - Traducteur Des Terres Desolees Traduction FR de Improved Hostile Factions Mandarin Author:lvtree Improved Hostile Factions CHS Portuguese Author:RaffaF1234 Improved Hostile Factions PTBR Russian Author:Original - Warsaw I Translation - IGorkaI Improved Hostile Factions - Russian Translation Spanish Author:kittyowilder Improved Hostile Factions - Spanish Mandarin Author:liunian Improved Hostile Factions-Simplified Chinese translation - Changelogs
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Version 2.0.1-1
- Fixed issue with RobCo ini for the BPD Riot armor
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Version 2.0.1
- Added a patch to Aries' BPD Riot armor
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Version 2.0.0
- Converted all ESPs to ESPFEs and adjusted all RobCo ini files
- Removed the patch to the ESP version of Super Mutant Redux Lite as it is no longer available in the latest version
- Removed FaceGen as the new version of X-Cell already supports autogenerating it if it does not exist
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Version 1.5.6
- Added a patch to give the Corsairs the Diving Power Armor by Selakii
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Version 1.5.5
- Added new Far Harbor raider factions, the Shrouded and the Cult of the Deep, that will spawn via random encounters
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Version 1.5.4
- Added new encounters wherein Gunners groups would roam the Commonwealth after completing Taking Independence and Old Guns. Their set destination is the Castle so if they could reach it if they spawned in a nearby encounter zone.
- Added a patch to the M2 Flamethrower, which will spawn on Gunner Pyro or legendary Forged variants
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Version 1.5.3
- Updated the Gunner Boss option to give Captain Wes and the two named Gunners with him better armor, with Wes using the Black Ops variant
- Updated the FCOM patch to remove the Gunner Engineer from the Gunner Faction
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Version 1.5.2-2
- Fixed an issue where Gunners at certain levels do not get the custom combat armor
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Version 1.5.2-1
- Added RobCo patch that adds the keywords related to the new armor paints to the custom combat armors
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Version 1.5.2
- Updated the FCOM patch to be ESP-less using RobCo Patcher, which now also covers Children of Atom
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Version 1.5.1-1
- Included the patch to the CC content When Pigs Fly
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Version 1.5.1
- Added new variants for the Children and Sons of Atom and an optional plugin that gives some of them pieces of CoA Marine Armor
- Added new encounters for the Children and Sons of Atom
- Added a patch to Tinuvia and Myrmarachne's Children of Atom Power Armor
- Added a patch to NEO giving the custom Gunner combat armor working head lamps
- Updated the armors of Gunner Elites such as the Spec Ops to revert to vanilla unless the Gunner LL option is installed
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Version 1.5.0-2
- Updated the patch to Super Mutant Redux AWKCR-Free Lite by WhiskyTangoFox to add a patch for ESPFE version 2.0
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Version 1.5.0-1
- Added meshes for the custom green hood for Gunner Marksmen
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Version 1.5.0
- Added more variation to what Gunners wear under power armor
- Fixed loose mod references for the new Gunner Combat Armor material
- Updated the Gunner Combat armor to now use the standard green color
- Gunner Black Ops now use a black version of the Gunner Combat Armor
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Version 1.4.9
- Added non-power armored variants of the Warmonger legendaries
- Fixed an issue where one of the Ironclad legendaries was not at the correct level
- Added a replacer option for the raider power armor patch allowing variants
- Added FCOM patch for Gunners
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Version 1.4.8-1
- Updated the Boss PA patch to include some SS2 Gunners if SS2 is installed
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Version 1.4.8
- Added Gunner Military Paint for T-45, T-51, and T-60 power armors that uses the unused Gunner decal for power armors
- Added optional install that gives super mutants non playable or non lootable versions of their armor
- Added new Gunners vs Super Mutants encounter
- Added an optional Gunner Boss option that contains an ESL-flagged ESP that edits the armor and power armor of some named Gunners such as Clint, Tessa, and Bullet
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Version 1.4.7
- Restructured the power armor patches to allow for having variation
- Fixed an issue where the legendary variants of the ghoul raider's feral would attack them
- Fixed faction relations where the Warmongers and the Forsaken do not attack each other
- Updated the patch to the Submersible Power Armor to have it all handled by RobCo removing the need for the ESP file
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Version 1.4.6
- Updated weapons leveled lists for some legendary bosses to give them more options
- Renamed the Cobalt Raiders to the Ironclad Raiders in the RobCo ini and added a power armor version of the highest level elite
- Fixed an issue with the optional install of the Gunner Combat Armor where it does not spawn on certain Gunner NPCs
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Version 1.4.5
- Replaced the patches to Tumbajamba's Gunner mods to reference the Gunner Armor Collection instead of the individual mods
- Adjusted Gunner weapons leveled list
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Version 1.4.4
- Added optional install that uses RobCo Patcher to give Super mutants a better armor and weapon progression
- Added a patch to Super Mutant Equality allowing Super Mutants to use more weapons, including the CC Heavy Incinerator
- Updated the Super Mutant Redux patch
- Moved the facegen data as an optional install so you can exclude it if you plan to generate your own facegen
- Added a new high level super mutant variant, the Firestarter
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Version 1.4.3-1
- Added facegen data
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Version 1.4.3
- Added optional install that adds non legendary variants of the Gunner Assault, Gunner Pyro, and Gunner Marksman, which are the NPCs variants that can be patched to use Tumbajamba's mods such as the "Heavy Shotgun and Gunner Armor" and "Pryolator and Heavy Flamer Armor"
- Added a patch to Tumbajamba's Sniper Rifle and Gunner Ghillie Armor
- Updated the patch to Tumbajamba's Pryolator and Heavy Flamer Armor, which now includes an ESPFE file, so the Gunner NPCs that spawn do not spawn with the unique variant of the armor
- Updated Gunner leveled lists
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Version 1.4.2
- Updated the optional Gunner LL patch so it will now give high level Gunners combat armor that uses the Gunner logo
- The new legendary Gunner boss NPCs would now have a chance to spawn with plasma rifles
- Fixed an issue with the Rust Devil armors RobCo ini
- Added a "No Lynx" option for Tumbajamba's Gunner Power Armor to preserve the uniqueness of the Lynx armor
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Version 1.4.1-2
- Gunner Black Ops' will now be using the Shadowed Combat Helmet instead of the default one to match the rest of his armor
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Version 1.4.1-1
- Fixed an issue that prevented legendary Gunners from spawning with the correct inventory e.g. power armored Gunners were spawning in combat armor
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Version 1.4.1
- Added a patch to Tumbajamba's Gunner Power Armor
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Version 1.4.0
- Added new Gunner legendary variants
- Added a patch to Tumbajamba's Heavy Shotgun and Pryolator mods that makes use of the new legendary variants
- Added a patch to Dominatorv111's Spade Armor to give the Cobalt Boss the armor
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Version 1.3.9
- Moved the changes to the Rust Devil armor progression into a separate optional install
- Removed the option to remove the RaiderFaction from Rust Devils
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Version 1.3.8
- Updated LvlGunnerAuto to have a chance to spawn as a legendary variant
- Added a patch to Tumbajamba's Spartan power armor
- Added elite variants of Triggermen, the Capo and the Underboss
- Added improvements to Rust Devil Armor progression and the Rust Devil legendary bosses
- Added an optional RobCo patch that removes Rust Devils from the vanilla Raider faction making them enemies with the other raiders
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Version 1.3.7
- Increased spawn chance for the Gunner Spartan
- Added a perk to the Gunner Spec Ops that make them tougher and aim better
- Added power armor variants for the legendary Gunner Spec Ops
- Updated the Hellcat Power Armor patch to give the Gunner Spartan a better version of the armor and changed the default Gunner power armor bosses to have a chance to spawn with the Hellcat as well
- Removed the combat rifle from the custom Super Mutant leveled list
- Edited some vanilla leveled Gunner NPCs to give them a chance to spawn as a legendary variant
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Version 1.3.6
- Added patch to Thats Gunner Life - Gunner Outfit Pack Distribution and Balance
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Version 1.3.5
- Adjusted level spawning for the Children and Son of Atom
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Version 1.3.4
- Added new encounters which includes interactions between each of the new raider gangs and the major Commonwealth factions
- Added more encounters for the Forged
- Adjusted the custom raider faction leveled lists
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Version 1.3.3
- Adjusted custom raider faction leveled lists
- Renamed the Forsaken legendary miniboss to "Forsaken Blight"
- Updated the optional leveled list changes for the Forged helmet to add the Welding Helmet
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Version 1.3.2
- Fixed issue with the Forged scene encounter where some of the NPCs just stay in place
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Version 1.3.1
- Added a new raider faction that will serve as an offshoot of the Forged. They will have encounters around the Commonwealth after completing the Minutemen side quest "Out of the Fire". These new raiders will be friends with the original Forged but will be neutral to Gunners and Raiders, thus making them enemies due to their default AI behavior as "Very Aggressive"
- Added additional options to improve both the original and the offshoot Forged faction giving them better armor progression and rankings e.g. Forged members will now have a similar ranking structures as vanilla raiders such as "Forged Survivalist", "Forged Veterans", and so on
- Reorganized the FOMOD installation to separate between the hostile factions
- Fixed xEdit errors on the Encounters plugin
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Version 1.3.0
- Updated the travel encounters to use their own patrol package and updated the "Running Raiders" option which would make these encounters happen faster. Raiders will now run towards their opponents instead of walking in formation.
- Added boss legendaries for the Rust Devils, the Gorgon, who uses melee and shotguns, and Carnage, that uses ranged auto or semi auto rifles
- Fixed an issue with the patches for Gunner Outfit Pack
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Version 1.2.9
- Added a patch for NPCs Travel that changes some of the roaming raiders to one of the Hostile Factions raider factions
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Version 1.2.8
- Updated the spawn chance of the Gunner Spartan
- Added an option to make the raiders that spawn on certain encounters run to their destination
- Added patch for Gunner Outfit Extreme Overhaul
- Gang leveled list adjustments
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Version 1.2.7
- Removed the 4estGimp Gunner Outfit Pack patch as the Creodron patch already works even with 4estGimp Gunner Outfit Pack
- Added a separate patch for the Gunner Outfit Pack so the Gunner Spartan would be wearing the Special Forces Assaulter power armor
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Version 1.2.6
- Added a new legendary Gunner type, the Gunner Spartan, and a patch for the NewerMind's Hellcat Power Armor
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Version 1.2.5
- Updated the FH Corsair encounters
- Added FH Corsair travel encounters
- Updated the Submersible Power Armor Redux patch to use RobCo Patcher to replace the power armor as the vanilla Raider Power Armor still spawns
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Version 1.2.4
- Updated fomod installation
- Added a new Trapper faction in Far Harbor, the Corsairs, with a patch for the Submersible Power Armor Redux
- Added patch for Tumbajamba's Raider Power Armor
- Like the Commonwealth Raiders, the highest level Trapper will now level with the player up to 50
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Version 1.2.3
- Updated raid encounter destinations
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Version 1.2.2
- Updated the raider travel encounters to have a better set destination which should fix an issue of them sometimes not triggering
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Version 1.2.1
- Added weapons to vanilla Children of Atom that would allow them to defend themselves from the Sons of Atom who are also immune to radiation
- Changed the Glowing One that spawns for the Sons of Atom to remove the one that levels with the player indefinitely
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Version 1.2.0
- Added legendary variants for the Children of Atom
- Added a new faction, Son of Atom, along with its encounters
- Fixed issues with existing encounters
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Version 1.1.1
- Updated the gang leveled list
- Added some Far Harbor frenzied Trapper encounter
- Updated Gunner Elite weapons leveled list
- Added patches for Gunner Outfit Pack and Super Mutant Redux AWKCR-Free Lite
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Version 1.1.0
- Added patch that randomizes the equipment of the named gangs
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Version 1.0.0
- Initial release
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====================================================================
Overview
====================================================================
General Changes
- Raider Veterans would now level with the player up to level 50.
- High level gunners would have better armor and would have higher chances of getting a complete set of combat armor.
Gunners
- Added variants of higher level Gunners called Gunner Spec Ops.
- They would have better armor and have access to more weapons than regular gunners, including heavy weapons.
- They also have a chance to spawn with a Missile Launcher as a secondary weapon.
- Added a legendary boss Gunner called a Gunner Black Ops, which would have even better armor and weapons.
- They will get either an automatic plasma rifle or a minigun.
- They will also be tougher than most Gunners.
- Added a legendary boss Gunner called a Gunner Spartan that uses the same weapons as the Black Ops and also uses a power armor.
Raiders (Requires Encounters Module)
- Added 5 new raider factions that are placed in the Commonwealth via the Random Encounter Framework.
- These raiders have no allies and will fight each other along with everyone else, including Gunners and vanilla raiders, adding a new dynamic to the Commonwealth.
- You will see raid groups traveling around the Commonwealth. Some of them may even reach their destination which includes Diamond City or a location occupied by opposing raider groups such as Corvega, Dunwich, or DB Technical.
- Option to transform the new raider groups into their own distinct gangs and some with backgrounds and legendary boss type NPCs. Requires RobCo Patcher.
- The new raider groups include the Cobalt, Skinners, Faceless Ones, Warmongers, and the Forsaken.
- Each legendary or raid boss has a chance to drop a note that provides some background on the group.
Children of Atom
- Added legendary variants to the Children of Atom.
- Added a new faction called the Sons of Atom, which are similar to the Children but have no allies and are usually accompanied by a Glowing One.
Far Harbor Trappers
- Similar to Raider Veterans, Ruthless Trappers will now level with the player up to level 50.
- Added a new faction based on the Trappers called the Corsairs, which have no allies and would wander the island attacking everything including Trappers and Super Mutants. Depending on where they spawned, they could potentially reach a random dungeon or settlement.
- New random encounter raider faction, the Shrouded, that could spawn with stealth boys and a legendary ghoul variant.
- Another random encounter raider faction called the Cult of the Deep that spawns with a stronger legendary variant of the Mirelurk King
Super Mutants
- Added new legendary variants of Super Mutants that have better weapons and armor.
- Names are inspired by the rankings of Unity Super Mutants.
====================================================================
Recommended Mods
====================================================================
While not required to run this mod, these are the ones I am currently using alongside this:
- DeadEye
- DirectHit
- Bastion - A Power Armor Overhaul
- The Attachment Pack
====================================================================
Installation
====================================================================
This mod is implemented differently compared to my other Improved Faction mods. While the Expanded module contains most of the custom NPCs, the Encounters are what adds the the Raiders to the Commonwealth.
- Expanded - adds the new Gunners to the Gunners leveled list
- Encounters - requires the Expanded module and adds the new Raider factions to the Commonwealth via the Random Encounter Framework
====================================================================
Compatibility
====================================================================
Whenever possible, vanilla record changes are done through RobCo.
Vanilla Raiders, Gunners, and Super Mutants are basically unchanged which would make this compatible with mods that overhaul those factions. Though there might be some incompatibility (e.g. new npc not wearing the new armor) if the overhaul mod edits the NPCs directly instead of the leveled list (e.g. vanilla raiders use Outfit_Raider and the overhaul mod changed the NPC to use Outfit_Raider_New or changed the underlying outfit leveled list LLI_Armor_Raider to something else).
Weapons and Armor Faction Overhauls
- These refer to overhauls that edit the vanilla NPC weapons or armor leveled lists. Example of this would be Raider Overhaul One.
- If you did not install the "Named Gang" option under Extra, then the new Raiders would be using the vanilla leveled list. As mentioned above, if the faction overhaul creates new outfits for raiders then those need to be patched so the new raiders can get the new armor.
- If you did install the "Named Gang" option, then the new raiders will be wearing vanilla armors that fit their gangs background. No patch needed.
Faction NPC Stats Overhaul
- These are faction overhauls that edit the vanilla NPC stats. Example of this would also be Raider Overhaul One.
- Only change here is a stat change to the Raider Veteran, which is done through RobCo Patcher, which can be found on
- If the other raider overhaul edits vanilla raiders to level with you, then this mod might also need a patch. Otherwise, the new raiders would be using the vanilla levels e.g. level 1 warmonger raider would still be level 1 while its vanilla counter part would be level 100, and so on.
====================================================================
Permissions
====================================================================
Feel free to make patches or translations with this mod.
====================================================================
Credits and Thanks
====================================================================
- Zzyxzz for RobCo Patcher (https://www.nexusmods.com/fallout4/mods/69798)
- Glitchfinder for the Random Encounter Framework (https://www.nexusmods.com/fallout4/mods/60074)
Overview
====================================================================
General Changes
- Raider Veterans would now level with the player up to level 50.
- High level gunners would have better armor and would have higher chances of getting a complete set of combat armor.
Gunners
- Added variants of higher level Gunners called Gunner Spec Ops.
- They would have better armor and have access to more weapons than regular gunners, including heavy weapons.
- They also have a chance to spawn with a Missile Launcher as a secondary weapon.
- Added a legendary boss Gunner called a Gunner Black Ops, which would have even better armor and weapons.
- They will get either an automatic plasma rifle or a minigun.
- They will also be tougher than most Gunners.
- Added a legendary boss Gunner called a Gunner Spartan that uses the same weapons as the Black Ops and also uses a power armor.
Raiders (Requires Encounters Module)
- Added 5 new raider factions that are placed in the Commonwealth via the Random Encounter Framework.
- These raiders have no allies and will fight each other along with everyone else, including Gunners and vanilla raiders, adding a new dynamic to the Commonwealth.
- You will see raid groups traveling around the Commonwealth. Some of them may even reach their destination which includes Diamond City or a location occupied by opposing raider groups such as Corvega, Dunwich, or DB Technical.
- Option to transform the new raider groups into their own distinct gangs and some with backgrounds and legendary boss type NPCs. Requires RobCo Patcher.
- The new raider groups include the Cobalt, Skinners, Faceless Ones, Warmongers, and the Forsaken.
- Each legendary or raid boss has a chance to drop a note that provides some background on the group.
Children of Atom
- Added legendary variants to the Children of Atom.
- Added a new faction called the Sons of Atom, which are similar to the Children but have no allies and are usually accompanied by a Glowing One.
Far Harbor Trappers
- Similar to Raider Veterans, Ruthless Trappers will now level with the player up to level 50.
- Added a new faction based on the Trappers called the Corsairs, which have no allies and would wander the island attacking everything including Trappers and Super Mutants. Depending on where they spawned, they could potentially reach a random dungeon or settlement.
- New random encounter raider faction, the Shrouded, that could spawn with stealth boys and a legendary ghoul variant.
- Another random encounter raider faction called the Cult of the Deep that spawns with a stronger legendary variant of the Mirelurk King
Super Mutants
- Added new legendary variants of Super Mutants that have better weapons and armor.
- Names are inspired by the rankings of Unity Super Mutants.
====================================================================
Recommended Mods
====================================================================
While not required to run this mod, these are the ones I am currently using alongside this:
- DeadEye
- DirectHit
- Bastion - A Power Armor Overhaul
- The Attachment Pack
====================================================================
Installation
====================================================================
This mod is implemented differently compared to my other Improved Faction mods. While the Expanded module contains most of the custom NPCs, the Encounters are what adds the the Raiders to the Commonwealth.
- Expanded - adds the new Gunners to the Gunners leveled list
- Encounters - requires the Expanded module and adds the new Raider factions to the Commonwealth via the Random Encounter Framework
====================================================================
Compatibility
====================================================================
Whenever possible, vanilla record changes are done through RobCo.
Vanilla Raiders, Gunners, and Super Mutants are basically unchanged which would make this compatible with mods that overhaul those factions. Though there might be some incompatibility (e.g. new npc not wearing the new armor) if the overhaul mod edits the NPCs directly instead of the leveled list (e.g. vanilla raiders use Outfit_Raider and the overhaul mod changed the NPC to use Outfit_Raider_New or changed the underlying outfit leveled list LLI_Armor_Raider to something else).
Weapons and Armor Faction Overhauls
- These refer to overhauls that edit the vanilla NPC weapons or armor leveled lists. Example of this would be Raider Overhaul One.
- If you did not install the "Named Gang" option under Extra, then the new Raiders would be using the vanilla leveled list. As mentioned above, if the faction overhaul creates new outfits for raiders then those need to be patched so the new raiders can get the new armor.
- If you did install the "Named Gang" option, then the new raiders will be wearing vanilla armors that fit their gangs background. No patch needed.
Faction NPC Stats Overhaul
- These are faction overhauls that edit the vanilla NPC stats. Example of this would also be Raider Overhaul One.
- Only change here is a stat change to the Raider Veteran, which is done through RobCo Patcher, which can be found on
F4SE\Plugins\RobCo_Patcher\npc\wrsw\ImprovedHostileRaiderESP.ini
Remove the file or the contents of the file if you are using an overhaul that edits vanilla NPC stats.- If the other raider overhaul edits vanilla raiders to level with you, then this mod might also need a patch. Otherwise, the new raiders would be using the vanilla levels e.g. level 1 warmonger raider would still be level 1 while its vanilla counter part would be level 100, and so on.
====================================================================
Permissions
====================================================================
Feel free to make patches or translations with this mod.
====================================================================
Credits and Thanks
====================================================================
- Zzyxzz for RobCo Patcher (https://www.nexusmods.com/fallout4/mods/69798)
- Glitchfinder for the Random Encounter Framework (https://www.nexusmods.com/fallout4/mods/60074)