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Babaloo321

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About this mod

Some tweaks and fixes for We Are The Minutemen, as well as an expansion of the power armor they spawn with. There are some patches and addons for other mods I use, as well.

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This mod fixes and tweaks some things with We Are The Minutemen by TheFirstEnD.

I've also made a Power Armor expansion for what kinds of Power Armor the Minutemen can wear.
This is with help from the MMP4APA - Minuteman Paint for ALL Power Armors (Gray or Blue) mod by invock. I've used that mod's paint schemes for the Power Armor in this mod.

There are some Patches/Addons for other mods, as well.


Tweaks and Fixes
- Fixed the Minutemen Bag and Backpack Meshes.
The Model File Names were incorrect.
Removed as of v1.3 as it's fixed in the newest version of We Are The Minutemen by TheFirstEnD.
 
- Made it so you can't wear the Minutemen Bag, Backpack, or any Gloves with the Hazmat Suit.
I thought it looked kind of odd to have that big respirator on your back AND a bag full of stuff hanging off the same place, so I changed the equip slots they use.
I added the Ring and FX slots to the Hazmat Suits, so you won't be able to wear a wedding ring while in the suit, or double up on gloves anymore.
Gloves on your Gloves. Warm, but weird.
Removed as of v1.3. Thought it was unnecessary.
  
- Tweaked the Faction relationships between the Minutemen and a few others.
I was having a bug where my Minuteman Companions would attack non-hostile turrets, like the ones in Virgil's cave or Barney Rook's turrets in the quest Gun Run. This fixes that bug.
Please let me know if you experience any unexpected behavior relating to faction hostility, or lack thereof. I'm not really knowledgeable about how factions work in xEdit. I took a kind of broad brush/blunt force approach, so I may have overstepped and not accounted for some scenarios.
  
- Gave all of the Minutemen NPCs (Vanilla and W.A.T.M.) the Aquaboy and Aquagirl perks.
I gave them these perks to stop them from dying from radiation when going into water.
Yes, it's really not immersive, but sometimes they just prefer to swim, if it's a faster route. 
This was a problem especially for the Minutemen Companions, as going even remotely close to water would make them want to take a dive... to their deaths...

- Reduced the Carry Weight bonuses of the Bag and Backpack by half.
I felt they were previously kind of overpowered.

- Tweaked the Settlement Radiant Quest and Random Event chances and reset times.
I changed the reset hours to 50 for each. They were originally reset every 96 in-game hours, meaning you would have to play for quite a while to receive one. I also changed the Maximum active recruitment quests to 2, from 1.

- Fixed an issue that caused Taking Independence to not properly start for some users. 
Moved to the Power Armor Expansion plugin in v2.3!

- Carried over spelling and grammar changes that UF4P makes to Taking Independence.
(But only the correct ones!)

- Made it so Minutemen spawning with weapons taken from automatic weapon LLs *will* have automatic weapons, and Minutemen spawning with weapons taken from non-automatic weapon LLs *will* have non-automatic weapons.

- Added Minuteman Combat Helmets to the Minutemen hat LLs, with a relatively small amount at lower levels, and up to 50% at higher levels.

- Made it so the Minutemen Vertibird Pilots will wear better helmets, and even Minuteman Combat Helmets, too.

- Added height scaling to vanilla and WATM Minutemen NPCs.

- The plugin is now a "Light" ESP, meaning it will no longer count towards the max plugin limit.

[DO NOT UPDATE REGULAR ESPs TO LIGHT ESPs ON AN ONGOING SAVE, OR ELSE YOUR GAME WILL THINK YOU'VE UNINSTALLED, CAUSING INSTABILITY, CTDs, AND MISFIRING/MALFUNCTIONING SCRIPTS!!!]

 
Power Armor Expansion - Requires MMP4APA - Minuteman Paint for ALL Power Armors (Gray or Blue) by invock
 
There are files for both Gray and Blue paints, but you must only choose *ONE* of my Power Armor Expansion color files, not both.

- Minutemen now wear all of the power armor types. All of them have Minutemen paint jobs.
Power Armored Minutemen should still show up the same amount as normal, but there will be a greater variety in the types.
T-45 is still the most common. At the highest level requirement for spawning on Minutemen NPCs, they account for a little over half of the Leveled List entries. 
The rarity chain goes like this: T-45 > T-51 > T-60 > X-01 | 56.25% > 25% > 12.5% > 6.25% respectively.
 
- Added new constructible Minutemen Companions utilizing the new Power Armor variants.
I've changed all of the recipes for constructing the Power Armor Minutemen, as well (even the original T-45).
They now require a fusion core and all of the pieces of power armor they will use, along with oil.* (See below) 
I feel this balances the new armor types a bit. Want a full platoon of X-01 super soldiers? Good luck finding all the pieces for it!

There's also an alternate recipe for each variant that uses repurposed Minuteman Power Armor pieces from fallen Minutemen.
Since the Minuteman Power Armor pieces used by them are technically different than the regular ones, and no balanced way to convert them back, there will be double the amount of new craftable minutemen recipes in the menu. Also the recipes for these are nicely sorted by the aforementioned variants into the workshop menu.
Removed and simplified in v2.0!

* In v2.0 the new and old constructible Power Armored Minutemen Companions workshop recipes now require "Packed" Power Armor Pieces, which can be crafted using individual regular or WATM Power Armor pieces. The recipes can be found in the Minutemen Command Table, under the new "Power Armor Packing" category.
This should help reduce the clutter inside the workshop menu.

- Power Armored Minutemen will now always spawn with and use their Power Armor helmets, instead of only half the time.

- Fixed an issue that caused Taking Independence to not properly start for some users.

Vanilla MM Combat Armor
- Overrides Vanilla Combat Armor to add Minuteman paint jobs as possible OMOD combinations, and swaps the WATM Combat Armor pieces that Minutemen normally spawn with to vanilla Combat Armor with said Minuteman Paint jobs. The proper Instance Naming rules are added through script injection.
The reason why this is a separate file is because in order to make these changes I had to edit the vanilla Combat Armor records, which can cause compatibility issues if you have another mod that edits them. I wanted to keep this separate in case anyone does.
Requires the main Tweaks and Fixes file

Power Armor Expansion - Lore Accurate PA Addon
- Changed the Minutemen Power Armor Leveled List I made to just have the T-45 and T-51 variants. 

- Added a new global variable attached to new LLs that adds back the T-60 Power Armor to the LLs I took them out of.
I hooked the global onto the scripts for BoSEnable (Handles the Brotherhood bases at Boston Airport and Cambridge PD)
and BoSKickOut (Determines your hostility status with the Brotherhood), so that the T-60 PA will start appearing on Minutemen after becoming enemies with the Brotherhood of Steel. This simulates the Minutemen repurposing and reusing the Power Armor pieces that Brotherhood soldiers wear.

Any mod that edits the same quests will be incompatible and will break the injection if loaded after this mod.

- Also forwarded the changes from UF4P.
New in v2.0: For real this time. Actually requires UF4P, now.

Better Locational Damage and Optional Gameplay Overhauls by Zzyxzz Addon
NOTE - IS LIKELY OUTDATED. WILL UPDATE AT SOME POINT.
Personally, I find it annoying that with Headshots and Helmet Protection enabled in BLD, Minutemen just don't benefit from this. Why? Because they don't even wear helmets to begin with! This addon will add helmets to the Minutemen Leveled Lists and even give them Ballistic Weave versions of their hats and their helmet to give them Helmet Protection from Headshots.

- Added new versions of the Minuteman Hats and the Minuteman Helmet that simulate having the Ballistic Weave attachment.
These get added through multiple new LLs that utilize a vanilla Railroad Global Variable that is already effected by the vanilla DialogueRailroad Quest. Minutemen will only start spawning with them after you progress in the Railroad questline far enough to unlock the Ballistic Weave clothing mod.
There are 2 new versions of each hat and 1 alternate helmet. The different hat versions simulate having Ballistic Weave rank 1 and rank 2, and the Minuteman Combat Helmet only has Rank 1, for balance reasons. Rank 1 of the helmet has 40 Physical Armor and Energy Armor.
For the hats, Rank 1 has 30 Physical Armor and Energy Armor and Rank 2 has 45. Only Rank 2 counts as Helmet Protection. The Minuteman Combat Helmet is... well, it's just a combat helmet, but it didn't count as having Helmet Protection because it's not in the BLD Helmet Protection Form ID List. Now it does.

- Edited all of the Minuteman hats to add instance naming and legendary slots, among other things.
I basically carried over all of the changes that Armor and Clothing Overhaul (ACO) by DankRafft and it's W.A.T.M. Patch makes to them, without making it a dependency.
Everything except the Combat Armor Helmet lamps.

- Minuteman Pilots can now wear any Minuteman hat, ballistic weave or not, but will stick to helmets two-thirds of the time.

- The plugin is now a "Light" ESP, meaning it will no longer count towards the max plugin limit.

[DO NOT UPDATE REGULAR ESPs TO LIGHT ESPs ON AN ONGOING SAVE, OR ELSE YOUR GAME WILL THINK YOU'VE UNINSTALLED, CAUSING INSTABILITY, CTDs, AND MISFIRING/MALFUNCTIONING SCRIPTS!!!]


Patches 
You and What Army - More Minutemen Patrols by Glitchfinder - Faction Alliance Patch
The YAWA_MinutemenFaction Faction are now allies with the regular Minutemen Faction, as well as Barney Rook's Faction. They are now also Friends to Virgil's Faction. 
Not really specific for We Are The Minutemen, but I figured I might as well.
Requires the Tweaks and Fixes file.

Updated for the You and What Army - More Minutemen Patrols v3.0 re-write. Requires YouAndWhatArmy.esp now (Not YouAndWhatArmy.esl anymore).
 
Some Assembly Required (Merged DLC - AWKCR - PATCHES) by AtomicTEM - PA Patch
Patches the Power Armor pieces added in my Power Armor Expansion to match the stats of Some Assembly Required.
Requires the PA Expansion file.
New!!: There are now files for both color versions of the Power Armor Expansion. The first one was Gray, and now there's Blue as well. Make sure to choose the one that corresponds to the one you have. Thanks ibrahimawild for the heads up about this!

Minimal Minutemen - Radiants for the Returning General by Glitchfinder - Radiants Patch
Adds the cooldown changes to the replacement radiant quests added by Minimal Minutemen.
Have the best of both worlds! 
Requires the Fixes and Tweaks file.


We Are The Minutemen - eXoPatch by Exoclyps - Consistency and Bugfix Patch
Ensures synergy and consistency between these two WATM Tweak mods by resolving conflicts between them, as well as adding some changes that that mod makes to NPCs and Crafting Recipes, to this mod's NPCs and Crafting Recipes.
Also fixes some issues with the eXoPatch itself, like the Combat Armor Helmet Headlamps not turning on for NPCs by default. Now they'll turn them on at night, or when they're otherwise in darkness.
NOTE: There are 4 versions of this patch:

1) "eXoPatch Patch (Orig. WATM Combat Armor NO Alias)"
- Just patches the eXoPatch to work with this mod's Tweaks and PA expansion. Nothing extra required. Pretty straightforward.
Just requires the Fixes and Tweaks file and the Power Armor Expansion.
INCOMPATIBLE WITH THE VANILLA MM COMBAT ARMOR FILE AND We Are The Minutemen - An Alias Introduction!


2) "eXoPatch Patch (Orig. WATM Combat Armor YES Alias)"
- Patches the eXoPatch to work with this mod's Tweaks and PA expansion, but also incorporates the changes from We Are The Minutemen - An Alias Introduction.
Requires We Are The Minutemen - An Alias Introduction, the Fixes and Tweaks file, and the Power Armor Expansion.
INCOMPATIBLE WITH THE VANILLA MM COMBAT ARMOR FILE!


3) "eXoPatch Patch (Vanilla MM Combat Armor NO Alias)"
- Patches the eXoPatch to work with this mod's Tweaks and PA expansion, but also patches the eXoPatch to be compatible and properly synergize with the Vanilla MM Combat Armor file.
Requires the Vanilla MM Combat Armor file, the Fixes and Tweaks file, and the Power Armor Expansion.
INCOMPATIBLE WITH We Are The Minutemen - An Alias Introduction!


4) "eXoPatch Patch (Vanilla MM Combat Armor YES Alias)"
- Patches the eXoPatch to work with this mod's Tweaks and PA expansion, but also patches the eXoPatch to be compatible and properly synergize with the Vanilla MM Combat Armor file, while also incorporating the changes from We Are The Minutemen - An Alias Introduction.
Requires We Are The Minutemen - An Alias Introduction, as well as the Vanilla MM Combat Armor file, the Fixes and Tweaks file, and the Power Armor Expansion.

- Vanilla MM Combat Armor ECO-NEO Patch
Makes the Instance Naming rules for the Minuteman Paint that are injected by the Vanilla MM Combat Armor file compatible with the vanilla INNR changes from Equipment and Crafting Overhaul (ECO) - Redux and New Equipment Overhaul (NEO)'s INNR change plugins.
Requires the Vanilla MM Combat Armor file, the Tweaks and Fixes file, AND either one of the optional INNR plugins from Equipment and Crafting Overhaul (ECO) - Redux OR New Equipment Overhaul (NEO) [Dank_ECO-INNR.esp / Dank_INNRoverride.esp]

Please read more about ECO-NEO Patch operations here:
https://www.nexusmods.com/fallout4/articles/4981

Installation:

Manual:
Place in your Data Folder


With Manager:
Install normally

As always, criticism is always welcome, and even encouraged! I hope you enjoy! :)

Credits
DankRafft for Injector Scripts - Leveled Item - Legendaries - INNR - Form List

                                    SOME OF MY OTHER MODS                                     
Misc To Melee - Fixes and Tweaks (Uses Base Object Swapper)
Immersive Courser Overhaul - Vanilla Friendly
- Fallout 3 Styled Alien Blaster
Yet Another Spectacle Island Bridge - Wide Tho
Bunker Hill Vendors Fix - Kay and Joe Savoldi Actually Sell Things
No More Self-Destructing Robot Settlers
Goodneighbor Watch - Redux
Bunkerhill Patrols - Redux
Raider Children and Other Horrors of the Commonwealth Replacer - Big Al and Serum -Changes
Institute Automatron Robot Lasers
Basement Living - Immersion Adjustment - ESP Marked as Light (Plus Separated Workshops and SMM Patch)
- 
Snappable Covenant Walls - SMM - Standalone (No More Settlement Keywords Requirement)
- 
No BoS Before Call to Arms - An Enter The Brotherhood Alternative
Institute Power Armor Redux Additions
- Northland Diggers - Fixes and Tweaks
Lost Soul Quest Tweak - No Faction Hostility
You and What Army - Faction Robot Paints and Alliance Fix
We Are The Minutemen - Tweaks - Fixes - Power Armor Expansion - Patches
Check out my page for more!