Way late to the party, but I made a patch for this conflict. I just don't know if it works since I don't have any save games far enough along to test it. Fo4edit says it is good, so I'll post it eventually, but with a caveat that it is untested.
The only thing I think this is missing is more player interaction, I would love to have to go to the towers first, clear them, activate, and then after a few days the minutemen appear.
Prior to finding this mod, I was talking to another mod author about the possibility of connecting these towers to the "Taking Independence" quest, particularly the part where you get Radio Freedom up and running again. Once the transmitter is activated, you'd be sent out to active the relay towers in order to extend Radio Freedom's range. With each activation, the range increases, maxing out when all relay towers are activated.
However, the towers would have to be protected, too, which would require MM guards. If a tower is attacked, you could help defend, but if you didn't and the guards lost, you'd have to reclaim the tower in question. Even if the guards win (with or without your help), there'd be a chance that the tower was damaged and need repairs.
Additionally, there was the "redundancy" plan that would add relay towers to the workshop build menus so that they could be built in settlements. If you build a relay tower at a settlement near one of the vanilla relay towers, that vanilla tower becomes less important thereafter. Oberland Station, for instance, is quite close to one of the vanilla towers, so if that vanilla tower goes down, having one at Oberland will pick up the slack.
The final idea was to turn the tower at Zimonja into a secondary transmitter/relay that would be a necessary part of the network to allow Radio Freedom to reach Far Harbor. Never did find anything similar for Nuka World, though.
I forgot to mention that the buildable settlement towers would require assigning a settler (or two) to it to function. These towers could be damaged/destroyed during settlement attacks, too.
I have quite a lot of mods, but nothing seems to be interfering with this one, yet npc's just do not spawn. I've finished Old Guns, button is activated, all relays got sleeping bags around them, notes, crates etc, but not Minuteman themselves. I've tried sleeping for a week, travelling to every relay, but it didn't help.
Some people below mentioned that it doesn't happen right away, is there some hidden requirement? Is there maybe a way to summon npc's manually?
the button does not work for me edit: so the button does work it just doesn't animate or anything when you press it does anybody know if there's any mods to let me equip these guys with different equipment I can't wait to use princess Aries enforcer armor when you she makes it so you can craft it on these guys
Neat mod. I like where you are going with this one. I checked each tower, and they are all staffed with minutemen. It works, but every tower is staffed with the exact same person. I would suggest adding more minutemen faces. That's really my only critique. Nice work.
What an interesting take on the towers as critical tactical targets for the Minutemen. This is far more realistic. This perspective on the Minutemen as a military unit and logical deployment strategy is...well,very good. Keep it up,eh?
Hello IndigoCrow77 , finally had the chance to try the mod out. Running ver 3.6 smoothly, no ctds. Just have a prob with 3SM-U81 not loading. All other towers run fine. Checked in FO4Edit if there are any conflicts in that area and none. Any tips?
hmm thats strange its conected up the same way as all the other towers nothing should be missing esspecially if the other towers are enabling correctly
Yep, tried it twice on two different saves and it happened on both. It is even the radio station which isn't remotely near any settlement mod I have. Giving it highest priority didn't trigger too. I was more worried with those near settlements like the one beside the cement walkway in between Oberland and Forest Grove cause I have the Forest Grove settlement which touches that part BUT that loaded always. I also checked in FO4edit for conflicts or just even same overlap for 3SM-U81 but none. Well there's BNS and A Forest mods but they are present in all too. Hmmmm
Just an update, playing with this again on a new playthrough and tried the next available older download which is version 3.1 - triggered from start and no navmesh I believe. Minutemen spawn in tower 3SM-U81. So it works on my game. Reverted save and installed latest ver 3.6. No MM spawn ONLY in 3SM-U81 again but static items present from the mod like ammo box and ham radio. I will still use ver 3.6 onwards for the navmesh. Regards, Anthony. PS. Can I spawn MM assigned to 3SM-U81 manually using console?
Edit: Managed to fix it in my game. Here's an easier way for those who don't want to open FO4edit. Console "prid XXXXx7b9" then enter which is the Sleeping bag ( to get first XXXXX, click on the ham radio). Type "enable" then enter. Console will repy .... is being called on reference even though it has enable state parent XXXXXXXX. Type "prid XXXXXXXX" enter. Type "enable" enter. All w/out quotes. This will automatically spawn the 3 MMs for 3SM-U81. Done!
To complete, I added (spawned) another pallet and sleeping bag. One for each. Yes I'll do the guard duty tonight :)
Thanks for the mod, exactly what I was looking for. The only problem is that I can't press the button in the castle. What could be affecting it or do they come after a certain time?
Edit: After a certain time, the relay towers were captured by minitumen militias. Excellent mod my friend, congrats.
After how long please? I can't even push the button (or at least I don't get animation of the button being pushed) so I am not even sure if I got it working right.
Edit : Nevermind took like a week-ish or so for me
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Face Fixes - C.R.P Minutemen Radio Relay Network
However, the towers would have to be protected, too, which would require MM guards. If a tower is attacked, you could help defend, but if you didn't and the guards lost, you'd have to reclaim the tower in question. Even if the guards win (with or without your help), there'd be a chance that the tower was damaged and need repairs.
Additionally, there was the "redundancy" plan that would add relay towers to the workshop build menus so that they could be built in settlements. If you build a relay tower at a settlement near one of the vanilla relay towers, that vanilla tower becomes less important thereafter. Oberland Station, for instance, is quite close to one of the vanilla towers, so if that vanilla tower goes down, having one at Oberland will pick up the slack.
The final idea was to turn the tower at Zimonja into a secondary transmitter/relay that would be a necessary part of the network to allow Radio Freedom to reach Far Harbor. Never did find anything similar for Nuka World, though.
Some people below mentioned that it doesn't happen right away, is there some hidden requirement? Is there maybe a way to summon npc's manually?
This perspective on the Minutemen as a military unit and logical deployment strategy is...well,very good. Keep it up,eh?
Can I spawn MM assigned to 3SM-U81 manually using console?
Edit: Managed to fix it in my game. Here's an easier way for those who don't want to open FO4edit. Console "prid XXXXx7b9" then enter which is the Sleeping bag ( to get first XXXXX, click on the ham radio). Type "enable" then enter. Console will repy .... is being called on reference even though it has enable state parent XXXXXXXX. Type "prid XXXXXXXX" enter. Type "enable" enter. All w/out quotes. This will automatically spawn the 3 MMs for 3SM-U81. Done!
To complete, I added (spawned) another pallet and sleeping bag. One for each. Yes I'll do the guard duty tonight :)
Edit: After a certain time, the relay towers were captured by minitumen militias. Excellent mod my friend, congrats.
Edit : Nevermind took like a week-ish or so for me