Adds a proper progression to the Minutemen via patrols between your settlements. Defend the commonwealth against raiders and monsters alike, with the help of the minutemen!
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You and What Army - More Minutemen Patrols French Translation
Changelogs
Version 3.3
Updated settlement initialization logic to prevent the mod from making multiple copies of the same routes.
Updated settlement load balancing logic to better distribute patrol management.
Archived version 3.2 due to its ability to spawn unintended patrols.
Updated the version number on patches, since they don't need updating.
Version 3.2
Adjusted the spawn logic to prevent spawning unnecessary patrols.
The same actual changes listed for 3.1. Uploading with a new version number so people with mod managers will see the change. Thank you NexusMods for caching and uploading version 3.0 as version 3.1. It's super helpful.
Updated the version number on patches, since they don't need updating.
Archived versions 3.0 and 3.1, since the overspawning is not desirable behavior.
Version 3.1
Adjusted the spawn logic to prevent spawning unnecessary patrols.
Version 3.0
Rebuilt You And What Army from the ground up, again.
Now requires Automatron, Nuka World, Far Harbor, and Vault Tec Workshop.
This mod should now have significantly less impact on the game's script engine.
Patrol routing to Longfellow's Cabin has been altered to ensure patrols walk rather than swimming.
The rebuild makes it easier for patches to change the faction and NPCs generated by this mod, as well as the quests it checks.
Implemented support for Canary Save File Monitor.
Removed the rate limit configuration option.
Added a configuration option to select the radio station played by eyebots.
Added a configuration option to allow eyebots to select a random radio station from the list when they load.
The mod now uses minutemen character templates by default, rather than settlers.
Set all bugs in the tracker to private, since the rebuild changes everything relevant.
Updated the configuration menu to be less likely to overlap text or run offscreen.
Removed the wasteland workshop patch, as the potential cause seems to have been identified and fixed.
Changed the mod to a light-flagged esp.
Existing patches and mods using this as a dependency are not compatible with version 3.0, and must be updated accordingly.
Version 2.1
Patrols now always respect changes to the settings.
An edge case where minutemen could attack the player when they shouldn't was resolved.
Completing the relevant quests will now always grant minutemen access to eyebots and robots, if enabled.
Version 2.0
Rebuilt the original mod from the ground up.
Implemented an MCM menu.
Bumped the number of trackable settlements up to 128.
Settlements are dynamically sorted into one of 9 regions.
When killed, minutemen will no longer respawn immediately.
Minutemen will respawn, even while hostile.
Minutemen patrols can now be mortal, protected, or essential.
Minutemen presets can now be drawn from settlers or minutemen.
Patrols will have their weapons ready at all times.
Patrols can be set to have anywhere from one to four minutemen per patrol.
Patrol distance is now configurable.
Settlement production requirements are now configurable.
Patrols can have a robot included.
Patrols can include an eyebot.
Ensures oddball settlements are tracking in the right place.
Allow players to move the destination for some patrols.
Set a configurable rate limit for processing.
Version 1.1
Removed the custom weapons and stat lists.
Removed the ba2 file entirely.
Fixed an error that occurs in saves where mods adding new settlements have been installed and then removed.
Packaged it all in a single combined installer.
Version 1.0
Minutemen patrols travel between settlements owned by the player.
Have you ever felt like the minutemen were a bit lacking? Perhaps the settlement system feels tedious, extra, or simply lacks real progression for you. Maybe even wondered why the minutemen seem less relevant the more you play? This mod aims to fix that, using your settlements as a base to expand the minutemen and improve their ability to help the commonwealth. No longer will you be the only person working to help the people. No longer will everything be entirely on the shoulders of the general.
Now, you have an army.
FEATURES
Adds minuteman patrols between settlements you control. These patrols follow the same path as provisioners.
Minuteman patrols automatically fight back against enemies who attack them.
Choose from four, three, two, or one-person patrols.
Integrates into the Nuka World and Automatron questlines.
Can be configured via MCM, but does not require it.
Compatible with all minutemen overhauls, but does not necessarily use their upgrades.
Flagged as a light plugin (esl-flagged esp) for minimal impact on load order.
FAQ
How do I start using this mod?
The mod is active as soon as you install it, but no patrols will happen until you've completed the quest The First Step.
How do I get patrols?
Pick up some settlements! Because this mod can add so many NPCs, settlements will only get patrols if they have some food, water, or defense. (Or you change the settings in MCM!) So long as at least one of these values isn't zero, you're good!
What happens if I accidentally kill one?
Don't worry! If you accidentally kill a patroller, they automatically respawn.
What do I do if I don't want so many patrols?
If you already have a lot of settlements that will make patrols, but don't want so many people, double-check your settings to make sure you don't have any region set to send patrols too far, or to send them with too few resources.
Why don't I see any patrols yet?
There are several reasons that can be the case. You might not have enough settlements to have a good chance of running into them. Maybe the settlements aren't producing anything. Maybe you aren't the general of the minutemen yet. It can also take a while for this mod to 'catch up' with an existing save, so give it time.
Why are my patrols attacking me?
You've gone turncoat and started helping raiders target the commonwealth. If you want things to go back as they were, you're going to have to clean up your act and 'handle' the raiders you were helping. Otherwise, you can take out the patrols yourself. But to get them to stop showing up, you need to capture or empty out the pesky settlements that keep supplying patrols.
What if I want patrols from a different faction?
I have no plans to add other factions to this mod, but rylasasin has taken it upon himself to create faction variants, which can be found here.