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While traveling through the many landmarks of the Commonwealth in Fallout 4, the Sole Survivor can experience random encounters. There are several types of random encounters, as can be seen in the game's files:

  • Assault encounters: These are triggered when the player enters the cell, placing characters with defensive markers, as well as distant markers for attackers to spawn at.
  • Campsite encounters: These are triggered when the cell loads in, and take place at campsites.
  • Chokepoint encounters: These are loaded when the player enters the cell and, like the name suggests, are encountered in areas that are chokepoints with limited maneuverability, such as a bridge or blockade.
  • Object encounters: These are often focused on a particular static object or unmoving character.
  • Scene encounters: These usually occur in an open area, and often involve character interactions.
    • Treasure hunt encounters: A subset of scene encounters found in the same potential locations, treasure hunts typically involve finding a note that starts a miscellaneous quest to retrieve an item of some value from a different, marked location.
  • Travel encounters: These can be the most difficult to happen upon. They are triggered when the player enters the cell where the trigger is located and spawns characters that travel between these markers. Typically, they travel along roads, rather than over land.
  • Additionally, once the main quest is completed, checkpoint encounters may occur at locations such as pre-War military posts on the road, and the player character will defend the faction they sided with in the main quest, or attack a faction that they are now hostile with. These do not behave like other random encounters but are handled through the same system.[verification overdue]

The Fallout 4 Vault Dweller's Survival Guide has a slightly different categorization of the random encounters, but it does not reflect how random encounters are actually handled and set up in-game. The list below reflects the categorization of random encounters as managed by the game and its random encounter system.

Overview[]

Each random encounter has a name in the Fallout 4 Vault Dweller's Survival Guide, as well as an internal name in the game's files. Neither are ever seen in-game and often differ greatly; both are listed in the tables below. The editor IDs of random encounters often contain the initials of the designer/writer who created the encounter; they are listed alongside the technical information below. The editor IDs and form IDs listed reflect the entries for the random encounters in the Quest file headers.

Locations[]

Random encounters will only spawn at certain locations designated for the specific type of random encounter. These include different location groups for assault, campsite, checkpoint, chokepoint, object, scene and travel-type encounters.

Assault encounters[]

Image Game guide name Game files name Description Designer Form ID/Editor ID
Vicious Dogs versus Bloodbugs Assault - Vic Dogs vs. Bloodbugs feeding on human corpse

The Sole Survivor may run into the corpse of a scavenger or two, being feasted upon by bloodbugs. The bloodbugs are attacked by mongrel dogs, also seeking to devour the human remains.

Christian Cummings 00047616
REAssaultCC01
Gunners versus Children of the Atom Assault - Gunners vs Atom

A band of Gunner mercenaries comes into conflict with a group of Child of Atom zealots from the Church of the Children of Atom. Both groups are hostile to each other and the player character.

Corrie Treadway 00187AF1
REAssaultCT01
N/A Assault - BoS vs Super Mutants Upon the arrival of the Prydwen in the Commonwealth, a patrol of Brotherhood soldiers may encountered battling with a group of hostile super mutants. The Brotherhood must not have been destroyed for this encounter to activate, though they may be hostile if the player character has made an enemy of the faction. The Fallout 4 Vault Dweller's Survival Guide groups this with other Brotherhood of Steel assault encounters, but they are actually distinct. Corrie Treadway 00187AF2
REAssaultCT02
Active Sniper Sniper - he wants his $2.00

A hostile sniper called Absalom REAssaultKMK05Sniper.txt wearing full combat armor will attack anyone he comes across, including the Sole Survivor; similar to Sam Warrick from Fallout 3. With the Far Harbor add-on, this encounter can even trigger on the Island.

Kurt Kuhlmann 0014CE60
REAssaultKMK05
N/A MQ101 post quest - feral ghoul neighbors The Sole Survivor can sometimes stumble across a pack of named feral ghouls. Their names are Mr. Donoghue, Mrs. Donoghue, Mr. Sumner, Mrs. Sumner, Mr. Parker, Mrs. Parker and Ms. Rosa. These are all the names of the Sole Survivor's neighbors in pre-War Sanctuary Hills. This is a repeatable encounter, even if the ghouls are killed. This encounter is erroneously excluded from the Fallout 4 Vault Dweller's Survival Guide, though it has been reported as functioning normally in-game in spite of the omission. Kurt Kuhlmann 0014B719
REAssaultKMK_
MQ101
Ricky Dalton and the Raiders RR102 - post-quest - Ricky Dalton vs. raiders

If the quest Tradecraft has been completed and Ricky Dalton RickyDalton.txt#REAssaultKMK_RR102 survived its events, he may be encountered later on battling against a group of hostile raiders.

Kurt Kuhlmann 0014B71B
REAssaultKMK_
RR102
Gunners versus Behemoth or Mirelurk Queen Behemoth vs Gunners

The Sole Survivor may encounter a trio of Gunner mercenaries fighting against one of two potential giant creatures, including a super mutant behemoth or a mirelurk queen. Both parties in the conflict are hostile to each other and the player character.

Ryan Jenkins 001ABE55
REAssaultRJ01
N/A [DN123 - Skylanes Assault] This random encounter controls the raiders who act as the hostiles at Skylanes Flight 1981 during the miscellaneous quest Meet Ness at the Crash Site, which is started by interacting with Ness in the Ness Encounter travel-type random encounter. Steve Cornett 00047917
REAssaultSC01_
DN123SkylanesAssault
Super Mutants versus Ghouls Ghouls vs. Supermutants

A pack of feral ghouls comes into conflict with a group of super mutants. Both groups are hostile to each other and the player character.

Steve Cornett 0002672B
REAssaultSC02
Super Mutants versus Scavengers Supermutant Raid Aftermath

The Sole Survivor may come across a band of super mutants who have just recently finished killing a few scavengers, whose corpses can be looted. The super mutants will be hostile if approached.

Steve Cornett 00118A51
REAssaultSC03
Raiders versus Scavengers RE Assault: Raiders vs. Scavengers

The Sole Survivor may find themselves in the middle of a battle between a group of scavengers and a raider war party. Regardless of who wins, the raiders will be hostile no matter what, but the scavengers will only attack if the player character draws too close and encroaches on their territory.

Steve Cornett 0003B551
REAssaultSC04
Dogs versus Farmers RE Assault: Dogs vs. Farmers

The Sole Survivor may find themselves in the middle of a battle between a group of settlers and a pack of mongrel dogs. The settlers will be friendly, but cannot be recruited to a settlement if they survive.[verification overdue]

Steve Cornett 0003B554
REAssaultSC05
Scavengers versus Robots REAssault: Scavengers vs. Robots

The Sole Survivor may find themselves in the middle of a battle between a group of scavengers and a group of rogue robots.[clarification needed] Regardless of who wins, the robots will be hostile no matter what, but the scavengers will only attack if the player character draws too close and encroaches on their territory.

Steve Cornett 0003D5EC
REAssaultSC06
Minutemen versus [Other Faction] Faction Assault: Minutemen vs. BoS
Faction Assault: Minutemen vs. Institute
Faction Assault: Minutemen vs. Coursers
Faction Assault: Minutemen vs. Relay Synths

There are four variations of this random encounter, all of which require the player character to have allied with the Commonwealth Minutemen. The Sole Survivor encounters Minutemen somewhere in the world defending against hostile forces from a faction that the player character has made an enemy of. For this encounter, the Minutemen may fight against Brotherhood soldiers, Institute synths, coursers, or more synths who uniquely relay into the area using the Institute's teleportation. If the Minutemen were successful defending the area, they will remain in the vicinity until the Sole Survivor leaves. If engaged in dialogue REAssault LvlMinuteman.txt, any of the members may respond with comments referring to the Sole Survivor's rank of general.

Steve Cornett 001AE84F
001AEE44
001AEE97
001AEE96
REAssaultSC07_
FactionMMvsBoS
REAssaultSC08_
FactionMMvsInst
REAssaultSC09_
FactionMMvsInstCoursers
REAssaultSC10_
FactionMMvsInstRelay
Minutemen versus [enemy] Faction Assault: Minutemen Defenders
Faction Assault: Minutemen vs. Raiders
Faction Assault: Minutemen vs. Gunners

There are three variations of this random encounter, all of which require the player character to have allied with the Commonwealth Minutemen. The Sole Survivor encounters Minutemen set up in a defensive position. One version involves a basic interactions with the Minutemen defenders, while in the other two, the defenders are attacked by a hostile group, either the Gunners or a group of raiders. These encounters are separate from the ones that require the player to be enemies with another major story faction.

Steve Cornett 001AEF25
001AEFED
001AEFEE
REAssaultSC11_
FactionMMDefenders
REAssaultSC17_
FactionMMvsRaiders
REAssaultSC18_
FactionMMvsGunners
Brotherhood of Steel versus [Other Faction] Faction Assault: BoS vs. Minutemen
Faction Assault: BoS vs. Institute
Faction Assault: BoS vs. Institute Coursers
Faction Assault: BoS vs. Institute Relay

There are four variations of this random encounter, all of which require the player character to have allied with the Brotherhood of Steel. The Sole Survivor encounters Brotherhood soldiers somewhere in the world defending against forces from another major story faction. For this encounter, the Brotherhood may fight against Minutemen, Institute synths, coursers, or more synths who uniquely relay into the area using the Institute's teleportation. The player character must have become an enemy of the Institute for their attacking encounters to activate (it is impossible to be a permanent enemy of the Minutemen, but they can still appear in this encounter fighting against the Brotherhood, even if the two factions are not at war).

Steve Cornett 001AEF26
001AEF27
001AEF28
001AEF29
REAssaultSC12_
FactionBoSvsMM
REAssaultSC13_
FactionBoSvsInst
REAssaultSC14_
FactionBoSvsInstCoursers
REAssaultSC15_
FactionBoSvsInstRelay
Brotherhood of Steel versus [Enemy] Faction Assault: BoS Defenders
Faction Assault: BoS vs. Ghouls
Faction Assault: BoS vs. Supermutants

There are three variations of this random encounter, all of which require the player character to have allied with the Brotherhood of Steel. The Sole Survivor encounters Brotherhood soldiers set up in a defensive position. One version involves a basic interactions with the Brotherhood defenders, while in the other two, the defenders are attacked by a hostile group, either feral ghouls or super mutants. These encounters are separate from the ones that involve hostilities from a major story faction.

Steve Cornett 001AEF24
001AEFEF
001AEFEC
REAssaultSC16_
FactionBoSDefenders
REAssaultSC19_
FactionBoSvsGhouls
REAssaultSC20_
FactionBoSvsSupermutants
Institute Relay Ambush Faction Assault: Institute Relay Ambush

If the Sole Survivor has become Banished from the Institute, they may be ambushed by a group of hostile synths who teleport into the area using the Institute's relay. Unlike the other "faction assault" encounters, this one does not require that the player character be allied with any other major story faction; it only requires that they be enemies with the Institute.

Steve Cornett 001AEFF0
REAssaultSC21_
FactionInstRelayAmbush
N/A BOS vertibirds vs. dug-in Super Mutants The Sole Survivor may encounter a Brotherhood of Steel Vertibird commencing an air attack on a group of super mutants who are dug-in at a defensive position. This encounter is erroneously excluded from the Fallout 4 Vault Dweller's Survival Guide, though it has been reported as functioning normally in-game in spite of the omission. Kurt Kuhlmann 001A97F7
REAssault_
VertibirdKMK01

Campsite encounters[]

Image Game guide name Game files name Description Designer Form ID/Editor ID
Deserted Feral Camp Camp - Deserted Campsite Ghoul Ambush

The Sole Survivor stumbles across a campsite in the Commonwealth that at first appears to be abandoned, but it is actually the stage for an ambush by a pack of attacking feral ghouls.

Corrie Treadway 00180113
RECampCT01
Occupied Feral Camp Camp - Feral Ghouls and Dead Scavengers

The corpses of two dead scavengers are found at a campsite, having recently been killed by four feral ghouls, who remain in the vicinity.

Corrie Treadway 00180116
RECampCT02
Vicious Dog Camp Camp - Vicious Dog w/Dead Raiders and Radscorp

A mongrel dog is found at a campsite alongside the corpses of raiders. The dog is hostile and can be killed. The game files indicate that a radscorpion is also supposed to be part of this encounter, but it may not spawn correctly.[verification overdue]

Corrie Treadway 00182060
RECampCT03
Deserted Camp with Mines Camp - Deserted Camp with Mines

At an abandoned campsite, a number of fragmentation mines have been setup, and the player can choose how to proceed and deal with the hazards.

Corrie Treadway 001852DE
RECampCT04
Yao Guai Camp Camp - YaoGuai w/Dead Scavengers

The corpses of several scavengers are found at a campsite, having been killed by a yao guai, who remains in the vicinity and is hostile.

Corrie Treadway 0018616F
RECampCT05
Raider Camp and Dogs Camp - Raiders Attacked by Vicious Dogs

The Sole Survivor may come across a campsite where a band of raiders are being attacked by a pack of mongrel dogs. Both parties are hostile to each other and the player character.

Corrie Treadway 00187A03
RECampCT06
Stash and Lexa's Camp Camp - Stash + Lexa Dead

To activate this encounter, the player must have previously completed the random encounters Stash, Lexa, and Simon (1) (chokepoint-type) and Stash, Lexa, and Simon (2) (travel-type), without killing or stealing from Stash, Lexa and Simon. The former two are found dead at a campsite, although Simon is nowhere to be found. The final progression of the story, Simon's Side (travel-type), indicates that it was Simon who killed them.

Corrie Treadway 0018EA00
RECampCT07a
Super Mutant Camp Supermutant Camp

This encounter is only activated during night-time hours in the game world (20:00 to 06:00). The player character runs into a campsite populated by super mutants, who will be hostile.

Justin Schram 0016ADA1
RECampJS01
Mirelurk Bake Mirelurk Bake

The player character runs into a campsite where a group of raiders are eating mirelurk, and the corpses of the sea creatures can be found within the campsite. The raiders will be hostile and can be killed.

Justin Schram 00031900
RECampJS02
The Walking Wounded Doctor at camp with grateful patients

The Sole Survivor meets Doc Anderson, a traveling wasteland doctor who has just finished treating a grateful settler. The player character can receive medical services from Doc Anderson for a fee. If the player has a settlement system with a population of at least 20 settlers (in one settlement or linked via supply line), and has constructed a surgery center, Doc Anderson can be recruited as a level 4 merchant and doctor.

Kurt Kuhlmann 0019000C
RECampKMK01
Time to Party Bartender at camp with friends

This encounter is only activated during night-time hours in the game world (20:00 to 06:00). The player character runs into a campsite where Ron Staples, a traveling bartender, is accompanied by a few scavenger friends. If the player has a settlement system with a population of at least 20 settlers (in one settlement or linked via supply line), and has constructed a restaurant, Ron Staples can be recruited as a level 4 merchant.

Kurt Kuhlmann 001922F8
RECampKMK02
Chems Vendor Chems vendor

The player character may run into a campsite populated by a chems vendor, who will have a variety of chems for sale at any time of day.

Kurt Kuhlmann 001A9594
RECampKMK03
Sick Scavenger. Mystery Meat DN079 - prequest - somebody ate some bad meat

At a random campsite, the Sole Survivor may meet a settler REFarmerMale.txt#RECampKMK_DN079A complaining of poisoned potted meat from Longneck Lukowski's Cannery. This encounter is intended to only activate if the quest Mystery Meat has not yet been completed, though it may still trigger even if the quest has been finished.

Kurt Kuhlmann 0014CE5F
RECampKMK_DN079A
Rylee the Trader DN079 - trader at a camp

This encounter is only activated during night-time hours in the game world (20:00 to 06:00) and the quest Mystery Meat must have been completed beforehand. The player character meets Trader Rylee at a campsite and she can be recruited as a settler if an allied settlement (or multiple connected by supply lines) has a population of at least 10, where she will become a tier 4 merchant if assigned to a tier 3 trading emporium. However, the recruitment process may be affected by a bug; see her page for more information.

Kurt Kuhlmann 00144F6C
RECampKMK_DN079B
Exiled Scientists InstM03 - post quest

This encounter is only activated during night-time hours in the game world (20:00 to 06:00) and the quest A House Divided must have been completed beforehand, by exiling Lawrence Higgs and Max Loken from the Institute. The player character meets the two aforementioned scientists again at a campsite, trying to make their way in the wasteland since their exile.

Kurt Kuhlmann 00144F6B
RECampKMK_InstM03
Skinny Malone, All Alone MQ104 - post quest - Skinny Malone

This encounter is only activated during night-time hours in the game world (20:00 to 06:00) and the quest Unlikely Valentine must have been completed beforehand, with Skinny Malone kept alive during its events. The player character meets Skinny Malone again at a campsite, where he will tell the player character that he blames them for his crew leaving him. He may engage in combat with otherwise friendly NPCs who pass by.

Kurt Kuhlmann 001478C6
RECampKMK_MQ104Skinny
Runaway Synth Camp Runaway Synth

The Sole Survivor may happen upon a man, Fred, and a woman, Angie, holding a third man and self-admitted synth, Jules, at gunpoint. Jules claims he ran away from the Institute and only wants to get to Bunker Hill. The Sole Survivor has four choices on how to resolve the issue. Saving him using any of the three possible medium speech checks results in him fleeing away in gratitude. This encounter does not add Bunker Hill's icon to the Pip-Boy map, but if one catches up to Jules after saving him and talk to him twice, he will give out a variable, but small, amount of caps.

  • The player may come upon this encounter with Jules already dead, in which case Fred and Angie will be hostile to the Sole Survivor.
  • The quest The Nuclear Option must not be completed for this encounter to activate.
Liam Collins 00190547
RECampLC01
Drug Overdose Drugs

This encounter is only activated during night-time hours in the game world (20:00 to 06:00). The player character may come across a group of dead scavengers with various chems, having apparently overdosed. Their corpses are being feasted upon by hostile radroaches.

Ryan Jenkins 0005E9D7
RECampRJ01
Daddy and Daughter Daddy daughter

The Sole Survivor may encounter a man named Clinton and his daughter Charlie talking about a variety of topics. These topics can vary from the duo getting a dog, the death of his wife, and if Charlie can sleep with a light on that night.

Ryan Jenkins 001A70A0
RECamprj02
That's Not a Sandwich That's not a sandwich

The Sole Survivor may encounter two men, Mikey and Moss, debating what the definition of a sandwich is. This is a long-standing debate in epistemology.

Ryan Jenkins 001A9670
RECamprj03
Synth Attack Aftermath Synth Attack Aftermath

The Sole Survivor may encounter a campsite where a group of synths have just finished killing some scavengers. The synths will be hostile if the player character is not allied with the Institute.

Ryan Jenkins 001ABE4A
RECamprj04
Synth Ambush I Synth Ambush

The Sole Survivor may encounter a campsite that, at first, appears empty and has a random container available to loot. Once they do so, however, a group of synths appear and will open fire if the player character is not allied with the Institute. This encounter only activates if the quest Hunter Hunted has been completed and the Institute has not yet been destroyed.

Ryan Jenkins 001ABE4D
RECamprj05
Synth Ambush II Synths and Scavengers

The Sole Survivor may encounter a campsite that is populated by three scavengers or settlers. Moments later, a group of synths appear and will open fire on the characters. They will also be hostile to the Sole Survivor, if one is not allied with the Institute. This encounter only activates if the quest Hunter Hunted has been completed and the Institute has not yet been destroyed.

Ryan Jenkins 001ABE4C
RECamprj06
Deserted Campsite Deserted Campsite

This encounter is only activated during night-time hours in the game world (20:00 to 06:00). The Sole Survivor happens upon an ostensibly abandoned campsite with some beds, as well as containers to loot. If one lingers in the area, a group of raiders who made the campsite may return and will open fire on the player character. RECampSC01.txt

Steve Cornett 0002672A
RECampSC01
Dead Scavengers Camp: Dead Scavengers & Bloodbugs

This encounter is only activated during night-time hours in the game world (20:00 to 06:00). The Sole Survivor happens upon a campsite where the corpses of at least two scavengers are found, and their remains are being feasted on bloodbugs, who will be hostile.

Steve Cornett 0003D5EA
RECampSC02
Merchant of Dreth RECamp: Merchant of Dreth

The Sole Survivor runs into a campsite populated by Dreth, who sells a small number of weapons, food, and ammunition, and is accompanied by two Gunner guards who are neutral to the player character. Dreth cannot be recruited to settlements.

Steve Cornett 0003D5E9
RECampSC03

Chokepoint encounters[]

Image Game guide name Game files name Description Designer Form ID/Editor ID
Super Mutant Blockage Chokepoint - Super Mutants

A group of super mutants block the way on a chokepoint location; they are hostile and can be killed.

Corrie Treadway 0018936C
REChokepointCT01
Stash, Lexa, and Simon (1) Chokepoint - Stash and Co. PT1

The Sole Survivor meets a chem dealer named Stash, who acts as an interactable merchant. She wanders around the Commonwealth, accompanied by two guards, brother and sister Simon and Lexa. The brother is addicted to his boss' chems and the sister has become hostile and defensive because of it. Lexa is naturally concerned Simon might rob and murder Stash in the night, with Stash apathetic to the whole situation. This will enable a second, later encounter with Stash and co. while they are on the road, so long as the group is not killed or robbed.

Corrie Treadway 0018A6B8
REChokepointCT02
Choke Point Mines Chokepoint - Mines

At various locations, one will sometimes find a group of seven live fragmentation mines. Navigate around them, disable them, or blow them all up from a distance, or face the consequences.

Corrie Treadway 0018A6B9
REChokepointCT03
Profuse Thanks Raiders recognize Nick

While Nick Valentine is an active companion of the Sole Survivor, a group of raiders may be encountered in a chokepoint location, at which point they will open fire. However, as soon as Nick comes into view, one of the raiders calls for a ceasefire, recognizing Nick and saying that he owes Nick big time. LvlRaiders_MaleAggressive.txt The raider offers Nick items, saying he can take what he wants, and the Fallout 4 Vault Dweller's Survival Guide implies items can be reaped from this encounter, but this does not actually occur in-game. Afterwards, the raiders can be killed with no reaction from the others. Nick only has dialogue responding to the raider's initial ceasefire.

Kurt Kuhlmann 0014FC2B
REChokepointKMK_
COMNick
Bullet's Ambush MS01 - Bullet or friend ambush

If Kid in a Fridge has been completed and Bullet was left alive (by convincing him that the Peabody family is not home and letting him leave), he may appear in a random chokepoint random encounter, trying to find and kill the Sole Survivor. Bullet.txt#REChokepointKMK_MS01 Alternatively, if Bullet was killed, a random raider or Gunner group may be found instead, seeking revenge for Bullet's death. LvlRaider Female.txt

Kurt Kuhlmann 001478C8
REChokepointKMK_
MS01
Unconstitutional MS11 post-quest - angry scavengers

Three angry scavengers LvlScavenger.txt#REChokepointKMK_MS11 confront the Sole Survivor following completion of the quest Last Voyage of the U.S.S. Constitution, saying that they stole the scavengers' claim to the ship. The scavengers turn hostile and can be killed.[clarification needed]

Kurt Kuhlmann 00143A13
REChokepointKMK_
MS11
N/A MS13: Marowski Says Hello One will meet three Triggermen MS13AmbushGuard.txt who give the Sole Survivor a request from Marowski to visit him at Hotel Rexford. This encounter will activate dependent on the player's choices during the quest Diamond City Blues.[clarification needed] This encounter is erroneously excluded from the Fallout 4 Vault Dweller's Survival Guide, though it has been reported as functioning normally in-game in spite of the omission. N/A 00084E41
REChokepoint
MS13Marowski
None Shall Pass! Gunners
Chokepoint: Raiders Demand a Toll

There are two variations of this random encounter; one involves a group of raiders REChokepointSC01 LvlRaiderAggressive.txt and the other involves a group of Gunners.REChokepointRJ01 LvlGunnerAggressive.txt They are combined into one entry in the Fallout 4 Vault Dweller's Survival Guide, but are actually distinct. In both versions, a trio will approach the Sole Survivor and demand a "toll fee" of either 100, 250, 500, 1,000 or 2,000 caps. Saving just before they talk to you and reloading can result in a different start price of those three. Refusing to pay up or sprinting past them will cause the raiders/Gunners to turn hostile and attack. The Sole Survivor can use persuasion to attempt to lower the toll fee.

  • Starting at 2,000, the player can persuade them down to 1,000, 500 and 400.
  • Starting at 1,000, the player can persuade them down to 500, 400 and 350.
  • Starting at 500, the player can persuade them down to 250, 200 and 150.
  • Starting at 250, the player can persuade them down to 200, 150 and 100.
  • Starting at 100, the player can persuade them down to 75, 50 and also leave for free, with the raider saying "God, You know what? Just go already. This ain't worth my time" (after letting the player go free, the three raiders will remain neutral).

As the raiders/Gunners will follow the Sole Survivor in order to speak to them, they can be lured into an ambush with nearby monsters or other hostiles. If the player has enough Luck, they get the option to "fake it" and the raider (or Gunner) will take whatever caps one claims to have.[verification overdue]

Ryan Jenkins
Steve Cornett
001AC212
0003A528
REChokepointRJ01
REChokepointSC01
Mister Gutsy's Curfew Chokepoint: Mr. Gutsy's Curfew

The Sole Survivor may encounter a Mr. Gutsy REChokepointSC02 MrGutsy.txt‎‎ attempting to enforce a mandatory curfew created by Provisional Governor Graham. If the Sole Survivor agrees to return home but remains in the area, the Mr. Gutsy will become hostile, stating that they have broken curfew. If one persuades him by claiming to be on military business, the Mr. Gutsy will state they are 60% confident and let the Sole Survivor pass. Also, if the player has Luck 7 or more, they will get an additional option labeled: "Will you comply." By repeating the "Will you comply?" phrase enough times, he will be forced to initiate a self-destruct sequence due to looping error, or he will simply attack.[verification overdue]

Steve Cornett 0003ABEC
REChokepointSC02
Raiders Accosting Farmers Chokepoint: Raiders Accost Farmers

A group of three raiders REChokepointSC01_LvlRaiderAggressive.txt can be seen trying to shake down a pair of farmers REChokepointSC03 Farmer.txt ‎‎for money. After some back and forth between the two groups in which the farmers state they have nothing of value, the raiders will decide to just kill the farmers and turn hostile. If the Sole Survivor kills the raiders and saves the farmers, they will thank the Sole Survivor, though they cannot be recruited to a settlement. If the Sole Survivor approaches too closely while the raiders and farmers are talking, the raiders will immediately turn hostile and attack.

Steve Cornett 0003ABED
REChokepointSC03
Synth Relay Choke Point Faction Chokepoint: Institute Relay Ambush 1
TEMPLATE - Duplicate to make a new Chokepoint Quest.

If the player character has been Banished from the Institute but the Institute has not yet been destroyed, a group of synths led by an Institute courser may ambush the Sole Survivor at a random chokepoint location after using the Institute relay to teleport into the area. There are two variations of this encounter with only minor differences.[verification overdue]

Steve Cornett 001B06C1
001B06C2
REChokepointSC04_
FactionInstRelayAmbush01
REChokepointSC05_
FactionInstRelayAmbush02
Minutemen Defenses Faction Chokepoint: Minutemen Defenders

If the player character has joined the Commonwealth Minutemen, they may encounter a group of friendly Minutemen defending a chokepoint location. They will join in combat against any nearby hostiles.

Steve Cornett 001B06C3
REChokepointSC06_
FactionMMDefenders
Brotherhood of Steel Defenses Faction Chokepoint: BoS Defenders

Once the Prydwen has arrived in the Commonwealth, the Sole Survivor may encounter a group of Brotherhood soldiers defending a chokepoint location. If the player character is allied with or neutral to the Brotherhood, the soldiers will be friendly. If they have become an enemy of the Brotherhood, the soldiers will be hostile.

Steve Cornett 001B06C0
REChokepointSC07_
FactionBoSDefenders
Synth Defenses Faction Chokepoint: Institute Defenders

Once the quest Airship Down has been completed for the Institute at the end of their quest line, the Sole Survivor may encounter a group of synths defending a chokepoint location. They will be friendly assuming the Sole Survivor maintains their alliance with the Institute, but if the player becomes hostile with the Institute or otherwise banished after Airship Down, the synths will be hostile.

Steve Cornett 001B06BF
REChokepointSC08_
FactionInstDefenders

Object encounters[]

Image Game guide name Game files name Description Designer Form ID/Editor ID
The Minefield Object - Simple Minefield

A cluster of fragmentation mines can be found strewn about in one location. The player has the choice of how to deal with them (or avoiding them entirely) before proceeding.

Christian Cummings 00047615
REObjectCC01
Deathclaw Mother Object - Deathclaw With Eggs

The Sole Survivor may stumble across a nest with three deathclaw eggs nearby. A deathclaw lurks around the corner, ready to defend its eggs if intruded upon.

Corrie Treadway 0018205F
REObjectCT01
Brahmin Corpse and Mines Object - Brahmin Corpse w/Mines

The Sole Survivor may stumble across the corpse of a brahmin, but three fragmentation mines have been set up surrounding the creature's body.

Corrie Treadway 0018752D
REObjectCT03
Feral Ghoul Ambush Object - Junked Car with Ambush Feral Ghouls

A handful of feral ghouls are found surrounding a rusted pre-War car, which they use as the stage to ambush the player character and attack. There are two variations of this random encounter.

Corrie Treadway, Kurt Kuhlmann 00187A01
0017F074
REObjectCT04
REObjectKMK03
Poisoned Gal Object - Woman With Radiation Poisoning

The Sole Survivor may encounter a female settler REFarmerFemale.txt who claims to be dying from radiation and asks for RadAway. Due to the NPC's randomized appearance, it is even possible for this woman to be generated as a ghoul, who are supposed to be immune to radiation. If the player gives her some RadAway, she expresses gratitude and says she needs to rest before continuing. There is no further option for interaction.

Corrie Treadway 0018205E
REObjectCT05
Radio and Refuse Pile Object01 - Radio in a junk pile

A junk pile containing a toolbox, safe and an active radio playing Diamond City Radio may be found in the wasteland.

Dee Langlois 0002F808
REObjectDL01
Vault-Tec Van Vault Tec Van With Skeleton

The Sole Survivor can find a van that once belonged to the Vault-Tec Corporation, although it is empty. On its right side is a skeleton in rags and a torn note. The skeleton is that of Larry Henderson, a former Vault-Tec employee who was receiving a reprimand from his manager, Ralph Jones.

Justin Schram 000318FE
REObjectJS01
Atomcats Scavenger DN054 Atom Cats Garage Hook- Greaser taking parts from a car

Duke is one of the Atom Cats, and may be randomly encountered scavenging an old pre-War car for scrap parts. If spoken to, he can give the player the coordinates to the faction's garage.

Justin Schram 00047641
REObjectJSDN054
The Locked Fridge Object01 - Guy trying to open a locked fridge

The Sole Survivor may encounter a scavenger LvlScavengerMale.txt attempting to open a Novice-locked refrigerator, following a lead from their friend Jimmy. If approached, the scavenger will become hostile. Inside the refrigerator is a random gun, some caps and matching ammo. This is possibly a reference to a similar random encounter in Fallout 3.

With the Intimidation perk, it is possible to pacify the scavenger, open the refrigerator and leave. Once far enough away, they will take the gun from the fridge and will use it if approached again. However, this seems related to the NPC's AI always picking up nearby weapons, as he will not leave and act as if it is still locked; additionally, any caps inside will remain there.

Kurt Kuhlmann 0003594C
REObjectKMK01
The Hatch Object02 - guy trying to open hatch

The Sole Survivor may encounter a hatch and a scavenger LvlScavengerMale.txt in the wasteland. Upon talking to the scavenger, he will state that the hatch is "his." Putting the cursor on the hatch will prompt "detonate," and doing so will result in a mini nuke-like explosion, after which the player character can enter the bunker to find a skeleton and some minor loot in what seems to be a collapsed fallout shelter.

Alternatively, the Sole Survivor can wait for the scavenger to detonate the hatch. After this, the scavenger will excitedly shout that it worked and enter the shelter. He will become hostile if the player character follows him into the bunker.

This encounter is also a reference to the character John Locke blowing the door off of "the Hatch" in "Exodus, Part 2," an episode of the TV series Lost.

Kurt Kuhlmann 00035E7D
REObjectKMK02
Glowing Anomaly Radioactive barrel + giant glowing frenzied creature

A hostile "glowing" creature, such as a glowing mole rat, is found near a collection of radioactive barrels.

Kurt Kuhlmann 00186059
REObjectKMK04
Thirsty Guy Thirsty guy

The Sole Survivor may encounter a settler REFarmerMale.txt kneeling by the side of the road. If talked to, they will claim they are tired and ask for water. If the Sole Survivor is currently carrying any purified water, they may offer it to the settler. They will thank them, and if talked to again, will say that they just need to rest for a bit longer before moving on. There is no option to send them to an owned settlement after giving them the water.

Kurt Kuhlmann 0010C80B
REObjectKMK05
Scavenger Guard MQ206 - scavengers investigating useful object

This random encounter only occurs if the main quest The Molecular Level is currently active and the player is pursuing the objective to collect items to construct the molecular relay. A scavengerLvlScavenger.txt#REObjectKMK_MQ206 has discovered a collection of useful items, including ones required by the quest, but will defend their claim to the items with their life, turning hostile if encroached upon.

Kurt Kuhlmann 001478C7
REObjectKMK_
MQ206
Gunners and Tank TEMPLATE - duplicate for new Object quest

A group of Gunners may be found surrounding a rusted pre-War tank, attempting to scavenge it for parts. If the player character draws near or is otherwise spotted by the Gunners, they will open fire.

Ryan Jenkins 001A97FD
REObjectRJ01
Commonwealth Funeral Commonwealth Funeral

The Sole Survivor may come upon a preacher and three settlers gathered around a fourth buried settler, Blake. Upon approaching, the preacher will hold a short eulogy, followed by the settlers saying their goodbyes to the departed. The first attendee (male) mourns a good friend, the second one (female) mourns the person she loved and a third one (male), Marcus, bitterly questions the point of grieving after the deceased, before breaking into tears, declaring it is not fair, as he is "the asshole of the group" and should have been the one to die in Blake's place. The others console him before the preacher ends the funeral.

  • None of the four can be talked to, they just answer the player character's prompting with a generic greeting.
  • The preacher wears the pastor's vestments.
Ryan Jenkins 001AC6E3
REObjectRJ02
Mac's Bar Bar

The Sole Survivor may find a bar set up in random places, belonging to a man named Mac. The Sole Survivor can purchase drinks and initiate a conversation with him about the bar location. He can be killed by the player or creatures in the wasteland, and cannot be recruited to a settlement.

Ryan Jenkins 001AC6E2
REObjectRJ03
Tire Fire Pile of Burning Tires

A pile of rubber tires has been dumped somewhere in the Commonwealth. At some point afterward, the tires were set on fire, and the Sole Survivor happens upon them in such a condition. The player character will take damage if they get too close to the fire.

Steve Cornett 00023C29
REObjectSC01
Safe Landing Safe Landing

One can sometimes come across a locked safe (difficulty ranging from Novice to Master) in a small crater, suggesting it was thrown away by a powerful explosion or dropped from the sky. When the safe is cracked, it contains randomized loot.

Steve Cornett 0002862E
REObjectSC02
N/A Brahmin Corpse & Vermin The Sole Survivor may find the corpse of a brahmin being feasted on by a couple of bloodbugs. This encounter is erroneously excluded from the Fallout 4 Vault Dweller's Survival Guide, though it has been reported as functioning normally in-game in spite of the omission. Steve Cornett 00028634
REObjectSC03
Radioactive Barrels Radioactive Barrels

A pile of radioactive barrels have been dumped somewhere in the wasteland, and the player character will start to take on radiation if they get too close.

Steve Cornett 0002B4BA
REObjectSC04
Giddyup Buttercup Giddyup Buttercup

The Buttercup toy is found alongside Arlen's note. This encounter activates only if Arlen Glass is alive and the miscellaneous quest Giddyup 'n Go was completed by giving Arlen the parts to finish work on the toy.

Steve Cornett 00118A52
REObjectSC05_
DN154
Vertibird Pick-up Vertibird - pick up patrol

If the Brotherhood of Steel have arrived in the Commonwealth and have not been destroyed, the player character may run into a patrol of Brotherhood soldiers ending their patrol and being picked up by a Vertibird. The Fallout 4 Vault Dweller's Survival Guide merges this encounter and Vertibird on ground vs. Gunners into one entry, but they are actually distinct.

Kurt Kuhlmann 0018C360
REObject_Vertibird
KMK01
Vertibird Pick-up Vertibird on ground vs. Gunners

A Brotherhood of Steel Vertibird that has landed on the ground is being seiged by a group of three Gunners. The four Brotherhood of Steel soldiers will defend their position against the mercenaries. This encounter only activates if the Brotherhood have arrived in the Commonwealth and have not been destroyed. The Fallout 4 Vault Dweller's Survival Guide merges this encounter and Vertibird - pick up patrol into one entry, but they are actually distinct.

Kurt Kuhlmann 001ACF9F
REObject_Vertibird
KMK02
N/A Gunners trying to fly vertibird The Gunners have commandeered a Vertibird from the Brotherhood of Steel. Two Brotherhood corpses can be found nearby. While flying the Vertibird, they may attack the player character. Eventually, the flying will become erratic and they will lose an engine as part of the encounter's script. The Vertibird will then crash. This encounter is erroneously excluded from the Fallout 4 Vault Dweller's Survival Guide, though it has been reported as functioning normally in-game in spite of the omission. Kurt Kuhlmann 001ADB43
REObject_Vertibird
KMK03

Scene encounters[]

Image Game guide name Game files name Description Designer Form ID/Editor ID
Vicious Dogs and Farmer Scene - Vicious Dogs chasing unarmed Farmer

The Sole Survivor can come upon a farmer being attacked by a pack of hostile dogs. If rescued, the farmer will give up to 250 caps as a reward. This encounter is available at scene and travel-type locations.

Christian Cummings 0004763C
RESceneCC01
Pickman's Prey DN101 Pickman Gallery hook - pile of dead raiders with Pickman's calling card

The Sole Survivor can come upon a pile of dead raiders. There is a calling card found on their corpses, and it leads the Sole Survivor to Pickman Gallery.

Christian Cummings 0003004B
RESceneCC_
DN101
Mutant Hound versus Yao Guai Scene - FEV Hound vs Yao Guai

A mutant hound on its own is found fighting a yao guai. Given the strength of the latter creature compared to the former, the yao guai will most likely win the fight.

Corrie Treadway 0017F329
RESceneCT01
Bloated Animal Corpse Scene - Dead RadStag w/Bloatflies
Scene - Dead Animal w/Pests

The rotting corpse of a creature attracts some hostile insects. In one variation, it will specifically be a dead radstag attracting bloatflies, while in another variation, there are more variables for a dead yao guai or brahmin to attract bloodbugs or radroaches. Both versions of this random encounter are grouped together as one in the game guide.

Corrie Treadway 0017F32A
00184AD1
RESceneCT02
RESceneCT04
Super Mutant versus Stingwings Scene - Supermutants vs Stingwings

A super mutant and pet mutant hound are found together fighting against a pack of stingwings.

Corrie Treadway 001865C2
RESceneCT05
Feral Ghoul Ambush Scene - Dead Farmer/Brahmin w/Ambush Ghoul

The corpse of a settler and brahmin are found in the wasteland, acting as set-up for an ambush by a pack of feral ghouls.

Corrie Treadway 0018752F
RESceneCT06
Resting Radstags Scene - Resting Radstags

While traveling the wasteland, the Sole Survivor happens upon two resting radstags. One should take care not to alert them if they wish to sneak past, or the radstags can be hunted and killed. Depending on the terrain of the random encounter location, the radstags' resting position may bug and appear as though they are floating.

Corrie Treadway 001879FF
RESceneCT07
Stingwing versus Radscorpion Radscorpion vs. Stingwings

The player character may happen upon a radscorpion in combat with a pack of stingwings.

Justin Schram 000318FF
RESceneJS01
Raiders and the Pink Paste DN062 Hyde Charter School Hook- Dead Raiders With Paste

While wandering the Commonwealth, the Sole Survivor may come across three dead raiders in what appears to be a failed intervention. On one is a note, in which one unnamed raider attempts to stop their friend Hank from eating food paste, which is making him act more and more harsh and insane. This encounter is repeatable. Upon reading the note, the location of Suffolk County Charter School is noted on the map.

Justin Schram 00047640
RESceneJSDN062
Traveling Vault Merchant DN077 Vault 117 Hook- Merchant travelling to restock at Vault 117

The Sole Survivor may meet Fred O'Connell, a merchant who is on his way back to Vault 81, accompanied by a mercenary. Speaking to him will reveal the location of Vault 81 on the map. Independent of this random encounter, Fred's corpse is found near Covenant as part of the quest Human Error. This encounter can still occur following the completion of that quest, and Fred may even walk along the road over his own corpse.

Justin Schram 0004763F
RESceneJSDN077
Deceased Fellow Scene01 - Dead guy with note leading to treasure

A note from Sue to Billy can be found during a random encounter and will be in the inventory of a dead settler or scavenger. After reading the note, the unmarked quest "Pick up the item" will begin and a marker will appear on the Pip-Boy map indicating the cache.

Kurt Kuhlmann 0002FD6A
RESceneKMK01
Raiders versus Farmers Scene02 - raiders vs. settlers running for help

A group of settlers run up to the player character, asking for help defending against a nearby group of raiders. This encounter is available at scene and travel-type locations.

Kurt Kuhlmann 00030854
RESceneKMK02
Wounded Dog Scene03 - wounded vicious dog
Scene03B - dog you helped helps you

A non-hostile mongrel or attack dog can be encountered anywhere in the Commonwealth. If the wounded dog is patched up and named, it might appear again to help in a fight.

Kurt Kuhlmann 00030BA8
00030BAF
RESceneKMK03
RESceneKMK03B
Mole Rat Ambush Scene04 - molerat ambush

A group of mole rats emerge from their burrowing holes to ambush and attack the player character.

Kurt Kuhlmann 00030E79
RESceneKMK04
Dead Meat Scene05 - dead animal

The player character stumbles across the decaying corpse of a wasteland animal, such as a brahmin, yao guai or other carcass.

Kurt Kuhlmann 000340FA
RESceneKMK05
Wild Pack of Dogs Scene - Resting dog pack

A pack of wild mongrels are seen in the wasteland; although found resting at first, they will attack if approached. This encounter is available at scene and travel-type locations.

Kurt Kuhlmann 0018605A
RESceneKMK07
Gene the Reluctant Dog Vendor Gene the reluctant dog vendor

If a settlement has been unlocked, the Sole Survivor may encounter a man named Gene. He will offer to sell his dog for 250 caps, but is then hesitant. Convincing him to sell the dog will allow it to be sent to a settlement, granting that settlement +5 to Defense. Gene can be encountered multiple times, and a new dog can be purchased from him each time.

Kurt Kuhlmann 001942D7
RESceneKMK08
Super Mutants and Prisoner Super mutants with prisoner returning to lair

Super mutants are found on the road transporting a settler as their next prisoner. If the mutants are killed, the freed prisoner will sprint off and, if followed, he will eventually end up in Sanctuary Hills. If talked to, they will only reply with generic NPC dialogue. As a settler, the freed prisoner initially does not add to the settlement population number and cannot be traded with, like normal settlers. One must switch to workshop mode, and "move" the settler to Sanctuary (or any other settlement). They will then be assignable, and talk normally.

Kurt Kuhlmann 001B224B
RESceneKMK09
Deathclaws Duel Deathclaws battling each other

There is a chance that two deathclaws will spawn and begin fighting one another until one of their health runs low and the losing deathclaw retreats. Once the fight ends, both deathclaws will turn hostile and attack.

Kurt Kuhlmann 001B2C1A
RESceneKMK10
Roving Eyebot DN015 - prequest - roving eyebot

While wandering the Commonwealth, the Sole Survivor may come across an eyebot who advertises employment opportunitiesRovingEyebot.txt at the Cambridge Polymer Labs. If investigated, this opens up a quest. The encounter only occurs if the Cambridge Polymer Labs quest has not yet been started.

Kurt Kuhlmann 00144F70
RESceneKMK_
DN015
The Return of Manta Man! MS04 - post-quest - Manta Man

The Sole Survivor may encounter a delusional wastelander who calls himself Manta Man, after a comic book character. If dressed as the Silver Shroud, "Manta Man" will refer to the player character in that way and talks similar to how the Sole Survivor talks in-character. This encounter only activates after completion of The Silver Shroud quest. If he survives this encounter, Manta Man may be found again in a travel-type random encounter.

Kurt Kuhlmann 0014CE62
RESceneKMK_
MS04
Jack Is Back MS09 post quest - Jack & Edward heading home

Should Jack Cabot survive The Secret of Cabot House, one may randomly encounter him in the Commonwealth with Edward Deegan. If asked about his presence there, he will explain his desire to explore the world around him. Subsequently, he will offer to buy fiber optics from the player character, although he only has a small amount of caps on him. If asked as to the reason he needs them, he will only state that the public is not quite ready for his experiments. JackCabot.txt#RESceneKMK_MS09Jack EdwardDeegan.txt#RESceneKMK_MS09Jack This encounter only activates after completion of the quest The Secret of Cabot House, and one must side with Jack over Lorenzo Cabot.

Kurt Kuhlmann 001423C5
RESceneKMK_
MS09Jack
Lorenzo Is Undying MS09 - post-quest - Lorenzo up to no good

After finishing The Secret of Cabot House by siding with Lorenzo Cabot, the player character may run into him again in the wasteland. Lorenzo examines some dead ghoul settlers and tells the player character that he killed them to study their condition. LorenzoCabot.txt#RESceneKMK_MS09Lorenzo This encounter only activates after completion of the quest The Secret of Cabot House, and one must side with Lorenzo over Jack Cabot.

Kurt Kuhlmann 0014DC83
RESceneKMK_
MS09Lorenzo
Vault 81 Dead Dweller MS19 - prequest - pointer to Vault 81

The player character may stumble across the corpse of a settler; two mongrels are also dead nearby. Dr. Forsythe's note can be found on the corpse; when picked up, the location of Vault 81 is denoted on the map and a miscellaneous quest to "Investigate Vault 81" activates if such triggers have not already occurred. This encounter only activates if the quest Hole in the Wall has not yet been started and Priscilla Penske is still alive.

Kurt Kuhlmann 001488F8
RESceneKMK_
MS19_A
Two Faces, One Synth Synth versus Synth

The Sole Survivor can come across two men, identical in appearance and both named Art. One Art is a human and the other is an identical synth. One Art has the other on his knees and is preparing to execute him with a shotgun. Both Arts will claim to be the real one and state the other is an Institute synth sent to kill the other and take their place. If the Sole Survivor decides not to interfere, the human Art will execute the synth and walk away. A very difficult speech check can convince the kneeling Art to admit to being a synth, at which point he will encourage the Sole Survivor to assist him in killing the real Art. A simple speech check can convince the standing Art to lower his weapon, at which point the kneeling Art will draw a weapon and attack him.

Alternatively, the Sole Survivor can simply attack one of the Arts. The synth Art will have a synth component on their body, indicating whether or not the Sole Survivor has chosen correctly. If the standoff is interrupted, the two Arts will begin shooting at each other, turning the event into normal combat. If the Sole Survivor has the Awareness perk, the synth will have significantly higher resistances compared to Art. This encounter is repeatable regardless of the outcome; if the Sole Survivor has previously attacked one of the Arts, that Art will be hostile in all subsequent encounters (as a result, the two Arts will immediately engage in a firefight instead of the normal dialogue).

Liam Collins 0017E729
RESceneLC01
You've Got Crabs Mirelurk Ambush

A group of mirelurks appear to ambush and attack the player character.

Ryan Jenkins 0005E9D6
RESceneRJ01
The Postman The Postman

One finds a dead settler wearing a postman uniform. On the settler's body are three random letters, selected from a pool of nine potential notes. Some reveal locations to explore.

Ryan Jenkins 001ABE43
RESceneRJ02
Super Mutants Raiding Party Supermutant Raiding Party

Up to four super mutants (all wielding missile launchers) can be encountered. Upon seeing the Sole Survivor, the super mutants will all start firing their missiles at them. The leader of the group carries the note supermutant's orders.

Steve Cornett 00118A53
RESceneSC02
Vertibird versus Raiders
Vertibird Patrol Drop
Vertibird flyover
Vertibird land troops
Vertibird land patrol
Once the Brotherhood of Steel arrives in the Commonwealth, the player may notice a Brotherhood vertibird flying around and suddenly land to drop off forces. The forces dropped off are either field scribes or Brotherhood of Steel knights in T-60 power armor. Often they will come into conflict with raiders, super mutants, deathclaws, or even Gunners. The player can assist in the fighting or let it go on and let them fight each other. The same can happen with a random patrol the player finds wandering the wastes. Attacking the field scribes will have another pair of knights in T-60 power armor drop off at the player's location to defend them. Kurt Kuhlmann 001090EF
00109482
001ADB44
REScene_Vertibird
KMK01
REScene_Vertibird
KMK02
REScene_Vertibird
KMK03

Treasure hunt random encounters[]

Treasure hunt random encounters are a subset of the scene-type encounters, and can spawn in the same locations as scene encounters.

Image Game guide name Game files name Description Designer Form ID/Editor ID
A Dead Raider's Note Treasure Hunt: Raider hunting for Caps The corpse of a raider is found holding the raider's note. This starts a Treasure Hunt miscellaneous quest that will reward the player character with a stash of caps. Steve Cornett 0002BDE6
RETreasureHuntSC01
A Dead Junkie's Note Treasure Hunt: Junkie hunting for Chems The corpse of a junkie is found holding the junkie's note. This starts a Treasure Hunt miscellaneous quest that will reward the player character with a stash of chems. Steve Cornett 0002BDE9
RETreasureHuntSC02
A Dead Gunner's Note Treasure Hunt: Gunner hunting for Gun The corpse of a Gunner is found holding the Gunner's note. This starts a Treasure Hunt miscellaneous quest that will reward the player character with the location of a weapon that has potentially been modded. Steve Cornett 0002BEED
RETreasureHuntSC03
Three Dead Scavengers TEMPLATE - Duplicate for new Treasure Hunt events. The corpses of three dead scavengers are found, and one of them holds the scavenger's note. This starts a Treasure Hunt miscellaneous quest that will reward the player character with a supply of junk items. Steve Cornett 0002BEF6
RETreasureHuntSC04
A Dead Farmer's Note TEMPLATE - Duplicate for new Treasure Hunt events. The corpse of a settler is found holding the Settler's note. This starts a Treasure Hunt miscellaneous quest that will lead the player character to a location with synths who may be hostile if the Institute has not been allied with. The location contains a reward of a modded weapon and/or junk items. Steve Cornett 0002BEF9
RETreasureHuntSC05
Hadrian's Note Treasure Hunt: Treasures of Jamaica Plain The corpse of Hadrian is found somewhere in the Commonwealth, potentially near some dead creatures. His body contains the holotape Hadrian's invitation, which is a potential starting point for the miscellaneous quest Find the Treasures of Jamaica Plain when listened to. Steve Cornett 0011132D
RETreasureHuntSC06_
DN070

Travel random encounters[]

Image Game guide name Game files name Description Designer Form ID/Editor ID
Vicious Dogs and Farmer Travel - vicious dogs chasing an unarmed farmer

The Sole Survivor can come upon a farmer being attacked by a pack of hostile dogs. If rescued, the farmer will give up to 250 caps as a reward. This encounter is available at scene and travel-type locations.

Christian Cummings 0004763A
RETravelCC01
The Brahmin Farmer Travel - Farmer driving Brahmin

A settler is encountered along the road with a brahmin as their companion.

Christian Cummings 000482D3
RETravelCC02
Sated Radscorpion Travel - Sated Radscorpion only attacks if you get too close

The Sole Survivor happens upon a tired radscorpion who will only attack if the player gets too close.

Christian Cummings 00031E0A
RETravelCC03
Radstags versus Dogs Travel - Radstags vs Vicious Dogs

A pack of radstags are found in combat against a rival pack of mongrel dogs.

Corrie Treadway 0017BB93
RETravelCT01
Super Mutants versus Mister Gutsy Travel - Supermutants vs MrGutsy

A pack of super mutants are found in combat against a group of rogue, hostile Mister Gutsy robots.

Corrie Treadway 0017E1D3
RETravelCT02
Kat and Gus Travel - Child Merchant w/Sentry Bot

While wandering, the Sole Survivor may come across a little girl, Kat, and her sentry bot guardian, Gus. Kat is available as a merchant who sells junk items and ammunition. Her robot Gus is capable of basic defense as well as basic offense against some of the local creatures and enemies.

Corrie Treadway 0018446A
RETravelCT03
Predator's Lunch Travel - Yao Guai Chases Vicious Dog

Either a deathclaw or a yao guai can be seen chasing down a mongrel dog along a road. Although the name of this encounter in the game's files only mentions the yao guai, it is set up to choose between a yao guai or deathclaw as the predator.

Corrie Treadway 00185EEE
RETravelCT04
Radscorpion's Lunch Travel - Radscorp Chases Raider

A radscorpion is seen chasing a raider down the road, attempting to attack and kill them.

Corrie Treadway 001865B6
RETravelCT05
Stash, Lexa, and Simon (2) Travel - Stash and Co. PT2

To activate this encounter, the player must have previously completed Stash, Lexa, and Simon (1), a chokepoint-type random encounter, without killing or stealing from Stash, Lexa and Simon. In this encounter, the trio are seen again for a second time on the road. Stash continues her trade, dealing chems to those in the wasteland, and discusses her success with repeat customers and predatory thieves looking for a hit. Stash also mentions that she and Lexa are growing wary of Simon's behavior, but since he is her only steady customer, Stash does not mind and his Jet addiction keeps him sharp for guard duty. However, Lexa is seeing the cracks in the facade and urges Stash to cut Simon off the chems before it is too late. The player can help convince Stash to comply with Lexa's wishes, or leave them alone. Regardless of the choice made, Stash and Lexa's Camp will be the next progression of the story.

Corrie Treadway 0018B8A1
RETravelCT06
Simon's Side Travel - Simon w/Raiders

To activate this encounter, the player must have previously completed Stash and Lexa's Camp, a campsite-type random encounter. The player character runs into Simon again, having given into his Jet addiction and joined a gang of hostile raiders, who can be killed alongside Simon. This is the fourth and final encounter in the story of Stash, Lexa and Simon.

Corrie Treadway 0018F68D
RETravelCT07
Eyebot Advertisement Travel - Eyebot Adverts

A wandering eyebot can be found spouting advertisementsRETraveCT08 EyeBot.txt for pre-War companies. This encounter is separate from the Roving Eyebot scene encounter and does not reference Cambridge Polymer Labs. The Fallout 4 Vault Dweller's Survival Guide erroneously lists this as a static or scene-type encounter, but it is actually a travel-type encounter.

Corrie Treadway 00188CF3
RETravelCT08
Feral Ghoul Pack DLTravel01 - Pack of ghouls

This encounter is only activated during night-time hours in the game world (20:00 to 06:00). This encounter involves running across a pack of feral ghouls, led by a glowing one. They are hostile and will attack the player character.

Dee Langlois 0002F804
RETravelDL01
Dogs versus Mole Rats Molerat vs vicious dogs

Along a road in the Commonwealth, a mole rat is found in combat being chased by a pack of mongrel dogs.

Joel Burgess 0004662E
RETravelJB01
Gruel's Recipes Gruel, the raider chef

The player character runs into Gruel, a hostile raider chef. When killed, the note Gruel's list can be found on his body alongside some consumable items.

Justin Schram 00030872
RETravelJS01
Escaped Synth Escaped Synth

If the Institute is still active and the Railroad quest Boston After Dark has not been completed, the Sole Survivor may spot a male synth, Timothy, who is wearing an Institute jumper. He will ask to provide directions to Bunker Hill. If one has previously visited Bunker Hill, they have the option to point him in the right direction, or ask for caps.

Justin Schram 001A94F6
RETravelJS02
Raiders versus Farmers Travel01 - raiders vs. farmers

A group of settlers run up to the player character, asking for help defending against a nearby group of raiders. This encounter is available at scene and travel-type locations.[verification overdue]

Kurt Kuhlmann 0002DFED
RETravelKMK01
Wild Pack of Dogs Travel02 - pack of vicious dogs

A pack of wild mongrels are seen in the wasteland; although found resting at first, they will attack if approached. This encounter is available at scene and travel-type locations.[verification overdue]

Kurt Kuhlmann 0002F29A
RETravelKMK02
Smiling Larry Travel03 - traveling merchant

While walking along a road the Sole Survivor may encounter a trader named Smiling Larry (and two mercenary guards REMerchantGuard.txt) who sells some items. The trader can be recruited if the level 3 weapons emporium has been unlocked, and more than 30 settlers are in the settlement (includes those living in settlements connected to the one chosen to send him to). Once he is assigned to the emporium, he will act as a level 4 merchant and sell the legendary Ripper, Reckoning.

Kurt Kuhlmann 0002F5FB
RETravelKMK03
Mister Gutsy Travel04 - Mister Gutsy searching for spies

The Sole Survivor may encounter a Mr. Gutsy REMisterGutsy01.txt attempting to enforce an identity check by Provisional Governor Graham. Out of the four dialogue options, if anything other than the offensive retort is chosen, the Mr. Gutsy will state that the player character has failed to identify themselves properly and will become hostile. Choosing the offensive retort will confirm citizenship and he will say if one happens to come across any communists to report them immediately. He will then leave the area.

Kurt Kuhlmann 0002F61E
RETravelKMK04
Workshop Armor Vendor Travel05 - workshop armor vendor

The Sole Survivor runs into the Scribe, a former Brotherhood of Steel member wearing a BOS uniform, who can be recruited and sent to settlements. To recruit the Scribe, one will need at least 10 settlers in a settlement and a level 3 armor emporium. Once assigned to an armor emporium, he will act as a level 4 merchant with various unique legendary armor pieces for sale.

Kurt Kuhlmann 0002F61E
RETravelKMK04
Brotherhood of Steel versus Raiders
Paranoid Scavengers
BOS patrol vs raiders

There are two versions of this encounter, both of which have the same name in the game's files. Both require the Brotherhood of Steel to have arrived in the Commonwealth before being activated. In one version, a patrol of Brotherhood soldiers battle against generic raiders.[verification overdue] In the other version, the raiders are a specific gang led by Skrap Rat, who are posing as scavengers. A letter can be found on one of the corpses. In both variations, the two factions come into combat against each other.

Kurt Kuhlmann (generic)
Ryan Jenkins (Skrap Rat)
001423C6
001A9671
RETravelKMK06
RETravelRJ01
Brotherhood of Steel versus Deathclaw BOS patrol vs death claw

A patrol of Brotherhood soldiers are found along a road in combat with a deathclaw. This encounter requires the Brotherhood of Steel to have arrived in the Commonwealth before being activated.

Kurt Kuhlmann 001423C4
RETravelKMK07
The Gossiping Trader Traveling trader - rumor mill

The player character meets a trader REMerchant05.txt along the road. When spoken to, they have some rumors to share about various locations in the Commonwealth, including the USS Constitution and Covenant.

Kurt Kuhlmann 00143A14
RETravelKMK08
Super Mutants versus Raiders Uglies vs Raiders

Along a road out in the open, the Sole Survivor stumbles upon a battle between super mutants and raiders, both of whom will be hostile regardless of who emerges victorious.

Kurt Kuhlmann 00179B21
RETravelKMK09
Deathclaw Hunting Deathclaw on the hunt

The Sole Survivor runs into a deathclaw on the hunt while out on the open roads of the Commonwealth. The deathclaw will be hostile and can be killed.

Kurt Kuhlmann 0018605B
RETravelKMK11
The Brahmin Vendor Traveling brahmin vendor

A woman named Kelly can be found traveling the wasteland with a brahmin. She will offer to sell the brahmin for 100 caps. It can be sent to a settlement to improve the efficiency of farming at that settlement. If asked whether the brahmin is stolen, Kelly will become evasive.

Kurt Kuhlmann 001A0A47
RETravelKMK12
The Exile BoSM02 Postquest - Clarke flees from feral ghouls

If Initiate Clarke is alive and exiled from the Brotherhood at the end of the quest Duty or Dishonor, he may be encountered along the roads fleeing from a pack of feral ghouls. If he survives the encounter and the player character kills the ghouls chasing him, Clarke will still lament their deaths, despite his obvious peril, though he also says he misses his old life in the Brotherhood even if he knows he cannot go back.BoSInitiateClarke.txt#RETravelKMK_BoSM02

Kurt Kuhlmann 0014DC84
RETravelKMK_
BoSM02
Revenge of the Forged DN121 - post quest - Forged attack

Following completion of the quest Out of the Fire, the player character may run into a group of surviving Forged members looking for revenge. They will be hostile and will attack the player character.

Kurt Kuhlmann 00144F71
RETravelKMK_
DN121
Darla Goes Home MQ104 - post quest - Darla

After completion of the quest Unlikely Valentine, if Darla remained alive during its events, she may be encountered later on the road, heading back home to her family and having left Skinny Malone behind.

Kurt Kuhlmann 001478C5
RETravelKMK_
MQ104Darla
The Return of Manta Man! MS04 - post-quest - further adventures of Manta Man If Manta Man survived the events of the first scene-type encounter involving him, he may be seen again on a road in the Commonwealth, battling against raiders or other creatures. This encounter can only be activated after the completion of the first Manta Man scene-type encounter, which itself requires completion of The Silver Shroud quest to appear. Kurt Kuhlmann 0014CE63
RETravelKMK_
MS04B
Heading to Trinity Tower MS10 - super mutants with prisoner

A pack of super mutants are found transporting a settler as their next prisoner. If the mutants are killed and the settler is freed, the latter will express their gratitude and mention that they were being taken to "some tower."REPrisoner.txt This notes the location of Trinity Tower on the player's map, hinting towards the start of the quest Curtain Call. That quest must not have yet been started for this encounter to activate.

Kurt Kuhlmann 00148BAB
RETravelKMK_
MS10
Hunting for Strong MS10 - postquest - supermutants searching for Strong

After completion of the quest Curtain Call, a group of hostile super mutants can be found searching for Strong. Strong must be an active companion for this encounter to activate.

Kurt Kuhlmann 00148BAA
RETravelKMK_
MS10Strong
Bobbi's Recruiter MS16 - prequest - recruiter for Bobbi

A non-hostile Triggerman LvlTriggermanUnaggressive.txt will appear, asking if the Sole Survivor would be interested in making some "scratch" by taking on a job. When questioned about the job, the Triggerman will reply that any questions are to be directed to Bobbi No-Nose in Goodneighbor. The player's map will then be updated with the Goodneighbor location and a miscellaneous quest to talk to Bobbi No-Nose. The Big Dig must not yet have been started for this encounter to activate.

Kurt Kuhlmann 00144F6F
RETravelKMK_
MS16
One Man and His Robot MS16 - post quest - Mel and robot

After completion of The Big Dig, Mel may be encountered again on the road, now accompanied by an upgraded robot companion, Sonya Mk.II. He remains essential and can be spoken to.MS16Mel.txt#RETravelKMK_MS16Mel

Kurt Kuhlmann 00144F6D
RETravelKMK_
MS16Mel
Swanson's Revenge MS17 - post-quest - Swanson attacks

After completion of Human Error, if the player character freed Amelia Stockton, Swanson may be randomly encountered on the road, having hunted down the Sole Survivor. He is hostile and can be killed.

Kurt Kuhlmann 00143A16
RETravelKMK_
MS17
Vault 81 Prisoner MS19 - raiders with Vault81 prisoner

A Vault 81 resident REVault81CitizenPrisoner.txt can be encountered in the wasteland being held prisoner by some raiders. Freeing the prisoner will mark the location of Vault 81 on the Sole Survivor's Pip-Boy. A miscellaneous quest will also be started to investigate Vault 81. When talking to the freed prisoner, they will state that they should never have left the vault and that they would never go out on exploring missions again.

Kurt Kuhlmann 001488F9
RETravelKMK_
MS19_B
Wattz Electronics Protectron Barker Wattz Electronics Barker

One meets a Protectron REProtectron.txt advertising Wattz Consumer Electronics and spiting their rival store, Hester's Consumer Robotics. The note Wattz flyer can be acquired from the Protectron, marking the location on the player's map.

Ryan Jenkins 001AB2D5
RETravelRJ02
Ness Encounter [DN123 - Skylanes Pointer]

A scavenger named Ness offers the Sole Survivor an opportunity to help loot and retrieve valuable items from the wreck of Skylanes Flight 1981. This starts the miscellaneous quest Meet Ness at the Crash Site. From there, the player can help Ness and her Gunner mercenaries clear the location of hostiles and take its treasure. They will turn hostile if the player attempts to double-cross them or take items from under their nose.

Steve Cornett 000684D1
RETravelSC01_
DN123SkylanesPointer
Radstag Herd Radstag Herd

The Sole Survivor may run into a herd of radstag, consisting of potentially up to four of the mutated creatures.

Steve Cornett 00026729
RETravelSC02
"Preston Garvey" Preston Garvey Impersonator

While wandering, the Sole Survivor may come across a smooth talking man claiming to be Preston Garvey. He will request a donation of 100 caps for the Minutemen. If the Sole Survivor tells the impostor that they know Preston, or that they are the general of the Minutemen, the impostor will run away. When Freedom Calls must have been completed for this encounter to activate. There are no unique interactions if the real Preston Garvey himself is present as the Sole Survivor's active companion.

Steve Cornett 001AC752
RETravelSC03
Brotherhood of Steel Patrol BOS patrol with vertibird reinforcement

A patrol of two Brotherhood soldiers and a scribe are found wandering the wasteland, if the Brotherhood has arrived in the Commonwealth as part of the main quest line, and have not been destroyed. If the patrol is attacked, or if the player is hostile with the Brotherhood, they will call in a Vertibird for backup, dropping off two more soldiers.

Kurt Kuhlmann 0018C362
RETravel_Vertibird
KMK02

Checkpoint random encounters[]

Other random encounters[]

There are two random encounters that do not fall under any of the other categories of encounters. Neither are listed in the Fallout 4 Vault Dweller's Survival Guide.

Image Game files name Description Form ID/Editor ID
Guy scavenging parts of dead robots A scavenger LvlScavenger.txt may spawn near any robots destroyed by the player character. 000390F7
REActorAttach01
Raiders stripping corpses Some raiders RERaiderScavenger.txt may spawn near any NPCs killed by the player character. 000392F8
REActorAttach02

Automatron random encounters[]

This list is incomplete. Automatron is known to add several travel and assault-type encounters involving the Rust Devils, which greatly reduces the chance for other base game encounters to spawn in the Commonwealth. These additional Autromatron random encounters require verification and additions to this table.

Image Game files name Description Type Form ID/Editor ID
Merchant and Robots A traveling merchant and two caravan guards are attacked by four Mechanist robots. The merchant and guards always die. Camp xx01097E
DLC01RECampSC01
Jure-Rigger Resource Scanner This encounter involves finding a rigged Eyebot pod, with the note scavenger's journal nearby. Object xx010976
DLC01REObjectSC01
Roboraiders vs. Mechbots Assault xx0101AD
DLC01REAssaultSC01
Roboraiders vs. Scavengers Assault xx0101BA
DLC01REAssaultSC02
Mechbot Defenders Assault xx010978
DLC01REAssaultSC03
Mechbots vs. Farmers Assault xx010979
DLC01REAssaultSC04
Minutemen vs. Mechbots Assault xx01097B
DLC01REAssaultSC05_
FactionMMvsMechBots
BoS vs. Mechbots Assault xx01097A
DLC01REAssaultSC06_
FactionBoSvsMechBots
Bot raiders trying to salvage sentry bot Object xx00AF4E
DLC01REObjectKMK01
Jury-Rigged Resource Scanner Object xx010976
DLC01REObjectSC01
Mechbot Ambush Object xx0109DF
DLC01REObjectSC02
Bot raiders returning to base Scene xx00AF4F
DLC01RESceneKMK01
Mech bots vs. caravan Scene xx00354C
DLC01RESceneKMK02
RoboRaiders Scavenging Scene xx0101BF
DLC01RESceneSC01
Vertibird - land patrol vs. bots Travel xx000809
DLC01RETravel_VertibirdKMK01
Bot raiders vs. Gunners Travel xx004389
DLC01RETravelKMK01
Mech bots vs. bot raiders Travel xx000802
DLC01RETravelKMK02
RoboRaiders or Mechbots on Patrol Travel xx000802
DLC01RETravelKMK02
RoboRaiders or Mechbots on Patrol Travel xx0101B9
DLC01RETravelSC01
Mechbot Sentry on Patrol Travel xx010977
DLC01RETravelSC02
Mechbot Swarm Travel xx01097D
DLC01RETravelSC03

Far Harbor random encounters[]

This list is incomplete. It requires verification of all Far Harbor random encounters and relevant additions. Additionally, some random encounters from the base game (e.g. Active Sniper with Absalom) are known to be able to trigger on the Island.

Image Game files name Description Type Form ID/Editor ID
Gulpers vs Trappers The Sole Survivor encounters a group of Trappers in combat against a pack of gulpers. Both groups are hostile to each other and the player character. Assault Unknown
Trapper vs Atom The Sole Survivor encounters a group of Trappers in combat against zealots from the Children of Atom. The Trappers are always hostile, but the Children of Atom may be friendly if the player character has allied with them or has not yet made an enemy of the Church on the Island. Assault Unknown
Children of Atom camp The Sole Survivor encounters a group of deceased Children of Atom at a campsite, with their corpses near some radioactive barrels. Campsite Unknown
Mirelurk Nest The Sole Survivor encounters an area where some hostile mirelurks have made their nest on the Island. Object Unknown
Trappers vs Fog Crawler The Sole Survivor comes across a group of Trappers in combat with a deadly fog crawler. Both groups are hostile to each other and the player character. Scene Unknown
Angler Ambush In a scene-type random encounter location on the Island, the Sole Survivor may be ambushed by a group of hostile anglers. Scene Unknown
Wolves vs Fog Crawler The Sole Survivor comes across a pack of wolves in combat with a deadly fog crawler. Both groups are hostile to each other and the player character. Scene Unknown
Vertibird Land Troops Unknown Unknown Unknown

Nuka-World random encounters[]

This list is incomplete. It requires verification of all Nuka-World random encounters and relevant additions. Additionally, some random encounters from the base game are known to be able to trigger in Nuka-World and its exterior.

Image Game files name Description Type Form ID/Editor ID
Disciples vs Super Mutants The Sole Survivor encounters a war party from the Disciples in combat against a pack of hostile super mutants. Assault Unknown
Operators vs Gunners The Sole Survivor encounters a war party from the Operators in combat against a band of hostile Gunner mercenaries. Assault Unknown
Pack vs Scavengers The Sole Survivor encounters a war party from the Pack in combat against a group of scavengers, who may also be hostile to the player character if they draw too close. Assault Unknown
Disciples vs Traitor Operators If the Operators betrayed the Nuka-World raiders during the quest Power Play, they may be encountered later fighting against a group of Disciples. Assault Unknown
Operators vs Traitor Pack If the Pack betrayed the Nuka-World raiders during the quest Power Play, they may be encountered later fighting against a group of Operators. Assault Unknown
Pack vs Traitor Disciples If the Disciples betrayed the Nuka-World raiders during the quest Power Play, they may be encountered later fighting against a group from the Pack. Assault Unknown
Bloodworm Ambush + Corpses The Sole Survivor may come across an assortment of corpses, before being ambushed by a pack of bloodworms. Assault Unknown
Cricket + Corpses The Sole Survivor may come across an assortment of corpses, before being ambushed by a pack of cave crickets. Assault Unknown
Traders Unknown Assault Unknown
Swarm + Corpses The Sole Survivor may come across an assortment of corpses, which are being feasted upon by a hostile ant swarm. Assault Unknown
Enemy Raiders Unknown Chokepoint Unknown
Bloodworm Ambush Unknown Chokepoint Unknown
Operator Toll Unknown Chokepoint Unknown
Bloodworm Ambush + Corpse Unknown Object Unknown
Crickets + Car Unknown Object Unknown
Harvey Unknown Object Unknown
Dead Pack + Deathclaw While wandering Nuka-World or the Commonwealth,[verification overdue] the Sole Survivor may come across a deathclaw and the five Nuka-World raiders from the Pack it had just killed. One of the corpses carries the holotape, The Test. Scene Unknown
Swarm + Corpse Unknown Scene Unknown
Raiders vs Ghouls Unknown Scene Unknown
Bloodworm vs Trader Unknown Scene Unknown
Resting Radgazelles Unknown Scene Unknown
Resting Brahmiluffs Unknown Scene Unknown
Feeding Radants Unknown Scene Unknown
Feeding Rad-Rats Unknown Scene Unknown
Opposing Gangs Unknown Scene Unknown
Raiders + Prisoners Unknown Travel Unknown
Raider patrol Unknown Travel Unknown
RadGazelles Unknown Travel Unknown
Brahmiluffs Unknown Travel Unknown

Cut/unused/bugged random encounters[]

Image Game guide name Game files name Description Type Designer Form ID/Editor ID
Preston's Friend Preston - companion RE

The player may run into a former member of the Commonwealth Minutemen named Ben Gibson. REPrestonFriend.txt He will be fending off four attacking raiders. If he survives, he may be recruited to a settlement. Although not marked as cut content, this encounter has been noted as nearly impossible to trigger correctly. There are a high number of conditions tied to this random encounter as well, which may cause it to fail and/or not trigger at all due to bugs. See here for more information.

Assault Kurt Kuhlmann 00030FB0
REAssaultKMK_
COMPreston
Feral Ghouls versus Raiders N/A

This encounter is listed in the Fallout 4 Vault Dweller's Survival Guide, but is not found in the game's files. It would have involved finding a group of raiders in combat with a pack of feral ghouls. However, it does not appear to be implemented in-game.[verification overdue]

Assault N/A N/A
Dirty Laundry N/A

This encounter is listed in the Fallout 4 Vault Dweller's Survival Guide, but is not found in the game's files. It would have involved finding a raider boiling clothes at a campsite during night-time hours (20:00 to 06:00). However, it does not appear to be implemented in-game.[verification overdue]

Campsite N/A N/A
Nervous Farmers N/A

This encounter is listed in the Fallout 4 Vault Dweller's Survival Guide, but is not found in the game's files. It would have involved encountering a group of "nervous" farmers or settlers at a chokepoint location, asking the player character to holster their weapons. If one complied, they could pass through, but if not, the group would open fire. However, it does not appear to be implemented in-game.[verification overdue]

Chokepoint N/A N/A
N/A MQ202 post quest - hallucinations of Kellogg attack Activating after completing Dangerous Minds, this encounter would involve the player character seeing a hallucination of Conrad Kellogg attacking them. There is a separate NPC with the editor ID RESceneKMK_MQ202Kellogg for this random encounter. Although not marked as cut content, this encounter has never been observed to occur in normal gameplay and is not listed in the game guide. Scene Kurt Kuhlmann 00146619
RESceneKMK_
MQ202Kellogg
N/A MS05 - post-quest - friendly deathclaw Activating after completing The Devil's Due, this encounter would involve the player character running across a non-hostile deathclaw, presumably after giving back the egg in the aforementioned quest. Although not marked as cut content, this encounter has never been observed to occur in normal gameplay and is not listed in the game guide. Scene Kurt Kuhlmann 0014B71A
RESceneKMK_
MS05Deathclaw
Unfriendly Deathclaws N/A

This encounter is listed in the Fallout 4 Vault Dweller's Survival Guide, but is not found in the game's files. It would involve a basic run-in with a deathclaw at scene-type encounter locations. However, it does not appear to be implemented in-game.[verification overdue]

Scene N/A N/A
N/A Super Mutant patrol This encounter is supposed to involve a patrol of hostile super mutants, found in urban areas at night. Although not marked as cut content, it is not listed in the game guide and it is unconfirmed if it functions correctly in-game.[verification overdue] Travel Kurt Kuhlmann 0018607D
RETravelKMK10
Gunner Patrol N/A

This encounter is listed in the Fallout 4 Vault Dweller's Survival Guide, but is not found in the game's files. It would have involved running across a patrol of hostile Gunners, with some variation as to which NPC types spawn. However, it does not appear to be implemented in-game.[verification overdue]

Travel N/A N/A
N/A Vertibird - land patrol vs. raiders This encounter is supposed to involve a patrol of Brotherhood soldiers on the ground, supported by a Vertibird, battling against a group of raiders in an urban area. Although not marked as cut content, it is not listed in the game guide and it is unconfirmed if it functions correctly in-game.[verification overdue] Travel Kurt Kuhlmann 00109865
RETravel_Vertibird
KMK01
Gunners' Revenge N/A This encounter is listed in the Fallout 4 Vault Dweller's Survival Guide, but is not found in the game's files. It would have activated if the player had already completed Long Time Coming and had Robert MacCready as the current companion. Some hostile Gunners would have opened fire on the Sole Survivor and MacCready as revenge for killing Winlock and Barnes. However, it does not appear to be implemented in-game.[verification overdue] N/A N/A N/A
One Tough Critic N/A This encounter is listed in the Fallout 4 Vault Dweller's Survival Guide, but is not found in the game's files. It would have activated if the player had Piper Wright as the current companion. Some hostile "rough-looking types" would have opened fire on the Sole Survivor and Piper to get back at the latter for writing an unpleasant article about one of the attackers. However, it does not appear to be implemented in-game.[verification overdue] N/A N/A N/A
Drug Runner Revenge N/A This encounter is listed in the Fallout 4 Vault Dweller's Survival Guide, but is not found in the game's files. It would have activated if the player had Cait as the current companion. Some raiders would approach, saying that Cait owed them caps for jet. However, it does not appear to be implemented in-game.[verification overdue] N/A N/A N/A
Bar Room Buddy N/A This encounter is listed in the Fallout 4 Vault Dweller's Survival Guide, but is not found in the game's files. It would have activated if the player had John Hancock as the current companion. Similar to the Preston's Friend encounter, Hancock would run into an old friend (Dolly Madison) and converse with her. The game guide indicates that this encounter would trigger at bars in settlements. This encounter is confirmed to be cut content; although Dolly Madison can still be found in the game's files, none of her dialogue remains. N/A N/A N/A
N/A N/A This is an internal quest record used as a parent quest to help control several random encounters. N/A N/A 0002DFEE
REParent
N/A TEMPLATE - Duplicate to make a new Assault Quest. This is developer test content used as a template from which to create new assault-type random encounters. Assault N/A 000ED94D
REAssaultTEMPLATE
N/A TEMPLATE - Duplicate to make a new Camp Quest This is developer test content used as a template from which to create new campsite-type random encounters. Campsite N/A 0003D5EB
RECampTEMPLATE
N/A RECheckpoint: Parent Quest This is an internal quest record used to control checkpoint-type random encounters. Checkpoint N/A 000B7E99
RECheckpointParent
N/A Dummy quest to start RECheckpoint Parent This is an internal quest record used to activate the parent quest used for checkpoint-type encounters. Checkpoint N/A 0022DCC5
RECheckpoint_InstInitQuest
N/A TEMPLATE - Duplicate to make a new Chokepoint Quest. This is developer test content used as a template from which to create new chokepoint-type random encounters. Chokepoint N/A 0003A537
REChokepointTEMPLATE
N/A TEMPLATE - duplicate for new Object quest This is developer test content used as a template from which to create new object-type random encounters. Object N/A 0003594E
REObjectTEMPLATE
N/A TEMPLATE - duplicate to make a new Scene quest This is developer test content used as a template from which to create new scene-type random encounters. Scene N/A 00030871
RESceneTEMPLATE
N/A Treasure Hunt Master Quest This is an internal quest record used to control the "treasure hunt" scene-type random encounters. Scene N/A 0002BDE3
RESceneTreasure
HuntMaster
N/A Travel Template This is developer test content used as a template from which to create new travel-type random encounters. Travel N/A 00179B22
RETravelTEMPLATE
N/A TEMPLATE - Duplicate for new Treasure Hunt events. This is developer test content used as a template from which to create new treasure hunt random encounters, which are a subset of scene types. Scene N/A 0002B4BD
RETreasureHunt_TEMPLATE

Game guide differences[]

The Fallout 4 Vault Dweller's Survival Guide includes a slightly different categorization of random encounters.

  • Scene random encounters are renamed to static.
  • Travel random encounters are renamed to fluid.
  • Object random encounters are renamed to general.
  • Assault random encounters are renamed to animosity.
  • Treasure hunt random encounters have their own section, but are technically subsets of scene encounters, although this is not specified by the guide.
  • The guide includes a separate section for "companion encounters," which are activated if the player has a specific companion in their party. Many of these are actually cut content, but two of them, Profuse Thanks and Hunting for Strong, do function in-game, with the former being a chokepoint-type encounter and the latter being a travel-type encounter.

Many random encounters that appear in-game are also omitted from the game guide (e.g. Marowski Says Hello). No information is given in the game guide for random encounters introduced in add-ons.