Fixed the invisible bags and gloves in inventory or when dropped in the floor. Fixed some packages problems causing Minutemen followers in power armor to leave them from time to time. Bags slot have been changed to 54 (it's what is used by every other bags mods) Radiant quests chance have been tweaked and I hope it will be more satisfying for everyone
Version 7.6 : A lot of minor tweaks and changes like... packages, faces, quests variables, textures, armors and weapons distribution, laser musket, etc...
Version 7.5 : - Minutemen combat armor fixed. - Textures have been reworked a little bit. - Minutemen will now use more powerful laser musket as more the faction progress.
Version 7 : - Face distortion of Minutemen followers fixed - The Minutemen Combat armor painting system have been changed to something similar to CC paint. - Minutemen follower AI have been improved (now they can go in vertibird with you of course the number of place in a vertibird is very limited) - Armors and Weapons distribution tweaked (better leveling and far more diversity) - A new Minutemen outfit, a new glove and 2 new hats. - World object meshes have been added for the gloves - Textures have been reworked a little bit. - Some others minor fixes.
Version 6 : - New outfits progression system. - New weapons progression system. - Flaregun REWORKED. Now Minutemen following you for a while then leave. - New outfit. - World model added for the Minutemen bags (tried to do that for gloves too but it's too complicated for now). - Fixed some spelling mistake. - Ronnie invisible store marker changed, so now you will be able to reassign her if some bugs make her not longer able to sell you stuff. - Textures have been reworked a little bit. - Faces textures and meshes added - New perks added to the Minutemen for make them more effectives with the Laser Musket. - Some others minor fixes.
Version 5.2 - Veteran Minutemen will use more weapons. - New decorative objects. - More variant of Minutemen combat armor (shadowed, fiber...etc) - Some minor fixes.
Version 5.1 - Be a Minutemen condition has been added for be able to craft Minutemen outfits - Minutemen followers FIXED. Now they will follow you properly - Minutemen followers packages has been improved - Possibility to created Minutemen for secure endgame checkpoints after beaten the main quest - Some minor fix...
Version 5 - The esp name has been changed for something more relevant - Random Patrol FIXED. No more patrol in Vault88, Far Harbor, Nuka Wold or raider settlement - Flaregun FIXED. No more Minutemen following you forever - Minutemen level has been reduced a little bit - Minutemen will no longer show up with heavy version of leather, iron and combat armors - Few new Minutemen workshop objects - Textures have been reworked a little bit. - Possibility to craft Minutemen outfit at the chemistry station if you are their vanilla counter part - Taking Independence become only available at level 20. - Fixed some spelling mistake. - Few Loadscreens texts changed. - Some minor fix...
---- A LITTLE NOTE FOR THOSE WHO HAVE PROBLEM WITH RADIANT QUESTS
- Be sure you don't have an another mod that stop the radiant quest like " Disable Minuteman Radiant Quests" or other kind of mod cited in the compatibility list in description. - The chance that Preston and radio beacon give you quests is random, so you need to randomly talk (1. TALK) to Preston or listen the radio more often. - If you have a settlement quest on running, (i.e Out of the Fire or Returning the Favor or Troubled Waters or any other settlements quest) no other quest will start until you finish the settlement quest on runnning. - You can take Preston with you in your adventure and randomly talk to him, you will have better chance to trigger a radiant quest. - Settlers can give you quests too, so you can go in settlement for try to trigger a radiant quest. - If after that the problem persist, watch the video posted by TheAdipose in the video section for increase significantly the chance of radiants quests. - If you really stuck by no radiant quest at the begining, you can use the command "setstage min02 0" without quote for begin the quest Taking Independance.
Ok I've now gone about 2 in-game months without a single new quest from the Minutemen after installing this mod. I understand you were trying to space those out a little more but this is ridiculous. I did the quest I got from the radio and the one I got from Preston, and no new quests ever since even though it's been a really, really long time. Is this mod broken or am I missing something?
Same here, no radiant quests at all after the first one. I wonder if you can just start them with console commands? Would ruin the immersion though imo
For anyone wondering, I have to say this is the only downside of the mod. I ALWAYS have to use console commands to trigger quests like Taking Independence and Old Guns. Other than, it's fantastic! Find the relevant console commands for the related quest and input them and you are good to go!
The general outfit is loading as the vanilla outfit and not the modded one, but it appears as an item as the modded version. Is there a way to fix this, or make a new outfit that is specific to the mod?
Preston won't do anything even at level 20 for me. No radiant quests, no main quest. I visited multiple times and allowed many days to pass and I'm over level 20 but he just won't give me the castle quest. Is there a fix? I know I shouldn't disable any mods but I want to continue this playthrough without being locked out of the Minutemen quests so would it break anything if I disabled the mod? Even if I give myself the quest with commands I'm worried all the following quests will be broken too.
The quest can be started via the console command. Also, the quest to capture the Castle has vanilla requirements (without level 20) - at least 4 settlements must be liberated and active
What works for me is I have this mod disabled until I take the castle. When I do, I immediately save, exit game and re-enable the mod. It seems to be something that causing it not to play nice with the base game scripting.
Yeah I always have to use the console command to retake the castle and for the old guns quest, but beyond that, the mod works great particularly with Militarized Minutemen and Minutemen Reskin and Standalone (Which lets you craft new items in the same shade of blue as the mod!)
Does anyone else have the issue where guard dogs just pace back and fourth in a straight line rather than roaming your settlement? This happens to me with the guard dogs in farming resources to. It happens to me on a new game w only these 2 mods active. The dogs just don't seem to walk around anymore, I recall they used to roam my settlements got no idea what changed.
Does anyone know how to get the custom follower outfits (MacCready and Piper), and whatever "variant05" (image 40) shown in the mod images is? I haven't been able to craft or see any of them, and I've been using the mod for a good while now with no real issues.
4202 comments
Version 7.7 is out :
Fixed the invisible bags and gloves in inventory or when dropped in the floor.
Fixed some packages problems causing Minutemen followers in power armor to leave them from time to time.
Bags slot have been changed to 54 (it's what is used by every other bags mods)
Radiant quests chance have been tweaked and I hope it will be more satisfying for everyone
Version 7.6 :A lot of minor tweaks and changes like... packages, faces, quests variables, textures, armors and weapons distribution, laser musket, etc...
Version 7.5 :
- Minutemen combat armor fixed.
- Textures have been reworked a little bit.
- Minutemen will now use more powerful laser musket as more the faction progress.
Version 7 :
- Face distortion of Minutemen followers fixed
- The Minutemen Combat armor painting system have been changed to something similar to CC paint.
- Minutemen follower AI have been improved (now they can go in vertibird with you of course the number of place in a vertibird is very limited)
- Armors and Weapons distribution tweaked (better leveling and far more diversity)
- A new Minutemen outfit, a new glove and 2 new hats.
- World object meshes have been added for the gloves
- Textures have been reworked a little bit.
- Some others minor fixes.
Version 6 :
- New outfits progression system.
- New weapons progression system.
- Flaregun REWORKED. Now Minutemen following you for a while then leave.
- New outfit.
- World model added for the Minutemen bags (tried to do that for gloves too but it's too complicated for now).
- Fixed some spelling mistake.
- Ronnie invisible store marker changed, so now you will be able to reassign her if some bugs make her not longer able to sell you stuff.
- Textures have been reworked a little bit.
- Faces textures and meshes added
- New perks added to the Minutemen for make them more effectives with the Laser Musket.
- Some others minor fixes.
Version 5.2
- Veteran Minutemen will use more weapons.
- New decorative objects.
- More variant of Minutemen combat armor (shadowed, fiber...etc)
- Some minor fixes.
Version 5.1
- Be a Minutemen condition has been added for be able to craft Minutemen outfits
- Minutemen followers FIXED. Now they will follow you properly
- Minutemen followers packages has been improved
- Possibility to created Minutemen for secure endgame checkpoints after beaten the main quest
- Some minor fix...
Version 5
- The esp name has been changed for something more relevant
- Random Patrol FIXED. No more patrol in Vault88, Far Harbor, Nuka Wold or raider settlement
- Flaregun FIXED. No more Minutemen following you forever
- Minutemen level has been reduced a little bit
- Minutemen will no longer show up with heavy version of leather, iron and combat armors
- Few new Minutemen workshop objects
- Textures have been reworked a little bit.
- Possibility to craft Minutemen outfit at the chemistry station if you are their vanilla counter part
- Taking Independence become only available at level 20.
- Fixed some spelling mistake.
- Few Loadscreens texts changed.
- Some minor fix...
- Be sure you don't have an another mod that stop the radiant quest like " Disable Minuteman Radiant Quests" or other kind of mod cited in the compatibility list in description.
- The chance that Preston and radio beacon give you quests is random, so you need to randomly talk (1. TALK) to Preston or listen the radio more often.
- If you have a settlement quest on running, (i.e Out of the Fire or Returning the Favor or Troubled Waters or any other settlements quest) no other quest will start until you finish the settlement quest on runnning.
- You can take Preston with you in your adventure and randomly talk to him, you will have better chance to trigger a radiant quest.
- Settlers can give you quests too, so you can go in settlement for try to trigger a radiant quest.
- If after that the problem persist, watch the video posted by TheAdipose in the video section for increase significantly the chance of radiants quests.
- If you really stuck by no radiant quest at the begining, you can use the command "setstage min02 0" without quote for begin the quest Taking Independance.
Npcs from mods like NPC travel get permanently erased if you scrap them.