adrianwar Posted February 1, 2010 Share Posted February 1, 2010 Sometimes when I approach a group of Raiders, some of them will be neutral. I'll shoot the hostile Raiders around them but they'll just ignore it or run away. Any idea why this could be happening? Also, I think Super Mutants might be missing. I've only done a little exploring in D.C. but I haven't come across any in the spots where they usually spawn. Here's my load order: [X] Fallout3.esm[X] Anchorage.esm[X] ThePitt.esm[X] BrokenSteel.esm[X] PointLookout.esm[X] Zeta.esm[X] Unofficial Fallout 3 Patch.esm[X] QZ Keys.esm[X] QZ Night Vision.esm[X] HairPack.esm[X] CRAFT.esm[X] CALIBR.esm[X] StreetLights.esm[X] FOOK2 - Main.esm[X] FOOK2 - [*censored*] World And Neighbourhood Kit.esm[ ] FOOK2 - [DIK] DLC Improvement Kit.esm[X] FO3 Wanderers Edition - Main File.esm[X] Mart's Mutant Mod.esm[X] Ammo Bench.esm[X] Enhanced Weather - Rain and Snow.esm[X] Unofficial Fallout 3 Patch - Operation Anchorage.esp[X] Unofficial Fallout 3 Patch - The Pitt.esp[X] Unofficial Fallout 3 Patch - Broken Steel.esp[X] CRAFT - Workbench and Crafting Expansion combined.esp[X] CRAFT - WCE Warmonger Addon.esp[X] AddBottle.esp[X] OutcastRewards.esp[X] Project Beauty.esp[X] Project Beauty- Broken Steel.esp[X] DarNifiedUIF3.esp[X] hair_add_npc.esp[X] CRAFT - Activation Perk.esp[X] CALIBRxMerchant.esp[X] PCIdles.esp[X] UPP - Experience Perks.esp[X] QZ Perks Pack 1.esp[X] QZ Traits.esp[X] QZ Perks Redux.esp[X] PreWar Book Titles and Perks.esp[X] Enhanced Weather - Rain and Snow in Fallout.esp[ ] Enhanced Weather - Radioactive Rain and Snow Plugin.esp[X] Enhanced Weather - Weather Sounds in Interiors.esp[X] Enhanced Weather - Sneak Bonus during Storms.esp[X] Fellout-Full.esp[X] Fellout-Anchorage.esp[X] Fellout-BrokenSteel.esp[X] Fellout-pipboylight.esp[X] StreetLights - Wasteland.esp[X] MegatonContracts.esp[X] Ammo Bench - Artisan.esp[X] Ammo Bench - CRAFT Plugin.esp[X] Ammo Bench - CALIBR.esp[X] Ammo Bench - Car Mechanic.esp[X] Ammo Bench - Toolkit Retex.esp[X] BlackWolf Backpack.esp[X] Treasure Maps_Bobblehead Edition.esp[X] Treasure Maps_A Fist Full of Caps.esp[X] MTC Wasteland Travellers.esp[X] MTC Wasteland Travellers (Optional)- Crowded Cities.esp[X] BeefedUpCitadel.esp[X] Megaton Tweaks - Snipers Edition.esp[X] DCInteriors_ComboEdition.esp[X] BusworldV1.05d.esp[X] QuantumPipeV2.esp[X] EveryoneBleeds.esp[X] BANDAGE.esp[X] FOOK2 - Main.esp[ ] FOOK2 - [DIK] DLC Improvement Kit.esp[X] FO3 Wanderers Edition - Main File.esp[X] FO3 Wanderers Edition - DLC Anchorage.esp[X] FO3 Wanderers Edition - DLC Broken Steel.esp[X] FO3 Wanderers Edition - DLC The Pitt.esp[X] FO3 Wanderers Edition - UFP Support.esp[X] FO3 Wanderers Edition - Lvl 30 High Skills.esp[X] FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp[X] FO3 Wanderers Edition - Optional Restore Tracers.esp[X] FO3 Wanderers Edition - Optional Harsher Wasteland.esp[X] FO3 Wanderers Edition - Optional Worn Weapons.esp[X] FO3 Wanderers Edition - FOOK Support.esp[X] FWE - No Dodge.esp[X] FWE - Reduced Radiation.esp[X] FWE - FOOK DLC Support.esp[X] DarNifiedUIF3_FWE.esp[X] XFO_Timescale_fast.esp[X] XFO_Weapon_Jamming.esp[X] Tailor Maid.esp[X] Tailor Maid Anchorage.esp[X] Tailor Maid Brokensteel.esp[X] 1alexscorpionsnipergear.esp[X] Snipervelocity.esp[X] VelocityOverhaul.esp[X] WeaponModKits.esp[X] WeaponModKits - FWE Master Release.esp[X] WeaponModKits - OperationAnchorage.esp[X] WeaponModKits - ThePitt.esp[X] WeaponModKits - BrokenSteel.esp[X] WeaponModKits - FOOK.esp[X] WeaponModKits - FWE Optional Worn Weapons.esp[X] WMKAA12Shotgun.esp[X] WW2Uniforms.esp[X] WasteWearGloves.esp[X] OutFits.esp[X] WearableCigarette.esp[X] MissingUniqueArmorClothing-Enhanced.esp[X] MissingUniqueWeapons-Enhanced-BS.esp[X] WHSpaceMarineArmor.esp[X] Warhammer Imperial Guard Replacer.esp[X] Warhammer Space Marine Replacer.esp[X] COL Enclave VER2.esp[X] COL Enclave Hell.esp[X] 3EFhelmlessstealthsuit.esp[X] CALIBR Ammo Schematics - CRAFT.esp[X] EVE.esp[X] EVE - FWE Master Release (Follower Enhanced).esp[X] FleshBurningPlasma.esp[X] Wasteland Whisperer.esp[X] RobCo Certified.esp[X] RaidersRedoneModular01.esp[X] RRGoreGrafittiRemoved.esp[X] Mart's Mutant Mod.esp[X] PB MMM.esp[X] Mart's Mutant Mod - DLC Anchorage.esp[X] Mart's Mutant Mod - DLC The Pitt.esp[X] Mart's Mutant Mod - DLC Broken Steel.esp[X] Mart's Mutant Mod - No Floaters.esp[X] Mart's Mutant Mod - No Ghoul Raise.esp[X] Mart's Mutant Mod - Feral Ghoul Rampage.esp[X] Mart's Mutant Mod - Hunting & Looting.esp[X] Mart's Mutant Mod - Natural Selection.esp[X] Mart's Mutant Mod - FWE Master Release.esp[X] Mart's Mutant Mod - FWE with EVE.esp[X] S.T.A.L.K.E.R. Mutants[addon for MMM].esp[X] Improved Turrets.esp[X] Improved Turret Reprogramming.esp[X] Improved Turret Hacking.esp[X] Owned!.esp[X] ShellRain.esp[X] dD-Full Screen Blood.esp[X] dD-More Gore.esp[X] dD-More Gore-BrokenSteel.esp[X] dD-More Gore-The Pitt.esp[X] Echo_UseBothGloves.esp[X] KillableKidsNormalHealthOptional.esp[X] Realistic Explosions.esp[X] RealPhysicsLessCarExplosions.esp[X] -MERGED-.esp I had to disable FOOK2 - [DIK] DLC Improvement Kit.esp because it was causing the game to crash every time I entered Megaton. Anyone know what could be causing the Raider problem? Thanks :biggrin: Link to comment Share on other sites More sharing options...
WoogieMonster Posted February 1, 2010 Share Posted February 1, 2010 I'm only guessing, but it might be related to MMM and how it alters some creatures to be neutral or even afraid of you. I've seen where other people have had the issue with large groups of Enclave soldiers. The issue with missing creatures happens with improper installation/upgrade of MMM. As it says in the ReadMe, you absolutely MUST wait for 4 days inside a cell with no creatures or people. Either of the player-homes will do fine, or even your own personal hideout if you use a mod. Just go to your safe-house of choice, save your game, exit and deactivate MMM. Then load your save and wait or sleep for 4 days, then save your game again. This "cleans" MMM from your game. Go out and check that the mutants are back, then go back to your safe-house and exit. Reactivate MMM (make sure they are still in proper load order) and load your game, and wait or sleep 4 days again. See if this fixes the issue. Link to comment Share on other sites More sharing options...
adrianwar Posted February 2, 2010 Author Share Posted February 2, 2010 Maybe, but I've had MMM for months and it has worked fine. FOOK2 is the latest mod I've added to my list. Does FOOK alter creatures at all? Or maybe it's one of the compatibility patches I'm using? If I go into FO3Edit and do the "apply filter" thing, what should I look for to see if a mod is making Raiders neutral? And for the missing Super Mutants, I've started a new character so I thought that negated the need to wait for 4 days. I'll do it anyway though to see if it fixes that problem. Thanks! Link to comment Share on other sites More sharing options...
FadingCeiling Posted February 2, 2010 Share Posted February 2, 2010 I'm betting it's your merged patch. Link to comment Share on other sites More sharing options...
WoogieMonster Posted February 2, 2010 Share Posted February 2, 2010 ...And for the missing Super Mutants, I've started a new character so I thought that negated the need to wait for 4 days. I'll do it anyway though to see if it fixes that problem. Thanks! That's actually a problem that I have had myself recently. I figured it was related to leveled spawn lists (lower level creatures preventing the higher ones from spawning as my own level increased) but I never verified with anyone whether or not that was even possible. In my case, cleaning and reactivating MMM solved that problem too. I do not use FOOK, so I am unfamiliar with any problems or issues it may have with other mods or within itself. Link to comment Share on other sites More sharing options...
adrianwar Posted February 3, 2010 Author Share Posted February 3, 2010 Well I finally found Super Mutants so that's no longer a problem, but the Raider problem is still there. Anybody else have any ideas? Link to comment Share on other sites More sharing options...
Skotte Posted February 4, 2010 Share Posted February 4, 2010 When I have a non-hostile raider I shoot them in the head, if they live they are usually hostile Link to comment Share on other sites More sharing options...
skabb69 Posted March 9, 2010 Share Posted March 9, 2010 I have the same problem with raiders and regulators. All of them totally neutral, even when I walk into the middle and start blasting them they are all totally indifferent. I thought it was maybe because using FWE I chose to be a slaver and start with -1600 karma. But ive read on here that raiders attack all the time regardless, and it doesent explain the Regulators. Any help into fixing this issue would be awesome!Load order: Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmUnofficial Fallout 3 Patch.esmSharing and Caring Companions.esmCRAFT.esmCALIBR.esmFOOK2 - Main.esmFOOK2 - [*censored*] World And Neighbourhood Kit.esmFOOK2 - [DIK] DLC Improvement Kit.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmFNNCQ.esmUnofficial Fallout 3 Patch - Operation Anchorage.espUnofficial Fallout 3 Patch - The Pitt.espUnofficial Fallout 3 Patch - Broken Steel.espUnofficial Fallout 3 Patch - Point Lookout.espUnofficial Fallout 3 Patch - Mothership Zeta.espFellout-Full.espFellout-pipboylight.espFellout-BrokenSteel.espFellout-PointLookout.espFellout-Zeta.espCRAFT - Activation Perk.espCALIBRxMerchant.espFOOK2 - Main.espFOOK2 - [DIK] DLC Improvement Kit.espFOOK2 - Mothership Zeta.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - Optional Sneak Msgs.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - DLC Point Lookout.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - DLC Mothership Zeta.espFWE - FOOK DLC Support.espEVE.espEVE Operation Anchorage.espUPP - Pack 1.espUPP - Pack 2.espUPP - Quest Perks.espUPP - Experience Perks.espMart's Mutant Mod.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Point Lookout.espMart's Mutant Mod - DLC Zeta.espMart's Mutant Mod - FOOK2.espMart's Mutant Mod - FWE Master Release.espMart's Mutant Mod - FWE with EVE.espMart's Mutant Mod - Increased Spawns.espMart's Mutant Mod - Increased Increased Spawns.espMart's Mutant Mod - No Ghoul Raise.espMart's Mutant Mod - No Floaters.espMart's Mutant Mod - Hunting & Looting.espMart's Mutant Mod - Tougher Traders.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - Zones Respawn.esp01AtM - Firefly Ranch.espdD-More Gore.espdD-More Gore-BrokenSteel.espdD-More Gore-PointLookout.espdD-More Gore-The Pitt.espdD-More Gore-Zeta.espdD-Full Screen Blood.espdD-Reduced Dismember Force.espdD-Larger Blood.espCrowdedCities_v2.espKillableKids.espSkillCheck.espWastelandMastery.espMaxLevelWorkaround.espFO3 Wanderers Edition - FOOK Support.espFOOK2 - [EVE] Energy Visuals Enhanced.espSally Fix 2.1.espSimms' Ammo.espNVG_Activator_Crash_Fix_[Experimental].espnorepairneeded(fix).espthemerger.esp Total active plugins: 83Total plugins: 159 Link to comment Share on other sites More sharing options...
SannaMaria1 Posted March 9, 2010 Share Posted March 9, 2010 One thing to try if you haven't already: Try disabling the Mart's Mutant Mod - Natural Selection.esp and see if that fixes the problem. I think I had the same problem a long while back when I was still using MMM with FOOK2. And it wasn't just Raiders, but sometimes Enclave was blue or Talons or Outcasts etc... That was one reason among others why I removed MMM from my system. Sadly, as it really made the wastes more alive. :( Link to comment Share on other sites More sharing options...
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