A lightweight, Lore-friendly rewrite of the North-Western Raider gangs that creates the sense of a shared narrative between dungeons. Build to be a base for your favourite Raider overhauls! With heavy focus on world-building, this mod turns the standard raider dungeons into a shared narrative, showing the downfall of the Lexington Raider gang.
Requirements
This mod does not have any known dependencies other than the base game.
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou can upload this file to other sites but you must credit me as the creator of the file
Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
Asset use permissionYou are allowed to use the assets in this file without permission as long as you credit me
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are allowed to earn Donation Points for your mods if they use my assets
Console modding permissionThe author gave permission for someone else to port this mod to console and for it to be uploaded to Bethesda.net. Please credit the author, however
Author notes
For any additions, send me a quick message and I might link it in the mod's description ^_^
File credits
Thanks to the ModdingLinked Discord server for suggestions
Donation Points system
This mod is opted-in to receive Donation Points
Translations
No translation available on the Nexus
Changelogs
Version 2.1.4
Changed Jared's faction, fixing the 'infighting' bug
4 new lore-filled loading screens GoL_Load_Raider2; GoL_Load_MotherChar1; GoL_Load_MotherChar2; GoL_Load_TradeDay
Tweaked GoL_Scav_ConcordNote to remove references to deathclaws.
Removed Roadkill & Rustback NPCs from RaiderFaction
Version 2.0
USAF Addon:
Bugfixes:
Rewrites to Ack-Ack's diary. (GoL_USAF_Terminal_AckAck)
Fixed typos and formatting to Vic's note (GoL_USAF_Note_Vic)
Fixed Dale's note so now it's actually readable (GoL_USAF_Note_Dale)
Minor Changes:
Changed Template Form from the following to 'LCharRaiderFaceAndGender' due to compatability concerns due to voice types.
.GoL_USAF_NPC_Bomber
.GoL_USAF_NPC_BomberMelee
Changed Voice type on Little Vic due to compatability concerns (GoL_USAF_NPC_Vic)
Added an Advanced level lock to the Sentry terminal, thus explaining why Vic can't easily access the Sentry Bot
Added unique face to the following NPCs:
.Lil Vic (GoL_USAF_NPC_Vic)
Lexington Main file:
Bugfixes:
Minor Changes:
Rewrite to Jesse's note (GoL_Walden_Jesse)
Minor rewrite to (GoL_Scav_WickedNote) note
Changed Template Form from the following to 'LCharRaiderFaceAndGender' due to compatability concerns due to voice types.
.GoL_Scav_NPC_ScavverGeneric
GoL_Scav_NPC_ScavverMystic
Major Changes:
Added new enemy type(s):
(GoL_Scav_NPC_ScavverGhoul)
Flagged GangsofLexington.esp as ESM/ESL
Changed/Added new encounter(s) (Encounters marked with an 'X' will have NPCs with a sleep schedule and sandbox):
SantuaryExt03 (-21, 21) X
Wilderness -24, 18 X
Wilderness -24, 19 X
Version 1.1
Minor Bugfix - Readded and disabled vanilla raiders, preventing possible issues
Donations
No donations accepted
Link to my Ko-Fi Gangs of Lexington - A lightweight Raider Storyhaul
A lightweight, Lore-friendly rewrite of the North-Western Raider gangs that creates the sense of a shared narrative between dungeons. Build to be a base for your favourite Raider overhauls!
Ever found Fallout 4's worldbuilding lacking? Ever wondered why, after 200+ years, the gangs haven't evolved past their simple 'kill or be killed' life style? Then this mod is for you!
Drawing on aspects from Medieval Politics, Mafia-style organization, and local history, Gangs of Lexington uses Souls-esq story telling to tell a story over multiple locations. Locations will no-longer feel isolated instances, but one piece of a bigger puzzle.
Factions and their place within;
Aberthany Farm: A small farm once providing food and water for the now crippled Rustback gang, They are left without protection and are at the mercy of any oportunistic gangs that may cross them.
Walden Pond: Jet sellers, no-longer held under threat of violence by dominant powers
The Rustbacks: The former lords and masters of the North-West Commonwealth. However, due to mysterious death of their former wise leader, they are left splintered.
The Roadkill: The rebel faction. Once apart of the Rustbacks, they view their new leader as nothing more than a chem junkie. Now they hold their former castle under siege, waiting for the rest of their gang to see their point of view.
Scavvers: Wandering salvagers - While non-agressive by nature, they will protect their 'claims' with their life. Although, the life of a Scav is often a short one...
What does this mod actually add?
Renames several raider gangs around the area and adds lore notes and terminal entries for the player to piece together the story
Unique Mini-Bosses
Unique weapons to both enhance the narrative and add dark irony - all of the things that are destinctly 'fallout'
Several small stories, with a focus on an overarching narrative
Optional worldspace overhauls for Lexington, Walden Pond & USAF Olivia
More to come!
What's the set-dressing esls?
To keep the mod as compatible as possible, the more drastic additions to the mod will be kept in separate ESL files. Every load order is unique to the person who builds it and not everybody will like certain creative decisions I've chosen.
The set dressing ESLs entirely focus on the more visual aspect of the mod, completely changing Lexington into a chaotic warzone and USAF into a failed sprouting settlement, all optimized as possible and with unbroken precombines. Interior cells have been left untouched.