this mod is (as you obviously noticed) discontinued. I am not playing Fallout 4 anymore and as the main reason for creating mods was to play them by myself, there won't be any further updates and the mod is provided "as is".
Feel free to continue, copy or edit in any way you wish. Some kind of credits if eligible would be awesome. Wish I could provide you the raw data but I actually don't have them anymore because of a disc wipe.
lot of people think this mod is broke or doesn't work. here is how to use this mod 1 install mod 2 start game 3 finish up to I'm the general quest from Preston 4 leave sanctuary, quest starts after you leave sanctuary 5 build recruitment radio in workshop mode 6 hire squad 7 talk to quad leader set at least the leader to essential if everybody dies you can not get a new squad 8 take the castle 9 hire more squads they will take resident at the castle the new hq for them 10 talk to each leader of new squad and set them as essential and boom your done everything works and your not stuck with dead squads cause as long as leader lives you can hire new members.
mod does not cause ctd I've used it with a substantial number of other mods including mods that alter radiant quests and mods that alter Preston. I've used this mod with ss2 works perfect no issues have used this mod with gun for hire and joes other mods perfect no issue. have used with grilled turkeys mods perfect no issues.
if you are having an issue with this mod I'd suggest learning xedit so you can check conflicts because this mod work no issues have had it running in load orders with 500 mods running.
No ctd's here as well with 361 mods and 5 mods that make changes to the minutemen. But i did find Preston under the Sanctuary bridge when he made me General,confirming he is indeed a Troll.
Check the special menu where the castle mortar is, been a hot min since I used this mod but basically you get heartfield telling you to build the beacon go into workshop mode build it then quest continues.
well i read this and some of that stuff happened, i started talking to a lady with a military hat on and she allowed me to pay for some guards and solders, but i can't find any of these solders or guards even when i have the quest check marked, i purchase them and send them where i am, and nobody ever shows up, i noticed the video in the description shows something you choose in your pipboy called minutemen command module, but that module doesn't exist in my Pipboy for some reason, i did build that other radio, but that only called her into the settlement, it didn't give me the command module, so i'm kind of stuck wondering when the hell i can actually play this mod because that module never shows up in my inventory and i never meet the solders and guards i pay for.
this is what makes me think this mod is broken, i have a very small load order as my hardware can only handle a very simplified modlist anyway, so my modlist is very stable.
but yeah, i'm stuck i can't figure out what to do next, do i need to console command that module or something?
so, when I played with this last you build the small radio then place it near your workbench, then talk to the lady npc and can hire a squad or whatever I think the part you may be missing is the holotape it should be buildable at the chem station. but once you hire the guards or squad, they will spawn at either the settlement you built the radio or at the castle. check at those two places this mod works exactly how it should iuts just the small setup stuff like talking to the squad leaders and making them so they can't be killed and stuff that takes a while.
Just wanted to jump into the fray. I started activating this in my games yesterday (380 mods, mostly Enclave, new lands and SS2) and had not issues.
I really just wanted to add that you can actually see your squad moving around the wasteland. I was near CIT when I had one of my squads do a mission at the Backstreet Apparel. As I was running towards the Science place along the river I saw a group running towards me. At first I thought it was a raider retaliation but once I sighted in I saw my squad. I was pleasantly surprised.
It appears as though you can change their gear by chatting with them but I don't know if they lose it if you promote them. I'll update as I get more time with this. I really do love it though. Wish the author didn't hang his hat up because this would be cool as a BoS/Enclave radiant quest squad.
Just wanted to jump into the fray. I started activating this in my games yesterday (380 mods, mostly Enclave, new lands and SS2) and had not issues.
I really just wanted to add that you can actually see your squad moving around the wasteland. I was near CIT when I had one of my squads do a mission at the Backstreet Apparel. As I was running towards the Science place along the river I saw a group running towards me. At first I thought it was a raider retaliation but once I sighted in I saw my squad. I was pleasantly surprised.
It appears as though you can change their gear by chatting with them but I don't know if they lose it if you promote them. I'll update as I get more time with this. I really do love it though. Wish the author didn't hang his hat up because this would be cool as a BoS/Enclae radiant quest squad.
Is this mod still working? You guys still playing with it? I might be looking into making a rework (no promise) but have no idea if there is still any demand.
I've only just started to try to mod a new game after ~2 years, so I'm a bit outta the loop and currently trying to see what mods I like/used still work with the new game version. The comments below make me think it probably needs a fix. This mod was a staple for me, so I would definitely love it if it got an update :D
If you're looking for ideas, it might be a bit out of the scope for just an update but maybe there could be some quests/choices after you've taken the Castle, where you/Hartfield helps lead assaults on various Raider/supermutant/etc locations to pacify/occupy the area, either fully siege or covertly attack the various named enemy bosses (that many players don't even know exist), make it feel like you're helping make Boston a place that can be fully resettled, perhaps even to properly retake Quincy, Salem, University Point, etc, and settle them, and maybe even Nuka World as well! (though that would be a bit of an undertaking to make, so no worries)
Another mod I've been looking in on is SS2 which seems to have gotten quite big, it also from the looks of it seems to add a Gunner invasion of the Commonwealth. I think they can actually attack and claim your settlements, and it does seem the Minutemen (and other factions) can ally with the SS2 (government? not entirely sure how it all works/haven't played yet) so if you're wanting, you can add an optional integration to help respond to these incursions! Send squads to attack Gunner fortifications, bases, help the SS2 guys lead a campaign to fend off the invaders >:D I should again say though I haven't actually played this part of the mod, and I have no idea how it works or could work, so only do what you feel like.
Even if you only feel like just giving it a facelift, I'd still love to use this mod again, and feel like I'm actually commanding the Minutemen.
Literally a staple in my load order, of course there's going to be demand!!! You fixed an essential problem with radiant quests that everybody needs it now
Please! This is on my watch list, I really want to use it with Sim Settlement2 and Minute's Notice, but was worried it might break due to the nextgen update.
I started using it a few hours ago, and it's ANOTHER mod I wish I had known about ages ago. It works well, but YES, some amazing things can be added, should you ever want suggestions (Settlement attacks, custom weapons, custom armor Tumbajamba's Minutemen Armor Collection - for a bit of a hint). ;)
"Bug?" The male squad leaders have a female voice when 'reporting'.
Issues I've found. 1) I got this mod hoping it would be a neat way to deal with settlement attacks, and radiant quests from settlements I already own, but it doesn't really do that very well, because you can't choose which mission to send squads on, and they seem to prioritise 'acquire new settlement' quests first, which I don't want them to do, and people have reported that the acquire quests are buggy if not done by the player.
2) When first recruiting a squad, all of them are often called Smith. I can see there's 119 names for the script to choose from in the CK, so for it to choose the 1st name on the list 5 times in a row, and after reloading a save more than 30 times to re-roll and still get every member as Smith every time.... statistically that's... yeah something is broken there, but Agent Smith from The Matrix would be very happy - "Me, me, me."
3) Serious script lag - Asking a squad leader for their report is hit and miss. Sometimes it pops up straight away, sometimes I have to wait several minutes, and this can get really annoying when trying to promote squad members. Sending more than one squad on missions at the same time from the Pip-boy can also be very unresponsive. One squad might start leaving for their mission, or not, and it can take a long time for the second squad to register their orders too. The script lag starts once you recruit Bravo, and only gets worse with Charlie recruited as well. If I was to start a new playthrough, I would only bother recruiting Alpha from now on with the mod in it's current state.
4) When sending squads on missions from The Castle, they tend to get stuck standing around on that boat (next to a hut) south of the castle. The SL reaches the waypoint on the boat, but then can't turn around because the rest of the squad are blocking that little wooden bridge. This is a Bethesda issue, since I've found all my provisioners and their Brahmin piled up on that little boat too, and I'm not sure how safe it would be to mess with that waypoint marker since other Npc's use it. This is more of an immersion issue, since it only happens if you are present, and will correct itself once you leave the area through.
5) Hired guards are random level. I've seen level 1 to level 46, regardless of the players level.
6) Guards and settlers hired through Hartfield do add to settlement population count once you return to that settlement and enter build/workshop mode. I don't mind, but thought you should know.
If I knew how to improve the mod myself I would, and if I could, here is what I would do based on my own experience, and what others here are requesting, and the problems they're having. I would fix the current issues before trying to add more stuff though... unlike Bethesda. 1) Option to choose precisely which missions to send squads on, and choose which squad to send by availability. Perhaps separate the missions further by category to something like - Defend, Help, Acquire, Scavenge. 2) Fix the naming system to only use a name once per 3 in-game days. That should fix it, and still allow names to get used again eventually. 3) Set Squad Leaders as Essential by default. Set Squad members as Protected by default - with the option to toggle this off. 4) Quick promotion - A simple 'Yes to all' to promote all members at once would be better, I think. It would also be helpful it the SL report tells you when everyone in the squad has achieved max rank, so you don't have to keep asking anymore. 5) The script lag - Without seeing the scripts myself, I couldn't tell you if it's possible to make them more efficient, but as a nuke option, I honestly could live without Bravo and Charlie if it meant a more responsive mod, but I'm trying to offer solutions/improvements that would cater to everyone's suggestions here. I'm not sure what do to about this one. 6) Set the hired guards to level with the player, same as the squads, assuming this makes them tougher?
I might be looking into this next year (Again, no promise). Back then, I was heavily limited by scripting limitations of F4SE and Papyrus, maybe that is better now or there are other solutions by now. I want to play some F4 myself some time again, thus my interest in recreating the mod as I usually make them for my own enjoyment in the first place and I was never really happy with it yet (It was not finished anyway when I discontinued).
Thanks for the nice suggestions and ideas!
Like I said, no promise but maybe sometime next year. I‘ll keep you in the loop either way.
I have used this mod since you made it available on Nexus. I still love it so much. Some functionality has stopped over time. I can use Alpha Squad with zero issues. Everything works. I can recruit Bravo but they only hang around the Castle. They will not follow my character although they will fast travel with him. They just stay right at the spot where we fast travelled to. They will not go on scavenging missions or take radiant quests. They will fight if attacked. Charlie company just does not work. I can recruit them but I never see them show up. They also suffer from the same problems as Bravo. I have taken to using this mod only for Alpha company but I really enjoy having them as my team.
My only complaint about the mod is not having the option of using the OG Hartfield character (the man with the great voice) as my squad leader of Alpha. The female Hartfield is also brilliant, still would love to see her as a companion. Really love her voice and her look.
BTW this mod is one reason I will not upgrade to the new version of Fallout. I am afraid it will quit working totally and I just can not play the game without my Alpha Squad.
Please do, I came back to FO4 after a number of years and am sorting out mods, I would like to use this one but some of the comments below and the fact that I'm on on NG is making me hesitate.
Is there anyway that you can just updated it for the updated FO4 that they forced on us without worrying about the bugs (and, frankly, I've not had any problems with it) this year without us waiting until next year. We do miss this mod.
I had a problem where it wouldn't let me do the conversation which would direct me to build a squad radio, I had to use setstage command to get it to work
I don't know if anyone has expericned this, but after recruiting Alpha squad and having them as Sanctuary they keep saying negative lines about the Minutemen like how they shouldn't have trusted them or how it has come down to this, I haven't missed any radiant quest from Sanctuary settlers, so I don't know if those comments are meant to be part of the mod or its an issue
This is a great mod, the only problem is that Lieutenant Hartfield. who is supposed to be on the General Staff and harps on about communication can never be found when you need her. Anyone who takes the time to read "Monty Master of the Battlefield", will realize that being a General is an office job a General is an administrator of war. In fact, the only reason Monty wore the double insigniture in his beret, was that he was instantly recognizable to the men under his command as the COC, or in military terms "God on the battlefield". A General is much too senior to do any battlefield fighting, his job is to delegate power to those who serve under him. It might be a good idea to make Lieutenant Hartfield a VIP so she can be tracked down in the settlement terminal.
Did you upgrade to the new patch. If so how are you getting it to work? I tried blocking the patch but it didn't work. It uses the old script extender and needs desperately to get an update.
SgtMajor Hartfield is assignable. I always give her a guard post close to my house in Sanctuary. She is at it 24 hours a day, seven days a week. Never have any issues finding her.
Just a quick question to all : Is there any way to dismiss Alpha Squad from following you around. I had the aid me in going after the gunners at CNN, but now find an additional 5 people to manage in my party problematic at best. V/r Cloud_1
SGCloud, just dismiss them. They will go either to Sanctuary or the Castle (if you have taken it). The best part of this mod is the ability to send them to do radiant quests on their own, without you having to go with them. Give them good weapons and armor and they will almost always be successful.
619 comments
Hey lads,
this mod is (as you obviously noticed) discontinued. I am not playing Fallout 4 anymore and as the main reason for creating mods was to play them by myself, there won't be any further updates and the mod is provided "as is".
Feel free to continue, copy or edit in any way you wish. Some kind of credits if eligible would be awesome.
Wish I could provide you the raw data but I actually don't have them anymore because of a disc wipe.
Wish you all the best!
1 install mod
2 start game
3 finish up to I'm the general quest from Preston
4 leave sanctuary, quest starts after you leave sanctuary
5 build recruitment radio in workshop mode
6 hire squad
7 talk to quad leader set at least the leader to essential if everybody dies you can not get a new squad
8 take the castle
9 hire more squads they will take resident at the castle the new hq for them
10 talk to each leader of new squad and set them as essential and boom your done everything works and your not stuck with dead squads cause as long as leader lives you can hire new members.
mod does not cause ctd I've used it with a substantial number of other mods including mods that alter radiant quests and mods that alter Preston. I've used this mod with ss2 works perfect no issues have used this mod with gun for hire and joes other mods perfect no issue. have used with grilled turkeys mods perfect no issues.
if you are having an issue with this mod I'd suggest learning xedit so you can check conflicts because this mod work no issues have had it running in load orders with 500 mods running.
But i did find Preston under the Sanctuary bridge when he made me General,confirming he is indeed a Troll.
this is what makes me think this mod is broken, i have a very small load order as my hardware can only handle a very simplified modlist anyway, so my modlist is very stable.
but yeah, i'm stuck i can't figure out what to do next, do i need to console command that module or something?
I really just wanted to add that you can actually see your squad moving around the wasteland. I was near CIT when I had one of my squads do a mission at the Backstreet Apparel. As I was running towards the Science place along the river I saw a group running towards me. At first I thought it was a raider retaliation but once I sighted in I saw my squad. I was pleasantly surprised.
It appears as though you can change their gear by chatting with them but I don't know if they lose it if you promote them. I'll update as I get more time with this. I really do love it though. Wish the author didn't hang his hat up because this would be cool as a BoS/Enclave radiant quest squad.
I really just wanted to add that you can actually see your squad moving around the wasteland. I was near CIT when I had one of my squads do a mission at the Backstreet Apparel. As I was running towards the Science place along the river I saw a group running towards me. At first I thought it was a raider retaliation but once I sighted in I saw my squad. I was pleasantly surprised.
It appears as though you can change their gear by chatting with them but I don't know if they lose it if you promote them. I'll update as I get more time with this. I really do love it though. Wish the author didn't hang his hat up because this would be cool as a BoS/Enclae radiant quest squad.
Is this mod still working? You guys still playing with it? I might be looking into making a rework (no promise) but have no idea if there is still any demand.
I've only just started to try to mod a new game after ~2 years, so I'm a bit outta the loop and currently trying to see what mods I like/used still work with the new game version. The comments below make me think it probably needs a fix. This mod was a staple for me, so I would definitely love it if it got an update :D
If you're looking for ideas, it might be a bit out of the scope for just an update but maybe there could be some quests/choices after you've taken the Castle, where you/Hartfield helps lead assaults on various Raider/supermutant/etc locations to pacify/occupy the area, either fully siege or covertly attack the various named enemy bosses (that many players don't even know exist), make it feel like you're helping make Boston a place that can be fully resettled, perhaps even to properly retake Quincy, Salem, University Point, etc, and settle them, and maybe even Nuka World as well! (though that would be a bit of an undertaking to make, so no worries)
Another mod I've been looking in on is SS2 which seems to have gotten quite big, it also from the looks of it seems to add a Gunner invasion of the Commonwealth. I think they can actually attack and claim your settlements, and it does seem the Minutemen (and other factions) can ally with the SS2 (government? not entirely sure how it all works/haven't played yet) so if you're wanting, you can add an optional integration to help respond to these incursions! Send squads to attack Gunner fortifications, bases, help the SS2 guys lead a campaign to fend off the invaders >:D I should again say though I haven't actually played this part of the mod, and I have no idea how it works or could work, so only do what you feel like.
Even if you only feel like just giving it a facelift, I'd still love to use this mod again, and feel like I'm actually commanding the Minutemen.
at least one that doesn't bug out with mod added settlements. if you can fix that, i will worship the ground you walk on.
and, of course make sure it works with downgraded games. nobody uses next gen.
a new radiant squads to go along with yawa2 will be HEAVEN
"Bug?"
The male squad leaders have a female voice when 'reporting'.
THANK YOU SO MUCH FOR THIS AMAZING MOD!!!!!!
1) I got this mod hoping it would be a neat way to deal with settlement attacks, and radiant quests from settlements I already own, but it doesn't really do that very well, because you can't choose which mission to send squads on, and they seem to prioritise 'acquire new settlement' quests first, which I don't want them to do, and people have reported that the acquire quests are buggy if not done by the player.
2) When first recruiting a squad, all of them are often called Smith. I can see there's 119 names for the script to choose from in the CK, so for it to choose the 1st name on the list 5 times in a row, and after reloading a save more than 30 times to re-roll and still get every member as Smith every time.... statistically that's... yeah something is broken there, but Agent Smith from The Matrix would be very happy - "Me, me, me."
3) Serious script lag - Asking a squad leader for their report is hit and miss. Sometimes it pops up straight away, sometimes I have to wait several minutes, and this can get really annoying when trying to promote squad members. Sending more than one squad on missions at the same time from the Pip-boy can also be very unresponsive. One squad might start leaving for their mission, or not, and it can take a long time for the second squad to register their orders too. The script lag starts once you recruit Bravo, and only gets worse with Charlie recruited as well. If I was to start a new playthrough, I would only bother recruiting Alpha from now on with the mod in it's current state.
4) When sending squads on missions from The Castle, they tend to get stuck standing around on that boat (next to a hut) south of the castle. The SL reaches the waypoint on the boat, but then can't turn around because the rest of the squad are blocking that little wooden bridge. This is a Bethesda issue, since I've found all my provisioners and their Brahmin piled up on that little boat too, and I'm not sure how safe it would be to mess with that waypoint marker since other Npc's use it. This is more of an immersion issue, since it only happens if you are present, and will correct itself once you leave the area through.
5) Hired guards are random level. I've seen level 1 to level 46, regardless of the players level.
6) Guards and settlers hired through Hartfield do add to settlement population count once you return to that settlement and enter build/workshop mode. I don't mind, but thought you should know.
If I knew how to improve the mod myself I would, and if I could, here is what I would do based on my own experience, and what others here are requesting, and the problems they're having. I would fix the current issues before trying to add more stuff though... unlike Bethesda.
1) Option to choose precisely which missions to send squads on, and choose which squad to send by availability. Perhaps separate the missions further by category to something like - Defend, Help, Acquire, Scavenge.
2) Fix the naming system to only use a name once per 3 in-game days. That should fix it, and still allow names to get used again eventually.
3) Set Squad Leaders as Essential by default. Set Squad members as Protected by default - with the option to toggle this off.
4) Quick promotion - A simple 'Yes to all' to promote all members at once would be better, I think. It would also be helpful it the SL report tells you when everyone in the squad has achieved max rank, so you don't have to keep asking anymore.
5) The script lag - Without seeing the scripts myself, I couldn't tell you if it's possible to make them more efficient, but as a nuke option, I honestly could live without Bravo and Charlie if it meant a more responsive mod, but I'm trying to offer solutions/improvements that would cater to everyone's suggestions here. I'm not sure what do to about this one.
6) Set the hired guards to level with the player, same as the squads, assuming this makes them tougher?
Thanks for the nice suggestions and ideas!
Like I said, no promise but maybe sometime next year. I‘ll keep you in the loop either way.
My only complaint about the mod is not having the option of using the OG Hartfield character (the man with the great voice) as my squad leader of Alpha. The female Hartfield is also brilliant, still would love to see her as a companion. Really love her voice and her look.
BTW this mod is one reason I will not upgrade to the new version of Fallout. I am afraid it will quit working totally and I just can not play the game without my Alpha Squad.
do miss this mod.
Is there any way to dismiss Alpha Squad from following you around. I had the aid me in going after the gunners at CNN, but now find an additional 5 people to manage in my party problematic at best.
V/r
Cloud_1