Can you become a raider in fallout 3
Register Don't have an account? Raider Fallout 3. View source. History Talk 3. Raider with a Shishkebab. Concept art by Adam Adamowicz. Raider concept art by Adam Adamowicz. Raiders in an endings slide. Universal Conquest Wiki. This page is about the raider character appearing in Fallout 3. For the raider faction, see Raiders Fallout 3. This character drops a finger when killed Lawbringer. This character can be enslaved with the Mesmetron.
Same as "Gun" but with a hunting rifle in place of the randomized primary weapon. Like at high karma, the Regulators and the Free Slaves could give you missions, where as at low Karma you could have Talon Company and the Raiders. Slavers would stay where they are, kind of as a freelance thing. User Info: LordVukodlak. All the raiders do is attack everyone they see and try and steal their stuff. You need a guide to do that? They aren't organized, they don't have goals. There no different then the marauders or bandits from oblivion.
You could never join the outcasts as we know them. Because IF you could they wouldn't really be the outcasts as we know them. Their supposed to look down on the locals and work for their mission and their mission alone. A player with his own agenda simply wouldn't fit. Enclave are the main antagonists.
Asking for the ability to join enclave would be like asking to join Dagon in Oblivion. The game would end fairly quickly. They have the upper hand, they hold the cards.
Even if you could join them. They'd kill you once you out lived your usefulness. Why does it matter if missions are scattered or organized into linear guides?
The guide missions really weren't any different then the regular one shot missions. The main reason to do guide missions was to get access to the unique items they offered or followers available at the end. A free slaves guide would mean you can't kill Eulogy Jones anytime you want. You have to wait until the end of the free slaves guide. A Regulator guide would mean you can't say eliminate the leader of Talon Company until the end of the guide questline As it stands you can kill Eulogy Jones or the Talon Company leader whenever you feel strong enough to face them.
You also don't need to go on long quest lines to get the really great items like the A3 plasma rifle or the Lincoln repeater, and the ranger combat armor, or the ghoul mask.
Driver Nephi was once a Mormon from Utah, Cook-Cook could be asked about his cooking, and Violet could talk about her dogs and her love for dogs. It would have been interesting to talk to a few Fiends, even if they would be killed a minute later. Behemoths are some of the oldest Super Mutants found , making them more dangerous to fight. This makes it even more impressive the raiders could capture one. The Behemoth is being kept in its cage by an electrical fence.
Players are able to release it by destroying the generator powering the fence or by turning off a switch. This will cause the Behemoth to escape, attacking anyone in its path. In Fallout 3, the player is able to capture enemies or innocent people and sell them to slavers.
Raiders are no exception, as the player can stun them and sell them to Paradise Falls for a few quick caps. Players will still lose karma if they sell a raider, but it is an alternative to selling an innocent wastelander.
Stunning an enemy can have some unexpected side effects. He was once the right-hand man of Ashur. Wernher became a Pitt slave when he tried to stage a coup against Ashur.
Edit: This page has been substantially improved. I went through the quest 4 times and found the triggers for when Preston will disown you. Should've been obvious that attacking Bos, Minutemen etc. However, my language made it seem there was 0 consequence and I didn't notice preston at first. I am sorry to Matt and anyone else who had to roll back saves because of this. I was also able to avoid being aggro'd by minutemen at the castle by simply not shooting them during a raid.
The others did all the work while I shot only settlers. This didn't trigger the game to get upset with me, though I don't recommend you try waiting for poorly-equipped operators to do this. Give them some better guns if you want to do that. My sincerest apologies. I think things are much improved with this page now, please do let me know if there is anything else that needs corrected.
I'd like it to be as thorough and accurate as possible. Um you are not entirely correct After you raid the first settlement you get a notification Preston Garvey hates you.
Give him a few in game days he eventually cools down and says he will follow you as a minuteman but your friendship is over then warns the minutemen will fight you during raids. As for the other factions very early on I had to attack a railroad convoy and there has been no change.
Thank you very much for the input. I went and checked on this raider save and he's back to hating me after around 4 days, but will no longer attack on sight. I see that he would help in the regular game endings if I got a quest to talk to him. I'll edit the page once more!
I suppose at that point, you're only able to add new regular settlements manually. Hey Carl, a request if I may. Can you try finishing Nuka world quest Raider side without becoming Minutemen General? I'm wondering if it will have any impact and maybe Preston won't leave? Another question is whether Preston will still be tagged as essential after you finish the vanilla main quest with the Minutemen and then he leaves you?
Thank you Carl for your guides The Sims series too! Another player reported that yes, you can do it that way. He'll turn on you if you're the raider leader and active, but open season can wipe all that away as if it never happened. It would seem that the raider outposts you make stick around though, and you may never be able to turn them back into normal settlements. Edit: If there are no turrets in the settlement you can turn them back to normal by destroying everything.
This is the case now but may not be required if Bethesda patches the game. Are you certain of this? I thought I had read somewhere that if you had zero defense at the outpost when you set it up, then you can return it to normal by killing off all of the raiders.
Nope it's been debunked but thanks for bringing it up. I'll edit this comment, I had tried to put notice up on the guide but didn't find all comments about it. Early on we had trouble if there were turrets but someone messaged me and got me to update the site. I am hoping they just patch it so you can destroy the turrets, if it has not been fixed already. I have a question concerning the Raider settlements. I currently have a very sweet gig going on at Sanctuary, but can't figure out how to get high food without losing happiness in the settlement, since appointing raiders to farm makes them unhappy.
How do I fix this problem? Carl mentioned it in his raider settlement guide. So far, I'm watching food in the settlement workshop. It stays at 0 of course, stored food is not counted. However, when I see some produce in the workshop it will disappear after a day.
The deposits are daily, and some more random stuff appears. I think that once you get so many raider settlements, you need to have a proper ratio of suppliers for the lazy bums. I'm not sure it's 1: 1 yet - I have food shortages myself with 8 settlements and 3 suppliers. I'm going to try to improve the number of suppliers and will try to edit the page when I start to see a surplus.
Of course, there's also the population factor, and not knowing if some under-developed settlement delivers as much as a well-developed operation. Edit right now, having 2 outposts per 1 supplier has stopped my food problems. You can get a report by asking a shopkeeper if there's any news. If food is the biggest problem and all others are taken care of, they'll mention it.
However, it's clear population factors into how much they need. That said, my happiness is trending upward now. I would also say that having 1 unhappy raider bringing in some food to keep it at 2 to 1 would not be too bad a hit, you could just make more raider shops to make up for the hit. For others who read this, someone suggested using Automatrons to do the farming. I'm thinking the raiders themselves would have the variables but cannot find them in the code and am not presently in a position to check.
Just rolled back my saves. I believe you addressed it in your raider settlements guide, but I went ahead and tested it for myself since this was my plan from the get-go.
When I made it a follower, happiness returned to what it was before. It's sad, because I would have thought that raiders would love to have robots do all the work for them.
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