Fallout 4

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Domenicus

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Domenicus7

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About this mod

This mod adds stronger variants and much greater gear variety to the minutemen. It also makes the Minutemen get stronger as they gain more settlements. This is an esp replacer for Minutemen Overhaul 2 because that's a lot easier than getting asset permissions.

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Changelogs
Like Everyone else on this site, I noticed that the minutemen are rubbish and dress like post-apocalyptic farmers no matter what you do. I didn't quite mesh with any of the other options for minuteman overhauls and I plan to use other mods to add things to settlements, so I decided to make my own using assets from other mod authors. This esp has the same name as the one from minuteman overhaul 2 as I built my mod from that. Not compatible with minuteman overhaul 2 in that only one mod will actually do anything.

This mod has three main features:
1: Minutemen now have more unique gear and power armour
2: The minutemen randomly selected by the game will be stronger the more settlements they control and as you advance in their questline
3: Minutemen now have distinct tiers with slightly different possible loadouts

MInutemen now have several variants and subvariants
  • Minuteman wastelanders. These men and women are mostly farmers who got fed up with being pushed around by raiders and look similar to how minutemen appear in the base game. They are equal to raiders in the early game and if you level up without doing minutemen quests they will soon get outleveled. They spawn with no armour, and either pipe weapons or laser muskets
  • Minuteman Volunteers. They have a bit more training and proper uniforms and although they can take on low- mid level raiders they will again get outscaled by everything in the commonwealth. They have a chance to spawn with armour and decent weapons as well as pipe weapons.
  • Minutemen (no epithet). These guys can spawn with armour and aim as well as gunners. They can take on pretty much all raiders and can go toe-to-toe with gunners and have a decent chance of winning. 
  • Professional minutemen. These spawn with good armour and consistently good weapons. They are usually stronger than gunners and on par with the Brotherhood of steel. They usually spawn with some kind of assault rifle, but have a low chance to spawn with power armour and a medium chance to spawn with a sniper rifle or missile launcher.
  • Veteran Minutemen. These are the strongest variant. They always spawn with a full set of combat armour and have the same variants as professional minutemen, but with slightly stronger weapons and a chance of spawning with better power armour. They have the same stats as elite brotherhood soldiers, but are still usually weaker as they have a lower chance of spawning in power armour

The minutemen now have 8 tiers that define what variants can spawn. They start at Tier 0 and will level up as you progress though the game. Essentially, if you ignore the minutemen and don't do their quests while you do everything else, they will remain a bunch of scruffy farmers. If you obessively do their quests and ignore everything else, you'll find that there is a phase where the minutemen are overleveled. If you just play the minuteman questline pretty normally, you should find that the minutemen get progressively more useful (and look more dangerous) as you play.

Minutemen summoned with the flare gun will follow you around so long as you are in the location over which the flare exploded

I added a load of gear from various mod authors, which is why there are so many requirements. I would love to release all the assets here but not all of the mod authors have responded to my messages so I can't get permissions.

Any decal that can be applied to normal combat armour can now be applied to the minuteman general armour, and I made the coat customisable, as you can see in the screenshots. Minuteman general armour has been tweaked- it now starts off with lower resistances but because it can have both combat armour and ballistic weave mods it is overall a lot stronger.

I made the addon to make minutemen use Marine Armour a separate esp so the main mod does not require  any marine armour mods.

Tiers Specific Details
Spoiler:  
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The tiers specifically increase at 4, 6, 8, 10, 18 and 26 settlements as well as after finishing old guns, after destroying the institute, and after destroying the brotherhood. The minutemen also start using institute weapons sometimes after you destroy it and have an increased chance to spawn in power armour after you destroy the brotherhood. They won't level up after the ending quests if you do them with the railroad, so if you want absolutely maxed minutemen you have to do the whole game with them. Note you can almost max the minutemen before ending the main quest if you really want to grind settlements


Please endorse and have a look at my other mods if you like this!

Compatibility:
  • Not compatible with anything that adds new power armour or combat armour variants that can appear on NPCs (including stuff like brotherhood power armour overhaul, although you could still use that only without the esp)
  • Not compatible with anything that changes instance naming rules (this includes some sorter mods, although some sorter mods have an xedit script to sort this)
  • Not compatible with anything that changes the minuteman flare gun quest, the minuteman patrol encounter, or the minuteman assault in Nuka world.
  • Patches provided for gunner overhaul 1.1 and ECO. Note that the gunner overhaul patch turns the gunner material into a paint because I made it before I discovered vanilla armour paints.
  • Patching for stat tweaks like some assembly required is pretty easy in xedit so do that yourself!
  • I won't do patches for anything I don't use, but feel free to make suggestions
  • My brotherhood addon requires my minuteman marine armour addon. It means that brotherhood soldiers spawn with the BOS marine armour from marine armour expanded. I only use this and a version of Brotherhood Power Armor Overhaul without the meshes or esp for my brotherhood.
  • 'ECO Balance Tweaks' Makes some things that are clothes give no resistances and adds slot usage back to some things that look like they should have it.
  • Doesn't incorporate Creation Club content as I don't plan to but it until I can get all of it for ~£20

Load order if you use everything:
  • Gunner Overhaul
  • ECO
  • minutemenoverhaul
  • Gunneroverhaul- minutemen overhaul patch
  • minutemen overhaul- ECO patch
  • merged patches

Credits:
I would like to make this standalone and not require anything else but not all of the mod authors have open permissions. Big thanks to those whose assets I have been able to merge into this download, go to their profiles and give them kudos if you like this please:
  • Karel2015for Minutemen Overhaul 2.0
  • dales for minutemen reskin and standalone
  • Zorkaz for Blue Minuteman Hats
  • billyro for Minutemen General Retexture
  • DoktorSoviet for Minuteman Combat Armor- Standalone