About this mod
A functioning WIP mod focusing on adding more diversity to the Commonwealth's Raiders.
Nexus requirements
Mod name | Notes |
---|---|
Armor and Weapon Keywords Community Resource (AWKCR) |
Mods requiring this file
Mod name | Notes |
---|---|
Fallout 4 Plus Edition | |
Free Junk and Materials | Only for the RO materials of course |
Horizon - CotC - Eli - Merc - RO - Patch | |
Immsersion Patch - Raider Overhaul WIP | |
MJC Raider Overhaul - Sim Settlements Conqueror - Mash UP Patch - | |
Paintable Raider Gas Masks | |
Raider Overhaul - More Outfit Variations Merge Patch | |
Raider Overhaul - Valdacil's Item Sorting (VIS) - Compatibility Patch | |
Raider Overhaul Horzion Patch | |
Raider Overhaul Restored Content I Super Mutant Redux patch | |
Raider Overhaul Restored Content I Super Mutant Redux patch v2.2 - naked raiders bugfix | |
Raider Overhaul WIP - German | |
Raider Power Armor Chop Shop Streamlined | |
Sanctuary medieval city Settlement Blueprint | |
Unofficial Horizon Power Armor Patches | |
Uto's Usability Enhancements | Only Textures needed. Fixes, merges, tags, provided by me. |
Author's instructions
These files have been uploaded to Nexusmods. Do not upload or redistribute my files to any other website without my express permission. Do not alter my files without my permission. Failing to follow these permissions is fraud and legal actions can and will be taken unless and redistributed files are immediately taken down, and permanently deleted.
File credits
vasstek helped me learn how to edit textures and meshes.
elr0y7 has been helping me consistently in creating patches between my mod, Armorsmith Extended and AWKCR. Valdacil and Gambit77 have been integral in this mods evolution with their AWCKR mod.
Yogensya has kindly allowed me to use his mod, Mad Can:Fury Beans.
Thanks to KKTheBeast for his help making this mod VIS compatable.
TrickyVein gets a thanks for Slaughtering Buzz & Murdering Chainsaw
Thanks to Elgoes and Henkspamadres for the pipeshotgun.
Thanks to mattsahuman and Stefan EngdahlStandalone Pipe Shotgun.
and finally asXas for 3 great new additions, Handmade Revolver, Crude Blowback and Concrete Sledgehammer
elr0y7 has been helping me consistently in creating patches between my mod, Armorsmith Extended and AWKCR. Valdacil and Gambit77 have been integral in this mods evolution with their AWCKR mod.
Yogensya has kindly allowed me to use his mod, Mad Can:Fury Beans.
Thanks to KKTheBeast for his help making this mod VIS compatable.
TrickyVein gets a thanks for Slaughtering Buzz & Murdering Chainsaw
Thanks to Elgoes and Henkspamadres for the pipeshotgun.
Thanks to mattsahuman and Stefan EngdahlStandalone Pipe Shotgun.
and finally asXas for 3 great new additions, Handmade Revolver, Crude Blowback and Concrete Sledgehammer
Donation Points system
This mod is not opted-in to receive Donation Points
Translations- Spanish
- German
Translations available on the Nexus
Language | Name |
---|---|
German | Raider Overhaul WIP - German |
Spanish | Raider Overhaul - Spanish Translation |
German | Raider Overhaul WIP - GER (12.4) |
Version v10.1
- added new meshes for the leather helmet to prevent clipping
- fixed error in slaughter dog helmet texture address
- FIXED ERROR IN HEAVY JUNKYARD ARMOR TEXTURE ADDRESS
Version v10.0
- added rotten tatos
- added black and red 'angry masks'
- added more clutter to raider loot
- added custom vault jumpsuit, 'tribal jumpsuit'
- added custom mesh barrel, 'chopper'
- updated dreadnaught body gen
- changed all raider names
- added custom baseball bat paint and new meshed mod, 'H.A.T.E.' mod
- added rotten tatos to shine recipe, reduced shine weight
- added empty jet inhaler and empty stimpack syringe as junk
- added leather helmet
- retextured long johns outfit to be faded red
- retextured raider leathers to be red and black
- lowered brightness of smiley mask
- added irradtated water with custom textures
- added irradiated beer with custom textures
- added fiend stew
- compressed to .ba2's for better performance and smaller file size
Version v9.6
- added irradiated beer, porknbeans, and water
- lowered dreadnaught armor defense rating
- removed mascot helmet from dreadnaught spawn lists
Version v9.3
- added full raider power armor linings
- added pinkies and calorie mates
- added every PA mod to the raider PA
- removed dreadnaught armor from spawning on ordinary raiders
- removed tank operator outfit, prison jumpsuit, OMGDIE mask, and tanky helmet
- added leveled list integration for raider PA
- added 8 new paints for raider PA
Version v9.2
- added yogensya's crowbar mod, with permission
- removed junk files
Version v9.0
- added strange meat, meat stew, shine, bad batch jet, expired and sealed pain killers
- added anti-c helm and scram suit
- adjusted dreadnaught stats, traits specifically
- edited raider armor keywords to incorporate spawn leveled lists for dreadnaughts
- removed iconoclast suit and all entries
- added (with permission) mad can: fury beans mod weapon
- adjusted value for all included ingestibles
- fixed dreadnaught armor bug
- fixed detritus and dreadnaught armor renaming bug
- added 100% global epic armor chance for dreadnaughts
Version v8.7.2
- - Added Dreadnaught update
- - Added Dreadnaught armor to higher level raider leveled lists (will be exclusive to bosses soon)
- - Added Tar Walker underarmor and Dreadnaught helmets as craftables, and Dreadnaught armor pieces as armor upgrades
- - Updated AWKCR esp and AE patch with Dreadnaught armor
Version v8.7
- Added compatibility with Armor and Weapon Keyword Community Resource, which is now a requirement:
- - Moved all armor to their respective categories in the AWKCR armorsmith workbench (Raider Outfits, Headgear, Non-Human Armor and Acccessories), ingestibles remain the same.
- - Added keywords to armor denothing their type.
Version v8.6.4
- removed prison jumpsuit from leveled lists
- added bug-on-the-shell and afterburner gum to vendor lists
- adjusted leveled raiders lists
Version v8.6.2
- fixed graphical error in male magnate armor helmet
Version v8.6.1
Version v8.6
- added scavenger outfit
- added cbbe support (experimental)
- removed junk files
- added forged update
- added ballistic weave compatability for preexisting armors
- added spawn rates for prison jumpsuit
- fixed minor bugs in conflicting leveled item lists
- removed prison jumpsuit from boss raider lists
Version 12.4
- 12.4 ESP Hotfix and Main RO File:
Removed the New NPC's from the tables until the issue can be sorted out.
I spent 3 hours with a clean save at level 3, 30, 55 and 75 and could not replicated the reported issues, and only encountered the new Named NPC's 3 times.
Better safe than sorry, and thank you for your patience.
- 12.4 ESP Hotfix and Main RO File:
Version 12.3
- RO Main file and AE Patch | Fixes the Forged Armor issue | We need more testers
Version 12.2
- Several people reported some odd levels on the Newly added NPC's (They have 'Nick names', you'll know them when you see them).
-Edited the min-level on the NPC's in the case the engine was throwing an error on calculations due to other NPC's on the table having a min-level and the NPC's reported did not.
-Added another group of 'normal' NPC's to the same table, to increase the randomness.
- Several people reported some odd levels on the Newly added NPC's (They have 'Nick names', you'll know them when you see them).
Version 12.00
- 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.
Changes, Fixes, Additions and Updates:
-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.
-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 added in this update:
Crude Blowback by asXas | http://www.nexusmods.com/fallout4/mods/16657/?
Handmade Revolver by asXas | http://www.nexusmods.com/fallout4/mods/18457/?
Concrete Sledgehammer by asXas | http://www.nexusmods.com/fallout4/mods/17335/?
Murdering Chainsaw by TrickyVein | http://www.nexusmods.com/fallout4/mods/12102/?
Slaughtering Buzz Axe by TrickyVein |http://www.nexusmods.com/fallout4/mods/11142/?
The Pipe Shotgun by Elgoes and Henkspamadres | http://www.nexusmods.com/fallout4/mods/10826/?
- RO WIP 12 Adds DLC Robot / Automatron as a requirement.
Version 11.4c
- Repacked the BAK's to try and resolve the *.GO.nif issue
Version 11.4b
- Re-upload for report of an error - Added another missing *GO.nif
Version 11.4a
- Hotfix and main file Removed unassigned leveled lists that had the minigun, deleted and re-added the list the minigun (not added to any NPC's) had touched in 11.2 just in case they were not displayed in FO4Edit but present.
Version 11.4
- RaiderOverhaul v11.4 ESP only (AWKCR Required 3 or higher) | Fixes head for those concerned
- RaiderOverhaul v11.4 Full file | Adds missing GO.nifs
Version 11.3
- A couple small fixes to leveled lists, bundled with BAKs
Version 11.2
- Removes the Added Heavy weapons from standard tables. Keep the feedback coming!
Version 11.1
Version 11
- ********************************PLEASE NOTE: *************************************
**************************Requires Armorkeywords 3.x+******************************
Armor
Some have reported the Hazmat Suit / Damaged Hazmat Suit Helmet will not display but will equip, not sure if this is Armorkeywords related. Same Applies to Anti-C helm. Additionally, some people have reported the helm not displaying period, it appears to be something with either the new FO4 or Armorkeywords.
If you have this issue please download the Option Hazmat suit files (Anti-C helm is linked to Hazmat).
Additionally putting on a 'cap' will make the helmet vanish.
Power Armor:
Raider Power Armor: Full Combinations Built out for Raider Power Armor
*Note this may conflict with Other PA mods, if you don’t see the paints it’s likely that.
Leveled Lists:
-Raider Power Armor: Massive and complete Leveled List Rebuild allowing for Raiders to Spawn in Any or All of the new paintjobs and Plating
-Forged Helmets: Forged Magnate Armor Removed From the Helmets List (Thanks OshMmf), Items added, Welding Goggles moved to 'Outfit'
-Dreadnaught Outfit: Complete and total rebuild, Armor lists are stand alone meaning no conflicts.
-Dreadnaught Headgear: Rebuild, adding a number of vanilla and RO helmets.
-Raider Eyewear: A couple items added *Note this could cause conflicts with other mods editing this list*
-Raider Boss Armor: Created a new set of lists and tweaked so Raider Bosses won't spawn in a single piece of armor. Better Armor
-Boss Under Armor: Split list from Raiders, added some Fluffy items difficult to otherwise obtain, feedback welcome
-Boss Eyewear and headgear : You get the picture
-Raider Boss Weapons: Added Minigun (lvl 35) and Plasma (lvl 45) *Note this could cause conflicts with other mods editing this list*
-Raider Weapons: Minigun Added (lvl 40)
NPCS:
-Corrected several small issues causing NPC's to spawn nameless and unlootable.
-Removed Level Caps from Raiders - most are PC lvl multiplier of 1
-Red Tourette will now correctly use her special weapon.
-Slag Spawns in his Armor now
-Tessa Spawns in her Armor now
-Raider Schizo - Power Armor Frame Added with low chance for armor. Spawned 50 of them, three time.. (150 total) got 6 in full PA, average was about 3 pieces, will adjust or remove with feedback.
Photos Added to Gallery of one spawn cycle.
Weapons:
Chopper: Recreated as a Standalone Item, should resolve the issue of it not showing up, or spawning on other Pipegun welders
Blood Sports Bat: Recreated as a Standalone Item, including 'Instance Naming Rule', correcting it randomly spawning.
- ********************************PLEASE NOTE: *************************************
Version 8.7.6
- removed yellow nuka cola
- added gloves to skeleton outfit
- added ROH to piecemeal leveled lists
- made custom entries for legendary raider veterans
- added baseball grenades to raider leveled lists
- added custom list for baseball grenades
- added shiskebab list to forged melee weapons
- changed legendary veteran raiders static female to static ghoul male
- updated AWCKR .esp file to incorporate changes
Version 8.0
- added smiley mask
- removed junk files
- seperated raider armor retexture to an optional file
- added 2k and 4k retexture variants
- increased spawn rates on raiders
Version 7.8
- added raider mod armor texture replacer
- added aviator helmet
- added face wrap
Version 7.5
- retextured Junkyard Dog Armor
- fixed graphical error on Detritus Power Armor
- added Bug-on-the-Shell
- added spawn rates to ingestibles
- removed junk files
Fallout 4 expectsyou to commit murder. While you can occasionally avoid killing others, the wasteland is ruthless and demands violence. That’s how Bethesda intended the game to be played, anyway—but clever players are finding ways around it.
Back in July 2015, The Guardian interviewed Todd Howard, Fallout 4’s game director. Howard was asked about what playstyles the game would support—traditionally, Fallout games let players approach problems in a variety of ways, many of which do not require killing anyone. Fallout 4 is different.
“I can’t tell you that you can play the whole game without violence – that’s not necessarily a goal of ours,” Howard told The Guardian.
Sure enough, there are portions of Fallout 4 where the story railroads the player into killing certain key characters. You’d think, then, that it would be impossible to finish the game without having your kill counter show a few bodies here and there. But you’d be wrong.
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Ever since the release of Fallout 4, dedicated players have been working tirelessly to find a way to beat the game with zero kills. One particular player, Kyle Hinckley, stands above the rest, though: not only has he completed Fallout 4 with zero kills, he managed to do so on Survival, the hardest mode available. And he documented the entire thing on video, to boot, so his zero kill claim is entirely verifiable. Via Hinckley’s “The Weirdist” channel, here’s the first episode of his no-kill run of Fallout 4.
“The thing about Todd Howard is, even he doesn’t know what his games are capable of,” Hinckley told me in an interview.
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Beating Fallout 4 with zero kills wasn’t easy. “My first attempt was dismal,” Hinckley admitted. “I got discouraged immediately on the first quest, which insists all the raiders in [one of the early missions] die.” Hinckley was stubborn, though, and he kept trying. He eventually found out that the raiders on that mission could actually be left alone, and this revelation allowed him to move forward. Unfortunately, on that particular run, he poured 75 hours into a playthrough only to find out that he backed the wrong faction. It was a mistake that cost him six lives, which is no good for a zero kill run.
So he started a new character. This one would be called Dizzy, and Hinckley was determined to make sure she was incapable of killing even lowly Radroaches.
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Dizzy is built for mind games. Think of her as the Kilgrave of the Commonwealth. With a high charisma stat, Dizzy can convince humans and Deathclaws alike to calm down. Better yet, Dizzy eventually gains the power to turn people against each other in a murderous rage, all without having to fire a single shot.
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Oh, just because this is a no-kill run doesn’t necessarily mean no blood will be spilled. People do die in Hinckley’s playthrough of Fallout 4. He just finds ways to make the game blame other people, while retaining this gem:
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“It’s not about whether or not I’m against violence, because the game doesn’t give you like Fallout: New Vegas-esque abilities to avoid violence completely,” Hinckley said in a video. “All that matters to us is [that the game doesn’t count any kills.]..Robots, turrets, legendary enemies, synths, all this shit. Zeroes. All the way down the line.
“That’s what we want. That’s all we want. If we can do that, that’s a pretty crazy achievement. That’s something that most people have already dismissed as being impossible.”
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While this may seem like cheating—it’s not technically a pacifist run, given how many bodies pile up by the time the credits roll—Kyle Hinckley’s playthrough of Fallout 4 is still a fascinating look at the ways players bend and break games to do their bidding.
At first, the strategies for pacifism are simple enough. He exits the vault without killing anything just by trapping Radroaches in certain areas of the map, where they can no longer follow him. Later, he kites enemies straight into other NPCs, so they start fights with each other.
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The start is easy. Everything that comes afterward, though, is a trip. Most of the XP granted in Fallout 4 comes from combat. That’s not an option for Hinckley, though, so he starts the game out by focusing on settlements. He builds the same structure over and over again, dozens of times, to grind out enough experience to get to level ten—which is high enough to have some of the basic, necessary perks required for a no-kill run. This is as excruciating as it sounds, especially when you consider what little XP building stuff grants you in the first place.
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The entire thing is a test of patience. The run makes ample use of save scumming, that is, the practice of saving before taking an important action and then reloading if it fails. Fallout 4 has a perk called “Wasteland Whisperer” which lets the player pacify enemies—instead of attacking the player, the enemy will simply put their hands up. However, having the perk doesn’t guarantee it’ll work. It just gives you a chance of calming down your enemies, and Hinckley can’t rely on a dice roll to complete the game with zero kills. So he reloads and tries, tries again, until it actually goes through.
It’s a brute-force method, yes. Like I said earlier, Fallout 4really doesn’t want you to play the game this way, and all of its mechanics ensure that, at some point during a normal playthrough, you’ll have to lodge bullets into someone’s noggin. Even if you take the so-called peaceful perks.
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So Hinckley gets creative. At one point during his playthrough, you can watch him repeatedly pickpocket a NPC called Travis—but he’s not trying to steal from Travis. Rather, he’s trying to give that character better gear, so that Travis might have a chance of killing a particularly troubling enemy. Except Hinckley is repeatedly caught attempting this trick, and it’s hilarious to watch Travis, an otherwise friendly NPC, turn on Hinckley—Hinckley is only trying to help!
Sometimes, though, forcing a no-kill playthrough makes Fallout 4 lose its shit. There’s a quest in Fallout 4 where the player must save a companion, Nick Valentine, from a vault. Nick Valentine goes into the vault searching for a missing dame, only to find out she had actually run off with a mobster type, Skinny Malone. At the end of this level, the player has a confrontation with both Malone and the dame. You have a few options. You can attack everyone. You can convince the damsel to turn on her lover. Or, you can convince the damsel to leave without having to hurt anybody.
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In a no-kill playthrough, the last option seems like the most reasonable one to pick, right? As Hinckley progresses through his playthrough, though, it becomes obvious that the game literally doesn’t know how to deal with a player who pacifies everyone into submission. So, he starts experiencing weird audio problems related to that peaceful mechanic. More notably, though, when he convinces the dame to leave, the game bizarrely spawns an enemy where it shouldn’t, and this forces the peaceful encounter to become violent once more. Normally, this wrinkle can be dealt with fine—Hinckley can simply pacify the characters again. The problem is, after calming everyone down, the game borks itself. Characters won’t continue their dialogue like they’re supposed to at that point. Nick Valentine refuses to actually leave the vault, even if there’s nothing stopping him from doing so. Hinckley becomes so desperate after this happens, he tries to physically push Nick out of the vault by force. It doesn’t work.
In this case, one of Fallout 4’s rare “talking your way out of it” options broke down because the player tried going through the entire game in a peaceful manner. The only way Hinckley could actually complete the quest was by picking the violent option, thereby starting a firefight that he couldn’t actually participate in. Worse, he had to stop his own companion from taking shots at anyone, because companion kills are logged as player kills. It took a ton of tries, but eventually the AI found a way to kill itself without any intervention. It’s amazing.
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The biggest hurdle of all, however, has to be the part of Fallout 4 where the player has to kill a character known as Kellogg, the player’s arch-nemesis. Hinckley has to come up with a way to finish the game without personally killing the game’s main villain, absurdly enough.
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Hinckley, miraculously, still works through it. He does so by luring Kellogg into a series of mines—not to kill Kellogg, but rather, to get his health down enough. Once past a certain threshold, however, Kellogg will start trying to heal himself (the bastard!). To stop that, Hinckley pops a cryo mine, a weapon that freezes enemies in place. This, in turn, gives the other enemies in the room, which Hinckley has brainwashed to fight for him, a chance to kill Kellogg where he stands. What you have to understand here is, the chances of pulling his off without a hitch—getting all the characters in the right place, having the pacify/incite mechanics pop without fail, and then having the AI successfully kill someone despite their terrible pathing and bad aim—is extremely difficult. The fight took five hours. Five entire hours.
“THANK FUCK,” Hinckley exclaims at the end of the ordeal. “What a shit show,” he proclaims.
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“I’d love to ask [Todd Howard why pacifism is so difficult in this Fallout,” Hinckley told me in an interview.
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“I’m a little disappointed in the lack of diplomatic solutions in this game, it’s a lonely departure from the rest of the Fallout series,” Hinckley said. “My version of pacifism isn’t really diplomatic, it’s more exploitative of the game mechanics to achieve a zero-kill record. In other [Fallout] games, you had a lot of alternatives for bypassing the combat, whether it was with sneaking, speech checks, or a back door opened with lockpicking and hacking. In fact, in previous games (at least 3 and NV), your companion kills didn’t count towards your record either.”
Hinckley says that he felt sad when he found out how much Fallout 4 focused on combat—it made him feel like the developers forgot about about players like him, who have stuck with the series for a long time. In a way, Hinckley saw his no-kill playthrough as a way of showing the world that he refuses to be forgotten.
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Hinckley’s run isn’t perfect. Already, other players are theorycrafting better, less painful methods of dealing with certain portions of the game. But this is it for Hinckley. While his time could be improved, he can’t actually do better than the zero kills he already achieved.
“I wish I could’ve brought myself to use a mod to simply bypass the reload-reload-reload quality of much of the videos,” Hinckley remarked. “But, that would have been seen as cheating, and I would rather torture than cheat.”
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“It was a little aggravating to reload as many as twenty or thirty times on a quest completion, but the fun came from putting problems behind me, rather than solving them outright,” Hinckley said. “However, the sense of relief that I got from the synth killing Kellogg will never be matched by another struggle with this game. Knowing how to beat a game without doing personal damage goes a long, long way toward understanding what lies under the veneer of combat that Fallout 4 is associated with.”
You can watch the finale of Hinckley’s no-kill Fallout 4 run here:
You can reach the author of this post at [email protected], or on Twitter at @xpatriciah.
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For the location in Fallout 2, see Mercenaries' cave. For the raiders that appear in the in Fallout 3, see Raiders (Fallout 3). For the raiders that appear in Fallout 4, see Raiders (Fallout 4). |
Fallout / Fallout 2 / Fallout 3 / Fallout: New Vegas / Fallout 4 / Nuka-World / Fallout Tactics / Fallout: Brotherhood of Steel / Van Buren / Fallout 76 faction
Raiders
People
founded by
Garl Death-Hand's father
Jonathan Faust
Numerous unmentioned founders
Jonathan Faust
Numerous unmentioned founders
leader(s)
notable members
Sam Warrick
Rose
Papa Khan
Motor-Runner
Regis
Lug-Nut
Smiling Jack
Jessup
McMurphy
Chance
Ishmael Ashur
Slag
Ivey
Nisha
Mason
Mags Black
Porter Gage
Sole Survivor (optional)
Innumerable other members
Rose
Papa Khan
Motor-Runner
Regis
Lug-Nut
Smiling Jack
Jessup
McMurphy
Chance
Ishmael Ashur
Slag
Ivey
Nisha
Mason
Mags Black
Porter Gage
Sole Survivor (optional)
Innumerable other members
Locations
headquarters
Red Rock Canyon
Vault 3
Highway 95 Viper's encampment
Nevada Highway Patrol station
Top of the World
The Pitt
Evergreen Mills
Saugus Ironworks
Fort Hagen satellite array
Nuka-Town USA
Various other locations
Vault 3
Highway 95 Viper's encampment
Nevada Highway Patrol station
Top of the World
The Pitt
Evergreen Mills
Saugus Ironworks
Fort Hagen satellite array
Nuka-Town USA
Various other locations
locations
Fallout 4 Raider Names
New California
Midwest
Florida
Capital Wasteland
The Pitt
Mojave Wasteland
Alaska
Illinois
The Commonwealth
Nuka-World
Appalachia
Various other locations
Midwest
Florida
Capital Wasteland
The Pitt
Mojave Wasteland
Alaska
Illinois
The Commonwealth
Nuka-World
Appalachia
Various other locations
Connections
divisions
Capital Wasteland raiders
Slavers
Khans
Great Khans
Vipers
Jackals
Fiends
Scorpions
Pitt Raiders
Commonwealth raiders
Forged
Rust Devils
Disciples
The Pack
Operators
Cutthroats (formerly)
Trappers (formerly)
Diehards (formerly)
Blackwater Bandits (formerly)
Gourmands (formerly)
Various other non-unified raider groups and loners
Slavers
Khans
Great Khans
Vipers
Jackals
Fiends
Scorpions
Pitt Raiders
Commonwealth raiders
Forged
Rust Devils
Disciples
The Pack
Operators
Cutthroats (formerly)
Trappers (formerly)
Diehards (formerly)
Blackwater Bandits (formerly)
Gourmands (formerly)
Various other non-unified raider groups and loners
Gameplay
appearances
Fallout
Fallout 2
Fallout 3
Fallout: New Vegas
Fallout 4
Nuka-World
Fallout Tactics
Fallout: Brotherhood of Steel
Van Buren
Fallout 76
Fallout 2
Fallout 3
Fallout: New Vegas
Fallout 4
Nuka-World
Fallout Tactics
Fallout: Brotherhood of Steel
Van Buren
Fallout 76
“Raiders take whatever they want, whenever they want, and their favorite pastimes are torture and murder.”— Fallout 3 loading screen
Raiders, sometimes referred to as bandits, are any group of wastelanders who pillage, plunder, murder, or otherwise ruin the day of anyone unfortunate enough to not be one of them. Raiders tend to organize into loose confederations of gangs in the post-apocalyptic wasteland and are a constant problem. Raiders typically prey upon travelers and very small towns, leaving more populous or larger areas alone.
Numerous raider groups can be found across the wasteland. Most are composed of only a few people scraping out a living by preying on other inhabitants of the wastes, typically without any real driving purpose (besides for the thrills). Others, however, such as the Khans and the 80s, form their own tribal customs through raiding for survival rather than for thrills.[1]
Core RegionEdit
2160sEdit
Beside a great number of raider gangs encountered throughout New California, there are three distinct raider groups referenced by the first Fallout: Jackals, Vipers, and Khans, although only the last one appears in the actual game. All three groups originated from Vault 15.
- The Jackals: The first clan, the Jackals, are a typical group of crazies. They have no morals, and only one goal: survival. They use group tactics to overpower their enemies. They are craven cowards, though, and will not attack unless they know they can win. They band together in their hideaway and fight over the spoils.
- The Vipers: The second clan, the Vipers, are mysterious followers of an ancient religion (or so they claim). They usually only come out at night to hunt for food or to conduct raids. They are ruthless in combat and prefer stealth to strength. They usually carry bone knives dipped in Pit Viper venom, which, when in the blood stream, paralyzes the victim. Most victims captured in this way are taken back to their hideout.
- The Khans: The last clan, the Khans, are probably the most dangerous and resourceful of the three Raider clans. They live the lifestyles of Mongol warriors, raiding towns, burning what they cannot take and capturing the survivors for use as slaves. They usually travel in small scouting bands, but sometimes they roam as full war parties. The Khans above all else respect strength. They are eager in combat to prove their worthiness to the clan by engaging in hand-to-hand combat with fists or clubs. The Khans carry very few firearms. Anyone showing superior strength is worthy of their respect.
2240sEdit
There are numerous different groups of raiders in Fallout 2, which are still a common sight in the wasteland, but only a few groups played quite a major role.
- Bishop's mercenaries: Operating out of a cave north of Broken Hills, protected by raised plates, falling traps and barbed wire-walls with locked and trapped doors. They were not true raiders, but mercenaries hired by the Bishop family of New Reno with arms supplied by the New California Republic. They merely posed as raiders to pressure Vault City to accept annexation by the NCR. They reside in the Mercenaries' cave
- The New Khans: Reappearing in the second game, they are led by the only survivor of the original group. They are hiding out inside the secretive corridors of the ruined Vault 15, protected by squatters. Their leader Darion is paranoid and ridden with survivors guilt about being the sole survivor of the original Khans who were wiped out by the Vault Dweller. As a result, they carry out many attacks on caravans and towns and, under Darion's orders, are extra fierce against the NCR.
- Yakuza - Japanese-style raider gangs could be encountered during travels, armed with traditional swords.
2281Edit
By the events of Fallout: New Vegas there is little information on raider life in New California. It is mentioned by many characters, such as Rose of Sharon Cassidy and Dale Barton that it is much more dangerous when traveling in California than territories controlled by Caesar, indicating that raiders may still have a presence on the west coast.
MidwestEdit
The following is based on Fallout Tactics and some details might contradict canon. |
There are many raider gangs throughout the territory of Chicago. The majority of these raiders are well organized, because of a need to become one faction: the presence of Brotherhood of Steel, super mutants and Calculator's robots. They are cruel, sadistic people who are usually found near the eastern part of the region, far from super mutants and robots. There are several notable groups present.
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- The Main Faction: The faction was formed after four major raider leaders of the region (Luke Daniels, Bo Duffy, Daisy-May Gomer, and Jesse Gomer) forged an alliance to become stronger in order to fight their overpowering enemies. Their main base where the leaders hold their meetings is Rock Falls.
- Gang of Devil's Graveyard: Powerful gang of raiders led by a man known as Gargantua. Their base is a place called Devil's Graveyard.
- Gang of Macomb: A gang which was formed to assault strangers around Macomb, a town suffering because of famine. These raiders are looking for food and use roofs as cover.
- Ghoul-haters: This group is actually an extremist party, dedicated to extermination of ghouls. They took over Springfield because the mayor claimed that ghouls are equal to normal, smoothskin people.
End of information based on Fallout Tactics. |
TexasEdit
The following is based on Fallout: Brotherhood of Steel and has not been confirmed by canon sources. |
In Texas, only one known gang of raiders exists, but it is very large and powerful, being de facto rulers of the land. However, they have become but puppets to Attis, who use them to capture slaves for him. Their base is an old mill located in the town of Carbon, which is completely under their control aided by the Mayor who keeps them happy. The gang is unique because of its matriarchal rule, with female lieutenants and the main leader known as Jane, Raider Matron. The gang wears a yellow emblem on their clothes to differentiate themselves from outsiders. Aside from normal weapons, the Carbon Raiders are well known for using killer dogs and special flamethrower weaponry. They have the ability to brew alcohol on radioactive subsistences.
End of information based on Fallout: Brotherhood of Steel. |
Capital WastelandEdit
The raiders of Capital Wasteland are mostly hostile, lawless, chem-addled ruffians who roam the wastes of the Washington, D.C. area. They have little in common with the raider clans of the West Coast, except for the Fiends of the Mojave Wasteland. They are encountered in smaller groups and are armed with a fairly wide range of weaponry. They can occasionally be found hunting with guard dogs as well. All raiders wear some form of raider armor (though not at raider brothels in places like Evergreen Mills) and have dirty skin. The raiders of the Capital Wasteland have no central leader, leaders being at the level of individual gangs. However, in The Pitt, Ashur has a whole league of raiders under his rule.
Raiders have no alliances with other factions and will attack everyone but other raiders or slavers. They appear to be quite cruel, as places they inhabit are usually filled with the mutilated bodies of other raiders and wastelanders, implying that they torture captured enemies and occasionally their own.
The largest known band of raiders has set up a crude city in Evergreen Mills. This well-defended canyon gives them a base of operations. Rumor has it that they trade with slavers, selling their captives for cash.[1]
Mojave WastelandEdit
Fallout 4 Better Raiders Download
The Joshua Tree-speckled mountains provide a surprising amount of cover, especially the rock-strewn washes that run east-west just south of Nelson. This is the perfect location for packs of anarchic hunters, grifters, and psychotics to wait for an opportunity to steal, kidnap, or kill. These loosely-knit Raider gangs revel in chaos and anarchy. The Jackals are no more than a handful of scarred and tattooed reprobates, scraping out a living by preying on anything weaker than them. The (slightly) more organized Viper Gang consist of a slightly more skilled collection of ne'er-do-wells, dug in close to major roads to rob and plunder travellers and Merchant Caravans. Further north, are two much more pitiful gangs, who have lost their brethren (both in violence, or by recruitment) to the Fiends; the stinking Greaser Gang who terrorize the North Vegas sewers, and the Scorpion Gang, who fight intermittent skirmishes with Westside residents. There are also two other major raider groups: the Fiends and the drug-making and trafficking Great Khans. All these raiders have little driving purpose or goal, other than to live to see tomorrow and raise as much hell as possible today.[2]
- Greaser gang in the North Vegas sewers
- The Scorpion Gang fight intermittent skirmishes with Westside residents.
The CommonwealthEdit
In the Commonwealth raiders are more organized than before. Raiders are now more technologically advanced and can utilize machine gun turrets and automatic spotlights - some raider leaders have even re-purposed power armor for themselves. However, raiders in the Commonwealth do not have a centralized organization, and are split into several groups. According to terminals and dialogue, some of these groups antagonizes each other, while some stay out of each other's way. For example, Red Tourette's group have constant skirmishes against Tower Tom's crew.
These raiding groups rarely have set names and are mostly referred to by their leaders, with some exceptions like the Forged (the Forged themselves aren't originally from the Commonwealth, thus why they might be different) and the L&L Gang, a loose alliance of raider gangs. Raiders seem to follow an unspoken chain of command, though not as structured as the Gunners.
In Fallout 4, raiders can be heard conversing with each other, sometimes telling stories or joking with each other. The members also seem to have close bonds with one another as they often get enraged when some of their comrades are killed. Notes and terminals also shows that raiders care more about each other (e.g. Intervention note) though they still possess the same bloodthirstiness that raiders have in Fallout 3.
Max giants clash of clans. To get started, select your current Town Hall level in the next module.
Raiders, like many factions, do not treat synths and the Railroad favorably. Most notable is the L&L gang, who have reputation to be violent towards synths. This is evidenced by the mass-graves of Railroad Operatives in Kendall Hospital, an ex-Railroad safehouse now controlled by raiders.
Raiders are less aggressive according to the lore - they prefer to extort and negotiate with settlers than killing them outright (though this is not shown in-game). Raiders earn protection money from Bunker Hill caravans and spend money in places like Combat Zone, a raider-only bar, showhouse and wrestling ring.
AppalachiaEdit
Section needed This section is needed but has not been written yet. You can help Nukapedia by writing it. |
AppearancesEdit
Raiders appear in all Fallout games and are mentioned in the Fallout Bible.
ReferencesEdit
- ↑ 1.01.1Fallout 3 Official Game Guide
- ↑Fallout: New Vegas Official Game Guide