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.
Whenever I try to craft a minuteman, game crashes.
I tried scrapping and rebuilding the table, as I thought since it was imported via blueprint that could be the issue. It worked once and hasn't since. Log: https://pastebin.com/4H6qMWRZ
By doing tests I came to the conclusion that yes, there are replacements that are functional, but others are not. I'll try to investigate something else or even if I have time try to patch it... A shame
In my last game, I already owned almost all the settlements (all with settlers) and completed the Taking Independence mission. I also gave Sturges the institute’s Holotape. There are still no follow-up missions (I have deleted the game because of this problem)
Amazing mod, but i have a question: since i have a Life in The Ruins (extrimely modified) modlist, can i flag it as .esl? I'm currently at the limit of 255 .esp/esm right now.
Has anyone tried this mod with American Rising 2? i am currently running that mod along with Sim Settlements 2. just curious if i should install this along side those or attempt a new game....k
4012 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.
I tried scrapping and rebuilding the table, as I thought since it was imported via blueprint that could be the issue. It worked once and hasn't since.
Log:
https://pastebin.com/4H6qMWRZ
I find if I scrap and then rebuild it, sometimes it works.
The author over there confirmed it is compatible. Hope this brings some relief!
Edit: Never mind, it can't be flagged as .esl.