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Created by
Choice Specs MawileUploaded by
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Activity logs
This page was last updated on 18 July 2021, 3:43PM
- Changelogs
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Version 1.91b
- Added another user to the list of upload / edit permissions, hes sharing his more 'cheaty' version for those who are interested, aimed at players who use modern weapons replacers and the like // weaps which do more dmg than vanilla. New Units and beefier boys.
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Version 1.91a
- Readded the rank uniforms that were mistakenly removed from the Variety version.
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Version 1.91
- Fixed invisible berets bug! Updated non variety from 1.7->1.9
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Version 1.9b
- Reduced the Costs of all units and increased the numebrs you could have per outpost, some of the cap costs felt pretty brutal just to watch the units die within seconds, so making everything a bit more accessible
- Added all special units to the MM faction, huge thanks to SpaceFiddle for pointing out they were missing and sharing his file! Variety Only
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Version 1.9a
- Includes a Bounty Board quest created by SpaceFiddle for starting the Castle MM quests, since the game only reads Vanilla MM settlements and not Outposts/Vassals. Vanilla Only
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Version 1.8
- Changes the faces from WorkshopNPC to Lcharminutemen faces (aka Minutemen will now spawn with faces from MM pools and not Settler pools)
- Originally did this because I had better settlers and not seeing the same 6 faces in rotation was nice.
- Changed because I started using children mods and it would cause MM to spawn in weird ways.
- Removed files from an unused quest that I moved into my Flare Gun Overhaul Mod
- Highly recommend my patch for Minutemen Faces Overhaul to double the number of faces in the MM spawn pool.
- https://www.nexusmods.com/fallout4/mods/42286
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Version 1.7
- 16 (Sixteen!) New!!! Commanders added for a total of a whopping 37! One for each settlement (assuming one is kept as a Companion)
- -> This seems like a lot but most have an associated quest or need to be tracked down and recruited!
- Thought about making some City Leaders, however I feel that having them alter Conq related variables adds an extra layer of depth with Special Units and makes for a much more dynamic experience (ie ideally trying to balance which SUs are stationed where in order to have certain cons cancel // not to double down on extra resource requirements).
- Changed all non protected Commander NPCs to PROTECTED, ie Sheffield and the Merchants. -> This means that hostile npcs can no longer kill them
- Named all of the unique - but - unnamed settlers.
- Added functionality with MrEsturks Dogmeat skins, meaning that K-9 Special Units will now appear in one of 77 variants! (7 harnesses x 11 skins)
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Version 1.6
- Adds K-9s, Engineers, and Bounty Hunters, (oh my!), the final 3 Special Units!
- Overhauled all of the SU stats, costs, and settlement effects. Overall the initial way they were implemented just made them feel like they were must haves with the pros and cons leading to a net 0, and they were extremely cheap for the amount of power they were offering. After playing with them a bit: All units are more expensive, higher end units are a bit more durable so they dont die so easily, lower end units are more... lower end. Since they are special units they still offer MORE power than Privates (even if theyre cheaper) but they cost more resources in the long term rather than a one time caps payment! I was incorrectly equating more caps = better soldier = benefit the settlement but that moved resource management to the wayside, when protecting the settlements and resource management was the initial focus. Because the changes are so drastic more clarity was added to the special unit descriptors page and any feedback is appreciated!
- For the Mojave Manhunter: If youre using Nieros free texture pack the Bounty Hunters will use one of 7 (Seven!) Outfits, if you do not have it installed it will read a different skin name but the outfit will always be Default.
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Version 1.5
- MIL MIN VERSION ONLY, I DONT HAVE TIME TO REMAKE EVERYTHING FOR THE VANILLA VER
- Adds 2 New Special Units
- New Camo for the Majors / Colonels
- New Uniform for Scorchers
- Changed Infiltrator head gear, used by Scout Snipers
- Changed "Minuteman"->"Minutemen" (big whoops there)
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Version 1.4
- Fixed issue where all NPCs were EXACTLY the same, now completely random!
- As a plus if you use mods like Better Settlers your Soldiers will also come in more variety!
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Version 1.3
- Removed an unused reference from the Special Units
- Added a Militarised Minutemen (Patches and Insignias) Version!
- Contractors now pull from a pool of weapons as intended
- Really want to figure out how to implement dogs as a special unit and one more type, will try my hand at them one more time and hopefully THAT will be the last update if it works!
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Version 1.2
- 4 Special Units added, 3 of which are locked behind the quests related to the Castle!
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Version 1.1
- Adds 21! New Commanders If you don't have the appropriate DLC the respective Commanders will simply not appear, NO DLC REQUIRED!
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Version 1
- Mod Created, Constant WIP
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- Author's activity
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July 2021
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18 Jul 2021, 3:43PM | Action by: ChoiceSpecsMawile
Attribute change
File 'Minutemen Liberators - EZ2TILT64' category changed to Optional files.
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18 Jul 2021, 3:43PM | Action by: ChoiceSpecsMawile
Attribute change
File 'Minutemen Liberators- Mil Min' category changed to Optional files.
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18 Jul 2021, 3:43PM | Action by: ChoiceSpecsMawile
Attribute change
File 'Minutemen Liberators- Vanilla' category changed to Optional files.
August 2020
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10 Aug 2020, 7:24PM | Action by: ChoiceSpecsMawile
Attribute change
File 'Minutemen Liberators - Milmin Variety 2' changed to 'Minutemen Liberators - EZ2TILT64'.
File 'Minutemen Liberators - EZ2TILT64' description changed.
File 'Minutemen Liberators - EZ2TILT64' version changed to 1.91b.
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10 Aug 2020, 7:22PM | Action by: ChoiceSpecsMawile
Changelog added
Change log added for version 1.91b
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10 Aug 2020, 7:22PM | Action by: ChoiceSpecsMawile
Changelog added
Change log added for version 1.9c
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10 Aug 2020, 7:21PM | Action by: ChoiceSpecsMawile
Changelog added
Change log added for version 1.9b
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10 Aug 2020, 3:06PM | Action by: EZ2TILT64
Mod image added
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10 Aug 2020, 3:05PM | Action by: EZ2TILT64
Mod image added
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10 Aug 2020, 3:05PM | Action by: EZ2TILT64
Mod image added
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10 Aug 2020, 3:04PM | Action by: EZ2TILT64
Mod image added
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10 Aug 2020, 3:02PM | Action by: EZ2TILT64
File added
Minutemen Liberators - Milmin Variety 2 [version 1.9b]
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10 Aug 2020, 6:31AM | Action by: EZ2TILT64
Mod image added
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10 Aug 2020, 1:09AM | Action by: EZ2TILT64
Mod image added
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10 Aug 2020, 1:08AM | Action by: EZ2TILT64
Mod image added
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10 Aug 2020, 1:06AM | Action by: EZ2TILT64
Mod image added
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10 Aug 2020, 1:04AM | Action by: EZ2TILT64
Mod image added
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10 Aug 2020, 1:02AM | Action by: EZ2TILT64
Mod image added
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10 Aug 2020, 1:01AM | Action by: EZ2TILT64
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10 Aug 2020, 1:00AM | Action by: EZ2TILT64
Mod image added
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- Mod page activity
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May 2025
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09 May 2025, 11:44PM | Action by: kjsjr1020
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'Sim Settlements Conqueror Faction Pack- Minutemen (Liberators)'
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08 May 2025, 11:02PM | Action by: TangentSky
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07 May 2025, 8:00PM | Action by: shotgunsammy
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07 May 2025, 2:22AM | Action by: fexo160
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April 2025
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30 Apr 2025, 6:02AM | Action by: Cybordania
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27 Apr 2025, 2:09PM | Action by: Duekhan
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22 Apr 2025, 9:41AM | Action by: Traytm
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19 Apr 2025, 3:51AM | Action by: HmongNoobus
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18 Apr 2025, 11:40PM | Action by: SemeSquad
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18 Apr 2025, 9:42PM | Action by: SemeSquad
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15 Apr 2025, 4:50PM | Action by: Deltrexx
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15 Apr 2025, 1:15AM | Action by: TheMaverickTV
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14 Apr 2025, 11:07PM | Action by: TheMaverickTV
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14 Apr 2025, 4:40PM | Action by: Gigawatts93
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12 Apr 2025, 12:13AM | Action by: NosZodd11
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March 2025
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31 Mar 2025, 1:51AM | Action by: OVOXO795
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20 Mar 2025, 10:00PM | Action by: rennakiller
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12 Mar 2025, 8:03PM | Action by: Vydrenok
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