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Locnlol

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27 comments

  1. arthurwhite420
    arthurwhite420
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    this is perfect, this should be in the vanilla game as an option, thank you
  2. MagnaDeceptio
    MagnaDeceptio
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    does this work with Sim Settlements' Communication Station?
  3. teaman78
    teaman78
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    Can I use this with Enclave Minutemen Overhaul
  4. HooperX
    HooperX
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    Yet Another Compatibility Question: We Are The Minutemen?

    I know that mod lets you spawn Minutemen-Settlers through the crafting interface, but would the Minutemen spawned by this mod be the same NPC class as the WATM ones, or is that some kind of merge-mod/patch d?eal?
    1. kevkas
      kevkas
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      I was just wondering the same thing, I know this is an old question from last year but would be nice to know if this is compatible with We Are The Minutemen.
    2. juice567
      juice567
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      Examining the mod in xEdit shows that it spawns the vanilla leveled minutemen npc, which We Are The Minutemen overrides, so yes.
  5. whamforehead433
    whamforehead433
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    Is this compatible with "better settlers"?
  6. barsama
    barsama
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    Endorsed holy s*** this is perfect.

    A question if I may. I cant move the minutemen to other settlements or make them a provisioner is that vanilla or a bug?
    1. locnlol
      locnlol
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      They're the same vanilla minutemen you can get after completing Taking Independence and Defend the Castle. Apparently they're not allowed to do caravan / move to settlement. Modifying NPCs is beyond the scope of this mod, but if you want to DIY in FO4Edit this is what you want to override : https://staticdelivery.nexusmods.com/mods/1151/images/43714/43714-1597358061-1572354555.png (set both to True)
    2. Drivinghard
      Drivinghard
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      you can do it with the CONSOLE it is YOUR right you payed a fortune !

      stand in front of you settler...
      hit the '~' key to open the console then click on your NPC/Settler then enter this complete line (with the space in middle) below:
          Addkeyword workshopallowmove
      after this just hit the '~' key again to exit the console and if you open up your workshop again you will see that NOW you can [R] Move your settler to anywhere you want :)
  7. ImmortalAbsol
    ImmortalAbsol
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    I've wanted this forever, thank you.

    I don't suppose you could create a beacon for Institute Refugees?
    I've never managed to trigger them in vanilla, it's some scientists synth gorillas.
    But friendly Synths of all kinds would be cool too, maybe Eve, the two Gen 2 vendors (would make great tier 4 merchants) and one of the more sympathetic scientists come when you first turn it on and after that both battle damaged G2's that happened to be deployed, and pristine janitorial G2's that evacuated would eventually find your signal and come to your see settlement.
    Going by Ada/Codsworth/Cvrie/Glory/Greygarden Supervisor/KL-E-O/Kye 1.1/Yuki S.N.O.W. logic, you could have the occasional robots responding to your broadcast of sanctuary.
    1. locnlol
      locnlol
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      I'm sure it could be done with scripts but this totally beyond the intent of this mod. This mod is very simple, just reusing a functionality Bethesda added for Far Harbor, because the settlers of Far Harbor are different from those in the Commonwealth.
      It's not a property of a radio beacon, but rather of the workshop itself (that is to say: the settlement, represented in-game by the red workbench). This property only allows replacing the default settler by another NPC, so you could have a settlement that only spawns institute refugees, or a new type of settler-whatever, but it would do that all the time.
      It just might be easier to do what you want by tweaking levelled lists. But that means saying bye bye to any mod like better settlers or orphans of the commonwealth.
    2. ImmortalAbsol
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      Hmm, thanks for the info, that gives me an idea of a new workshop that can only be claimed when the Institute is gone, that recruits the refugees.

      Just have to think where they might start anew.
  8. fraquar
    fraquar
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    Some things just make too much sense - like this mod.
    Bethesda:Lets populate a military fort with people who don't know which end is the business end of a rocket launcher.
    Brilliant!!!!!
  9. Carnice
    Carnice
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    THANK YOU. I always wondered why there was no option to *make* those settlers at the castle into actual minutemen. It's a military settlement, for crying out loud. Not a farming village.
  10. isanchez
    isanchez
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    Is your mod compatible with this: https://www.nexusmods.com/fallout4/mods/14762
    1. locnlol
      locnlol
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      I'm not sure but looks like it should work. There is no conflict, which is good, but I have not actually tested them together yet.
    2. isanchez
      isanchez
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      Thanks for the answer. I will test it.
    3. isanchez
      isanchez
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      it works well with this mod :-)