Raiders clean bodies fallout 4. Settlements Nuka World. What the mod adds


26 January 2016 17:34

Who issues: Preston Garvey

Tasks:

  • Talk to the villagers
  • Kill the raiders in the specified location
  • Notify residents of success
  • Talk to Preston Garvey

Get to the settlement that Preston Garvey sends you to as a representative of the Minutemen, and talk to one of the locals. From the conversation, you will learn that they have problems with the raiders, who make them pay and take away their food and supplies. Agree to help them.

Clear the specified location from raiders and (optionally) from other enemies. And then return to the settlement and tell them the good news. As a reward, you will receive caps, and the inhabitants of the settlement are now ready to join the Minutemen. After everything, report it to Preston Garvey.

Reward: about 100 caps

List of locations where you can be sent to clear out raiders (the list will be updated with new locations):

Car assembly shop "Korvega"

The Corvega assembly shop is located in Lexington, which you most likely should have already visited. As always, on the way to the place, enemies and a turret near the main entrance will already be waiting for you. You can deal with them right away or leave them for later and run inside the building.

Going inside, we find ourselves in the reception room. Go forward through the blue door, and take the only possible path through the first floor to the stairs. Go down it. On the first floor you will not find anything interesting.

Going down the stairs, you will find yourself in a kind of corridor, from which three stairs lead, both down and up. If you want to quickly complete the quest, then take the elevator or the stairs located nearby to the top, and if not, then first use the other stairs. You can either go down or go up the second staircase, there is absolutely no difference, since one staircase at the entrance will lead to another staircase at the exit. Let's go down.

Going down, you will find yourself in one of the technical rooms of the workshop. Beware of turrets and raiders, of course. Go through the passage on the left. The first corridor of this wing leads you to a corridor with three stairs, and the second corridor will lead you to a secret exit-entrance of the Korvega machine assembly shop. Watch out for ghouls and turrets there. We are not going to the exit yet, so we go along the first corridor. After passing through it, you will find mainly medicines located in boxes and coolers, some of them will have to be hacked (the level of the lock is easy). Go deeper through the rooms until you reach the stairs leading up. Climb up it and go to the end to the stairs to the descent. Here you are again in the corridor with a fork. But before you go to the exit, look into the corner room, from where the turret is firing at you. There you will find a warehouse with ammunition and weapons (the level of the castle is very difficult). If your character has a low level of hacking, you can skip this room. Now let's go to finish the job.

Climb up the stairs located near the elevator, or take the elevator to the top level of the building. You will find yourself in one of the workshops where cars were assembled or parts were made for them. Opposite the entrance, on a pillar, you will find a terminal (level - easy), with which you can activate the Protectron to help you. And beware of the turret mounted on the ceiling of the workshop.

If your goal is simply to complete the task, then you just need to kill the leader of the gang of raiders named Jared, who is located in a small room in the far left corner of the workshop. After killing him, the cleanup task will be considered completed, even if not all raiders are killed. However, if your goal is not only the task, but also the exploration of the location, then the task will be a little more difficult, but the trophies will not disappoint you either.

So, go to this observation room, which probably used to be the office of the foreman. Climb up the stairs. When you are in front of the bridge break, press the button on the right to extend it.

Take a good look around these offices. Here you will find a first aid kit with medicines, a chest with ammunition, weapons and armor, and after searching Jared, you will find the key to the Corvega safe, which is located below the stairs, behind the “Keep out” sign (Keep out). The safe can be easily cracked (the level of the lock is medium).

Clue

On one of the desks, next to the working terminal, an amusing reading is waiting for you - magazine "Grognak-Barbarian" release 3, which activates a magazine perk or enhances an existing one. With it, unarmed or melee critical strikes deal 5% more damage. Full list magazines and magazine perks can be viewed.

Using Jared's terminal, near which there is a magazine, you can turn off the searchlights and deactivate the turret.

From here you can finish your inspection of the building and exit through the door marked "EXIT". But don't think that it's all over, another fight with the raiders is waiting for you outside. And I strongly recommend that you run through the stairs and stairways built on the outer facade of the building, you will not regret it.

Bypassing them and looking around carefully, you will find a few more rooms where there is something to profit from.

Clue

The most important trophy is waiting for you at the top - baby doll "Repair", with which nuclear blocks for power armor will work 10% longer. To find it, you need to climb up to the ball with a huge inscription "CORVEGA" - the central structure of the building of the Corvega workshop. At the end of the bridge that goes around this ball, you will find a baby doll.

BKOANTOLO Regional Office

The regional office of BKOANTOLO is located in the Charlestown area on the border with Cambridge. Raiders are already waiting for you at the entrance to the building. Once inside, go right to the large double door. In the corner next to the Police Protectron there is a terminal (the level is difficult) with which you can activate it. He will help in the fight against the raiders.

There is a gap on the opposite wall, passing through which you will find yourself in a cell block. Deal with the leader of the raiders Sparta and the task will be considered completed, even if you did not kill the rest of the raiders. Optionally, inspect the location to the end and you can return to the settlers to please them.

The terminal in the cell block is useless, you can not hack it, if only for experience. The locked chamber is opened by picking the lock (level - easy), inside in the corner you will find ammunition and medicines. On one of the filing cabinets next to the desk, you will find Eddie Winter's Holotape 00, and next to it is a cache of lids. This holotape is part of a side quest from Nick Valentine, It's About Time.

Climb up the stairs from the cameras and go forward to the room where the cops used to work at their desks. On the way, you can break open the blue door to the toilet (the level of the lock is easy), there is a first aid kit inside. In a locked office (lock level - easy) near the stairs you will find a terminal (level - easy) that disables the turrets and deactivates the lock on the wall safe near the table (see screenshot below), which contains ammunition and weapons, as well as the key to the locker with evidence. The safe can be simply cracked (the level of the lock is difficult).

Clue

On the table next to the terminal is magazine "Pistols and Bullets" issue 9. It will unlock another magazine perk or, if this is not the first issue of this magazine, increase the effect of an existing one. Namely, now firearms will deal 5% more critical damage. A full list of magazine perks can be found in a separate article.

Climb the stairs and exit the office into the so-called corridor, lit by a spotlight. Beware of the turret if you haven't disabled it before. You can break open the door to the pantry (lock level - easy), where you will find a safe (lock level - medium) with ammunition, weapons, medicines.

The article is under development. Keep for updates.

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Overhaul of Raiders

"This mod aims to add more style and variety to the Commonwealth Raiders. This mod adds a variety of headgear and armor to Fallout 4 that will look wilder, more 'raider'. It also adds consumables designed to ward off the wildness and negligent raider faction Mod requires AWCKR, almost everything is compatible with CBBE body. Every item in armor sets (except raider armor retextures) is 100% standalone and does not replace anything in any way. Raiders and their dogs in the game will be randomly dressed in one of the masks and outfits from the mod."

ATTENTION:
This mod makes raiders tougher (yeah)

What the mod adds:

(Masks)

bullets and Bones Gas Mask (Gas mask "Bullets and bones")
Laughing Gas Mask
Bozo Gas Mask (Gas mask "Clown Bozo")
Piggsy Gas Mask (Gas mask "Pig snout")
Kabuki Mask (Samurai Mask)
Union Jack Mask (Mask "Union Jack" (flag of Britain))
Death's Head Mask (Mask "Dead Head")
Face Wrap (Scarf)
Smiley Mask
Angry Black Mask (Black mask of anger)
Angry Red Mask (Red mask of anger)

(Helmets)

SlaughterDog Army Helmet
Aviator Helmet (Flight Helmet)
Dreadnaught Helmet (Dreadnaught Helmet)
Anti-C Helmet (Anti-pollution helmet)
Leather Helmet (Leather Helmet)
Outfits (Armor and clothes)
Skeleton Costume
S.C.R.A.M. Suit (S.C.R.A.M. Protective kit)
Scavenger Harness (Scavenger Clothes)
Tar Walker Outfit
Tribal Jumpsuit

(Medicines and food)

Afterburner Gum
Bug-on-the-Shell (Crunchy Bug)
Expired Pain Killers
Sealed Pain Killers
Shine (moonshine)
Rotten Tatos (rotten Toshka)
Fiend Stew (Damn's Roast)
Irradiated Beer
Irradiated Water

(Weapon)

(Improvements)

Junkyard Dog Armor (3 options: heavy, medium, light)
Detritus Raider Power Armor Upgrade (Junk Raider SB)
Dreadnaught Raider Mod Armor Upgrade


(Armor "Undaunted")

Quite a serious update to the raiders' armor.
In terms of performance, this armor is approximately on the same level as heavy combat armor.
Start stocking up on blue dye as it will be required for each upgrade of this armor.
The armor is fully compatible with all upgrades and fully integrated into the game.


(Forged Armor)

Forged now look completely different.
The author added new armor for the forged, which can only be seen on them.

There are 5 options:

  • Forged Armor "Subordinate"
  • Forged Armor "Helper"
  • Forged Armor "Instigator"
  • Forged Armor "Despot"
  • Forged Armor "Magnat"
Each option has a greater protection and fire resistance than the previous one. Three types can be crafted on the AWKCR workbench, however the other 2 options can only be crafted from Forged.
Additionally, Warforged will now spawn with tire irons and shish kebabs in addition to their flamethrowers.

IMPORTANT: This update does not change their health in any way, but makes them tougher.
The author strongly recommends supplying weapons to the settlers in the Sweatshop, otherwise they may die in an unequal battle against the updated Forged.

(Junk Raider Power Armor)

With this mod, Raider Power Armor got a complete update, including all power, armor mods, including jetpacks, 8 new colors, each with its own advantages, full integration into the level lists, so it can be found in all corners of the Commonwealth.
It still has less defense than the other SB variants, but it has a large amount of health and can be rebuilt with a little steel and duct tape.



(Dog armor from the Junkyard)

Light, medium and heavy dog ​​armor options.
The armor is much heavier than vanilla armor, but it has a much higher level of protection.
Armor will NOT make Dogmeat invincible, but will make her more resistant to damage.
Also, the armor has a small resistance to energy damage.

IMPORTANT: This update may make Raider Dogs' defenses quite strong, but they won't spawn in this armor at low levels. Just be prepared to put in some effort to win when you see a raider mongrel wearing this armor.

Heavy dog ​​armor from the Junkyard

  • -15 weight units
  • -60 damage resistance
  • -30 Energy Damage Resistance

Junkyard Dog Medium Armor

  • -10 weight units
  • -40 damage resistance
  • -20 Energy Damage Resistance

Junkyard Dog Light Armor

  • -5 units of weight
  • -20 damage resistance
  • -10 Energy Damage Resistance


WHAT'S NEW

The mod includes weapons from the following mods:
(pictures are clickable, lead to the nexus)

Also, new named mini-bosses have been added to the Commonwealth:
these are opponents with legendary status, with improved equipment and loot.

Plus just a huge number of fixes and revisions

FROM THE TRANSLATOR

Weapon from the mod Crude Blowback by asXas translated as "Retaliation".

1) Yes, I know that this mod is roaming the net under the name "Bastard" submachine gun. I do not agree with such a "translation"; in my opinion, the Metro series of games has nothing to do with the Fallout universe, and the weapons don’t look like either.

2) Yes, I know that literally Crude Blowback can be translated as "Raw / rough return". But the meaning of this phrase is also used as a synonym for "response", "retaliatory measures", including as "Retaliation".

example:"Iran has been threatening blowback against the United States if anyone attacked its nuclear sites."

If you think you need to translate differently, do the following:

- take your hands out of your pockets
- a head from a warm, dry place (or any other place where you are used to storing it)
- open esp mod in translator
- use the paws to the keyboard
- translate as your heart likes

I apologize to everyone for the delay in translation.
Right now I don't have much time, and there is a lot of jargon and "author's style" in fashion, so it takes a decent amount of time. In addition, I have an English version of the game and mods, so I translate them exclusively for you. Please don't hurt me and thank you all for your patience.


Copy the files from the archive to the Fallout 4\Data\ folder,
enable the plugin/plugins in the launcher

Install optional patches as desired

Raider Overhaul - AE patch v12.x
patch for Armorsmith Extended. Works with all versions starting from 12

Russian ESP version 12.4
ONLY translated esp mod, for those who do not need the entire archive via the main link.
Use if you have version 12.3 or English version 12.4

Delete all mod files from Fallout 4\Data\ folder
Disable the plugin/plugins in the launcher

GRATITUDE
Original's Mod Page

One of the most unexpected possibilities DLC Nuka World in Fallout 4, which the developers provided to players, is an opportunity to transfer settlements to raiders, driving out peaceful settlers or other invaders (ghouls, Children of the Atom, raiders and mutants) from there. However, most often, players go to Yader-Mir after they have completed several Minuteman quests and rebuilt settlements for civilians.

Therefore, during the execution story quest Nuka World "Home Sweet Home" will have to capture the settlements from itself (unless, of course, you decide to choose the ending for the merchants, which involves the complete destruction of all raiders), and this can lead to some surprises for the player and a temporary complication of the game due to for lost resources for construction.

Let's take a closer look at the features of Nuka World settlements.

In addition, there are two ways to interact with settlements: the construction of outposts - the habitat of the raiders and the capture of "vassals" - settlements who will grow food for them. As one of the main characters in Nuka World, Shank, explains, people go to raiders to be able not to pick the ground, therefore, forcing the bandits to pick the ground, you will noticeably reduce their level of happiness. So, the creation of vassal settlements with farmers who will work for the bandits is strictly necessary. Although with an acute shortage of food, food can simply be thrown into the workshop.

Nuka World Settlements: Fallout 4 Raider Outposts

Outposts and vassals differ from each other not only in their purpose, but also in their capabilities. The outpost is no different from ordinary settlements: you can also build there, install turrets for protection and water treatment plants. After creating three outposts, it will be possible to open raider shops in them.

All loot stored in the workshop before the settlement was handed over to the raiders will remain available, but supply lines with other locations will disappear. Therefore, when rebuilding the first outpost, be prepared for the fact that you will have to accumulate all the rubbish again. After you rebuild several outposts, the loot stored in them will be shared. Raider settlements do not require the creation of supply lines.
The number of raiders at the outpost does not depend on the player's charisma, and sometimes crowds of 30-40 people will gather there.

Commonwealth Takeover: Vassal Settlements

But vassal settlements have a rather significant drawback: after taking the quest to "vassal" them, that is, transferring them to the power of raiders, access to their workshop is lost along with the loot and caps stored there. Building in these locations will also be impossible.

It makes sense to go around all the settlements before "vassalizing" and pick up all the stored loot from there. In addition, in order to get as much sense from it as possible, it is necessary to plant as many vegetables and fruits as possible there so that there is something to feed the raiders, and also send as many people and robots there as possible to work on the farm. By the way, robots are more profitable, since they do not need food and beds.

It is also worth building a bed, an anti-radiation frame and a sink with drinking water in the settlement (furniture -> miscellaneous). In this case, even if you can't build there, you will always be able to get rid of radiation, sleep, drink water and fill bottles with it.

The “Voltek” settler control terminal (food -> miscellaneous -> white cabinet with monitor) will work in the settlement after it becomes a vassal, however, its capabilities will be noticeably limited.

By the way, vassal settlements transfer tribute to all outposts at once, and not just to the one to which they were assigned. However, making a settlement a vassal is possible only in the area covered by outposts, so you need to place raider settlements so that you can cover the entire map.

Some locations can neither be transferred to raiders nor made vassals. These are the Alliance, the Castle (apparently, the Minutemen are categorically against it), the 88th shelter, Bunker Hill, Zimonja Outpost and settlements from the Far Harbor add-on.

During the passage fallout games 4, the main character often encounters enemies, whom everyone calls raiders. In fact, the raiders in Fallout 4 are small gangs, consisting of all sorts of asocial personalities, alcoholics, drug addicts, psychopaths and other sheluponies. In this article, we will take a closer look at these bandits, find out where they can most often be found, what they are armed with and what can be expected from them.

For convenience, use summary :

Description of the raiders in Fallout 4

As mentioned above, raider gangs consist mainly of various dregs of society, of which a very large number appeared after the Great War. Each gang lives on its own, they can be at enmity with each other, they can enter into temporary alliances if the goals of the gang leaders coincide. You cannot find mentally normal people in gangs, they consist of maniacs, murderers, robbers, drug addicts, psychopaths, and the gang is usually led by the most important psychopath who keeps the whole gang in fear so that they do not run away and obey him.

Usually raider groups in Fallout 4 are few, poorly armed and do not pose much of a threat to the main character, but there are also serious gangs that keep entire areas of the Commonwealth at bay by raiding neighboring settlements, eliminating such gangs can give you trouble.

It is also worth noting that all the raider gangs in the Commonwealth are scattered, that is, they do not have a common command, and this is good, because if they united, it is not known whether the people of the Commonwealth could cope with them.

It is interesting: in time Fallout walkthrough 4, the raiders are the enemies of the main character, but everything will change if you install an add-on to the game called Nuka-World, during the passage of this add-on, the main character will have to stand at the head of several gangs of raiders and lead them to the Commonwealth.

What are the raiders armed with in Fallout 4?

For the most part, the raiders are poorly armed and equipped with handicraft armor, so eliminating them is not difficult, but there is nothing to take from them. But in some cases, raiders can have legendary armor elements, or even legendary weapons, for example, raiders can find legendary weapons - a formidable shotgun.

In large gangs with better weapons, in some groups the leaders even flaunt in raider power armor, it still looks handicraft, but has good characteristics. You can find a description of such armor in the article: "Armor in Fallout 4", by the way, this article also contains a description of the usual raider armor.

The most famous raider bases

The largest groups of raiders create well-fortified bases for themselves, where they live, have fun and plan their raids, some bases are easy to clear, and some are real fortresses that cannot be cleared alone or without prior planning or it is very difficult to do so.

Here are the most famous and largest raider bases in Fallout 4:

Marked modified, or legendary elements of armor and weapons that can be found in the location or at the boss.

  • Bar "Clever" - a group of raiders, which turned this bar into their base, is led by the leader Gaff. This base is well fortified, the bandits have turrets to defend the base, there are also various traps inside;

    From the leader of the Gaff gang, you can remove the modified hunter's carbine and individual elements of leather armor.

  • Massachusetts State Capitol – very interesting and beautiful location, you can find several copies good weapon, such as sniper rifle and assault rifle. Naturally there are many raiders;
  • Libertalia- one of the most famous raider bases. Libertalia is a large graveyard of ships on which raiders, led by the character Wire, found their refuge;

    First, search the ship where the Wire lives, in the captain's cabin you can find a unique shotgun. The Wire itself has random elements of the power armor of the raiders.

  • Broken North Star - we advise you to visit this location, which is located next to the Warwick farm. The "North Star" is a large container ship that crashed, the entire crew of the ship turned into ghouls and decided to become bandits;
  • Car assembly shop "Korvega" - you will encounter this base of raiders at the very beginning of the passage of Fallout 4. The plant is very large and there are just a lot of raiders there, so stock up on a lot of ammunition and go ahead;
  • Back street ramp — a large base of raiders, clearing which you can find a lot of useful things, except unique weapons and armor;
  • Saugas Ironworks - this location is a small factory located next to Finch's farm, raiders settled in this factory, led by Slag;

    After killing Slag, you can take the Shish-Kebab sword and the Raider Power Armor set from him.

  • Dunwich Drillers - a large location in which 20 raiders created their base, led by a raider named Bedlam;

    In this location you can find a unique melee weapon called "Kremv's Tooth".

  • high city this is a very interesting location, which is a pre-war hippodrome, where races are still held, only robots participate in them;
  • walden pond— a very interesting and informative base of raiders, be sure to visit it;

    Here you can find a unique melee weapon - "Big Jim"

  • Polytechnic School of Central Boston - all three floors of this building are occupied by raiders, led by Bosco, there are also many different traps on each floor. But despite the traps and a large number of raiders, we advise you to clear this location, because there are good clothes, weapons and armor;

    Firstly, in the basement of the school you can find the “Fat Man” weapon, secondly, on one of the floors you can find a unique set of clothes that gives +2 to Luck - this is the “DB Tech” Uniform, and thirdly, Bosco has a unique Mascot Head mask.

  • US Air Force Satellite Station Olivia - Raiders commanded by Anti-aircraft gun (armed with a minigun) found their home at this station. There are many interesting finds in the location and nearby;
  • Federal food warehouse - this is a very well-defended base of raiders, in addition to the bandits themselves, turrets and watchdogs participate in the defense of the base. Among the raiders there are legendary ones, so you can get hold of random legendary armor elements, you can also find the “Fat Man” weapon at the base.

  1. Raiders often include ghouls;
  2. It's not uncommon to see raiders using power armor;
  3. In the Commonwealth, you can meet initially non-aggressive raider patrols, they will simply demand a fee from you to pass through their territory, but if you refuse, they will immediately attack.

What conclusion can be drawn from this article? Firstly, the raiders in Fallout 4, for the most part, do not pose a serious threat to the main character, but there are groups that you should be wary of, because they can cause a lot of problems. Secondly, when clearing the raiders' bases, you can get a good deal, the raiders come across unique weapons and armor, and thirdly, be sure to go through the Nuka-World add-on to study the raiders from the inside. That's all if you have Additional Information for this article, then write it in the comments, together we will make this site even better! Thanks in advance!

You were not embarrassed that all the raiders in the Commonwealth are dressed somehow uniformly. But these are some of the most frostbitten residents of Boston, with a huge pile of radroaches in their heads. At the same time, the variety of tattoos on them is impressive, which cannot be said about clothes... This mod is designed to correct this omission and add variety and trash to the dull raider reality. Do you think it's impossible to make all the Commonwealth raiders (Forged, Rusted, Crazy and other knocked out) even more frostbitten? Well - install the mod and see for yourself ...

Description:
This mod aims to add more style and variety to Commonwealth Raiders. This mod adds a variety of headgear and armor to Fallout 4 that will look wilder, more "raidy". The mod also adds consumables designed to reflect the savagery and carelessness of the raider faction. This mod requires AWCKR and almost everything is compatible with the CBBE body. Every item in armor sets (except raider armor retexture mods) are 100% standalone and non-game textures will not be replaced in any way. Raiders and their dogs in the game will randomly have one of the masks and armor options from the mod.

Update 12.5 Beta:
Beta file adding additional NPCs as legendary. Early tests are promising.
The author also created a merged plugin (sewn into version 12.5Beta) for better compatibility of some types of weapons from mods with the Raider Overhaul WIP mod. Below is a list of .esp files included in this plugin:
*RaiderOverhaul.esp
*Raider Overhaul - AE Removed-Restored Content-VIS.esp
*CrudeBlowback.esp
*HandmadeRevolver.esp
*ConcreteSledgehammer.esp
*Chainsaw.esp
*Buzz_Axe.esp
*pipeshotty.esp

Translation edits from GarIK-IIV are included in this update.

Update 12.4 (translation patch by GarIK-IIV):
The version of the mod has not changed, a link has been added to the revised translation made by .
Comment by the author of the translation (WASABI):
The updated translation looks more logical, at least I like Igor's approach to understanding the translation, for which I am grateful! Thank you!!!

Update: 12.4 (VIS patch)
- A patch for the VIS mod has been added via an additional link. Thank you !

Update 12.4:
- A ton of changes, just a lot!
- Updated patch for Armorsmith Extended
- When updating the mod, delete all files from previous versions see below for what to remove.

Mod features:
1. I liked that the author did not just replace all the clothes of all the raiders, but added a new one, leaving the default clothes for even more variety. So the old clothes are also present, albeit in small quantities.
2. All armor and clothes can be crafted at Armor Workbench (requires AWKCR mod)

What the mod adds:

masks
Gas mask "Bullets and bones"
Gas mask "Veselukha"
Clown gas mask
Gas mask "Pig snout"
Kabuki mask
Mask "Union Jack" (British flag)
Death Mask
Mask "Dead head"
handkerchief
Mask "Smiley"

Helmets
Army dog ​​exterminator helmet
tank helmet
flight helmet
Helmet "Fearless"
Silly helmet

Equipment
Outfit Tanker
Prison Robe
Skeleton Suit
Chemical protection suit
Scavenger Harness
Smolokur's equipment

Preparations
Chewing gum "Forsage"
Baked beetle in own juice
Expired pain relievers
Sealed Painkillers
strange meat
Strange stew
jet muck
Shine

Requirements:
Fallout 4

(preferably, but works with other modded body replayers too)

When upgrading to 12.4
- Completely delete the folders RaiderOverhaulMaterials and Yog along the paths Data/Materials / Meshes / textures
- Install new version 12.4

Installation:(manually or via NMM manager)
1. Download the archive, copy the BA2 archives and the RaiderOverhaul.esp file to the Data folder in the game, activate.
2. If you use the mod, then download the patch from the additional link and install it in the game
3. If you use the mod, then download the patch from the additional link and install it in the game
4. If you use the mod, then download the patch from the additional link and install it in the game