What mod adds Marauders?

Post » Fri Feb 18, 2011 10:43 pm

What mod is adding these godly marauders? It isn't MMM and I can't check FWE because it aborts loading. Other mods don't add any different hostiles.

It's the strangest thing. I was wondering around in DC Georgetown iirc when I saw what looked like two raiders on a raised platform. Initiating hostile contact revealed read the word 'marauder' in red when targeting them. You want to talk about damage resistance then meet these guys! Bullets and grenades only tickle them and make them say "yum tum tummy tum tum." And then they cause a repeatable crash to desktop. Unfortunately, I had quicksaved just two seconds before this ctd.

However, I can delay the inevitable crash if I immediately tab to the pipboy after loading the quicksave. I thought my quicksave had corrupted, but then a miracle has happened: the quicksave loaded and the marauders were magically replaced by regular, easy to kill raiders. After punting them I moved further up the street, right into another repeatable crash. I can't get through that street without meeting the desktop. So I had to go the long way back to Megaton. My quicksave seems fine now.

Something in that area is amiss. Being on that particular street risks a 100% ctd and a risk of running into these olympian foes. Does anyone know where they are from?

Load order:
Spoiler

Fallout3.esm
StreetLights.esm
Unofficial Fallout 3 Patch.esm
CRAFT.esm
CALIBR.esm
Project Beauty.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
FNNIguana.esm
AmyWong.esm
DCInteriors_ComboEdition.ESM
FireLightFix.esp
Project Beauty- Broken Steel.esp
Project Beauty- Point Lookout.esp
StreetLights - Wasteland.esp
CRAFT - Activation Perk.esp
CALIBRxMerchant.esp
GalaxyNewsRadio100[M].esp
CONELRAD 640-1240.esp
UPP - Pack 1.esp
UPP - Pack 2.esp
UPP - Experience Perks.esp
UPP - Quest Perks.esp
UPP - Beverage Perks.esp
megalight.esp
CanterburyCommonsEmbiggened.esp
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - Alternate Travel.esp
FO3 Wanderers Edition - Followers Enhanced.esp
FO3 Wanderers Edition - Optional VATS Halftime.esp
FO3 Wanderers Edition - Project Beauty.esp
FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp
Stealthboy Recon Armor - CRAFT.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - Zones Respawn.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Master Menu Module.esp
Mart's Mutant Mod - Project Beauty.esp
Mart's Mutant Mod - FWE Master Release.esp
Mart's Mutant Mod - FWE Master Release + Project Beauty.esp
AmyWong - FOSE.esp
AmyWong - CALIBR 1.3 (FWE 5).esp
AmyWong - FWE 5.esp
Fellout-Full.esp
Realistic Interior Lighting.esp
AmyWong - Load Order Fix.esp
FNNIguana - FWE.esp
FNNIguana - MMMRC6.esp
Bashed Patch, 0.esp

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ILy- Forver
 
Posts: 3459
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Post » Sat Feb 19, 2011 2:30 am

Sounds like some Oblivion is leaking into your Fallout 3? :P

I've never run into such guys, and I'm using MMM too. So I don't think it's from there. But I don't see any other obvious mods in your list that could add them...
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louise hamilton
 
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Post » Sat Feb 19, 2011 12:31 am

Marauder and Medicine man are added by FWE. They just have a bit more hp and wear Road Rascal armor (+10 small guns, - charisma and speech and a little more DR than leather armor).

Oh, it adds Pit Dogs too.
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Mariaa EM.
 
Posts: 3347
Joined: Fri Aug 10, 2007 3:28 am

Post » Sat Feb 19, 2011 8:54 am

I have them pop up in my game as well (or they have in the past, just got out of the vault with my new character and I have made some adjustments to what I am running, so they could be gone from my game but I doubt it) - though, honestly, I can't remember which mod it is. To be fair, though, I imagine it is something that is in both our lists if you want to peek at mine:

Spoiler
Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
FNNsys.esm
Destruction.esm
Phalanx-PointLookout-Navmesh.esm
CRAFT.esm
CALIBR.esm
Mothership Crew.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
FNNIguana.esm
Enhanced Weather - Rain and Snow.esm
Xepha's Dynamic Weather.esm
DCInteriors_ComboEdition.esm
FNNCQ.esm
FNNCQ_DavidsLab.esm
FireLightFix.esp
BlackWidowBurkeFix.esp
LessRocks.esp
Reduced Dust Particles.esp
DarNifiedUIF3.esp
Selective Fire.esp
DynamicCrosshair.esp
Stimpak Counter.esp
CASM.esp
Princess Better Prompts v1pt1.esp
Agatha Radio Enhanced.esp
Enclave Radio Enhanced.esp
GNR Enhanced.esp
GeneratorSound.esp
ReneersRadioMod.esp
UPP - Pack 1.esp
UPP - Pack 2.esp
UPP - Experience Perks.esp
UPP - Quest Perks.esp
Ex Libris - PreWar Book Titles.esp
implants.esp
Scavenger World.esp
RZW_SimpleGrab.esp
LittleLamplightDogs.esp
RZW_PortableLamps.esp
MAXdog.esp
MegatonHouseExtraStorageSG.esp
Treasure Maps_Underground.esp
Treasure Maps_Secrets of the Wasteland.esp
Treasure Maps_Bobblehead Edition.esp
Treasure Maps_A Fist Full of Caps.esp
Destruction - Main.esp
Destruction - Main - Statics.esp
Destruction - DLC.esp
Destruction - DLC - Statics.esp
BusworldV1.05d.esp
NoKnockedOverComments.esp
SneakModeEffect.esp
NPC Height Randomizer Less Variance.esp
CrowdedCities_v2.esp
MTC Wasteland Travellers.esp
MTC MoreGuardsInBigTown.esp
Clothed American Soldiers.esp
Confessor Cromwell has a Break_EV.esp
Clothed Sarah Lyons - Sleepwear.esp
Outcast Scribes03.esp
ReciveLyonsPA.esp
ThreeDogs 3 Dogs Alternative.esp
NPC Response Expansion.esp
FruitTrees.esp
RandomExtraTraps.esp
megalight.esp
Riverboat Landing Merchant.esp
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp
FO3 Wanderers Edition - Alternate Travel.esp
DLM_FWE Medic PA FWE+Zeta required.esp
MZC-FWE_CP.esp
AutoGates.esp
Refurbishes [ALL].esp
WeaponModKits.esp
WeaponModKits - FWE Master Release.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - ThePitt.esp
WeaponModKits - BrokenSteel.esp
WeaponModKits - PointLookout.esp
WeaponModKits - Zeta.esp
Echo_UseBothGloves.esp
Ammo Press Calibrified.esp
Burnification.esp
BuildableBots v0.3a.esp
WSG Improved.esp
ImmersiveHealth.esp
FalloutFood.esp
FalloutFoods - FWE Master Release.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - DLC Zeta.esp
Mart's Mutant Mod - FWE Master Release.esp
Mart's Mutant Mod - FWE Master Release + DLCs.esp
WRWC - Classic Fallout.esp
Attentater's Wasteland Economy.esp
FleshBurningPlasma.esp
Gifts4Kids.esp
ShellRain.esp
SunGlassesFX.esp
yaDisguisesMod.esp
yaDisguisesMod-DLC-Anchorage.esp
yaDisguisesMod-DLC-BrokenSteel.esp
yaDisguisesMod-DLC-ThePitt.esp
yaDisguisesMod-MOD-FWE.esp
Savage Wasteland - Fewer Gun Wielding Maniacs.esp
Phalanx-MainFollowerModule.esp
Phalanx-BrokenSteel-Integration.esp
Phalanx-PointLookout-Integration.esp
MrSlackPants-DecentPipBoyLight.esp
Enhanced Weather - Weather Sounds in Interiors.esp
Realistic Interior Lighting.esp
Realistic Interior Lighting - BS.esp
Realistic Interior Lighting - OA.esp
Realistic Interior Lighting - PL.esp
NColorDCInteriors.esp
Xepha's Dynamic Weather - Main.esp
Xepha's Dynamic Weather - Anchorage.esp
Xepha's Dynamic Weather - The Pitt.esp
Xepha's Dynamic Weather - Broken Steel.esp
Xepha's Dynamic Weather - Point Lookout.esp
Xepha's Dynamic Weather - Rain.esp
Xepha's Dynamic Weather - Sandstorm.esp
Xepha's Dynamic Weather - Dynamic Sneak Bonus.esp
Xepha's Dynamic Weather - Green Tint Remover.esp
FNNIguana - FWE.esp
FNNIguana - MMMRC6.esp
FNNsys - FWE.esp
FNNsys start inventory.esp
Merged Patch.esp

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Euan
 
Posts: 3376
Joined: Mon May 14, 2007 3:34 pm

Post » Sat Feb 19, 2011 2:10 am

From the https://sites.google.com/site/fo3wanderersedition/detailed-changes/05actors#TOC-Raiders

Raiders

* Four new types of Raider have been added to the leveled lists
* Marauder - Wandering the wastes looking for adventure and whatever they can plunder, these vagabonds are stronger than other raiders and carry much better gear. Their wanderlust has gifted them with experience and strengthened their cold instinct for the kill.
* Pit Dogs - Reared in Raider pit fights, these former slaves know of no comfort other than the spray of blood and the cheers of frenzied onlookers. Given their freedom in advlthood, they fight in their metal gladiator's armor alongside their former masters.
* Medicine Men - The raider also fears death, though he masks it in cruelty and violence. With the last remnants of organized religion gone, the barbarians of the wastes have turned to the shamanic faith of the woodlands and the night skies. The Medicine Men administer this new faith, and their only sacrament is battle.
* Fallen Brothers - Not all of the Brotherhood Outcasts adhere to their original precepts. Some, seduced by the power they could weild among the undisciplined raiders, left their former organization entirely and now serve as captians among the malicious hordes.
* Raiders now wear more head gear, including wraps, bandanas and biker goggles. They should now look less generic, and the stronger raiders will be recognizable to the discerning eye based on their garb.

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Donald Richards
 
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Post » Fri Feb 18, 2011 8:26 pm

That will do it, was just too lazy to go and research it at the time - mainly cause I don't really mind dealing with them - the more diversity the better I say. Now, running into a Fallen with a couple Raider buddies right after dealing with a small horde of Super Mutants and small pack of Raiders in a three way bout across the Potomac - that is a pain in the butt.
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meghan lock
 
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Joined: Thu Jan 11, 2007 10:26 pm

Post » Fri Feb 18, 2011 11:32 pm

That will do it, was just too lazy to go and research it at the time - mainly cause I don't really mind dealing with them - the more diversity the better I say. Now, running into a Fallen with a couple Raider buddies right after dealing with a small horde of Super Mutants and small pack of Raiders in a three way bout across the Potomac - that is a pain in the butt.


The only thing I don't like about them is that they're flagged as Evil, so you gain karma every time you kill one. Kind of a pain when you're trying to play as Neutral.
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Undisclosed Desires
 
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Post » Sat Feb 19, 2011 10:55 am

The only thing I don't like about them is that they're flagged as Evil, so you gain karma every time you kill one. Kind of a pain when you're trying to play as Neutral.

Really - that may well explain why my last character was tipping to Good so easily still - I might have to adjust that in my own copy

EDIT: What exactly are the numerical ranges for the Karma stat, or where can I grab those at?
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Crystal Clear
 
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Post » Sat Feb 19, 2011 5:05 am

I'm pretty sure that you get 50 karma points each for killing any of the new Raider types.
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carrie roche
 
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Post » Fri Feb 18, 2011 10:11 pm

Looks like 25 actually (just peeked over the FWE site), also found the new ranges they have set for alignment levels, so I might adjust those new raiders down in my game, not sure, will have to compare them to other raiders levels.
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kat no x
 
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Post » Fri Feb 18, 2011 10:01 pm

What do the marauders look like in game? What kind of armor do they wear?
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Kim Kay
 
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Post » Sat Feb 19, 2011 4:04 am

What do the marauders look like in game? What kind of armor do they wear?


They're usually wearing Road Rascal Leather Armor. It's comparable to standard Raider armor, but provides a little bit more DR and is usually in much better condition. I have seen a few in variants of the merc armors, though.

They look like regular Raiders, but they have better gear.
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FITTAS
 
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Post » Sat Feb 19, 2011 7:29 am

Road Rascal leather armor is black leather with some metal armor on the shoulders. It has the properties of Speech -5, Charisma -5, and Small Guns +10. Very useful for the generous bonus to small guns and that it allows the wearer to run at full speed. I would rather have that than power armor, but I now have the apocalypse set which is a medium armor. I think there is also matching headwear but not all marauders wear it.
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Ashley Clifft
 
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