Fallout 4

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Magic881

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  1. Magic881
    Magic881
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    [DISCONTINUED]

    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!
  2. a1racer
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    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.  
    1. wheresmyandere122333
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      bump
    2. CowboyBlues
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      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. 
    3. Magic881
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      Hero post right here.
    4. creeperjax
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      I built a recuitment radio beacon but nothing happened, is it a different kind of radio if so where do I find it in the build menu?
    5. a1racer
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      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. 
    6. creeperjax
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      Thats where it was, thanks
    7. kenb2321
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      Running this on top of the storywealth collection, no issues whatsoever! Works great!!
    8. cubbyman1
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      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?

    9. a1racer
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      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.
    10. mr2blobby
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      They like any settlers take a good bit to arrive
  3. lonestarchef87
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    I know I'm late to the party but I can't get the starting quest to work on xbox one. Anyone got suggestions?
  4. Taylor3006
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    This is one of my most favorite mods and I truly wish someone would take it over and give it some love.

    Alpha squad works perfectly. I can take them with me or send them on missions and they work just fine.  Bravo Squad will not follow. They will fast travel with me but then just sit there, never moving. They don't seem to go on missions either although they will go on salvage missions. Charlie Squad is just broken so I never recruit them. 

    If someone could just fix the bugs, I would be very happy. If they could make Hartfield's uniform set take ballistic weave, that would be better. It they could make it where I could assign the squads to different settlements instead of congregating at the Castle, that would be perfect. Scattering them around the Commonwealth would improve response times to attacks. Also if something could be done about the DLC and Rust Devil attacks that would be super duper helpful. They seem to always fail when responding to robots and Rust Devils. 

    I still love this mod and still use it, just a shame that I can not use it to its full potential. 
  5. scorp1393
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     First off, many thanks this is a spectacular mod. Actually one of the best IMO doing a MM playthrough. Would be great if the squad leaders would max rank at 2nd LT. and the other squad members maxed at SFC. So far everyone is maxed at SFC. So far I can only get squad Alpha to follow me, Bravo and Charlie don't give that option. Not sure if that's by design or not or how to change that. I do personally like having them follow me and just destroy all the bad guys, lol. This mod pairs great with militarized MM with the expanded insignias and patches. Made them all uniforms and adjust their rank on uniforms as promotions become available. Its tedious but fun. Also use this with SKK settlement attack system maxed out. its fun to just watch them as they don't seem to behave like normal settler NPCs.
    Thanks again for the great mod, Magic881
  6. indifferentboy
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    Defending settlements quests can still fail sometimes. Is it the way it's supposed to be?
    1. dwarano
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      Late post but..
      I would strongly image it depends wether the squad gets to the sett before attack occurs..
      Wether you follow them or not, they do "travel" on foot from castle to quest area, they don't teleport straight there..
      (Even though I have teleporters built at all my settlements. )
    2. mr2blobby
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      It is a part of the mod, These are not magical heroes that are always succecful in their tasks, It depends on a few things.
      - A weaponry
      - B settlements own defence
      - C Time

      Time is a bit iffy, usually not the cause as the quest advances and pauses the attack till the squad arrives,
  7. EveryNewbie77
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    So i need help here, one of my squad member ( PVT idk his name ) is using power armor ( his own i assume ) so i talk to him to barter to gave him my customized OP gun so he can survive better but poor lad just exit the armor and now hes only equip plain cloth -_- . is there anything i could do to him ??? ordering him to enter power armor only making him exit again just sec later ???

    Oh and preston never gave any side quest again ever 
    1. mr2blobby
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      the power armour issue, is a Bethesda one - as for Preston side quests if you have fo4edit you can edit the values to make it more likely.
      Possibly you have too many mods that dull the count down, i will try and find the video i used for you. If you have radio freedom use that
  8. marketwarrior
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    I messed up the order of things and now the first mission "Build a Squad Radio" is bugged. I took the castle before building the radio and now despite me building a multitude of radios the quest doesnt trigger. Anyone knows the set stage and quest ID so i can fix it on the console?
  9. pooperman1547
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    how do I make them follow me?
    1. Greywalker711
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      Speak to the squad leader of a squad directly and you will see the option to have the squad follow you. This is not available through Hartfield. 
  10. DitzyDez666
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    This mod works amazing! This does conflict with Configurable Minutemen. No conflicts bad enough to not be handled easily with xEdit tho. (It would also be wise to heed some of the UF4P's edits if you are editing this in xEdit) Much appreciated! I love this mod! Thank you so much
  11. BeyondButterlord
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    Anyone know if this is compatible with Buffed Minutemen Militia?

    EDIT: seems compatible so far. Only noticeable bugs don’t seem to be compatibility related:

    1. Squad management for Charlie opens Alpha. Only accessible through Hartfield
    2. “checking in” always plays a female voice, even when the squad leader is male 

    on a side note, anyone know how to modify the mod so that harrfield stays at the castle after you take it? I’ve been trying to use creation kit with no luck. Would appreciate pointers 

    also, unlike other players, I don’t have issues recruiting a new squad leader. As a test I eliminated one SL and waited a bit, then went to Hartfield. The option to recruit a replacement for SL worked, but this was when the management bug began 
    1. Greywalker711
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      Late reply, but you can move her in the workshop mode like any settler and she will stay.  I moved her to my Mystic Pines settlement as that's my main settlement in all my playthroughs.  I assign her to the secretary desk from one of my many mods so I know where she is at all times.  (I like to think she is managing all the squads from there) 
    2. BeyondButterlord
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      Thank you! This entire time I didn't know we could do that with non-companions haha
  12. Muslcewannabe
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    I used this mod in heavily modded game included WATM, MM, and MM insignia patches. it works as intended at first time. but after complete Taking Independece and hire second squad, the mod starts to broken. i send squad alpha to greentop nursery and after few days, suddenly game says the quest has failed. and settlers in that settlement says "thank you for your help" but workshop is still locked.

    After that quest failed, i use holotape to assign squad to scavenge mission but none of my squad is available to assign. after i make one of the squad follow and dismiss, assign is restored but after one scavenge mission is completed the whole assign system is broken again. and there's a bugs with squad report screen. when i speak to squad alpha leader and ask them to open report screen, nothing happened. after i talk to Heartfield to open report screen and close it, the delayed squad alpha screen is appeared. also, when i opened my save with Fallrimtools, i discover 10+ active scripts related to this mod.

    This mod have good concept and provide immsersive MM General gameplay experience, but also script-heavy and unstable in heavily modded game. so use at your caution!