Are they in Interior cells? maybe that's why I cant find 4 minutemen in my playthrough is so heavily MODed that I can't seem to encounter them most of my interiors are already hijacked by mods still checking the COA and Scavengers but so far I've seen a few just manage to get it in my list. Still trying to put in your cut content but need further testing CTD in some cut content character mostly the super mutants one.
None of them are in interior cells, but some are close enough to open buildings that they can access them to interact with furniture, workbenches, and so forth. Also, their sandbox packages let them get pulled away from their initial locations by enemies, after which they will sandbox at the new location once the fight is over. I plan to remove that wandering ability in a future update so that they'll return to their original spot.
CoA and Scavengers don't have the wandering sandbox, so they will always return to their starting points (unless they get stuck due to landscape or wonky navmesh); however, a lot of them are in out-of-the-way places because I had to find spots that would be both interesting to their respective factions, but not already occupied by other NPCs or creatures. Pickings were rather slim, so their locations aren't in-your-face obvious, but still make sense for the NPCs in question.
If you're getting CTD from one of my cut super mutants (there are two), it is likely a mod conflict somewhere, as my super mutants are just super mutant bosses with names. Might you be using the other mod that restores one of those super mutants? Apparently, that mod broke some super mutant data, and there's no indication in the changelogs that the issue was fixed, even though the mod continues to receive updates.
Found it its Tales from the commonwealth it adds the watcher back and some other cut content characters, the other is allright supermutant companion it messes the script of killing boss super mutants will change load orders or find other way to make it work kinda already made a super mutant settlement at Murkwater construction with quite the number of supermutants.
I was unaware that Tales restored some cut characters. Most of my restored NPCs don't use their vanilla records, though, so the only potential conflicts are with the handful that still do. I'll have to take a look.
That's too bad regarding Allright. I wanted to make a super mutant settlement, too, and make him a part of it. I guess he'll get scrapped from that idea.
Okay, checked out Tales of the Commonwealth. It doesn't restore any cut content characters. The character named "Watcher" in TotC is a human and part of the BoS, while "The Watcher" from my mod is a super mutant.
Also, fo4edit isn't showing any conflicts with Allright the super mutant either, but I don't know if fo4edit would detect a broken script, so it may well be a problem.
Will check again but after disabling those 2 I manage to see the supermutants Need to make notes again. maybe its my mod order thats making it CTD. I am not that good with computers/Programs and only doing manual disable to see which one are conflicting
Glad you like it. Of all the mods I've made, it is probably my favorite, or at least in the top three. I have some "upgrades" in mind, but no timeframe to release them. Hopefully you'll still be playing this game then so you can take it for a spin. :-)
Don't know how I didn't see this question, so my apologies for the delay.
Anyway, as mentioned in the description, most are located near settlements that come with preexisting settlers (e.g., Abernathy, Tenpines, Finch, etc.), but you have to find the rest on your own. However, in a post below, I noted that, if you find one or two of these "mystery" Minutemen, their locations make perfect sense and hint at where you can find the others.
I love the mod. Always wondered where all those old Minutemen were once you got the ball rolling. I'll use Expanded next playthrough, given all the requirements. Endorsed!
Yeah, the expansion does have a hefty list of DL requirements, which is why I ended up turning it into an add-on. That said, I have an alternative in the works that uses We Are The Minutemen and Minutemen Leather Armor Paint - Standalone for the personalized armor/outfit sets. If all goes as planned, it should be ready to go in a few days.
In any case, thanks for the endorsement. I hope the mod serves you well.
Well, I spoke too soon. The armor/outfit sets I put together with WATM weren't sufficiently distinct from regular Minutemen, so back to the drawing board.
can you give us a total count of how many they are so I can recruit them all? thanks and well done needed a new minutemen theme NPC for my play through not generics but unique making a must for me
There are 18 in total. Most should be relatively easy to find since, as mentioned in the description, they're located near settlements. You'll have to hunt down the rest, but when you find them, their locations should make perfect sense. It should give you a clue where to look for the rest of these "secret" Minutemen as well. ;-)
The mod's header picture shows all of them, by the way. Obviously, I just spawned them in for the shot, but they're all in the picture.
If you aren't aware, I posted Recruitable Minutemen Expanded a few days ago, which gives these Minutemen "unique" armor/outfits. It has a lot of download requirements, though, so it isn't for everyone. I'm working on an alternative that will have only one or two required downloads at most, which may be ready by the weekend.
No rush. In fact, I have an alternative armor/outfit pack in the works that has only four requirements, and you already have two of them (i.e., this mod and the recruit framework). The other two are We Are The Minutemen and Minutemen Leather Armor Paint - Standalone. It won't have as much armor/outfit variety as "Recruitable Minutemen Expanded," but it'll be easier to fit into a big load order and still allow for my Minutemen to have "customized" armor/outfit sets. It is a good middle ground between my big armor/outfit mod and the vanilla loadouts from this mod.
Well, I spoke too soon. The armor/outfit sets I put together with WATM weren't sufficiently distinct from regular Minutemen, so back to the drawing board.
Currently building my load order for a new run because I've never done that properly before, so before I download (I will! I just...need to finish sorting over 100 workshop mods first), I need to ask: does this come with any land/cell edits, or are these folks just dropped down in the world as-is?
No edits. They're just dropped into the world space, so you're good to go. However, other mods that tinker with the previsbine data where these NPCs are placed should load after this mod. There's a brief discussion in the comment section of my "Old Man Billy" mod that explains this, if you're interested.
Yep. As long as it is higher than, say, a custom settlement the regenerates precombines or far-reaching quest mods that make a lot of cell edits throughout the game world, you should be good to go.
I'm not familiar with that mod, but looking at the description, it might already work with my mod--at least partially. Since it functions as a replacer, it should replace the uniforms, weapons, and basic inventory objects from my mod. Possibly the armor, too. If you haven't done so already, do a test run and see if ODST has any effect and post the results back here.
That being said, the author made a post in the comment section leaving all permissions open, so I can look into a more thorough integration at some point. It'll likely be a little bit before I can do that, though, as I still need to finish the upcoming armor/outfit expansion. Likewise, I've received permission to make a "We Are The Minutemen" version, so that will follow the armor/outfit expansion. A full ODST version would follow that.
Of course, all of this assumes "Recruitable Minutemen" garners enough interest to continue development. The downloads started off well enough, but have already fallen to a trickle, so the only guarantee right now is the armor/outfit expansion since much of the work is already done. We'll see how things go.
My Minutemen, as they appear in this base mod, draw their laser muskets and most of their miscellaneous belongings from leveled lists. Their armor will always be leather, but the game automatically randomizes it between light/medium/heavy, so it'll change with each new play through. Likewise, all of them wear standard Minutemen uniforms. I left all of these items in their vanilla form, so if ODST (or any other mod) changes and/or replaces the vanilla records, those changes/replacements should apply to my Minutemen as well.
That said, the upcoming expansion will give them personal outfits that won't get changed by other mods, but if you're using ODST (or other "overhaul" mod), you won't need the armor/outfit expansion anyway, especially if I make an ODST-specific version down the road. Theoretically, I could make variants for a lot of these Minutemen overhaul mods (e.g., W.A.T.M, Militarized Minutemen, ODST, etc.), assuming I can get permission to use the mods in question. I'll make 'em all if there's enough interest.
I have ideas for other NPC collections like this one, including recruitable vendors. Once I finish the armor/outfit expansion for this one, I'll reassess and determine what's next.
44 comments
CoA and Scavengers don't have the wandering sandbox, so they will always return to their starting points (unless they get stuck due to landscape or wonky navmesh); however, a lot of them are in out-of-the-way places because I had to find spots that would be both interesting to their respective factions, but not already occupied by other NPCs or creatures. Pickings were rather slim, so their locations aren't in-your-face obvious, but still make sense for the NPCs in question.
If you're getting CTD from one of my cut super mutants (there are two), it is likely a mod conflict somewhere, as my super mutants are just super mutant bosses with names. Might you be using the other mod that restores one of those super mutants? Apparently, that mod broke some super mutant data, and there's no indication in the changelogs that the issue was fixed, even though the mod continues to receive updates.
That's too bad regarding Allright. I wanted to make a super mutant settlement, too, and make him a part of it. I guess he'll get scrapped from that idea.
Also, fo4edit isn't showing any conflicts with Allright the super mutant either, but I don't know if fo4edit would detect a broken script, so it may well be a problem.
Anyway, as mentioned in the description, most are located near settlements that come with preexisting settlers (e.g., Abernathy, Tenpines, Finch, etc.), but you have to find the rest on your own. However, in a post below, I noted that, if you find one or two of these "mystery" Minutemen, their locations make perfect sense and hint at where you can find the others.
Yeah, the expansion does have a hefty list of DL requirements, which is why I ended up turning it into an add-on. That said, I have an alternative in the works that uses We Are The Minutemen and Minutemen Leather Armor Paint - Standalone for the personalized armor/outfit sets. If all goes as planned, it should be ready to go in a few days.
In any case, thanks for the endorsement. I hope the mod serves you well.
Well, I spoke too soon. The armor/outfit sets I put together with WATM weren't sufficiently distinct from regular Minutemen, so back to the drawing board.
The mod's header picture shows all of them, by the way. Obviously, I just spawned them in for the shot, but they're all in the picture.
If you aren't aware, I posted Recruitable Minutemen Expanded a few days ago, which gives these Minutemen "unique" armor/outfits. It has a lot of download requirements, though, so it isn't for everyone. I'm working on an alternative that will have only one or two required downloads at most, which may be ready by the weekend.
No rush. In fact, I have an alternative armor/outfit pack in the works that has only four requirements, and you already have two of them (i.e., this mod and the recruit framework). The other two are We Are The Minutemen and Minutemen Leather Armor Paint - Standalone. It won't have as much armor/outfit variety as "Recruitable Minutemen Expanded," but it'll be easier to fit into a big load order and still allow for my Minutemen to have "customized" armor/outfit sets. It is a good middle ground between my big armor/outfit mod and the vanilla loadouts from this mod.Well, I spoke too soon. The armor/outfit sets I put together with WATM weren't sufficiently distinct from regular Minutemen, so back to the drawing board.
I'm not familiar with that mod, but looking at the description, it might already work with my mod--at least partially. Since it functions as a replacer, it should replace the uniforms, weapons, and basic inventory objects from my mod. Possibly the armor, too. If you haven't done so already, do a test run and see if ODST has any effect and post the results back here.
That being said, the author made a post in the comment section leaving all permissions open, so I can look into a more thorough integration at some point. It'll likely be a little bit before I can do that, though, as I still need to finish the upcoming armor/outfit expansion. Likewise, I've received permission to make a "We Are The Minutemen" version, so that will follow the armor/outfit expansion. A full ODST version would follow that.
Of course, all of this assumes "Recruitable Minutemen" garners enough interest to continue development. The downloads started off well enough, but have already fallen to a trickle, so the only guarantee right now is the armor/outfit expansion since much of the work is already done. We'll see how things go.
My Minutemen, as they appear in this base mod, draw their laser muskets and most of their miscellaneous belongings from leveled lists. Their armor will always be leather, but the game automatically randomizes it between light/medium/heavy, so it'll change with each new play through. Likewise, all of them wear standard Minutemen uniforms. I left all of these items in their vanilla form, so if ODST (or any other mod) changes and/or replaces the vanilla records, those changes/replacements should apply to my Minutemen as well.
That said, the upcoming expansion will give them personal outfits that won't get changed by other mods, but if you're using ODST (or other "overhaul" mod), you won't need the armor/outfit expansion anyway, especially if I make an ODST-specific version down the road. Theoretically, I could make variants for a lot of these Minutemen overhaul mods (e.g., W.A.T.M, Militarized Minutemen, ODST, etc.), assuming I can get permission to use the mods in question. I'll make 'em all if there's enough interest.