Slorm Posted August 11, 2021 Posted August 11, 2021 (edited) Tougher Raider Firepower View File One thing that annoys me in FO4 is how weak the Raiders are. For example I recently went through DB Tech at level 16 and hardly got a scratch, so I wanted to give them a bit more bite in their firepower. This is a simple mod to help make the Raider firepower a bit more powerful and so make them a bit tougher to deal with, but doesn’t turn them into bullet sponges or make them overpowered for low level characters. Vanilla low level raiders have a debuff so they only do 75% of normal damage. This has been removed and replaced with a buff to make them do 150% of normal damage. The same for all the other Raider levels, except for Legendary which I have left at its vanilla 125%. I tested with various settings at Normal game setting with a level 1 and level 17 pc and 150% seemed to be around the best, but it’s easy to adjust in xEdit or CK if you want to increase the values (just change the perk). Bear in mind that if you play on Very Hard or Survival then you may find the first Raider encounter at Concord rather interesting as the incoming damage factor will go from 2 to 3. It’s safe to remove or change mid game as there are no scripts and it simply changes the perks in the Raider templates. Many thanks to @EgoBallistic for pointing me in the right direction as to what files needed to be looked at. Submitter Slorm Submitted 08/11/2021 Category Other Requires Edited August 11, 2021 by Slorm 1
tuxagent7 Posted August 11, 2021 Posted August 11, 2021 This is nice, It will go nice in my load order Thank you !
love7732851 Posted August 11, 2021 Posted August 11, 2021 thank you for your mod ,i want know is this mod compatible with add more raiders' faces or any mod like that?sorry about my english?
Slorm Posted August 11, 2021 Author Posted August 11, 2021 43 minutes ago, love7732851 said: thank you for your mod ,i want know is this mod compatible with add more raiders' faces or any mod like that?sorry about my english? I don't know the mod you refer to but I can't see any reason why not. The only thing this mod would clash with is something else that also changes the perks on Raiders. In that case the lower mod in the in the load order would work.
tuxagent7 Posted August 24, 2021 Posted August 24, 2021 There is some templates that are conflicting, should i remove their perks and add yours in FO4 Edit ?
WanderLustRedux Posted August 24, 2021 Posted August 24, 2021 (edited) 55 minutes ago, tuxagent7 said: There is some templates that are conflicting, should i remove their perks and add yours in FO4 Edit ? I think some kind of patch would be required for both mods to work together, assuming that @Slorm is overwriting the default raider entries as I am. You can try just running the two mods together and see if it works, as I'm certain we'd be overwriting different fields of the entry. In this case, load order shouldn't matter although you may want to try it both ways. Edited August 24, 2021 by WanderLustRedux
Slorm Posted August 24, 2021 Author Posted August 24, 2021 Load them both in FO4Edit that will tell you straight away if there are any conflicts. This mod just adds a perks to the Raiders to increase their output damage
fennecoverlord Posted August 26, 2021 Posted August 26, 2021 Honestly bro, thank you. Like, even on survival difficulty, raiders are just way too goddamn easy to beat late-game. I've got 120+ hours on my main playthrough and so I'm already a level 48, and with the veritable arsenal of weapons of mass destruction that I've collected, from plasma-infused laser miniguns to maschinengewehrs to mini nuke launchers of multiple varieties to anti-materiel rifles with HEAT-AP rounds... and given my X-02 Power Armor? I'm fucking unstoppable. I need more of a challenge from Raiders, and after already buffing super mutants, this is the best next step to make the late game more challenging. So, again. Thank you. 1
Slorm Posted August 26, 2021 Author Posted August 26, 2021 1 hour ago, gaarakillsbarney14@gmail.c said: Honestly bro, thank you. Like, even on survival difficulty, raiders are just way too goddamn easy to beat late-game. I've got 120+ hours on my main playthrough and so I'm already a level 48, and with the veritable arsenal of weapons of mass destruction that I've collected, from plasma-infused laser miniguns to maschinengewehrs to mini nuke launchers of multiple varieties to anti-materiel rifles with HEAT-AP rounds... and given my X-02 Power Armor? I'm fucking unstoppable. I need more of a challenge from Raiders, and after already buffing super mutants, this is the best next step to make the late game more challenging. So, again. Thank you. Hope you enjoy it. You still may find them too weak at your level, so you may want to load up the mod in xEdit and replace the perk a more powerful one to increase their damage. It's quite safe to adjust on the fly.
Slorm Posted August 27, 2021 Author Posted August 27, 2021 (edited) Added another version which does x2 damage (rather than 1.5). It's safe to swap either mid game, I found the x2 had a bit more punch as low level raiders have a pretty poor aim Edit: Level 4 in Corvega. Watch out for shotguns, one blast is enough for Violate to kick in So take em out quick Edited August 27, 2021 by Slorm 1
Olmech Posted August 28, 2021 Posted August 28, 2021 5 hours ago, Slorm said: Level 4 in Corvega. Watch out for shotguns, one blast is enough for Violate to kick in So take em out quick Edited 3 hours ago by Slorm My wish is to make Raiders at least as potent as Gunners. If you run a mod like Endless Warfare and have gunners, Raiders and Mutants spawning...Raiders get their asses handed to them quickly. If you run a mod like Raider Overhaul...it does fix that, but adds a few new problems. I would at least like Raiders to win or have a fighting chance against the others. Will your x2 version do that?
Slorm Posted August 28, 2021 Author Posted August 28, 2021 (edited) 11 hours ago, Olmech said: My wish is to make Raiders at least as potent as Gunners. If you run a mod like Endless Warfare and have gunners, Raiders and Mutants spawning...Raiders get their asses handed to them quickly. If you run a mod like Raider Overhaul...it does fix that, but adds a few new problems. I would at least like Raiders to win or have a fighting chance against the others. Will your x2 version do that? This will in part do what you want, in that it makes the Raiders damage output more potent. I haven't touched the damage "to" Raiders though (Raider durability) as that would make them bullet sponges which would make the low level game almost impossible. I'd need to check the damage output of Gunners in the CK but at a guess I would have thought the Raider damage may need to be increased beyond x2 to match Gunners damage. (Edit: seems about right at x2) EDIT: I've just had a look in CK and it's not quite straightforward (it'd be boring if it was ) I used a basic Gunner (lvl8) and compared to a Raider Psycho (lvl9). Roughly the Gunner has twice as much calculated health as the Raider (base 40 plus health bonus), so without changing the Raiders health they will always be weaker than Gunners in terms of incoming HP damage. Damage output is somewhat more difficult as it is the weapon that sets the base damage. A Raider could spawn with a combat rifle like a Gunner and in this case the Raider (excluding any other buffs/debuffs) would in theory deal 66 damage as against the Gunner's 33, if it spawns with say an unmodified pipe rifle, then it would be around 26 damage (from memory) and the Gunner would have the edge. I'm open to persuasion but I think if I increased the Raider's HP to match the Gunner's then the early game would be too difficult. I do use a mod that slows down by half the XP needed to level up so I may not be the best judge though. A halfway fix might be the leave the base level 1 and 4 Raiders as is and just increase Raider Psycho and upwards but it would probably never be perfect as you'll not necessarily know what type of Raider is going to be spawned. Thank you for raising this, it has been interesting to have a closer look at the rest of the stats system Edited August 28, 2021 by Slorm
Olmech Posted August 28, 2021 Posted August 28, 2021 7 hours ago, Slorm said: Thank you for raising this, it has been interesting to have a closer look at the rest of the stats system Hey, I appreciate you looking at it. I have even tried to give Raiders a numerical advantage in spawns but A handful of Gunners will absolutely annihilate them regardless probably because of what you describe. Theyre just fodder as is.
Slorm Posted August 28, 2021 Author Posted August 28, 2021 1 hour ago, Olmech said: Hey, I appreciate you looking at it. I have even tried to give Raiders a numerical advantage in spawns but A handful of Gunners will absolutely annihilate them regardless probably because of what you describe. Theyre just fodder as is. Yep, much the same as the Bandits and wolves in Skyrim. In Vanilla FO4 L1 Raiders are well gimped with a perk which removes 25% of damage dealt, so they're just there to get the pc's XP raised quickly
Orb23 Posted November 12, 2021 Posted November 12, 2021 i personally use immersive fallout for this, my game is very hard, usually you can survive 2 hits before you die but good to have this as alternative if you dont want the other stuff that comes with immersive fallout
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