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Changelogs
Version 2.0
To streamline future updates, I will no longer provide optional choices in the FOMOD. It is too cumbersome and time consuming to manage and the primary reason as to why I haven't updated the patch.
Removed FOMOD installer as is not needed anymore.
No longer supporting Better Locational Damage. In addition I won't be supporting any mods other than the required mods moving forward.
Added installation instructions for all 3 required mods.
MM - UPAIA removed the Leather and Combat Armor from appearing in v2.02, I have mirrored these changes.
Removed all alterations to head gear leveled lists (Not applied to WATM Power Armor Units). All head gear and the probability that they appear at is determined by the specific required mod.
Updated screenshots for v2.0.
Version 1.6
Updated for Militarized Minutemen - Uniform Patches and Insignia Addon v2.01.
Version 1.5
Updated for We Are The Minutemen v7.6.
Version 1.4
This update focuses on NPC templates and fixes major oversights made on my part. Apologies for not testing my edits thoroughly.
Fixed missing/wrong template actor flags/objects on all MM NPCs. Their stats will now scale properly.
Fixed wrong Level Mult value on all MM NPCs. Their level will now scale properly.
Changed XP Value Offset, template flags, and health on Minuteman Power Armor Units.
Made sure Minuteman Ghost will use the Minuteman Ghost Combat Rifle.
Removed grenades/molotovs from Minuteman Blaster due to already having plasma grenades.
Adjusted certain MM NPCs to have or not have idle chatter.
6/4/2020 - Added a compatiblity patch for Better Locational Damage and Optional Gameplay Overhauls in the optional download section.
Version 1.3
Previous versions made WATM Minutemen wear MM outfits while removing MM custom npcs. This version will keep MM custom npcs and give them WATM perks, stat changes, leveled scaled to player, and more. In summary only MM custom npcs will be showing up. Added benefit to this is they will again use weapons specific to their own classes as determined by the MM mod.
Made same changes to endgame Diamond City Minutemen. Renamed to "Minuteman Envoy".
Made corrections on erroneous stats regarding MM custom NPCs.
Soldier, Trooper, and Sergeant have a higher probability of appearing compared to other classes.
Increased probability of the Helmet to spawn while decreasing the probability of Militia Hats for the Trooper.
Removed Militia Hat from Soldier (They show up plenty enough in other classes).
Added back Mining Helmet (Black/Grey/Red) to Engineer and BOS Flight Helmet + Brown Flight Helmet to Blaster class.
By default Minuteman Ghost uses a copy of the vanilla Combat Rifle. I renamed the weapon to "Minuteman Ghost's Combat Rifle" and increased damage from 33 to 45.
Included WATM Power Armor to appear alongside MM custom npcs. Renamed to "Minuteman Mechanized Cavalry", they will start appearing at level 30 instead of 43.
By default WATM Power Armor units only spawn with Miniguns. I included the Gatling Laser with a 25% spawn chance.
WATM Power Armor unit without the helmet will spawn with the Crest Beret (Black - Armored Corps/Silver Crest/Headset Attached) from the MM - UPAIA.
Default Crest Beret now spawns in Dark Blue or Grey Blue.
Minuteman Vanguard will now spawn in with the Tricorn Hat or Crest Beret (Mountbatten Pink).
Changed guaranteed spawn to probability spawn on the Hood and Gas Mask for Minuteman Pyro.
Fixed issue where the nose and neck would clip with the face covering/mask on female Minutemen.
Restricted explosives to certain classes to reduce the ridiculous spam throwing.
Brought back Minuteman Colonial which I removed in previous versions and made its removal optional.
Removed the reduced price of the WATM Command Table found from previous version.
Fixed Hood and Helmet color in Blue version of MM and MM - UPAIA.
Fixed Officer Cap Commander color in Green version for MM and MM - UPAIA.
Both color fixes will be provided in its own ESP flagged as an ESL.
Removed option to create MM outfits as MM - Uniform Patches and Insignia Addon already provides this function with better immersive crafting components.
Replaced screenshots with latest version.
Version 1.2
Made WATM Blue Combat Armor optional. If this option is selected, all Combat Armor that spawns on Minuteman will be the WATM Blue version. If you have a mod that alters Vanilla Combat Armor stats, those stats will not be applied to the WATM version.
WATM adds these additional headgear named "Minuteman Hat" and "Militia Hat". They have the same names as the vanilla version so I renamed them to "Minuteman Hat 2nd Edition" and "Militia Hat 2nd Edition".
Made the Local Minuteman Veteran that you can purchase from the WATM Command Table use the veteran outfit from MM. The regular Local Minuteman will have access to MM specialized outfits.
Made the Veteran Minuteman Follower from WATM use the veteran outfit from MM. The regular Minuteman Follower will have access to MM specialized outfits.
Made WATM Minuteman Reinforcement have access to MM specialized outfits at all 5 checkpoints.
Fixed WATM Power Armor Minuteman spawning with the backpack which clips heavily with the Power Armor suit.
Reduced price for both versions of the WATM Command Table from 2500 to 1500 caps.
Minutemen will no longer use pipe weapons. If you see a Minuteman npc out in the world using a pipe weapon, then it is probably a custom npc placed by Bethesda that uses a different weapon list.
Renamed WATM "Minuteman Backpack" to "Minuteman Rucksack" as MM already has a backpack with a similar name "Minutemen Backpack".
Removed the Green and Blue uniform option from v1.1. I made this decision due to the considerable workload in trying to accommodate this seemingly minor option with future updates. Apologies to current users who were using this option.
Please check the Testing section in the description tab.
Replaced screenshots with latest version.
Version 1.1
Removed non-military related hats from WATM leveled list and lowered level requirement. Only a handful of NPCs will end up using that leveled list.
To further negate the current issue of users reporting the naked spawn bug, I went ahead and overridden an additional record to further ensure this doesn't happen. I will not guarantee this will fix it as I don't know if you truly have the 3 mods properly setup.
Removed my holster changes. Upon further testing I realized something in my mod order caused the gap in both male and female. I apologize about that.
Removed the right Combat leg due to clipping with the holster.
Replaced flight helmet from engineer and demolition outfit with a regular helmet. They looked too out of place.
Both MM and MM - UPAIA have different textures for certain specialized outfits. If you want to keep in line with the blue or green version I have added an option to make these changes. These changes involve 5 uniforms from MM and 3 uniforms from MM - UPAIA. Make sure to choose the color your MM is in, unless you want the mix match.
I went ahead and added the MM items to the chemlab under their own category "Militarized Minutemen". I have made this optional.
Added option to include the custom NPCs from MM but I level gated them so they don't take up the majority of the appearances. Read my description tab in regards to their stats.
Changed installer into a FOMOD.
Removed my personal optional file.
Version 1.0
Initial release
Donations
No donations accepted
This is my custom compatibility patch for these 3 required mods.
Militarized Minutemen uses custom created NPCs and outfits them accordingly. They have unique class names instead of the generic Minuteman moniker. These custom NPCs take the place of the vanilla Minutemen NPCs.
We Are The Minutemen modifies vanilla Minutemen NPCs by giving them perks, stat changes, and more. They are also level scaled to the player.
This patch combines the best of both worlds by modifying the MM custom NPCs with the perk, stats changes, and etc seen in WATM. The Minuteman Power Armor Units from WATM will also spawn alongside MM custom NPCs.
My patch is an ESP flagged as an ESL.
Installation Instructions:
Install We Are The Minutemen v7.6.
Install Militarized Minutemenv1.1.2. In the version choices section, click either "Green Version (Leveled Lists)" or"Blue Version (Leveled Lists)".
Install Militarized Minutemen Uniform Patches and Insignia Addonv2.11. Note: If you chose the "Green Version (Leveled Lists)" in step 2, you also need to download and install "Esp File for Green Uniform 2.1" in the optional download section on Militarized Minutemen Uniform Patches and Insignia Addon mod page.
Makes sure that WATM wins conflicts on Minutemen face templates. Made specific exceptions on female face templates to make sure the face covering/mask does not clip with the nose and neck.
Prevent Minutemen npcs that still call upon vanilla default outfits from being naked. They should be wearing the Militarized Minutemen uniform.
Fixed an oversight in MM regarding chances of the gas mask and scarf appearing.
Incorporated WATM bag and backpack to appear. This will only apply to certain Minuteman NPCs.
WATM adds these additional headgear named "Minuteman Hat" and "Militia Hat". They have the same names as the vanilla version so I renamed them to "Minuteman Hat 2nd Edition" and "Militia Hat 2nd Edition".
Made the Local Minuteman Veteran that you can purchase from the WATM Command Table use the veteran outfit from MM. The regular Local Minuteman will have access to MM specialized outfits.
Made the Veteran Minuteman Follower from WATM use the veteran outfit from MM. The regular Minuteman Follower will have access to MM specialized outfits.
Minutemen Sergeant will wear MM outfits instead of the Dirty Army Fatigues because it clips heavily with the tactical rig vest.
Made WATM Minuteman Reinforcement have access to MM specialized outfits at all 5 checkpoints.
Minutemen will no longer use pipe weapons. This will only apply to certain Minuteman NPCs.
Renamed WATM "Minuteman Backpack" to "Minuteman Rucksack" as MM already has a backpack with a similar name "Minutemen Backpack".
Made same changes found in the above Core section to endgame Diamond City Minutemen. Renamed to "Minuteman Envoy".
Made corrections on erroneous stats regarding MM custom NPCs.
Soldier, Trooper, and Sergeant have a higher probability of appearing compared to other classes.
By default Minuteman Ghost uses a copy of the vanilla Combat Rifle. I renamed the weapon to "Minuteman Ghost's Combat Rifle" and increased damage from 33 to 45. Made sure this is the default weapon for Minuteman Ghost.
Renamed WATM Power Armor Units to "Minuteman Mechanized Cavalry", they will start appearing at level 30 instead of 43.
By default WATM Power Armor units only spawn with Miniguns. I included the Gatling Laser with a 25% spawn chance.
WATM Power Armor unit without the helmet will spawn with the Crest Beret (Black - Armored Corps/Silver Crest/Headset Attached) from the MM - UPAIA.
Restricted explosives to certain classes to reduce the ridiculous spam throwing.
Adjusted certain MM NPCs to have or not have idle chatter.
Testing:
I have spent many hours testing and have developed a sure fire way to ensure that you can also replicate my results. This is assuming you have all 3 required mods installed correctly.
In the main game menu right after you launch the game, in console type "tgm" without the quotes. This enables god mode.
In console type "coc thecastleext" without the quotes.
Move to the center of the castle.
In console type "player.placeatme 000BB874 40" without the quotes. You can change the number 40 to something more suitable for your own computer.
When exiting the game, remember to disable the exit save by bringing up the Pipboy first then exiting to desktop.
If your NPCs are spawning in naked please make sure you have all 3 required mods properly installed and tested. Then install my patch and test again. Make sure the mods are enabled in your mod manager if you use one. Double check your installation. Use the console commands I mentioned for both tests. If they spawn in naked without my patch, it is not caused by this patch. If they do spawn in naked with my patch, they should also spawn in naked without it. Make sure to spawn in enough NPCs to get a good sample size.