About this mod
Places a number of unique Minutemen throughout the Commonwealth for you to find, recruit, and send to your settlements.
- Requirements
- Permissions and credits
- Changelogs
- Donations
- All of these Minutemen were built on their own unique base records to avoid conflicts with other Minutemen mods.
- All of them have been given height scaling at a ratio consistent with my "We Have Names" series, but this mod does not require anything from that series.
- All of them have unique names to further separate them from common Minutemen. If you're using a mod that randomly generates names for common Minutemen (e.g., Real Name Settlers, Alias Framework, etc.), make sure "Recruitable Minutemen" loads after the naming mod to avoid potential naming conflicts.
- All of them rise in level at a rate equal to the player character, allowing them to become stronger than common Minutemen over the course of a play through.
- All of them provide a small defense bonus when assigned to a settlement, although the exact amount varies from one Minuteman to the next.
- Many of them have "bushcraft" skills which, during play, will present as a small bonus to a settlement's food or water rating, and in some cases, the Minuteman in question will not require a bed as if to represent their ability to fashion a makeshift shelter.
- Some of them served as "morale officers" (or the like) for their original unit, so they convey a happiness bonus comparable to dogs and cats when assigned to a settlement.
- Some have natural scrounging ability, operating as if assigned to a scavenging station, but still retain the ability to be assigned to other jobs.
- Some of them were medics for their former group and, therefore, have doctor functions as if assigned to a tier 1 medical clinic, but can still be assigned to other jobs. Warning: Assigning them to jobs with barter menus (e.g., other vendor types) or with unique dialog (e.g., surgery chair, eye exam station, etc.) can interfere with their medical functions, making those functions inaccessible. To be safe, only assign them as guards, provisioners, scavengers, or crop tenders. As with regular doctors, these medical abilities are only available during normal working hours, so you must wait until the Minuteman is "off duty" to swap gear.
- Optionally, Recruitable Minutemen Expanded provides individualized outfits for each Minuteman introduced in this mod.
- Update (v2): All of these Minutemen are gated behind "The First Step," so you will not be able to recruit them until you become the General. Note, however, if updated mid-game, the change may not apply to a Minuteman who loaded before you become the General. If you become the general and the recruit prompt doesn't appear, you may need to use the "moveto" command in the console to bring the Minuteman to a settlement whereupon he/she can be recruited via the "Move" command while in workshop mode.
Location
The majority of these Minutemen are located near occupied settlements and, in most cases, are positioned between the settlement and a nearby threat. The remainder are scattered throughout the Commonwealth for you to find on your own. Happy hunting.
Future Plans/Wish List
I'd like recruitment to happen through dialog prompts, but I don't yet know how to set that up, so this mod relies on rlbaxter's RL_Recruit_Framework to provide the recruitment prompt. Therefore, we'll just have to pretend we're having meaningful conversations with these Minutemen before shipping them off to a settlement.
My Recruitable Faction Mods
At A Minute's Notice - Recruitable Minutemen
Recruitable Minutemen Expanded
Atom's Faithful - Recruitable Children of Atom
One Man's Trash - Recruitable Scavengers
My Minutemen Mods
At A Minute's Notice - Recruitable Minutemen
Recruitable Minutemen Expanded
Diverse Minutemen
Special Thanks
rlbaxter for his Recruit Framework and the quest-gating script.