This mod is now Provisioner Caravan Guards and fully compatible with Workshop Framework. Guard faction – Minutemen, Brotherhood, Railroad, Institute or mercenaries – can now be set using a holotape found in the Red Rocket workshop. It is also fully compatible with mods such as We Are The Minutemen.
There is! kinggath has pointed me in the direction of the source for his scripts, but also warned me he updates them every 2 to 4 weeks, so I'd have to do the same. He's going to see if he can suggest an alternative approach for my mod, otherwise I'll at least create a version of this one that will be compatible with some versions of Workshop Framework.
Is the reason I have not updated from the previous version, though I do not have workshop framework I have a few other mods which touch the workshop. I've also that mod which tracks provisioners - I wanted to apply using the shortest routes.
I must say though at lvl 110, that the roads are littered with the bodies of minutemen, especially near the bridges like where the wreck of the Riptide is (and the north side of the bridge to the very east where so many raiders spawn).
My caravans never really needed escorts though... they're armed with the highest automatic assault rifles for dps and dress in a base of ballistic weaved postman uniforms along with added armor on top (Do not mess with the USPS, they've enough competition with UPS and Fed-Ex, cross them and they'll go postal on you.) Hmm, Maybe it's the female provisioners killing off the minutemen for not lasting more than a minute? :)
Yes, I thought of editing it myself, leveling the escort spawn on some % of player and injecting clothing based on a chance based for player gear unlocked. It is a great mod and well thought out.
Strange things seem sometimes to happen in my game anyway, i.e. Sunshine Tidings Co-Op was attacked - went to the notice - first by a wave of a dozen raiders, four of them in power armor and five legendary, followed immediately by about a dozen rust devils with eight robots... then just put away my weapon and synths show up.
Speaking of Kinggath's work, will this be compatible with Sim Settlements of either flavor? Even without the SS itself, I am habitually into the use of IDEK's Logistics...
I noticed that I now have MM guards that appear with BOS guards that I have selected as the current guards. They showed up after I did the Old Guns mission. So I have 4 guards now. Is this a thing or a bug with my set up?
I have the older FH file and the newest main file activated,as I don’t run Workshop Framework, yet. I haven’t got to FH yet in this play through. I started this play through before you updated the FH file and the esp is different now, so I’m not too interested in uninstalling the old FH esp and adding the new one and potentially messing up my save file.
You should only have one file enabled, otherwise you'll get what you're experiencing, i.e. double guards. It should be safe to disable them mid-game, but you might continue to have double guards until they die off.
I see that the main file works with Workshop Framework, but does the Minuteman Provisioner Escort FH work with Workshop Frame work? I see the BA2 file for Minuteman Provisioner Escort FH is two main workshop scripts that Workshop Frame work edits.
I know you're busy at the moment, so an idea to add to the question, when you come back to modding, could you also add a patch for Mechanist Eyebots from Automatron, for provisioners assigned to the Mechanist Lair? Just a small idea, that's all. Best wishes...
I have a version I use for myself that automatically assigns bot guards (not just eyebots) to provisioners that start their route at the Mechanist's lair. I need to make a few edits for compatibility, but I can upload it as an alt file.
Last time I looked at this, it wasn't compatible with Workshop Framework, which, sadly, made it a deal-breaker for me. Then, somehow, I stumbled on this again, and found out that that hurdle had been, well, hurdled.
Then I looked at the page, and discovered that, instead of tracking the mod, I'd endorsed it. Cue chorus of "dumbass" from all and sundry.
So, I downloaded the new version, tested it, and hey presto!, it does just what it says on the tin. Well done!
A note for for users, however, is that it has a soft incompatibility with You And What Army 2, in as much as the latter mod already does what this one does (among several other things that many users might not need). If you're using YAWA2, you don't need this one.
Of course, if you're not using YAWA2, then this is a great little immersion mod.
Thank you for the update so it now works with WSFW. I was finally able to use this mod today. It works great with the Replace Pack Brahmin to Eyebots mod.
:) It's good. It took a few days game wise but the *Minutemen escorts did in-time show up. I used the MM Command table to create a MM in Sanctuary than I set him as a Provisioner, at first nothing happened (not even the Brahmin) but after being away for several game days when I did return, he was on his way to Abernathy Farms, the Brahmin followed and both escorts went along.
Thank you! The escorts should show up at the same time as the brahmin, and I haven't done anything to the brahmin, so any delay is probably an engine issue rather than a mod issue.
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I must say though at lvl 110, that the roads are littered with the bodies of minutemen, especially near the bridges like where the wreck of the Riptide is (and the north side of the bridge to the very east where so many raiders spawn).
My caravans never really needed escorts though... they're armed with the highest automatic assault rifles for dps and dress in a base of ballistic weaved postman uniforms along with added armor on top (Do not mess with the USPS, they've enough competition with UPS and Fed-Ex, cross them and they'll go postal on you.) Hmm, Maybe it's the female provisioners killing off the minutemen for not lasting more than a minute? :)
Strange things seem sometimes to happen in my game anyway, i.e. Sunshine Tidings Co-Op was attacked - went to the notice - first by a wave of a dozen raiders, four of them in power armor and five legendary, followed immediately by about a dozen rust devils with eight robots... then just put away my weapon and synths show up.
Would it be possible to make a patch for the enclave? For America Rising 2?
Then I looked at the page, and discovered that, instead of tracking the mod, I'd endorsed it. Cue chorus of "dumbass" from all and sundry.
So, I downloaded the new version, tested it, and hey presto!, it does just what it says on the tin. Well done!
A note for for users, however, is that it has a soft incompatibility with You And What Army 2, in as much as the latter mod already does what this one does (among several other things that many users might not need). If you're using YAWA2, you don't need this one.
Of course, if you're not using YAWA2, then this is a great little immersion mod.
Got a fix, don't wait 3 weeks because ya wanna add more stuff to it xD
It took a few days game wise but the *Minutemen escorts did in-time show up. I used the MM Command table to create a MM in Sanctuary than I set him as a Provisioner, at first nothing happened (not even the Brahmin) but after being away for several game days when I did return, he was on his way to Abernathy Farms, the Brahmin followed and both escorts went along.