Latest Changes

  • Added a patch for the NPCs Travel Minutemen so they would get their inventory and perk data from the vanilla Minutemen leveled list instead of the hard-coded Minutemen template NPC. To see/apply the changes so the existing NPCs aren't naked, go to the NPCs Travel settings (MCM or holotape) set the Minutemen patrols to 0, close the menu and wait for a few minutes, then go back to the settings then set the Minutemen patrols to the desired number.
  • Updated the patch to WATM to forward some of its changes to the Minutemen flare gun wherein the NPCs would follow you in interiors
  • Added patch to the Minutemen Enforcer Armor
  • Added patch to NewerMind43's T65 Power Armor that will make Brigadier Dragoons use the T-65 power armor. Other power armor variants will still use T-45s. In addition, NPCs that have already spawned will not change unless refreshed using the "resurrect" command via console.
  • Added a general outfit patch that makes the new NPCs use the same MinutemenOutfit record, which should make it compatible with other mods or overhauls that change the default Minutemen outfit
  • Updated the FOMOD installer with no version change. It will now suggest which options to install depending on your load order e.g. the Leveled List option will not be available if you have another Minutemen overhaul like WATM.
  • Added integration patch to You And What Army 2 (YAWA2) that allows Minutemen that spawn from random encounters to behave like YAWA2 Minutemen. This means would could the flare gun to call in reinforcements, artillery flare to call artillery support, and would respond to flares from the player or other Minutemen.
  • Added new legendary variants that would use Ariesthe_ram's Minutemen Enforcer Armor and Tumbajamba's Minutemen Armors.
  • Added optional install that gives vanilla Minutemen a chance to spawn as a vanguard variant. They would be wearing T-45 power armor and use automatic weapons. Unlike the dragoons that spawn later, they would always be using the T-45. They would also not be affected by the power armor patch e.g. they will not spawn with the T-65 even if you have that option selected.

FAQ
  • Is this compatible with **insert mod name here**?
    For other faction overhauls completely replace the NPC/faction leveled list, no, not without a patch. For mods that alter the only quests, yes, since this mod does not make any changes to vanilla quests.
  • I don't see the changes in the NPC?
    NPCs that have already been loaded by the game will not get the changes until the cell resets. However, NPCs that have already been spawned into the Comonwealth and referenced by a running script, might not get all the changes such as stat changes at all. Cases that could cause issues include: NPCs that are spawned by a quest will be spawned wrong (naked, wrong stats, etc) if you install the mod then loaded a save with the quest already active, NPCs that are in a cell that does not reset, NPCs that are referenced by a forever running script (such as traveling merchants).
  • Does this mod work after the update?
    No, this mod uses RobCo Patcher, which requires Address Library, which uses F4SE. Until those become compatible with the new update, most of what this mod does would not work.
  • I use a combination of Minutemen Overhauls e.g. WATM + MM, MM + Tumba, which patch should I use?
    Use whichever one you want the new Minutemen NPCS to wear. The overhaul patches edit the same group of NPCs to change their outfit to match the overhaul e.g. Militarized Minutemen patch makes Minutemen Colonels wear Militarized Minutemen gear, and so on. The General Patch is if you are using another overhaul that is not covered by the available patches.

Notes
  • For the custom Minutemen Combat Armor, applying the material to regular combat armor would not update the name. This is a known limitation and the fix for this would be to update the vanilla naming instance, which I will not do as it would be prone to conflicts.

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Warsaw2135