Comandable and Moveable Minutemen Settlers (Only spawnable through console commands)(Minuteman Settlers)(Updated - Now with only male and only female variants)
Comandable and Moveable Minutemen Settlers (Only spawnable through console commands)(Minuteman Settlers)(Updated - Now with only male and only female variants)
What's the esp for? Does this add new leveled NPCs, or is it just there to automatically add the necessary keywords to the Minutemen or something like that? Just curious.
A non-esp alternative is to just use these commands - player.placeatme 1243d0 1 will spawn a Minutemen male, and player.placeatme 1243d1 1 will spawn a Minutemen female, though I'm not sure if they're leveled to your own level. They may not be. It's also necessary to enter 'addkeyword workshopallowmove', 'addkeyword workshopallowcommand', and 'addkeyword workshopallowcaravan' if you want to give them settler functionality. For spawning the NPCs, I found it useful to just put them in bat files with easy to remember names. Like 'bat mmmale' and 'bat mmfemale'.
Regarding WATM, I don't know what use this would really serve together with it, since WATM allows you to craft Minutemen settlers once taking The Castle. I'm all for having more options, I just figured it was worth pointing out.
Also, Minutemen males spawn way more frequently than females just because the pool of male Minutemen NPCs is about 3x larger than the pool of females. It's a bit of an annoyance lol
When i tried those commands they didn't work for me so i made this, also with scrap everything minuteman settlers from watm tend to get bugged that's what the esp is for, it adds a new NPC based on the original, though it does not overwrite it.
I think the only way to get a guaranteed female is to save right before you use the command. Then if you get a male just reload that save. Rinse and repeat until you get a female. If you want multiple females make a new save after each time you get one.
If you're getting the "no ObjectID" message (or something like that...can't remember the exact message at the moment..) just type;
"help minuteman 0" - that will list all objects with the word "minuteman". Scroll until you see the ID with the last 6 digits being "000800" and that's the correct ID for the spawnable Minuteman NPCs.
The first two digits/letters aren't always equal to your sort order of this mod (i.e. for me it was load order "50" but the ObjectID started with "55"
For some reason this mod has stopped working for me. When I first installed it worked fine. By the time I'd acquired my fourth settlement it stopped working.
I'm gonna need more than just "stopped working" to try and see what's the problem, do the settlers no longer answer to your commands? Have they dispawned? Can you still spawn them? Can you relocate them? Have you added some mod that changes settlers and/or settlement? Are some workshops missing from the relocation list? Are you still allied to/part of the minutemen?
Not that's impossible for this mod to just "stop working" but I'd bet money that it is hardly likely as I literally copied everything from the settler form to a copy of the minuteman form, but whatever the problem is I need specifics.
Unable to spawn them at all. Already spawned Minutemen are still working fine. Still part of the Minutemen. I searched for the ID again just to be sure I had it right, and I did. I did add a mod that adds more items to the workbench. I'm also using Sim Settlements, but that was there when I installed your mod, and as I said everything worked fine at first. Possible that one of Sim Settlements' scripts screwed something up with your mod along the way?
I doubt sim settlements causes any trouble with the spawning of them, it's posible that they won't interact well with it's features though, maybe they are just spawning underground, sometimes when you spawn them on certain terrain (player-created or not) they'll fall through it, try using tcl to see if they're beneath the earth, also you input the code and nothing happens or do you get an error?
Try reinstalling it with NMM, that should push the mod to the end of your load order (be carefull, scrap everything and other mods need to be at the end of the load order) once there use the mod's new load order (for example 9A) to spawn them "player.playeatme 9A000800 1", try searching for their Id again if the new load order isn't the same as the sort order, if after that you can't spawn them then i have no idea what to do.
MM spawn in just fine, but I cannot command them at all. No other MM mods installed. near bottom of LO (Above Scrap Everything and alternate start mods) EDIT: FIXED. needed to use the "Move" command (in my case with my PS4 controller - the "X" button) and assign them to "move" to the settlement (The Slog for me) where I spawned them, in order to have them show up as "counted" members of the settlement. Once this is done, they were easily assigned to my artillery, and assumed their posts immediately! Also to be easier to create them, I made this .bat file:
"player.placeatme b0000801 5 addkeyword workshopallowcommand addkeyword workshopallowmove addkeyword workshopallowcaravan" (b0 is the load order position for my game)
(Rename it to whatever you prefer - in my case I went with "mmfemale" - no quotation marks.
this should be unnecesary as that is what the mod does, make sure this npcs spawn with the proper keywords, also you always have to move a settler to a settlement before commanding it when you spawn as it spawns with no "home" assignned. I did have that written down on the main page but it is kinda buried, i've colored it in orange so it stands out more.
Had a curious occurrence. I spawned two Minutemen at Nuka World Red Rocket and assigned them as guards. No problem.
Next time I visited, a Minuteman patrol spawned and started walking south (towards the Commonwealth). Both of my guards followed them and disappeared. Now they're nowhere but they're still counted towards my settler total.
Before posting, I did attempt looking through description and comments but wasn't finding what my issue is.
I had installed this mod during a play through and it worked just fine 800-802 spawned accordingly but just started a new fresh play through and am getting nothing but female no matter which numbers I put in, no males. 802 is spawning female.
Edit in; OK so I found the problem or mod conflict that was causing it, Hot Mama Murphy - AerysNPCs.esp was the culprit. I'm first going to try load order and if that don't work then I'll try and rework the AerysNPC esp via fo4edit and see if I can correct the issue.
By going into AerysNPC.esp via fo4edit I removed all of the minutemen reference that was changing male's to females and that resolved the problem
In a rare bit of oddity, spawning multiple Minutemen for more artillery positions while Old Guns was active somehow 'broke' the radioman as he insisted that the radio wasn't powered on (it was and nothing was broke in the first place) and can't go back to do the job. This broke the quest as it needed the radio to be on. I can't call it a bug from this mod as that only happened once and I didn't try spawn them in again when I was doing the quest.
Still other than that little SNAFU, this still works fine, even if they still act like settlers just renamed as Minutemen.
Just installed this mod and despite the mod being old, it works fine with my updated game. To test, I spawned in 60 of each sex in batches of 10 and found there are 6 different females and 6 different males. The 3 Minutemen that come with the quest Taking Independence are unique and will not spawn with this mod. The 2 Minutemen that come with the old Guns quest are generic and identical ones will spawn with this mod. If you want all your Minutemen to look different, then I suggest you spawn in one at a time and save between so you can reload should you get one identical to one you already have. As there are 6 of each sex, it is not true that the "pool of male Minutemen NPCs is about 3x larger than the pool of females". Using the code for a random sex may give you more males because the Minutemen who spawn randomly at settlements as patrols are predominantly male as Bethesda clearly weighted the sexes skewed.
Thank you to the mod author, CrainFartor. This mod is very much needed to flesh out The Castle and if I had known about it's existence I would have downloaded it a long time ago.
great mod, but could use some help. I had to use the console help command to find the right reference code to spawn them. that works fine now I cannot assign or trade with any that spawn without manually console commanding the setpv and addkeyword commands. I have this mod at the bottom of my load order and am also using the we are the minutemen mod. Any suggestions? its a pain manually typing so many commands for each individual which is why I jumped on the mod to begin with :)
That's very odd, they're supposed to alredy be able to do all that, i've used this mod extensively in my playtroughs before and there was no problem, do you have any mods that change anything relating settlements, like the workbench, or shop lists or anything?
I have a problem adding minutemen with the console command. When I enter "player.placeatme BE000800 1" (where BE is the ID shown in NMM) I get the "not found" message. The command "help minutemen 0" doesn't help me either. Because I have so many minutemen mods installed the console list does not display them all. When I scroll up the list it ends after a certain amount of entries and I don't find the correct one. My question is: Is there a more specific keyword for the help command to reduce the amount of entries in the list?
Edit: I finally managed to add minutemen. I tried other HEX numbers around BE and it worked with BA. The HEX number shown in NMM is apparently only a "nearby" information and is not necessarily correct. Therefore a more specific keyword would nevertheless be helpful.
This mod worked perfectly. I now have the Castle with proper Minutemen (females). This evened out the overload of the males that normally showed up from the quests. Well done and thanks for posting.
PS I don't know if the other factions have similar NPC's (I doubt it) but it would nice to have a mod for each. Hearing the settlers have faction specific dialog is very nice.
27 comments
A non-esp alternative is to just use these commands - player.placeatme 1243d0 1 will spawn a Minutemen male, and player.placeatme 1243d1 1 will spawn a Minutemen female, though I'm not sure if they're leveled to your own level. They may not be. It's also necessary to enter 'addkeyword workshopallowmove', 'addkeyword workshopallowcommand', and 'addkeyword workshopallowcaravan' if you want to give them settler functionality. For spawning the NPCs, I found it useful to just put them in bat files with easy to remember names. Like 'bat mmmale' and 'bat mmfemale'.
Regarding WATM, I don't know what use this would really serve together with it, since WATM allows you to craft Minutemen settlers once taking The Castle. I'm all for having more options, I just figured it was worth pointing out.
Also, Minutemen males spawn way more frequently than females just because the pool of male Minutemen NPCs is about 3x larger than the pool of females. It's a bit of an annoyance lol
"help minuteman 0" - that will list all objects with the word "minuteman". Scroll until you see the ID with the last 6 digits being "000800" and that's the correct ID for the spawnable Minuteman NPCs.
The first two digits/letters aren't always equal to your sort order of this mod (i.e. for me it was load order "50" but the ObjectID started with "55"
Hope this helps.
Not that's impossible for this mod to just "stop working" but I'd bet money that it is hardly likely as I literally copied everything from the settler form to a copy of the minuteman form, but whatever the problem is I need specifics.
EDIT: FIXED.
needed to use the "Move" command (in my case with my PS4 controller - the "X" button) and assign them to "move" to the settlement (The Slog for me) where I spawned them, in order to have them show up as "counted" members of the settlement. Once this is done, they were easily assigned to my artillery, and assumed their posts immediately!
Also to be easier to create them, I made this .bat file:
"player.placeatme b0000801 5
addkeyword workshopallowcommand
addkeyword workshopallowmove
addkeyword workshopallowcaravan"
(b0 is the load order position for my game)
(Rename it to whatever you prefer - in my case I went with "mmfemale" - no quotation marks.
addkeyword workshopallowmove
addkeyword workshopallowcaravan"
this should be unnecesary as that is what the mod does, make sure this npcs spawn with the proper keywords, also you always have to move a settler to a settlement before commanding it when you spawn as it spawns with no "home" assignned. I did have that written down on the main page but it is kinda buried, i've colored it in orange so it stands out more.
Next time I visited, a Minuteman patrol spawned and started walking south (towards the Commonwealth). Both of my guards followed them and disappeared. Now they're nowhere but they're still counted towards my settler total.
I had installed this mod during a play through and it worked just fine 800-802 spawned accordingly but just started a new fresh play through and am getting nothing but female no matter which numbers I put in, no males. 802 is spawning female.
Edit in; OK so I found the problem or mod conflict that was causing it, Hot Mama Murphy - AerysNPCs.esp was the culprit. I'm first going to try load order and if that don't work then I'll try and rework the AerysNPC esp via fo4edit and see if I can correct the issue.
By going into AerysNPC.esp via fo4edit I removed all of the minutemen reference that was changing male's to females and that resolved the problem
Still other than that little SNAFU, this still works fine, even if they still act like settlers just renamed as Minutemen.
Thank you to the mod author, CrainFartor. This mod is very much needed to flesh out The Castle and if I had known about it's existence I would have downloaded it a long time ago.
I had to use the console help command to find the right reference code to spawn them. that works fine now
I cannot assign or trade with any that spawn without manually console commanding the setpv and addkeyword commands. I have this mod at the bottom of my load order and am also using the we are the minutemen mod. Any suggestions? its a pain manually typing so many commands for each individual which is why I jumped on the mod to begin with :)
The command "help minutemen 0" doesn't help me either. Because I have so many minutemen mods installed the console list does not display them all. When I scroll up the list it ends after a certain amount of entries and I don't find the correct one.
My question is: Is there a more specific keyword for the help command to reduce the amount of entries in the list?
Edit: I finally managed to add minutemen. I tried other HEX numbers around BE and it worked with BA. The HEX number shown in NMM is apparently only a "nearby" information and is not necessarily correct. Therefore a more specific keyword would nevertheless be helpful.
Great mod, thank you for it.
This mod worked perfectly. I now have the Castle with proper Minutemen (females). This evened out the overload of the males that normally showed up from the quests. Well done and thanks for posting.
PS I don't know if the other factions have similar NPC's (I doubt it) but it would nice to have a mod for each. Hearing the settlers have faction specific dialog is very nice.