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Need ideas for Raider Groups/Clans


shadowkeeper790

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I was thinking that a carnival Gang would be cool.

1. Name- Carnies

2. Leader- Ring Leader Soleil (after the biggest circus)

3. Legendary- Barnum and Bailey, Could use other Circus names

4. Ranks could but all different types of acts, Circus Hand, Acrobat, clown, sword swollower strong man, Circus security ect.

5. Equipment for the lower ranking ones could be armored leatard mod if you could get permission, might need to alter it slightly. Clown outfits

6. weapons- molotov cocktails(clowns) , swords(sword swollowers) , sledge hammer (strongman), Junk cannon (clowns, acrobats (like the ones that get shot out of a cannon themselves)

7. Locartions- any of the amusement park locations, could even go as far as adding some across the common wealth, could even leave the quests alone in some areas

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I really like your idea for a raider rework.

 

Perhaps then it might be better to build on some of those existing groups of raiders, or rework some of the groups/combine them.

 

This would be most effective/lore-friendly if you made a template for the raiders based on their environment.

For example:

 

groups like Red Tourette, which already have some cool flavor text and back-story, you could make small changes to their equipment to make them more unique.

Since Red Tourette's group is stationed in and around the federal rations depot they could be easily equipped with with worn military outfits and dirty helmets + raider armor. If you wanted to get more elaborate you could even slap some rusty cans onto the Raider armor, plaster some food labels on the armor and put graffiti and dirt all over their pilfered military gear.

 

 

You then use that group's environment-template for any other of the other generic gangs that are based around something like military instillations, altering it slightly based on the idea that the raiders are going to use whatever they have around them.

 

This concept could easily be extended to other generic raiders on the outskirts/wilderness, small towns and cities.

 

If the raiders in an area don't have much of a back-story(or a really cool location), that is where you could swoop in and create your own unique and awesome gang with crazy personalities, quests, traits, fortresses and weapons. This would allow you to focus on crafting a handful of cool gangs that could feel like they are actually living or active, and then have a bunch of tweaked/environment based factions that would add variety across the wasteland.

 

This would let you build on the old system, and replace stuff as you see fit...but I don't know, that's just a thought.

 

This would be a good idea If this wasn't the case

1. most, if not all. of the raiders in-game are templates (meaning they are exact replicas of another character) this makes it easier for people like me to create new actors just by selecting which template to use. It also creates the problem of not being able to edit the raiders without editing ALL raiders. I have gotten around this simple by creating new raiders and templeting from them to make copies and such.

2. I also like where you are going with that and that is why I need someone who is willing to write new terminal entries and such to make the clans I add make more sense lore wise.

3. I already had a plan to do something like this.

 

For all who are interested this mod is currently up on the nexus

http://www.nexusmods.com/fallout4/mods/15937/?

 

Thank you to everyone who put ideas down and more are still welcome.

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Name: Witches

Ranks:

Devil (Leader)
Wyrd (Tri Member Counsel)

Damned (Mid Level)

Hag (Low Level)

Familiar (Grunt)

For Armor, Cage and Hooded Rags would work well with the theme.

For weapons, Deathclaw Gauntlets, Halucigen Gas grenades, Hunters Rifle and The Gainer could work.

Placing them somewhere Near Salem would be ideal.

Misc: Obviously based on the witch trials, using some names of the victims or other related people would be cool. Maybe run by someone who believes that the devil or some other entity has returned and that the nukes were a sign.

Edited by piga23
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I really like your idea for a raider rework.

 

Perhaps then it might be better to build on some of those existing groups of raiders, or rework some of the groups/combine them.

 

This would be most effective/lore-friendly if you made a template for the raiders based on their environment.

For example:

 

groups like Red Tourette, which already have some cool flavor text and back-story, you could make small changes to their equipment to make them more unique.

Since Red Tourette's group is stationed in and around the federal rations depot they could be easily equipped with with worn military outfits and dirty helmets + raider armor. If you wanted to get more elaborate you could even slap some rusty cans onto the Raider armor, plaster some food labels on the armor and put graffiti and dirt all over their pilfered military gear.

 

 

You then use that group's environment-template for any other of the other generic gangs that are based around something like military instillations, altering it slightly based on the idea that the raiders are going to use whatever they have around them.

 

This concept could easily be extended to other generic raiders on the outskirts/wilderness, small towns and cities.

 

If the raiders in an area don't have much of a back-story(or a really cool location), that is where you could swoop in and create your own unique and awesome gang with crazy personalities, quests, traits, fortresses and weapons. This would allow you to focus on crafting a handful of cool gangs that could feel like they are actually living or active, and then have a bunch of tweaked/environment based factions that would add variety across the wasteland.

 

This would let you build on the old system, and replace stuff as you see fit...but I don't know, that's just a thought.

 

 

This would be a good idea If this wasn't the case

1. most, if not all. of the raiders in-game are templates (meaning they are exact replicas of another character) this makes it easier for people like me to create new actors just by selecting which template to use. It also creates the problem of not being able to edit the raiders without editing ALL raiders. I have gotten around this simple by creating new raiders and templeting from them to make copies and such.

2. I also like where you are going with that and that is why I need someone who is willing to write new terminal entries and such to make the clans I add make more sense lore wise.

3. I already had a plan to do something like this.

 

For all who are interested this mod is currently up on the nexus

http://www.nexusmods.com/fallout4/mods/15937/?

 

Thank you to everyone who put ideas down and more are still welcome.

 

Does adding in new templates keep compatibility with other mods that add armor to the default raiders? If so, that is actually a really great idea.

 

I'd be happy to help with some writing, until you get more help. I have a pretty decent grasp on the lore of fallout, and I'm also not a bad writer(esp if someone can read over my work). Unfortunately, I'm currently helping out a Mount and Blade mod team(almost done helping them), and I'd be limited to mostly writing until I can learn more about fallout 4's dev tools.

 

Rough draft:

 

 

If I were to do something for the red sox themed group I would probably tell the story of a jet addicted gang member that joins up with the gang to get more jet. Eventually he explains how they idolize baseball players; mistakenly thinking that baseball used to be a blood sport.

 

-It would start by having him explain that he started a journal to distract him from his withdrawal.

-Next entry says a new group of guys moved into the old apartment area and they say that they have Jet, implies that he is going to join them.

-Is happy about his new supply of jet, thinks the uniforms are stupid and doesn't understand what they are; however, they help him move his terminal, and he looks past the fact that they are rather ruthless.

-Excitedly explains that the gang thinks baseball used to be a blood sport that would always end with a fight to the death. Thinks that maybe if he helps them set up some turrets, they'll tell him more.

-In the final entry he Marvels at how violent and crazy the old world was, and wonders what one of them would do if they came back. Ending with the final line that "To think, if they plucked one of em crazies from those pens an' slapped em down in the middle of the wastes, they'd probably try to throttle every last one of us..."(an ironic nod to how most people play fallout 4).

 

That would be an outline of the basic structure, unless there are specific elements you want me to incorporate, or you want me to create and direct a narrative that flows through the area utilizing multiple terminals/notes and named NPCs.

 

 

Edited by hippo24
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The Huntsmen
Rank Structure-
Leader: Pack Master
Captains: Hunt Masters
Lieutenants: Trackers
Specialists: Beast Masters (Tame various animals to aid in hunts)
General Members: Hunters
Accepted Recruits: Scouts
Prospective Recruits: Softies

Equipment-

Armors: Animal-themed, animal hide hoods, armor made of bones and flesh of their prey, varies a lot and made by each Huntsmen by his own kills.

 

Weapons: Crossbows, Axes and Machetes, Hunting rifles. Various Traps.

 

Possible Locations- Nomadic, but generally anywhere far from more 'civilized' ruins and settlements.

Lore- Born from the descendants of boy scout and girl scout groups out in the wilds, the huntsmen are a nomadic, territorial group that is vastly cautious of outsiders. They're masters of tracking and stealth for following their dangerous prey, and often use ambush tactics.

 

Huntsmen attack any outside their group that interfere with their hunts, or intrude upon their territory but do set up what they call 'offering pens' where prospective wastelanders can submit proof of their hunts for consideration to be welcomed into the pack. If accepted.. they will generally be approached, if not they will be warned to leave usually by the howl of hunting hounds, and if they fail to leave.. they will be killed.

 

The huntsmen are not cannibalistic, and despite their caution and distrust of outsiders, do not make use of human bodies as trophies, instead they decorate their territory with totems made of succesful hunts, and they view cannibalism as an insult to the hunting gods, willing to track down and kill people who would perform such a heinous act even into the ruins of the great cities. This puts them at big odds with super mutants and they will target the huge brutes above all else if they spot them in the wilds.

Edited by Veliwine
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So my idea is this Redneck Family Clan called like The Samuels or The Johnsons or anything like that where it's a big family, so it's built from, let's say the clan leaders, if they're The Johnsons then Papa Johnson and Mama Johnson, their children and their children's children, basically a lot of Johnsons.

 

1. Name: The Johnsons Clan (name is WIP, I'm not sure what a good redneck name is)

2. Rank Structure: Well my idea is that they'll all be named, so the only rank structure would probably be just having a Papa [last name] and a Mama [last name] as powerful or something like that and everyone else pretty much the same level. I like having them all named because it gives it a touch of personal when you brutally murder them. for example: Caleb Johnson, Jacobs Johnson, Samuel Johnson, Tom Johnson, Jim Johnson and so forth.

3. Armor: Farmer Clothes et cetra, outfits rednecks would wear.

4. Weapons: Sawed off double barell shotguns, hunting rifles, molotovs, baseball bats, maybe .44s.

5. Locations: I'm not sure yet, I would assume it's somewhere secluded, with a barn perhaps? I'll tell you if I figure out one.

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Name: The Defects

Rank Structure: Possibly just name them all combos of letters and numbers with the leader being labelled "Defect Courser."

3. Sunglasses, synth uniform, institute jumper, cleanroom suit, institute labcoat, feathered dress, any color suits, any color dresses, tuxedo, yellow trenchcoat, synth field helmet, synth helmet, fedoras, bowler hat, formal hat, trilby hat, pompadour wig, and synth armors.

4. Institute lasers, machete, combat knife, switchblade, security baton, pipe wrench.

5. Where ever makes sense to you.

6. A gang made up of faulty Gen 3 Synth's who were abandoned in the Commonwealth. Possibly sprinkle in a few Gen 2's who fight alongside them. They all drop synth components upon death, and their leader wears a courser uniform.

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Name: Vengeful Vixens

 

Structure: All female, with three named "leaders". Roughly 8 people in total.

 

Equipment: Spiked Armor, Metal, Sturdy Leather, maybe some sporadic pieces of Combat Armor on the three leaders.

 

Weapons: Strong Pipe weapons for everyone, maybe a strong melee weapon for one of the leaders, and might chunk a Missile Launcher on one of them as well for some extra "Oomph". Since Molotov Cocktail's are pretty easy to make, might add some to their ( all or most ) inventories. Since they're in a junkyard, might be cool to add a Raider Power Armor suit to one of the leaders ( or the one using the Missile Launcher ).

 

Possible Locations: Jalbert Brother's Disposal

 

Backstory: The apocalypse is rough. For these women though, it was really rough. Not everyone gets to live in nice walled settlements with turrets, or lucky enough to have been born in an less hostile environment. All of these Raiders were sold into slavery or kidnapped at a young age, and have experienced all sorts of horrors since. In between all the things that women may be subject to in a post-apocalyptic setting, they were still taught the basics; survival. Farming, cooking, shooting, weapon maintenance, and what passes for protection. In the end it all paid off. They eventually killed their captors and escaped out of the city to an old junkyard, getting rid of the inhabiting mole rats.

 

Now, they routinely trade with the robots at Greygarden with scrap they can use to repair themselves for food, seeds and, water. But unfortunately, the years spent with psychotic raiders has left them mentally ( and physically ) scarred. Men who they see passing by often go missing and subjected to the same torture they endured before ultimately, killing them. Bonus points if you can add some dead guys around.

 

Vixens isn't really appropriate, but it started with a "V", and the only thing I could come up with. Love the idea of your mod and, thanks for giving others the opportunity to impact it.

Edited by Copestetic30
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Words cannot describe how much I love this idea. I liked the idea of the Forged too and was sad that the game didn't do anything cool with them.

 

  1. The DB Bears
  2. The real D.B. Tech School was Roman Catholic so the ranks would be inspired by their ranks, such as Father and Brother.
  3. The DB Tech Varsity uniform (which IIRC can't be worn with armor) and the Mascot Head.
  4. Going with the 'bears' theme they'd use mostly bladed and fist melee weapons, upgraded with as much puncturing/bleeding mods as possible.
  5. The gang of raiders at, well, the DB Tech school.
  6. Like Moe Cronin, they've had a deep misunderstanding of what school sports teams were; that each school would make a team of the strongest fighters and pit them against a rival school to fight to the death and the mascots and team colours acted like warpaint to give the team strength and strike fear into their enemies. The winning school could then demand tribute from other schools until the next sports match, so by their logic they can demand 'tribute' from anyone who hasn't bested their team in battle.

 

  1. The Synth Liberation Front.
  2. They refuse to use any sort of ranking system as a form of rebellion against tyranny.
  3. They'd mostly have mish-mash of synth armor mixed in with metal and robot armor, as if they've scavenged armor from any dead body they could find. Most of them still wear dirty synth uniforms and Institute jumpers.
  4. Institute lasers and energy weapons.
  5. As they're being hunted by the BOS and the Institute they stay on the move, but tend to appear near high-tech industry buildings for scavenging like ArcJet Systems or Mass Fusion.
  6. The Railroad aren't the only people trying to rescue synths dropped into the Wasteland. These synths adopt their brethren into the family and teach them to survive, fight, and keep themselves free. They resent humanity for the nature of their creation and their enslavement, and will do whatever it takes to remain free, even at the expense of human lives. Some of them hate humans so much that they attack out of spite.

 

  1. The 'Minutemen'
  2. Typical military ranks such as lieutenant, colonel, general, etc.
  3. The Minutemen uniforms with leather armor. They also wear handkerchiefs over their face like outlaws (perhaps with the optional Minuteman handkerchief mod).
  4. They don't use the laser musket, which is the first clue that these guys aren't the real thing. They try to trick people by using other types of laser weapons and pipe guns.
  5. They 'patrol' through Commonwealth and stay near settlements to 'keep an eye' on them.
  6. So there's people out there stupid enough to think that a bunch of guys with guns are out to help them? Suckers. All you need to do is wait until someone's in trouble and rush in like the cavalry; they'll never see it coming until it's too late.

 

  1. The Cadillacs.
  2. Different kinds of special metals and jewels such as gold, ruby, diamond, platinum, etc.
  3. These guys dress exclusively in fancy pre-war attire like casual outfits, suits, dresses, etc, along with fancy accessories like fashionable glasses and formal hats.
  4. They use classy, iconic weapons like revolvers, submachine guns, and lever-action rifles. In melee they only use swords or walking canes.
  5. They stick around shopping areas, especially places that have a Fallon's department store or clothing shop nearby, such as Back Street Apparel.
  6. Don't make the mistake of thinking these guys are too spoilt to survive the Wasteland; they've lived in every subway tunnel, back alley, and garbage heap as any other raider. But life's short and a raider's life is even shorter, so why not live it with style and class? Think about it; if the world ended, wouldn't you want to spend what time you had left by wearing all the fancy clothes you could never afford and wash yourself in $1000 champagne?

 

  1. The Sawbones
  2. Different medical professions such as nurse, doctor, surgeon, professor, etc.
  3. Metal armor combined with any kind of medical apparel such as labcoats, medical goggles, glasses, surgical masks, etc.
  4. They mostly use gamma guns as it kills someone with as little physical damage as possible and allows them to easily overwhelm their targets.
  5. They're always nearby a medical building that they either operate out of or scavenge inside. It'd be awesome if they could be inside the Mass Bay medical centre instead of the Gunners.
  6. They mean well, honestly. So much medical knowledge has been lost since the war and people died preventable deaths that could be easily treated with pre-war technology. These people want to help humanity but sometimes that means using ... regrettable measures. There's no human trials or animal testing, and no one's going to donate a loved-one's corpse for study. And how much has a random raider or wastelander helped humanity anyway? Sometimes one human life can save many.

 

Okay I'll stop there, I think that's more than enough for now.

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