So, mod is working and all, completed quest (minutemen) (i downloaded mod just to spawn guard is PA) and right after that i spawned one and acidentially deleted him, so i started trying to get him again, (reloaded save where he spawned) guess what? I spawned roughly 500 guards and no one in PA (Reloaded save and spawned 100 per reload), PLEASE, add just a minutemen PA guard.
I think I am blind. I have installed the corresponding patches to craft Power Armored Minutemen. I have gone to my Command Table and have crafted every T60 part shipment, where do I go from here? I feel like I've exhausted every menu but cannot for the life of me figure out what to do next to acquire a Power Armor variant of a Minuteman.
EDIT: I was persistent, as I didn't want to give up because I've loved this mod since I've added it and really wanted the Power Armor version to work. I looked in xEdit and found out it's because the soldiers only become available to make once you are level 50. I completely understand this requirement in terms of balance, I just didn't realize that was there. Lowering the level requirement of the recipes made them available for me :)
Love this idea too, especially the tokens. But one immersion problem. What do the guards eat, where do they sleep? Its super lore friendly but immersion... But hey at least it's better then that wall of 30 gun turrets :D
I love the immersion of this mod and plan on using it in a new game, the tokens are a great addition that gives you a reason to assist every faction. I plan on using 1 patrol, sandbox, and standing guard in each settlement.
I assumed the guards are vulnerable and may pass during battle, is there a way to make them essential/invulnerable so that I may stimpak them during battle instead of sadly replacing them? With the other mod a sentry bot came and instantly ended a BOS in power armor
Ohh, I'm planning on using Robco Patcher for my personal loot overhaul mod. So, if I see correctly, you can just use 'xx' for the first 2 ID figures so you're not tied to the position of the mod in load orders?:)
Not with RobCo Patcher, no. You'd need to remove the first two FormID figures. You could also remove all of the following zeros if you wanted to. For example, 0800980A could just be written as 980A, at least for regular ESPs, that is.
For light ESPs, it's a bit different. You'd need to remove the first two figures, and then the next two after that. For example, FE06009A would just be written as 9A.
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See any of the WATM Tweak patches in the Optional Files tab for this mod.
EDIT: I was persistent, as I didn't want to give up because I've loved this mod since I've added it and really wanted the Power Armor version to work. I looked in xEdit and found out it's because the soldiers only become available to make once you are level 50. I completely understand this requirement in terms of balance, I just didn't realize that was there. Lowering the level requirement of the recipes made them available for me :)
I assumed the guards are vulnerable and may pass during battle, is there a way to make them essential/invulnerable so that I may stimpak them during battle instead of sadly replacing them? With the other mod a sentry bot came and instantly ended a BOS in power armor
So, if I see correctly, you can just use 'xx' for the first 2 ID figures so you're not tied to the position of the mod in load orders?:)
For light ESPs, it's a bit different. You'd need to remove the first two figures, and then the next two after that. For example, FE06009A would just be written as 9A.
Thanks for the help!^^