Awesome mod, mate. Just the kind of overhaul I was looking for. My Minutemen look as tacti-cool as the rest of the factions now!
My only request: Would it be possible for a version with Militia/"Cowbow" Hats AND Backpacks for EVERYONE? Or at least hats for everyone. My thinking is Preston's hat is pretty iconic to the Minutemen (at least to me) so having everyone wear one would help signify "I am a Minuteman!" to the locals. And it would make a a cool tactical cowboy look, haha. Reminds me of the lead character on the TV Show "Deputy".
I downloaded the vanilla hats version you posted, but kept finding guys with the FAST helmets still. And of course, backpacks limited to a select few, as you said. I tried adding hats myself in FO4Edit but I think I messed it up, and couldn't figure out how to add backpacks to everyone else yet.
Sorry, just had a chance to test it now. Appears to work flawlessly, thanks!
Any tutorials/resources you suggest for leveled list editing? I'd love to learn it myself, so I can make minor tweaks like this without having to bother mod authors. I'm looking to force all the MM to use a more tactical gun, like the RU556 mod.
You can edit that in xEdit, just look for the vanilla leveled lists of weapons of each npc's minutemens has and add multiple times RU556, like 10 o 15, just to boost the chances for them to spawn with that weapon. I'm sure there are tutorials on youtube, but I learn everything the hard way, test and error lol.
Just wanted to say thanks again for this great mod! I managed to copy over the weapons leveled list from the USMC Minute Men mod, giving them missile launchers, laser rifles and assault rifles. With Modern Weapon Replacer mod(s), that turned into RU556 and Fusilade Grenade Launchers. Now they kick ass and look like it too!
If you're looking to RESET the npc, the command is "resetai". If you're looking to reset their equipment/fix dismemberment is "recycleactor" (this command will erase everything on their inventory and put them back in the world with their base outfits and weapons unequipped). If the npc has random gear and you want to reroll their equipment just use "disable", close the console without clicking anywhere else, open it again and type "enable".
Cannot get this mod to work. At first, the minutemen in concord spawn naked. I've disabled all other armor mods and they still spawn naked. I've tried using just PMC and the level list patch and they don't spawn naked, but when I spawn using console minutemen they are either fully clothed or naked completely. I also use the backpack and vanilla hat version but they don't use either. I've tried changed my load order but yet again, naked minutemen. I've tried using the main file by itself, with only one optional file, and using both together but still naked minutemen. I've tried completely removing my game of any PMC mod and reinstalling it. naked minutemen. I didn't install this mod mid playthrough either. Everytime i make an adjustment or load order change I make a new game using SKK fast start. I really would love to use this mod, I just can't get it to work! I really do not know what I am doing wrong...
FIX METHOD: I made a video showing how to fix this
Hi salmonkitty. The mod works "fine", I never addressed the issue with the naked spawned npc's, but the fix still works just fine. You can have a look here: Private Military Company See Description Images at Fallout 4 Nexus - Mods and community (nexusmods.com) I made this post 5 minutes ago showing how this works, at first the npc located at the museum of freedom's entrance already has the outfit loaded, no need to apply the console command here, but the second one at the house on the far right of the building area it doesn't have it. What I encourage to do when this happens it's simple: open the console, select the npc by clicking over it and type disable. CLOSE the console then open it again, type enable, and the npc should spawn with a random outfit from PMC (please don't click anywhere while closing and opening the consle after you disable the npc because you will lose the selected npc, unless you previously took note of its ID code). This console command method works no matter how you start the game, that means that if you are loading this mod mid game you should change every minuteman npc you see naked or you just want to change its outfit on the fly. Please follow the instructions I mentioned here and in the description page (install pmc 3.0, install the fix provided on the same author page, install the textures and finally one of my patches. If you have the creation club content choose the patch from the optionals files). If you have FO4Edit you can open all your mods as they appear in your plugins list (installed mods list) and check if any other mods are conflicting with mine and/or PMC. I know this is something I should have fixed a long time ago and I promised I'm going to look at it since a lot of people keeps using it and it would be great if they don't have to keep relying on the console command anymore.
Last but not least, the plugin order should look like this:
*ccfsvfo4001-modularmilitarybackpack.esl (if you use cc backpacks) *Nexus_PMC.esp *PMC - MNPF Leveled List.esp (or any other of my patches and since this is a patch put it last in your load order)
I've followed each of the instructions but still no success. Is disabling and then enabling NPC's the only way to fix this? Either way when I disable and enable them they still use the fast helmet with no backpack. I've chosen the CC backpack and vanilla hat patch. Garvey spawns with the backpack but no vanilla hat.
I'm sorry, afaik the nude except for gloves and helmets is still an issue with mods between WATMM and Militarized Minuteman, the thing is this mod only changes the outfits and if I have to guess what's going on here i would say it's possible that PMC or a vanilla game's script is trying to equip those minuteman with leather armor and somehow it ends up spawning them naked. I know this would work better with a script, but since i don't do scripting for the time being this is the only solution i came up with, a console command that helps them respawning with PMC'S outfits, that includes the backpacks that also works fine in my end. I don't have any idea of what could be causing this issue to you or some of the people that already posted this situation. The point of disabling and reenabling an npc is to force reequip their inventory, this including their outfits, with new variations or combinations provided (in this mods case that would be only 1 combination). You can try doing the following: selecting the npc, opening console and typing recycleactor, close console, open console, disable, close console, open console, enable, close console, open console, moveto player, close console.Or just disable and enable, repeating these last two commands a couple of times until you see the npc respawns correctly with all the equipment (this is because sometimes it takes more than a single attempt to successfully spawn the npc with the PMC outfit variation, same goes with the backpack.
So I am pretty sure I have fixed it. I went to FO4Edit and changed all the entries using the gloves and replaced them with the outfit in the dropdown menu. It seems that the gloves override the outfit somehow. I'm not sure I don't have a big brain. I think them not having gloves is better than being naked. Changing doesn't stop them from spawning naked though. I deleted all the "empty" entries like "Minutemen_Armored" and "Minuteman_Underarmor" somethings like that. All I know is that they don't spawn naked anymore, If you want to know exactly what I did if you want to update this mod I can tell you.
Interesting, so the gloves from PMC overrides the outfit list? That sounds like an issue from PMC's armor addons body flags messing one with another, which is weird tbh. Im gonna test that when i have an opportunity to do so, meanwhile im sticking this post so people can see your solution kitten, thanks. When I release a new file i'll be sure to credit you on the description page and file for having narrowed this one down.
In this image, first, i choose my patch's esp (pmc -MNPF leveled list) then i selected the Outfit entry and lastly i checked that PMC - MNPF is the last esp and there's no other esp altering it (see that it's at the right of fallout4.esm in this case, and there's no other esp on it's right, that means my patch is the last esp altering whatever comes before it). Now you move to the INAM - Item (sorted) entry and modify it's records, in this case all those 3 records are an outfit (a set of clothing, let's say a helmet, gloves, chest armor, etc, all together) or a single piece of clothing (like a helmet, in this case the Helmet_Tital_PMC_Fast_...). Here you add or remove clothing or outfits that are going to be sorted and equipped when the npc spawns, i recommend only attaching individual clothing items, like a hat, then add a new record for a chest armor, then add another record for a leg armor, etc. You get the idea? Now, when you have your outfit set, you are good to go. Remember lookin for the outfits, armor parts or whatever you want to equip the npcs inside the OG esp, in this case Nexus_PMC.esp, then replace them in my patch (or you can remove or add or create your own patch). Two things, my patch already modifies the npcs outfits, you can see their base names in the EditorID column, eg: PrestonGarveyOutfit, you can find this entry when you look up for Preston in the editor and search for his outfit entry, you will see this ID, PrestonGarveyOutfit. If you want to find out what clothes are being worn by an npc you look up the npc's id by searching it in xEdit and look for the outfit entry, then you will see something like the prestongarveyoutfit record. To know which entries are currently using that record you can click over Referenced By Tab (See at the bottom of the screen in the screenshot, there are 5 tabs, the second one is the REferenced one), this will open a tab where it will be shown you which entries are using that record. In this case the entrie will be PrestonGarvey NPC and the record PrestonGarveyOutfit, check this screenshot:
This is just a tip for you to easy find which entries are being used by the selected records. If you don't get it now you will later.
EDIT: I almost forgot, if you are loading a current save and want to see the changes YOU MUST select the npc with the console and type: disable. Then hit enter. Then open the console and type: enable. (don't click anything else after you selected the npc, the id MUST remain selected when you close the console and open it again or you will lose the npc you've selected). Hit enter and close the console. The npc will now reappear around you or in the same place and their outfit will refresh with the one you set in the patch. This is not necessary if you start a new game, cause the npcs will be generated with the modified outfit already, this is only necessary when you use a save game with any npc that has already been generated. If the npc does not appear in front of you or near you you can open console and (with the npc still selected, the npc's id number on the top of the console i mean) type moveto player, this will move the npc from wherever it's gone to you.
Very detailed and concise! Very much appreciated OP, I'll work on this when I get some extra free time and let you when I get it done and it's tested. :3
that's not an issue caused by this mod, it's tied with how the headwear was made in the original PMC mod, you can fix it by manually changing the proportions of their faces using the console command "slm refid" (where ref id is the number the console shows up when you click the npc) or simply use "openactorcontainer 1" and unequip the mask.
That's because both mods use the same armors and those armors have 1 COMBINATION. For PMC be able to work with different factions one must add different combinations like the ones in the t60 power armor, one Default, other Military, other for paladins, for initiaties, for the elder, and then you can customize each one the way you wnt adding the omods you like.
Is that or the "dirty" way: Just copy the armors as new records and name each one for the faction you´re going to use them. Then just create the outfits and choose your recentrly created outfits for the new faction(s)-
Have to use FO4Edit i'm currently trying to figure out how to use it so I can make it work but until I find a decent tutorial on level list editing i'm up s#*! creek
Hi, was wondering if there was any update to this, I would love a patch to get this and the BOS replacement working together, I did spend a few hours in FO4E but could not get it to work, tbf I am not very good at modding but I will have a go.
I tried duplicating the original PMC outfit under Armor then copying what was changed on the BOS mod but with the minutemen outfit and hat, tried saving as a new .esp file but it did not work :(
If anyone would be willing to help me with this or has the experience to make this patch I'm sure I would not be the only person who would be extremely grateful.
Hi M3KON1, sorry I can't help you. I know how to do it but since my mobo shorted I'm out of the gaming community till I replace my cpu with an up to date one.
Not neccesarily, just open console, click on any minutemen even preston, enter "disable" and then enter "enable" and close the console. This will respawn every minutemen with the PCM Outfit. Before doing this remember to take every item you gave to them because it will erase the npc inventory. And make a save backup, it never hurts.
I have the same problem. With disable and enable the problem does not solve. The only thing that happens is that the marked Minutemen disappears and another appears but this is also naked. I ask for help.
I have the same problem when used with We Are The MM, the occasional MM being nude except for gloves/helmet. But Militarized MM has the same issue and it even has a compatibility patch so I think its something unique to WATMM
Mightn ot use this mod again cuz FO4 and SkyrimSE seems to have been banned on my end for Bethesda.net mods. Well, not banned, but.... nothing EVER DOWNLOADS! Whtever mod I pick, it's locked to 0%, and I've tried the many fixes and reinsalled both games, and it refuses to download. It's like I am offline using an offline website in the CC or Mods section of the games. Incredibly annoying - and Bethesda has allowed these issues to persist since thre Creation Club got out, they've never even cared about fixing it. So I am so sorry, but this mod to me is blacklisted, all thanks to those infernal BETHESDA BUGS!
Wish someone would do one of these faction outfit replacers for a more time-period-accurate police outfit set. Like this one: https://www.nexusmods.com/fallout4/mods/25528?tab=description
I don't get it how the Minutemen National Police Force Retexture is mandatory for this to work. NPFR is just a repaint, not more, not less. No esp no nothing. Anyway, it makes all minutemen and even some settlers invisible. The disable/enable command doesn't help.
79 comments
https://imgur.com/6BErddh
https://imgur.com/mvZf5ME
My only request: Would it be possible for a version with Militia/"Cowbow" Hats AND Backpacks for EVERYONE? Or at least hats for everyone. My thinking is Preston's hat is pretty iconic to the Minutemen (at least to me) so having everyone wear one would help signify "I am a Minuteman!" to the locals. And it would make a a cool tactical cowboy look, haha. Reminds me of the lead character on the TV Show "Deputy".
I downloaded the vanilla hats version you posted, but kept finding guys with the FAST helmets still. And of course, backpacks limited to a select few, as you said. I tried adding hats myself in FO4Edit but I think I messed it up, and couldn't figure out how to add backpacks to everyone else yet.
Thanks again for the neat mod!
Any tutorials/resources you suggest for leveled list editing? I'd love to learn it myself, so I can make minor tweaks like this without having to bother mod authors. I'm looking to force all the MM to use a more tactical gun, like the RU556 mod.
FIX METHOD: I made a video showing how to fix this
I made this post 5 minutes ago showing how this works, at first the npc located at the museum of freedom's entrance already has the outfit loaded, no need to apply the console command here, but the second one at the house on the far right of the building area it doesn't have it. What I encourage to do when this happens it's simple: open the console, select the npc by clicking over it and type disable. CLOSE the console then open it again, type enable, and the npc should spawn with a random outfit from PMC (please don't click anywhere while closing and opening the consle after you disable the npc because you will lose the selected npc, unless you previously took note of its ID code). This console command method works no matter how you start the game, that means that if you are loading this mod mid game you should change every minuteman npc you see naked or you just want to change its outfit on the fly. Please follow the instructions I mentioned here and in the description page (install pmc 3.0, install the fix provided on the same author page, install the textures and finally one of my patches. If you have the creation club content choose the patch from the optionals files). If you have FO4Edit you can open all your mods as they appear in your plugins list (installed mods list) and check if any other mods are conflicting with mine and/or PMC. I know this is something I should have fixed a long time ago and I promised I'm going to look at it since a lot of people keeps using it and it would be great if they don't have to keep relying on the console command anymore.
Last but not least, the plugin order should look like this:
DLCCoast.esm
DLCNukaWorld.esm
DLCRobot.esm
DLCworkshop01.esm
DLCworkshop02.esm
DLCworkshop03.esm
*ccfsvfo4001-modularmilitarybackpack.esl (if you use cc backpacks)
*Nexus_PMC.esp
*PMC - MNPF Leveled List.esp (or any other of my patches and since this is a patch put it last in your load order)
Also this was the only lines highlighted red I found in this mod in FO4Edit:
https://imgur.com/a/tG3iqek
This is just a tip for you to easy find which entries are being used by the selected records. If you don't get it now you will later.
EDIT: I almost forgot, if you are loading a current save and want to see the changes YOU MUST select the npc with the console and type: disable. Then hit enter. Then open the console and type: enable. (don't click anything else after you selected the npc, the id MUST remain selected when you close the console and open it again or you will lose the npc you've selected). Hit enter and close the console. The npc will now reappear around you or in the same place and their outfit will refresh with the one you set in the patch. This is not necessary if you start a new game, cause the npcs will be generated with the modified outfit already, this is only necessary when you use a save game with any npc that has already been generated. If the npc does not appear in front of you or near you you can open console and (with the npc still selected, the npc's id number on the top of the console i mean) type moveto player, this will move the npc from wherever it's gone to you.
They basically overwrite each other. The BoS one is showing up on MM on mine despite this mod going after the BoS replacer.
Ah well back to the drawing board.
I tried duplicating the original PMC outfit under Armor then copying what was changed on the BOS mod but with the minutemen outfit and hat, tried saving as a new .esp file but it did not work :(
If anyone would be willing to help me with this or has the experience to make this patch I'm sure I would not be the only person who would be extremely grateful.
Thanks
I ask for help.
Well, not banned, but.... nothing EVER DOWNLOADS! Whtever mod I pick, it's locked to 0%, and I've tried the many fixes and reinsalled both games, and it refuses to download. It's like I am offline using an offline website in the CC or Mods section of the games.
Incredibly annoying - and Bethesda has allowed these issues to persist since thre Creation Club got out, they've never even cared about fixing it.
So I am so sorry, but this mod to me is blacklisted, all thanks to those infernal BETHESDA BUGS!
Anyone willing to do that?
Anyway, it makes all minutemen and even some settlers invisible. The disable/enable command doesn't help.