ATTENTION! ATTENTION! ATTENTION! ATTENTION! ATTENTION! Version 2.2 of the Tweaks file has a critical bug!
I realized that the fix I added in v2.2 for Taking Independence not properly starting for some people was causing silent dialog and quests failing to start.
I've fixed this problem by moving the fix to the PA Expansion Plugin!
Please update from v2.2 of the Tweaks file and the PA Expansion!
@jetrax321 That patch is for YAWA 1. YAWA 2 is a completely different mod, with completely different NPCs/Factions, which the patch doesn't modify in the slightest. The patch still wouldn't do anything if you just renamed the YAWA 2 plugin.
What's the reason for changing vanilla combat armor to add the paint job to Minutemen leveled lists? Doesn't W.A.T.M. already add Minutemen paint jobs as an OMOD to vanilla combat armor?
W.A.T.M. does already add Minuteman paint, yes, but the way it spawns on Minuteman NPCs is through new separate Combat Armor that has the paint attached as default. The optional file makes Minuteman NPCs spawn with vanilla Combat Armor with the W.A.T.M. paint attached, instead of this.
So the paint option W.A.T.M. uses can't be added to leveled lists, and you had to create a new version for it to work? Wondering cause I was gonna try and add this new plugin to an existing playthrough and saw it edited my combat armor (not a big deal, just trying to get a sense for the risks).
I didn't create the Combat Armor clones, no. The original author of W.A.T.M did. The reason why I suspect is because vanilla Combat Armor w/ Minuteman paint wouldn't be able to spawn on NPCs without editing the vanilla Combat Armor record itself to add new OMOD combinations. This can create a lot of compatibility issues, so I can see why the author decided to just create a cloned set of Combat Armor with the Minutemen Paint default attached. This is also why I decided to separate this change into it's own plugin because of the aforementioned compatibility issues.
Is the power armor tweak possible with MadTod's version of his MM PA paint job? Minutemen Paint Job I really enjoy his PA paint job, and it'd be cool to see the MM strolling in t-51 and t-60 PA. If not, I understand. (ˇ︵ˇ)
I saw you had one patch that "fixed" the hats, but I don't use the corresponding mod, and I've been searching for one that does both hats and apparel/armor, with no luck :(
If you can't or don't have time, no problem -- just thought I'd ask -- thanks for sharing your other stuff, regardless :)
Oh, the BLD patch didn't get any changes in v2.3. I just updated the version number scheme to keep up with the rest of the plugins. The plugin hasn't actually been updated since v2.0.
Can the Power Armor companions be dismissed to Settlements and become settlers? I've been looking for a mod that adds Power Armored Minutemen to function as Guards, and it seems like this is the closest thing I could find.
It adds Power Armored Minutemen Guards, as well as other guards for other factions. Sadly they can't become assignable settlers, though they will walk around and defend the settlement that they're built in.
I think this is exactly what I'm looking for, thank you. Saw this mod but didn't notice the patch for this as well. Is this mod's v2.2 compatible as well?
This mod is epic man, fixed so many problems ive been having with WATMM and VIS-G/Workshop Framework. Something due to my Armorsmith Extended, but i dont need to look anymore!!! \o/ thx man
I attempted to edit the LL for exclusively weapons on Minutemen but honestly have no idea what I'm doing... Not a computers guy at all...
what i was going for was I wanted Minutemen that spawn in WATM outfits and armors to spawn consistently with Laser Muskets. also wanted to add Bayonets to the upgrades list. While the early Minutemen that still dress as settlers have random pipe weapons.
Then the Power Armor Minutemen spawn exclusively with Gauss rifles and Cannons! fitting the "Muskets" and old revolutionary theme.
i also seen this mod that does something neat by add swords and grenades, didnt much care for the mechanics or pistols tho. but if the NPCs change to melee when in melee range of an enemy the swords would be great!
I understand that, I've been talking to another guy about it in more detail too. I'm basicly trying to find someone interested in making it.
We went hard in the comments of this Castle Mod I also wanna see completed and added to my load order... However he cant help either. I'd like to add a load of fixes-Patches but im bad at computers...
i thought i had a ton of good ideas if you wanna read them in that Castle mods comments. If anything there peaks your interest let me know and the ideas all yours as long as you upload it on Nexus minimum so i can use it lol
What are your thoughts on changing the gloves to use the hand slots (like most other mods that add gloves) instead of the ring slot? I'm guessing some other outfits might need to be adjusted if they don't have built-in gloves but are using the hand slots.
If that last part is true, then no, I won't be making that change. However, if I wouldn't need to edit vanilla outfits, then I might. I haven't really made up my mind about it.
68 comments
Version 2.2 of the Tweaks file has a critical bug!
I realized that the fix I added in v2.2 for Taking Independence not properly starting for some people was causing silent dialog and quests failing to start.
I've fixed this problem by moving the fix to the PA Expansion Plugin!
Please update from v2.2 of the Tweaks file and the PA Expansion!
That patch is for YAWA 1. YAWA 2 is a completely different mod, with completely different NPCs/Factions, which the patch doesn't modify in the slightest. The patch still wouldn't do anything if you just renamed the YAWA 2 plugin.
Minutemen Paint Job
I really enjoy his PA paint job, and it'd be cool to see the MM strolling in t-51 and t-60 PA. If not, I understand. (ˇ︵ˇ)
Hi, any chance you might create a patch for "Legendary Modifications" https://www.nexusmods.com/fallout4/mods/4042?
I saw you had one patch that "fixed" the hats, but I don't use the corresponding mod, and I've been searching for one that does both hats and apparel/armor, with no luck :(
If you can't or don't have time, no problem -- just thought I'd ask -- thanks for sharing your other stuff, regardless :)
It adds Power Armored Minutemen Guards, as well as other guards for other factions. Sadly they can't become assignable settlers, though they will walk around and defend the settlement that they're built in.
what i was going for was I wanted Minutemen that spawn in WATM outfits and armors to spawn consistently with Laser Muskets. also wanted to add Bayonets to the upgrades list. While the early Minutemen that still dress as settlers have random pipe weapons.
Then the Power Armor Minutemen spawn exclusively with Gauss rifles and Cannons! fitting the "Muskets" and old revolutionary theme.
i also seen this mod that does something neat by add swords and grenades, didnt much care for the mechanics or pistols tho. but if the NPCs change to melee when in melee range of an enemy the swords would be great!
Any of this sound like something you would do?
We went hard in the comments of this Castle Mod I also wanna see completed and added to my load order... However he cant help either. I'd like to add a load of fixes-Patches but im bad at computers...
i thought i had a ton of good ideas if you wanna read them in that Castle mods comments. If anything there peaks your interest let me know and the ideas all yours as long as you upload it on Nexus minimum so i can use it lol