As you play the game, you may find patrols wandering the Commonwealth. They also frequent the locations added by this mod and may visit your settlements, Diamond City, and Goodneighbor. Normally the patrols contain three minutemen, though they may also have a dog and can potentially have an eyebot playing Radio Freedom. (Note: Due to how it was implemented, Radio Freedom will only play if you have the unofficial patch or who's the general installed, or are tuned in on your pipboy). These patrols will fight monsters and hostile factions, and may be killed in those battles. Don't worry! They respawn over time, so you can carry on without worry that the mod will run out of patrollers.

When patrols enter combat, they may call for help using a flare gun. Nearby patrols can respond to this, so it won't be unusual to see the flare gun in the distance or notice a patrol sprinting past you. Similarly, if a patrol member dies, other members of the patrol may call for heavy support by using an artillery smoke grenade. You can even hear the announcer over the radio for this like you would for your own artillery requests. You don't need to worry about this blowing your cooldowns, because their use of the flare guns and artillery is on a separate timer from yours.

As a special note, you may also encounter patrols guarding some settlers, who will ask to live in your settlements. Similarly, you may also encounter patrols escorting a trader, who will be willing to barter with you.

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Glitchfinder

24 comments

  1. Deshebist39
    Deshebist39
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    Thank you very, very much for this mod!
    But! ....
    Is there a possibility to rearm patrols with other weapons and give them armour? Can this be adjusted in FoEdit or made as a patch for the main mod?
    Weak armour and lack of armour is a fundamental weakness.

    The musket is completely unusable from the middle stages of the game. (It's also useless against insects.)
    № 1. Always perish by insects. Weapons are no good.
    № 2. Always killed by super mutants. Weapons are weak, armour is weak.
    № 3. Very dangerous location with constantly high losses of minutemen from highly ranked enemies.

    deepl.com/de/translator
    1. Glitchfinder
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      This mod uses the normal Minutemen leveled lists. So any mod you use that adds new weapons and armor to the Minutemen will add them to this mod too. For example, Western Minutemen and Minutemen Marine Armor Distribution will both affect the Minutemen in this mod.
  2. Grishnah
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    Love your work so far, minor question do the minutemen still patrol Nuka World and Far Harbor like they did in version 1? I was thinking of leaving YWA activated for the dlc, but not sure if it's necessary.
    1. Glitchfinder
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      They will visit and live in Nuka World/Far Harbor settlements where you've built the minutemen workshop objects I added in this mod. Building those at every settlement you own will result in similar behavior to YAWA1, but with fewer patrols overall in order to prevent things like finding a big conga line on a bridge.
    2. Grishnah
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      Okay thank you, just to clarify "with fewer patrols overall in order to prevent things like finding a big conga line on a bridge.", you mean that there will be no patrols, or just at a lower frequency compared to YAWA1?
    3. Glitchfinder
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      It's a much lower frequency compared to YAWA1. In YAWA1, it would spawn patrols for every possible route between settlements that had valid conditions, which meant it could be literally hundreds of patrols. With YAWA2, there are a dozen or so persistent patrols that wander between valid settlements at random + random patrols that can spawn at waystations and will then travel toward settlements.
    4. Grishnah
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      Okay that clears that up, does this also apply to DLC areas or only to the Commonwealth?
    5. Glitchfinder
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      You'll only see the patrols at waystations in the commonwealth, since I only have those in the commonwealth. I plan to add waystations to nuka world and far harbor, but that will include working out how and when I want them to show up versus how your actions as a player factor in to that

      On the other hand, the persistent patrols can wander anywhere.
    6. Deshebist39
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      They will visit and live in Nuka World/Far Harbor settlements where you've built the minutemen workshop objects I added in this mod.
      In Far Harbor, I did not build these objects. But Minuteman patrols and caravan escorts showed up.
  3. Alexthemenace
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    Is there a blacklist to prevent the patrols to visit certain settlements?
    1. Glitchfinder
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      There is a keyword that can be applied to a settlement location, which I use in a few of my optional patches.
    2. Alexthemenace
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      How or where can I use it?
      I‘m using kingsport lighthouse as my personal settlement and I don‘t want the minutemen to hang around.
    3. Glitchfinder
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      Assuming you have the creation kit installed, you open up the creation kit, load Your And What Army as a master file, open "KingsportLighthouseLocation" (just search that in the searchbox you'll see at the top left of the object window), and add the keyword "YAWA2_MM_Keyword_BlacklistDestination" to the list of keywords for that location.

      Then just save and you will have a patch that blacklists Kingsport Lighthouse. Make sure to enable it as a mod when you go to test things, since most mod managers leave new files disabled by default.
    4. Alexthemenace
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      Wow. I guess i will try it…
      thanks for your help and advice!

      EDIT: Creation Kit isn´t working. I guess, because of my Fallout 4 old gen....

      Would bei so cool, if there would be an option (holotape) like in the YAWA1.
  4. teridactyl
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    I just ran into a group of guarded settlers in Nahant for the first time and loved that little detail. However, I did find the Minutemen patrol a little TOO friendly with the settlers. It was a brand new settlement at Croup Manor and I hadn't even recruited anyone there yet. So I assigned the settlers to their jobs, and the MM still stuck to them like Wonderglue. It was a tad...uncomfortable to watch.

    What I finally figured out was that I'd forgotten to set up any defenses at the settlement. After I popped up my first turret, the MM broke up and started instantly marching away. Of course the settlers tried to follow them. 😂 I'm assuming once I leave for a bit and come back, they'll sort themselves all out. 

    Works great with We Are the Minutemen AND Militarized Minutemen (at least as so far as I can tell).

    I guess if I have any criticism, it's that I was a little disappointed to see that they were already camping right in front of a few locations I'd yet to discover, such as the Nahant Oceanic Society and right near the giant satellite place where all the SuperMutants hang out near Finch Farm. It sorta breaks the illusion of wandering into an abandoned place that nobody's been for decades, thus making me feel slightly less, hmm...significant? Venturesome? Authoritative? Being able to plant a flag in a location, even if it was a pre-built shack that you somehow activate ("I should assign someone to this..."), so it gives the illusion of having at least a little control over where to pitch one of these camps would be way cool--though probably a nightmare to script. In lieu of that, I'd say between the wandering patrols and the camps, maybe thin them out by about half?
    1. DimitriosGeneva
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      yeah, imagine my surprise when I started a new game and found 5 of them, one in power armor, killing the roaches inside Vault 111 before I even got a pip boy  
    2. Glitchfinder
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      If you have Minutemen in Vault 111, that's been done by another mod. Potentially an odd combination of a few of them given that you mentioned power armor. If I were to hazard a quick guess, one potential combination I can see doing that (which has nothing to do with YAWA2) is a Vault 111 settlement that comes pre-owned by the player, a mod that increases your starting level, and We Are The Minutemen, which has power armored minutemen at high levels and increases the chance of minutemen randomly spawning when you enter a settlement you control.
  5. aloyicious
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    I'm really impressed with what I've read about this mod, and would like to try it out -- BUT -- I'm concerned about possible interference between it, and the "We Are the Minutemen" by TheFirstEnd.  His (or her) mod also has random patrols of Minutemen visiting settlements and sometimes random encounters on the road. 
    1. Glitchfinder
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      We Are The Minutemen doesn't actually add new patrols to the game. It just increases the chances for you to encounter some randomly spawned patrols that already exist in the base game. Anyway, they work just fine together.
    2. aloyicious
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      That's good to know, Thanks.  I also have Spiffrino's Watchtower mod on another machine, and I read what you said about his mod.  The only other question I have (that just occurred to me), will this have problems with tenhats new settlement mods?  I have Prospect Hill park, Fiddler Green, and 2 of his Nuka Workd mods - along with the Fairline Hill settlement by  Ragoda.  Will the alternate settlements cooperate with yours (they all create new, proper settlement flags on the map).

      EDIT:  I've also got the Roadside Pines settlement mod by kahvoz....
    3. Glitchfinder
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      In theory, this should work properly with any fully functional, properly built settlement. I've actually received a few complaints from people running mods that turn Home Plate into a full settlement because of that, which is why I now have a blacklist keyword that can be used to make this mod ignore a location.

      I know mine are set up in a way that would allow it, and Tenhats follows the same guide that I do. Pra's should work too, as should anything uploaded by Yagichan. Ragoda I can't speak for, however.
    4. aloyicious
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      Again - many thanks
  6. RavenKing95
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    So, I haven't had a chance to test this myself yet because I'm on console and the update kind of messed up mods for the foreseeable, but I did want to clarify something for when it's back up. I might have misunderstood the wording or possibly gotten it mixed up with YAWA1 (which I also never really got a chance to use), but do these patrols follow the same routes as provisioners? I ask largely because I was curious about how that would work when two settlements are very close together (admittedly, the only example I can think of right now would be Sanctuary and the Red Rocket Station). If I set up a supply line between those two areas, am I just going to see two patrols constantly going back and forth over the bridge?
    Of course, it could be that I really have just misunderstood. It occurs to me that if they followed supply routes, they'd only spawn in after you'd set them up. Any help would be appreciated!
    1. Glitchfinder
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      That's pretty much exactly how YAWA1 worked, yeah. YAWA2 has patrols which will pick a random destination from the locations they should be protecting and will travel there, idle for a while, and then move on to a new location. It also has a lot of temporary patrols that will only exist as long as you stay near them.