No, it's not. Plenty of raider types prefer to take shit without wasting bullets, or getting paid to not raid and maraud local settlements. It's win-win for them. Unless they're complete, edgy sociopaths like the Disciples, they don't particularly care how they get their supplies, so long as they get them in the end. That the majority of raider factions in Fallout 3/4 are comically evil and kill on sight speaks to the integrity of the writer. The fiends at least had an excuse for being kill on sight types, they're so coked up on drugs that they'll rape, murder, and pillage just about everyone. The Khans / Powder Gangers were raider-type tribes, but they at least had some personality to them that existed beyond just shooting everything in sight. Because it is an expy of inner/outer tribalism. Nobody is saying that Marcus is human, just that he portrays very human qualities - gee whiz almost as if he was human at one point in his life, and that even in his altered state he's not so different from you and I. Fallout 1 was an exploration of how an army of Super Mutants were brainwashed into idolizing a big blob of goo. They weren't exactly smart, but they weren't degenerate retards either. They had the brain capacity of a child soldier. Fallout 2 explored how Super Mutants fit into society following the aftermath of Fallout 1. Fallout New Vegas further explored this topic by having Mutants in a limited capacity, but showed them in a more established state where Jacob had helped build a refuge for Super Mutants shunned by human society. Fallout 3 explores how Super Mutants are a freak experiment that have no motivation outside of finding more humans, and making more Super Mutants (or just eating the captives). Overall, they act like a bunch of neanderthals that were shoehorned into Fallout 3 for nostalgia factor. "Look guys we get Fallout! See, Sup3r Mvtant$!!!111!!!! Fallout 4 explores how Super Mutants are a freak experiment that have no motivation outside of just destroying the Commonwealth because some scientists did some bad things to them. Basically, they're just 40k Orks intended for the player to duke it out with. 1, 2 and NV at least tried to push the lore with Super Mutants. It developed the lore and actually showed some procedural story-growth. Bethesda bastardized the concept by just portraying them as dumb retards that are better served as bullet sponges for the player-character to shoot at. There's no attempt to explore a Super Mutant colony that's essentially non-hostile. This smells like bullshit. That the Wastelanders were paranoid and making false accusations was incidental to the fact that there was a constant air of paranoia and fear. That 1 guy got kidnapped and replaced in Goodneighbor is just another feather in the cap. It's compounded on by shit like the Broken Mask incident and the collapse of the CPG. It's bad enough that you have an entire settlement of people randomly capturing caravaneers and torturing them. Teagan's quest doesn't count because it's essentially a radiant quest that spams repeat dialogue. There's no mention of the inhabitants, just that you go and strike a deal with the settlement. Plus, you're basically extorting the settlement for food and supplies. Not exactly a case of wearing your heart on your sleeve. The BoS does have an issue with non-feral ghouls, though. Did you forget the whole bit with Lyon's "white-knights" taking pot shots at Ghouls at Underworld? Something tells me that attitude hasn't changed much with the more xenophobic version of the BoS in 4. That they don't take action against non-ferals is more to do with the fact that the Ghouls keep to themselves and don't fuck around with other people. The BoS in 4 are inconsistent as fuck anyways. They are a stones-throw away from Libertalia, an established Raider safe-haven, and yet make no effort to clear them out.