This page was last updated on 12 July 2024, 12:15AM
Changelogs
Version v1.2.5
All files: - Updated the injected workshop crafting categories to make them easier to navigate. Because of this, a new game is required if updating to v1.2.5 from v1.2.1 or before.
"We Are The Minutemen - Tweaks - Fixes - Power Armor Expansion - Patches" Patch: - Updated to work with v2.8 of "We Are The Minutemen - Tweaks - Fixes - Power Armor Expansion - Patches" Patch.
Removed the eXoPatch versions of the "We Are The Minutemen - Tweaks - Fixes - Power Armor Expansion - Patches" Patch, and remade them to work with the remade patches on the "We Are The Minutemen - Tweaks - Fixes - Power Armor Expansion - Patches" mod page. There are now three (total) patches:
1) WATM Fixes and Tweaks Patch (Default): - This one just requires the Main Fixes and Tweaks file, and the PA Expansion.
2) WATM Fixes and Tweaks Patch (eXoPatch NO Alias): - This one requires the Main Fixes and Tweaks file, the PA Expansion, and either of the "NO Alias" eXoPatch patches ("Orig. WATM Combat Armor NO Alias" OR "Vanilla MM Combat Armor NO Alias"), as well as "We Are The Minutemen - eXoPatch", but is INCOMPATIBLE with "We Are The Minutemen - An Alias Introduction".
3) WATM Fixes and Tweaks Patch (eXoPatch YES Alias): - This one requires the Main Fixes and Tweaks file, the PA Expansion, and either of the "YES Alias" eXoPatch patches ("Orig. WATM Combat Armor YES Alias" OR "Vanilla MM Combat Armor YES Alias"), as well as "We Are The Minutemen - eXoPatch" AND "We Are The Minutemen - An Alias Introduction".
Version v1.2.1
Main File: - Fixed a CTD in Railroad HQ caused by a bug in RobCo Patcher that makes the game crash when the player goes near a container reference that is added to (With the Leveled List Patcher), that also has incomplete Lock Data.
We Are The Minutemen - Tweaks - Fixes - Power Armor Expansion - Patches Patch file: - Updated to v2.5 of We Are The Minutemen - Tweaks - Fixes - Power Armor Expansion - Patches
Three New Optional versions of the We Are The Minutemen - Tweaks - Fixes - Power Armor Expansion - Patches Patch file for use with different combinations of mods:
1) WATM Fixes and Tweaks (Alias Tweaks) Patch 2) WATM Fixes and Tweaks (eXoPatch) Patch 3) WATM Fixes and Tweaks (Alias Tweaks and eXoPatch) Patch
Version v1.2.0
Main File: - New workshop recipes that will let you move the guards to other settlements. Scrapping one will no longer give caps back, but will instead give a "Transfer Order", which is a token that lets you essentially carry your guard with you to another settlement, or deposit it into the workshop for safekeeping. You can then construct the same type of guard at another time or at another settlement with just the Transfer Order. (The same exact Guards will not persist after scrapping, so their inventory, outfit, and face template will all refresh) - New Railroad "Heavy" Guards that are more powerful, carry higher level weapons, and wear Railroad Armored Coats and Metal Helmets. Must be at least level 30 to craft, and also have sided with the Railroad in The Battle of Bunker Hill quest (Meaning you can't kill or recall the Synths, you have to kill the Courser) - Made the existing Railroad Agent Guards no longer wear Railroad Armored Coats, but instead wear full Leather Armor outfits and hats.
W.A.T.M. Tweaks Patch: - Updated to work with v2.4 of We Are The Minutemen - Tweaks - Fixes - Power Armor Expansion - Patches - Added v1.2 transfer functionality to all Minutemen Guards, including the Minutemen Companions from WATM.
Immersive Courser Overhaul Patch: - Added v1.2 transfer functionality to all Courser Guards.
Version v1.1.5
CSFG - WATM Tweaks Patch file: Updated for v2.3 of We Are The Minutemen - Tweaks - Fixes - Power Armor Expansion - Patches
Version v1.1.0
Main Plugin: - Increased the amount of "tokens" each vendor gives at a time (Except BoS)
CSFG - WATM Tweaks Patch Plugin: - Updated to work with v2.0/v2.1 of "We Are The Minutemen - Tweaks - Fixes - Power Armor Expansion - Patches"