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They do not currently, but you can slowly restore your rep with them by using the various mods I linked in the description. I could possibly create a pacifier in the future as well.
No problem, if I ever get a chance to play around with that mod, I'll give it a try to mess with it in FCS / in-game editor.
I just made a patch for a similar mod called Wandering Medics which serves as a "roaming surgeons" faction. No bases, just little randomized camps that appear from time to time.
Nice, I haven't had much time to test it in depth, but glad to see it's working as intended. I think the balance "looks" right in terms of who they are currently allied/co-exist with.
Let me know if there's any issues or if you have any other mod suggestions
Relationship Update ♥
Updated the "Drifters" to be Allied (+100 Relationship) with various factions that they tend to hang around, this is to prevent bloodbaths from randomly occuring as a result of unlocking the Drifters faction (which drifts... relationship overtime).
Also updated them to "Co-exist" with the same factions, and the *other* way around. Factions that are Allied now "Co-exist" with Drifters to help further prevent random bloodbaths from them doing generic things in town.
You can edit this mod in the FCS mod tools if you'd like, it changes 1 line. If you open this .mod file in FCS, you can just set it to "True" (see 2nd screenshot in the top section).
Normally the Drifters are marked as False, but sometimes mods will change it to True. This mod is just a redundancy to make sure it enables the Drifters faction (this mod is normally loaded towards the bottom, to make sure it overwrites everything with this single line edit).
Check out the Companion Quest: A Drifter's Story... mod, you might like it...
I did this patch for that same reason, I felt like I could rob them all day for free shit.
I'm glad you're enjoying the list, thank you for the kind words!
dude i love the collection thanks a lot
If you have any other recommendations please let me know