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?
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.
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)
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 :)
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.
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.
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!!!!!
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.
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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?
A question if I may. I cant move the minutemen to other settlements or make them a provisioner is that vanilla or a bug?
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 :)
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.
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.
Just have to think where they might start anew.
Bethesda:Lets populate a military fort with people who don't know which end is the business end of a rocket launcher.
Brilliant!!!!!