I added an optional file that makes about half of the raiders respawn, and non-essential!
I also switched their Package from "Follow" to "Patrol" so they don't get lost if their Gang Leader dies.
The optional files require the Main file with all the assets; textures.bsa and materials.bsa Drag and drop the esp over-top or install it with the mod manager and replace the old esp.
You beat me, I uploaded small patch for the community that Re spawn All Raiders. Also has from Follow to Patrol added too. https://www.nexusmods.com/fallout4/mods/80259
Apologies, I gave you permission to edit my mod, or delete if you wish.
I will make a patch for eco and standalone workbenches. Can I ask you if they have their own faction or they share the raider faction? I might add a compatibility for Crime and Punishment and their custom disguise if they have an different faction.
One little question: do you know how this will play with "A raider lament" miniquest? I think the territory f one gang overlaps with the grieving raider's location. (I cannot check because I already completed the quest)
I checked, railraiders seems to be enemy with raider faction, let me know I think it should be easy to make railraidders friendly with IGR_GrievingRaiderFaction with a patch. If you think they are in contact I can do it and pass it to you.
Oh awesome! can't wait to see it in action with Raider Gangs extended and Defective Synths and NPCs travel and Real AI. I have stumbled into some epic fights, been chased, shot at and watched some insane things play out. Now this just adds to the whole shebang! Thanks for making this!
this mod is awesome man i got ambushed by sunflare at the edge of concord right at level 2 and had to just run away, and the junk knights were a tough fight too in a higher level game. and then cyan cleared out the entire zombie horde that danse was worried about lol. very well made thanks yo
Hey, I'm happy you're enjoying my mod. Can you clarify what you mean? I'm always open to feedback. Someone mentioned earlier they were too easy to kill for their high level character. What would you like the armor stats decrease to?
Per the Sorting Algorithm of Evil (see https://tvtropes.org/pmwiki/pmwiki.php/Main/SortingAlgorithmOfEvil) the northwestern portion of the map offers lower level challenges in the vanilla game compared to other regions. Also the vanilla game locks respawns according to the level you were the first time you visited a given area. A high level character should have an easy time against them while (per your design intent) a low level character will have difficulty. But it is also reasonable to expect that people staking out territory would choose somewhere that's easy for them to subdue. Thus, it's a balance between storytelling which favors the algorithm, and Fridge Logic which does not.
You won't be able to make everyone happy. We're just thankful for the mod, which I'm going to download now because it's a great concept, even though I'm in mid-game. I'm assuming the tribes moved in while I was busy at Far Harbor.
The only bad thing about this mod is that they all look like generic raiders. I think it would have been nice to give them a tribal appearance or use resources from other unique raider mods.
Something must be broken with your installation. All the gangs from this mod have unique equipment. Quote OP equipment, considering the early game location - but it makes them stand out clearly, from generic raiders.
Wow! What a cool looking mod! Just wondering how the half respawn optional works before I download; does it mean half of the factions respawn or half of the raiders from each faction respawn?
Also, does the main or optionals require a fully up to date script extender?
Debating whether or not i want the bosses respawning too 😅
hello, it seems the new update of this mod is incompatible with the previous version of the game, is it possible to allow for downloads of the previous version? I don't really want to update the game after seeing whats been happening to everyone else
I didn't update my game. Nor has my mod been tested on the new version of the game. My new update only changed a floating head bug - I changed the race of 3 NPC's from SynthGen2 to Human.
You may want to check if you accidentally updated your game.
My old files can be found under the archive.
Also if anyone does try this mod on the new version of the game feel free to state if it works!
You updated your script extender? I was just wondering if that would break any other mods I use or not be compatible with a pre-next gen patch game, or am I incorrect?
hey! ive been meaning to give this a spin when i got back into fo4 modding and i must say this is one of the coolest mods ever! i genuinely love the character and flare you gave to the gangs and would love to see this expanded if thats something you ever plan on doing. if not this is great and thank you for making it!
147 comments
Keep in mind these raiders are enemies of all factions, so they will fight NPCs in the area either vanilla or added by a mod.
04/28/24: This mod runs perfectly on the old version of the game. I have not updated my Fallout.
I also switched their Package from "Follow" to "Patrol" so they don't get lost if their Gang Leader dies.
The optional files require the Main file with all the assets; textures.bsa and materials.bsa
Drag and drop the esp over-top or install it with the mod manager and replace the old esp.
https://www.nexusmods.com/fallout4/mods/80259
Apologies, I gave you permission to edit my mod, or delete if you wish.
I will make a patch for eco and standalone workbenches. Can I ask you if they have their own faction or they share the raider faction? I might add a compatibility for Crime and Punishment and their custom disguise if they have an different faction.
One little question: do you know how this will play with "A raider lament" miniquest? I think the territory f one gang overlaps with the grieving raider's location. (I cannot check because I already completed the quest)
I checked, railraiders seems to be enemy with raider faction, let me know I think it should be easy to make railraidders friendly with IGR_GrievingRaiderFaction with a patch. If you think they are in contact I can do it and pass it to you.
You won't be able to make everyone happy. We're just thankful for the mod, which I'm going to download now because it's a great concept, even though I'm in mid-game. I'm assuming the tribes moved in while I was busy at Far Harbor.
Screwed me over crash at launch use nothing update to next-gen it is plagueware!
Also, does the main or optionals require a fully up to date script extender?
Debating whether or not i want the bosses respawning too 😅
You may want to check if you accidentally updated your game.
My old files can be found under the archive.
Also if anyone does try this mod on the new version of the game feel free to state if it works!
Cheers
balance. Otherwise, great mod.