Fallout 4

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  1. joemitchell320
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    NO BETHESDA.NET REQUESTS


    We are NOT going to put this mod on it now, or in the foreseeable future. Please stop asking

    Explanation from Thirdstorm

    Why Won’t we Port this to Xbox?
    You asked so please take the time to read this.

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    1) Bethesda does not respond to IM’s, Emails, Telephone calls, or Respect digital property:
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    THOUSANDS of examples available.
    Practical Example:
    I have a small mod ported to bethnet, which tweaks the Salvaged Assaultron head. In it is a fix for the VATS bug with the weapon (not the only reason people don’t use it, but a big part) that causes it to miss 100% of the time in VATS, after certain conditions are met.

    About 3 months after I ported it, I got a PM from a Bethesda Admin claiming the mod, which is 100% stable on PC (and no reports on Nexus, the PC or Xbox Port), is causing CTD’s when aiming in VATS.

    I responding asking for additional data so I could check, and also mentioned there is a known VATS CTD bug Bethesda still had not fixed, and could that be the cause. Additionally did the Admins/Dev’s look at the including targeting fix to correct the Aiming.

    No response for 2 weeks, I PM’ed multiple times, finally got a response asking me to wait for a response.
    Nothing in 4 months.
    Salvaged Assaultron Head - Upgraded and Effective by Thirdstorm

    2) We don't own Xboxes, so can't test any changes effectively. :
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    As we are not paid to mod, we are not rushing out to buy them either.
    If we don't have a Xbox we can't test the changes and have to rely on others.. (See next point)

    3) We can’t find testers for the PC version, so we are 99.999999% sure we can’t trust Xbox users to give us good testers:
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    With upwards of FOURTY THOUSAND PLUS downloads per major version, less than 3 people have offered to help test, and none of them are providing feedback.

    I put up a test file (Raider Overhaul WIP 12.5 Beta File File) and with 204 unique downloads I’ve had one message regarding it. As I found a couple bugs with it, it’s disappointing.

    4) Converting to Xbox is massively time consuming:
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    See Point one
    See Point two
    Practical Example:
    I work on several other mods, in this caseFO4 War Tags by Jerros …. Jerros has spent a month converting the 4k textures for Xbox, and he’s not done.
    Then I have to edit the ESP, clean it up in Creation kit. Close Creation Kit, fix what creation kit broke (it does it allot). Then open and pack the whole thing.
    Then he has test it and make sure it works.
    Then I have to fix what doesn’t work.
    Then publish (and see next notes).

    5)Bethnet’s Mod pages and Forums are the delusion of a poorly implemented joke of a focus group:
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    There are literally dozens of major problems with the BethNet site that are insanely massive and they refuse to fix, just a few.
    -Rating system is about as broken as possible.
    -You can’t respond to Posts, and can’t create threads.
    -Formatting is horrific
    -No functional mobile support.
    -Mod page and PM system are partitioned, and the system does not register the logins or save them when switching between the two.
    -Message system is inconsistent, I’ve had multiple messages and posts for mods never get delivered to me, or I don’t receive an email notification.
    -Does not support versions
    -Does not support alternate downloads
    -Does not support more than 3 pictures
    -Does not support a change log
    -Limited characters in the posting.
    -Limited off site link functionality.

    6) BethNet (Bethesda mod system) is infuriatingly difficult to work with and has a ton of problems and almost zero support for modders...
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    -Pictures fail to upload dozens of times
    -Pages will reset randomly.
    -Etc…
    Practical Example:
    Personally I ported a small, simple mod that I was begged to put on console (more than a dozen requests on the original thread)
    I wasted over 12 ACTUAL HOURS troubleshooting an issue, making tweaks and changes only to discover the issue was never with my mod (after the first update) but the system used to download updates. People were uninstalling the file, but for some reason it was not fully clearing locally (or Bethnet was not updating the file) and it took me renaming the whole thing, uploading a second version under the new file name, and everything "magically" worked.

    I made the mistake of deleting the 100+ post on my page due to the fact it took more than a page, as in hindsight it would have been the best example ever.

    Overboss Power Armor - Constructable o Chain Mesh by Thirdstorm I Paints by MadMAX713 I JetPack by Jerros




    7) The trolls on BethNet are insane, and have driven people to the brink of “bad life choices”:
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    Sure, we are all adults, but having read some of the tamer posts on BethNet, considered to be trolling, and sometimes they could be considered funny.

    Sure I have a strong will and self-confidence.

    But is it really worth it for us when we spend dozens, hundreds or could I say thousands of combined hours working on something, giving up time in game, and other activities where there is a good chance we will have it mocked, stolen, DOS’ed, spam down voted, spam bug report, spam reported, etc. etc. etc.


    In closing:
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    The practical examples I referenced kind of killed it for me, both on trying to grow the mods I supported on Bethnet and kind of burned me out in general regarding modding.

    Ask Bethesda to fix their problems and be patient as modding is exceptionally time consuming and 99.9999995% of authors get no compensation for their time


  2. MadMAX713
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    VIS patches for this mod can be found here.

    be sure to give KKTheBeast some gratitude for helping, without even being asked. This dudes awesome.
  3. MadMAX713
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    if you like my raider overhaul, but just want the power armor, check out my
    Chop-Shop

    if youd like to see more diverse super mutants, check out my
    Super Mutant Redux

    and if you think the raider armor (not the power armor) is a little too weak, and could use some defense, check out my
    Raider Armor Buff

    if your looking for some high def flavor, check out my HD Raider Armor mod.
  4. Thirdstorm
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    ******12/14/2016 Update********

    Thank you all for the generally constructive and exceptionally helpful feedback!
    What we see in testing is often different when thousands of people are using a mod, and the interaction with other mods can cause unforeseen issues.
    Keep the great reports, comments and suggestions coming.



    WE NEED MORE TESTERS for new Content and changes.
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    How to get in:
    If you would like to help us out please shoot me or joemitchell320 a PM. Include your Load order (Spoiler Tags please), we might say yes, no, or need you to test with XXX mod disabled.

    Requirements are simple:
    -Be a breathing, rational adult.
    -play the game.
    -Tell us weird stuff or what doesn't work, as detailed as possible.
    -Make suggestions (Reasonable, don't flood us)

    Thanks!



    RO WIP 12 Adds DLC Robot / Automatron as a requirement.
    It's been 6+ months, Steams had several great sales, and it has assets we need going forward.

    If you currently use the weapons added, the suggestion would be to uninstall them and use the RO version.
    The leveled list inclusion is different (No scripts, hard edits) and some other edits were made.

    Changes, Fixes, Additions and Updates:
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    -Fixed an issue with the S.C.R.A.M. Suits glow map preventing light from emitting.
    -Fixed the Crowbar's OMOD and INR records, causing no upgrades to spawn
    -Modified the Intimadation Perk, it will now effect equal or lower level to balance the scaling Raiders. Most bosses will be immune still, due to keyword (Vanilla) or Scale
    -Several Named Raiders (Male and Female) added to RO from Vanilla, to tweak scale and gear
    -Added Several vanilla non-boss raiders to RO (Vanilla) to tweak scale and gear (LCharRaiderBossSpecial)
    -Crowbar Added to Legenary Leveled lists, Rebuilt OMOD table for possible upgrades spawning and updated INR to allow correct naming.
    -Added Crude Blowback, full intergration for leveled lists in a unique way to reduce conflicts and added immersion.
    -Added Handmade revolver, full intergration for leveled lists in a unique way to reduce conflicts and added immersion.
    -Added Concrete Sledgehammer, full intergration for leveled lists in a unique way to reduce conflicts and added immersion.
    -Added BuzzAxe, full intergration for leveled lists in a unique way to reduce conflicts and added immersion.
    -Added Murdering Chainsaw, full intergration for leveled lists in a unique way to reduce conflicts and added immersion.
    -Added the PipeShotgun, full intergration for leveled lists in a unique way to reduce conflicts and added immersion.
    -Made the Bloodsoaked Longjohns a standalone item. (Formally Longjohns retexture)
    -Made the Clan leathers a Standalone item. (Formally Raider leathers retexture)
    -Added the Raider Neck Wrap to the loot table (LL_Armor_Raider_Accessories, very low chance of drop)
    -Rebuilt the Forged armor to base it on the original meshes (Cage, Spike and Wastelander), it will now be bodyslide compatable and will resolve conflicts.
    -Rebuilt the ArmorAddon of the S.C.R.A.M Suit to be stand alone to resolve conflicts.
    -Rebuilt the ArmorAddon of the Tarwalker outfit to be stand alone to resolve conflicts.
    -Rebuilt the ArmorAddon of the Anti-C Helm to be stand alone to resolve conflicts.
    -Rebuilt the ArmorAddon of the Scavenger Harness to be stand alone to resolve conflicts.
    -Rebuilt the ArmorAddon of the Skeleton Costume to be stand alone to resolve conflicts.
    -Rebuilt the Leveled lists the Melee Weapons include in RO use to reduce conflicts.
    -Added the Armor_Raider_Suit_01_GlovesB "Tattered Field Jacket" to the Vanilla UnderArmor leveled list
    -Rebuilt the Leveled list "LLI_Armor_Raider01" cleaning some conflicts and streamlining the table.
    -Rebuilt the Leveled list "LLI_Armor_Raider02b-3" cleaning some conflicts and streamlining the table.
    -Rebuilt the Leveled list "LL_Armor_Raider_Underwear", Putting a Vanilla and RO list on the table, for upcoming inclusion of DLC Robot.
    -Added the LLS_Armor_Raider_Headgear [LVLI:000787E9] list to the 3 main Raider Armor tables in the place of the Helmet table
    -Rebuilt the "LLS_Armor_Raider_Headpart_Facewear", Removing RO Gasmasks and other gasmasks, putting them on a table of their own, included in this, allowing for better Diverity (and having helms w/ Gasmasks).
    -Rebuilt the "LLS_Armor_Raider_Headpart_Eyewear", Putting the RO Gasmasks, Vanilla Gasmasks and Eyewear on a table of their own, included in this, allowing for better Diverity (and having helms w/ Gasmasks).
    -Tweaked the "LLS_Armor_Raider_Headpart_Headwear", Putting the some additional helms back into the list, in their own table allowing for better Diverity (and having helms w/ Gasmasks).
    -Tweaked the "LL_Armor_Piecemeal_Helmets" increasing Diverity by making it "Helmet" only and adding feeder lists.
    -Added a bunch of Sub feeder lists to the above tables, creating more Diverity by allowing for combos opened up by Armorsmith and ArmorKeywords. Raiders now spawn with Helmets and Gasmasks, Helmets or Gasmasks, Helmets and Facewear, Helmets and eyewear, Just eyewear, just gasmasks, etc.
    -Tweaked the RO-Boss outfit list, adding more Diverity.
    -Added 2 new Boss only Outfits
    -Added one New Dreadnaught helm.
    -Added Race SynthGen2RaceValentine "Gen 2 Synth" [RACE:002261A4] to all Armors (So Valentine can looks grundge)
    -Lowered Specialty grenade chances
    -Added more randomization in the Power Armor tables
    -Added new "Named" (Nicknamed) Mini-Bosses. They are Legendary, tougher, but they have better gear and better loot. A number of items were moved from other tables to only drop on their tables.
    -Additional PA Mini-Boss NPC based on 2 existing templates, LOW chance of spawn (22 NPC's on the list to pull from, I was getting one spawn out of 40 to 50 when testing, pulling from this specific list)

    Thanks to the following additions (go endorse them!)




    TLDR?
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    GO READ IT YOU TOOL, lol!


    Regarding AE Patches, VIS Patches, etc
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    The Previous AE patches should work for most things, there are a couple slot usage changes, waiting to hear back from Gambit, so be patient.
    Once that's settled we will work on the VIS patches (don't forget to thanks kktheBeast )


    Do you need the Original Weapon mods ESP; Should you uninstall the original mod(s)?
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    -You don't need the original Weapon mod(s) as they are now baked into Raider Overhaul. Their files are included in Raider Overhaul's BAK's.

    -If you use both Raider Overhaul and the original mods you'll see a serious increase in the number of XXX weapons in the wild.

    There is an argument that having X number of weapon mods all doing leveled list injection can cause their own problems when multiple mods are trying to add to the same list, so hard edits are still better for long term use IMHO. So using RO means you have few mods trying to inject into the same lists.

    Regarding the conflicts:
    We've added them at a different place in the chain than others normally do, so it should keep from conflicts.
    On the raider specific tables we added some additional possible drops, but overall it should be seamless.
    One of the testers has a ton of weapon mods, including injections and the spawn / drop rate was solid (we tracked on an excel spreadsheet).


    OMG OMG OMG OMG I want the new stuff from the Loot tables NOW!!!!
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    How to do a Cell Reset?

    First What is a Cell Reset?:
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    Well there are two kind…
    -The bug that existed for the first several months of the game, but is mostly resolved, where a settlement would “glitch”, reset and containers (and Power Armor) would reset back to default.

    -The second is the time it takes for a Cell to spawn as new. The time it takes for a cell, cleared of items and enemies to “refresh”. This is what we are looking at expediting.


    What Controls the time it takes for a Cell Reset?:
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    iHoursToRespawnCell [GMST:000D3646]
    iHoursToRespawnCellCleared [GMST:000D3647]

    These are the two settings linked to resetting a cell, the default values differ by difficulty.
    Non-Survival: 168 hours (7 Days)
    Survival: 480 hours. (20 Days)

    Now there are dozens of mods that effect this, so before attempting a Cell reset you need to figure out if you have one in your load order. Most commonly linked to slowing (or increasing) NPC spawn rate and Slow loot respawn.

    The FormID’s are listed above, so if you’re comfortable with FO4Edit it’s easy to check.
    If you find a mod with it, disable it for the duration of the reset, or change the value, your call.


    Why Do we commonly tell people to wait 3 days and Sleep?
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    Well, for most people, they are not playing survival and they also are in the middle of the cycle… Call it law of Averages.

    ”Ok Fine… I get that, but how?”
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    One tried and true method, with 2 ways to wait: (Chair or Console)
    -Go to an interior Cell. The game seems to handle the Cell Resets more consistently this way

    -“Wait” the full duration of your play style, factoring in mods, and add a couple days. This sucks, but you want instant gratification so suck it up and do it.

    -Sleep for minimum of 4 hours… People debate this, but I’ve had the best luck with 4 to 8 hours sleeping after the Cell Reset. Sleeping is mandatory in my experience.

    -Leave the Interior Cell and go explore..

    90% of the time this works….

    But waiting sucks… What else can I do to speed this up
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    So this works, however there are many factors that could cause CTD’s… won’t corrupt a save (unless you save while the setting is in effect, then you’re a dope)
    -Check the Date in your Pipboy.
    -Open the Console
    -set timescale to <10,000>
    -Close Console
    -Check your pipboy every few minutes and once 40 days pass….
    -Open Console
    -set timescale to <20> (Default)
    -Close Console
    -Sleep.

    Doing this in a Major Settlement is a terrible idea, and you again are a dope for doing it, didn’t I say Interior Cell (Don’t say the Mechanist’s Lair…)
    Use at your own risk.





  5. Thirdstorm
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    Quick and Dirty Troubleshooting

    Crashing to Desktop when inspecting or trying to Craft armor?

    We've got it posted 4 other places, including where you download the esp. UPDATE your Armor and Weapon Keywords. In nearly every case (one exception out of nearly 100) people failed to update the Armor and Weapon keyword file.
    CHECK the page, NOT NMM if there is an update, it should be 3.x+ with a date of October or later.
    [/spoiler]


    Raider's seem to hard?


    Now the below is a cut and paste, used several times.


    Evening!

    1st RO is not just about pretty armor but making Raiders terrifying as the lore suggests, but they are not in game...

    2nd The only change to the raiders is Removing the level cap, with the exception of the new "Special" raiders, and they are based on other templates.

    3rd Vanilla FO4 has an issue, especially on Survival, with ALL NPC"s becoming bullet sponges, but removing the caps on raiders might make you falsely perceive them different from other NPC's...

    4th Always a good idea to check previous posts and comments when posting... There are about 4 recent ones about the Bullet sponge comment and grenades.


    Regarding unkillable Raiders...
    We only pulled the level caps...
    That's odd... my current playthought I'm 125 (about to restart), have Zero gunnery perks and kill them with several well placed shots.
    I am using "Weapon balance Overhaul", Vanilla weapons (mainly), non-sniper, and no explosive weapons.

    FO4 does have some issues with higher level damage soak issues.

    I suggest "Simple Locational Damage" or "Live Dismemberment", both have some great "fixes" for location damage (I use Dismemberment) so headshots do significant damage (x5 vs vanilla x2)


    Arbitration - Combat AI - Stealth - Speed - Damage - Gameplay Overhaul and Tweaks by JackArbiter

    This is a core mod for most people, modular, but at it's root the improved tactics and reduced grenade spam is critical.


    Live Dismemberment by DeathclawAlpha

    This seems a little silly, but to be honest it's an exceptional mod that reduces the sponge factor and adds tractics and aiming back. (your main point)

    If "Live Dismemberment" is too much, this is a good simple mods:

    Simple Locational Damage Tweaks by Sintax


    Under rated but simple and effective mod, I tweaked the levels @ head to 5.


    Hope this helps.
    [/spoiler]


    CBBE Issues? Having problems with square'ish women in and no bodyslides for Forged/Raider Outfits?

    joemitchell320
    Ok, looks like the latest archive only has a couple that would override bodyslide'd stuff, everything else appears to be material swaps using the base game meshes.


    meshes\Armor\RaiderHeavy\FArmorHeavy.nif
    copy and rename to Meshes\RaiderOverhaulMeshes\RaiderMagnateArmor\MagnateFArmorHeavy.nif

    meshes\Armor\RaiderHeavy\FArmorMedium.nif
    copy and rename to Meshes\RaiderOverhaulMeshes\RaiderMagnateArmor\MagnateFArmorMedium.nif

    meshes\Armor\RaiderHeavy\FUnderArmor.nif
    copy and rename to Meshes\RaiderOverhaulMeshes\RaiderMagnateArmor\MagnateFUnderArmor.nif

    meshes\Armor\RaiderHeavy\FUnderArmor.nif
    copy and rename to Meshes\RaiderOverhaulMeshes\RaiderMagnateArmor\AbettorFUnderArmor.nif


    Should no longer be an issue, we redid the core of the models.
    [/spoiler]


    Missing Textures? [Please take the time to read this!]

    First have you done the basics of troubleshooting?

    Please do this first, before posting, because we spend hundreds of hours working on mods for other to use, and answering the basics over and over gets challenging and is very time consuming.

    The basics... (spend a little time on google.... read the posts here and on nexus)
    The vast majority of first time users fail to do the basics of troubleshooting, most importantly putting the mod in question at the bottom of your load order.

    If that does not resolve it…
    We are seeing reports on a number of Nexus mods that one or more Textures are not loading, it seems FO4 is hitting a wall of BAK's it can pull from, below is a quick guide.


    QUOTE

    HadToRegister
    Just for a heads up with packed vs loose files, and some items not showing up.

    I had the exact same problem with a mod called "Advanced Settlement Turret Set" by ccmads.
    Part of the turrets refused to show up in the game, so someone suggested to add the BA2 of the mod, to the "sResourceIndexFileList=" or (if it's too full) to the "SResourceArchiveList2=" list.

    So I added the mod's ba2 to the "SResourceArchiveList2=" like this SResourceArchiveList2=Fallout4 - Animations.ba2, AdvSettleTurretSet.ba2
    And loaded up the game, and the turrets had their pieces back.
    So, I would suggest, if people are having missing pieces of armor, to try adding the ba2 to their Fallout4.ini under the [Archive] section.

    [/spoiler]

    Questions about load order and patches?

    Don't take this personally, a couple people have before. This is Seriously just a PSA.

    LOOT does not sort load orders Properly, PERIOD!!
    This is an often debated issue, but it's a fact, people have posted dozens of Load orders during bug reports or help posts proving it.

    It will "broad brush" normally put them in an order that resolves Master / Dependency, but it should not be considered a "resolver of all conflicts".

    Everyone should take the time, if you have more than 10 mods, to understand and learn the basics of load orders.

    Two great resources below:
    1)FO4 Load order and enhanced performance by Cybertard
    Good tutorial, it's one of the resources I used to learn the game.
    2) Armorsmith Extended by Gambit77
    I don't care if you use Armorsmith or not, check out the 5th post, stickied with spoilers. Gambit77 updates his posted load order frequently, and he is a Master at sorting.
    [/spoiler]
  6. zcul
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    Ladies and gentlemen,
    I have hidden some comments from public view as the discussion got out of hand, off topic and has turned into name-calling (offensive remarks towards other members). I have not taken administrative action against the members concerned – not yet.

    I would like to remind you of some rules you confirmed that you had read and accepted them when you registerd with the site.

    Nexus Support/Help/Policies and Guidelines/Forum and Commenting Guidelines (excerpt)
    https://help.nexusmods.com/article/22-forum-and-commenting-guidelines

    Be Civil!
    We do not tolerate 'trolling' or harassment of any kind. …

    Content that can be construed as provocative, objectionable, discriminatory, or abusive toward any real-world individual or group, may be subject to moderation. This includes but is not limited to content involving politics, race, religion, gender identity, sexuality, or social class.

    Do not post personally or generally insulting remarks towards someone else, or a group of people.


    Thank you for your understanding.
  7. Hirosan8
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    I wonder how this might be affected by the update coming to the game?
  8. eseveRReverse
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    Seems like a cool mod but I'm already seeing issues after installing.

    -- Raider inventory is unbalanced.. like I'm seeing raiders with 14 stimpacks or 20 chems of sorts makes it feel like I'm cheating on hard.
    -- Half of them are missing body parts one including the head. 
    -- They get turned into bullet sponges, which a lot in Starfield seem to have issue with but meanwhile older mods to the exact same.

    From one modder to another I appreciate the hard work put into this just not for me.
    1. zachary888888
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      this mod is 8 years old what were you expecting
    2. teone
      teone
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      4estGimp is keeping this mod alive. you can use his version
  9. DirtHermit
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    Nice mod, glad that i didn't played with it much - either way that would be a waste of 8+ gameplay hours that i've already have played - well, actually depending on when the game chooses to crash anyway. In my case - it's near Mass Pike Tunnel west.
  10. deleted205834428
    deleted205834428
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    great mod
  11. harleeknight
    harleeknight
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    How did you get the Buzz Axe to act as a Ripper? What changes did you make? I checked FO4Edit and it seems like nothing, but the original Buzz Axe by Tricky Vein doesn't act this way. I love your mod, but I am only using your power armor paints in my new game.
    1. Infamous95
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      To answer your question it had to be included in the ripper formlists for it to spin. If its not in that list it wont spin.
  12. Wholesomesniper555
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    attack dog one shots me while wearing full suit of pa
    1. DavidsFallout4Mods
      DavidsFallout4Mods
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      Epic!
  13. Obskurion2237
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    Nah, it's unbalanced as f*ck.
  14. Lovelies23
    Lovelies23
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    any chance ull make TWB bodyslide files?
  15. Wholesomesniper555
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    so if i have other modern weapon mods that let raiders spawn with them. will that conflict with the raiders spawning with these weapons too
  16. luqman101
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    Is this mod still working? anyone tried this recently?
    1. MaskyMate
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      The mod is very old and is the sort of "proof of concept" kind of mod back in the early days of FO4 back then. It works, but conflicts are rampant with multiple popular mods, I suggest Raider Gangs Extended which is less drastic but still adds flavor to the raiders. 
    2. wolfgrimdark
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      It still works fine and there is a no AWCKR patch for it to. It most likely will conflict wit hsome large popular current mods as already stated but depending on your line up it is still a great mod!