About this mod
Adds custom factions to various Raider Gang mods which make them enemies with each other as well as vanilla Raiders.
Currently included: Ack-Ack's Harlequins, Capital Wasteland Raider Pack, Rags Pirates, Raider Gangs Extended (4estGimp Edit), Revere Beach Radiers, Toms Bruisers, Unique Raider Gangs and Patrols 1 & 2
- Requirements
- Permissions and credits
- Changelogs
I have no idea how much of an affect this might have on actual gameplay, but I couldn't shake the idea of territorial raider gangs attacking each other on sight. This should hopefully allow for the possibility of randomly stumbling into just such a turf war.
It started as a personal project for Raider Gangs Extended to learn how to use RobCo Patcher and quickly evolved to incorporate a bunch of different raider mods.
The file for Raider Gangs Extended is still a Work In Progress
I haven't had time to figure out the gang to which each Named NPC belongs yet. All Named NPCs in RGE are currently part of their own separate faction which is Friendly to all other factions so their gang doesn't slaughter them.
Friendly made the most sense to me because it might feel like unique NPCs would be respected (or feared) enough to not be attacked on sight by anyone but the lowly vanilla Raiders if they happen to be in an area with multiple factions. Friendly also means they should still join the fun if nearby meat sacks are attacked, and vice versa.
They will eventually be added to their respective factions.
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If you're not using 4estGimp Edit - Raider Gangs Extended, I recommend grabbing the file for Capital Wasteland Raider Pack if you want to see Raiders fighting each other with any regularity as its raiders spawn alongside the vanilla Raiders.
I'd also recommend the files for Unique Raider Gangs and Patrols 1 and Unique Raider Gangs and Patrols 2 as those mods each create 4 unique gangs and custom factions (8 total if combined). Each gang/faction from those mods covers a fairly large territory, and they are hostile to vanilla raiders.
Ack-Ack's Harlequins, Rags Pirates, Revere Beach Raiders and Toms Bruisers are very good in their own right and should be a staple for any Raider overhaul setup in my opinion. Those gangs are fairly isolated, however, and adding my custom factions may not have much of an impact as they may not actually come in contact with the other factions, especially without Raider Gangs Extended.
They were included as part of the effort to learn RobCo Patcher, so they're included as part of the mod. At a minimum, their respective files will allow them to join the fun if one of the other factions happens to stumble into their territories.
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A few of the included mods had NPCs renamed to reflect their respective mods & factions
Ack-Ack's Harlequins:
- Raiders are re-named to "Harlequin"
- Ack-Ack is re-named to "Harley" because it made me laugh
Capital Wasteland Raider Pack
- Raiders are renamed to "Potomac Raider"
Revere Beach Radiers
- Raiders are renamed to "Revere Beach Raider"
Why so many plugins?
NPC records can be used as a template for other NPC records. Any NPC that uses a Faction template seemingly cannot have their factions changed. The template seems to override any changes made to the record when that npc is spawned.
The only way I was able to figure out how to make the necessary faction changes to NPCs that were using a template was to remove the Faction template with a plugin.
Every plugin is ESL-flagged so they won't count against the plugin limit.
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THANK YOU FOR ALLOWING YOUR WORK TO BE INCLUDED!
- Toms Bruisers by Spifferino
- Unique Raider Gangs and Patrols 2 by PrecisionTacos
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LOAD ORDER
Follow any load order recommendations from your chosen mods and load my Odigos_(modname)_tweaks.esp plugins immediately after them. Every mod with an associated plugin is flagged as a master, so sorting should be relatively straightforward.
Odigos_RaiderGangFactions.esp is flagged as ESM with Fallout4.esm as its only master. It does not contain any overrides, only New Records (the factions). It does nothing on its own and could techincally live anywhere in your load order without conflict, even if you don't have any of the included mods.