Uh, do these Minutemen respawn if you haven't recruited them yet? I encountered "Dave Harmon" (whom I assume is from your mod) on the road between Forest Grove and Fort Hagen, but was too late to save him from the swarm of wild dogs and blood bugs that were attacking. I wouldn't mind if these special Minutemen were protected, given almost everyone else in the settlements are by default.
I haven't tested this, but you could spawn him in via console and try to recruit him thereafter. He's one of the NPCs who boost settlement happiness, so if that's important to your play through, it may be worth it.
No worries, I dislike friendly NPCs dying necessarily, so I stopped playing until I heard from you, then loaded an earlier save where he's confirmed to be alive and well.
It's unclear why this happens, but it doesn't mean the Minutemen's protective attribute has been removed, but rather that they are being attacked by something that is determined to be an attack by the player. Anyway, when that notification appears, find the corpse and revive it with the console command.
My mod adds unique, named Minutemen for recruitment. Not generic, unnamed Minutemen. So, if something is killing them, I'd expect "Kill Feed" to use their names, not the generic "Minuteman" descriptor.
Sorry for the confusing expression. I meant all the Minutemen added in this MOD.
For example, this happened today, I completed the quest to acquire Somerville Place so I fast traveled over there. Upon arriving, they were informed that "Nora has murdered Josh Everett." I couldn't find the body so I looked up the Ref ID and used console commands to lure him in, then resurrected him, hired him and sent him off to Somerville Place.
However, this is not something that only happens to them; people may receive notifications about killing wild animals without their knowledge, such as "Nora killed XXX," even when they are simply walking around. They were NPCs with names, so they made a strong impression on me, and it wasn't intended to be a glitch in the mod or anything like that.
I'll have to give Kill Feed a look, as it sure sounds like it is removing an NPC's "protected" flag on your character's behalf, causing it to register as your fault when the NPC is killed. Considering where I placed Josh, there are no friendlies out there to kill him, but there a lot of enemies. He was one of the most difficult NPCs to place, as Somerville is surrounded by a ton of enemy spawn points. I had to move him so many times to ensure he wasn't already engaged in a fight upon first encountering him that I don't recall his exact placement. Only that he's close enough to Somerville Place to give the impression that he's watching over the family.
The first time I met Josh, he was relaxing at Somerville Place. Perhaps because I used another mod to expand the settler sandbox, I often found Minutemen in the settlements before hiring them with this mod.
Regarding Minutemen deaths, I also saw the same phenomenon near Vault 81 and Gunner Plaza. The case of Vault 81 is particularly memorable because he was found collapsed in a secure shed right in front of the entrance. In both cases, the protective properties remained on the corpses. I didn't witness the deaths so I don't know what happened.
I created a profile with a minimal load order to see if I could reproduce this issue. I tried repeatedly fast traveling to Somerville Place and Vault 81, with long waits in between, but I was unable to reproduce the effect.
Even if some other mod is involved, I know it's not something that can be done intentionally... At the very least, Josh died mysteriously not only in this one but in previous playthroughs as well.
The sandbox packages I gave to these Minutemen allow them to wander away from their original placement spots, so it isn't a surprise that they end up in nearby settlements. I plan to remove that "feature" in a future update, though, as the current configuration can allow them to end up on the other side of the map under the right conditions. Kinda defeats the mod's purpose if these Minutemen wander too far from the areas they're supposed to be watching.
The Minutemen in this mod are self-contained and template free, so the only way their protected flag can fail is if another mod overrides the protected flag, perhaps in the same way that Nuka World overrides protected flags when conquering settlements with the violence option. The NPC (Actor) records don't lose the protected flag, but the conquest scripts override it so that the NPCs can be killed by the raiders. Kill Feed might be doing something similar.
The standalone version of Kill Feed that I use is explained as working in conjunction with a system called Story Manager to display notifications. It doesn't seem like there will be any scripting involved with NPCs. If it overwrites the protection state then I would assume it's a different mod. Unless ffnbbq accidentally shot and killed a Minuteman, I think the same thing happened to me.
Can this mod be flagged as esl without problems? I like the idea of being able to recruit minutmens, but I'm close to the limit and would like it better if this mod didn't count towards the limit.
Thanks for downloading. I have an update planned for the not-too-distant future, but no ETA. Hopefully you'll finish your current play through since it is likely that the update will require a new game.
Can we possibly get an update to this and the Scavengers mod to make them ESLs so they can be compatible with the new RL framework ESL? I assume that is why I cannot recruit the minuteman I just found...
My mods don't need to be .esl files to work with the newest version of the recruit framework. In fact, my understanding is that the newest version of the recruit framework should still work with mods that use the previous version--after all, rlbaxter hasn't updated his own mods to require the new version because the only change was how the framework handles the unique vanilla NPCs listed on the Recruitable NPCs description page.
That said, since you specifically mentioned not being able to recruit Minutemen, I have two questions:
1. Are you the General? My Minutemen can't be recruited unless you are the General. 2. Do the Minutemen you're trying to recruit have names? My Minutemen are unique, named NPCs. They are not the generic Minutemen that spawn as the game progresses. This may seem like a dumb question, but you'd be surprised how many users think this mod affects generic, vanilla Minutemen. It does not. It only allows recruitment of the 18 unique Minutemen I hand placed in the world. The same is true for my other "Recruitable Faction" mods, too.
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.
63 comments
I was using a mod that notifies you when someone kills an NPC, and I got a notification that said, "Player killed a Minuteman."
It's unclear why this happens, but it doesn't mean the Minutemen's protective attribute has been removed, but rather that they are being attacked by something that is determined to be an attack by the player.
Anyway, when that notification appears, find the corpse and revive it with the console command.
For example, this happened today, I completed the quest to acquire Somerville Place so I fast traveled over there.
Upon arriving, they were informed that "Nora has murdered Josh Everett." I couldn't find the body so I looked up the Ref ID and used console commands to lure him in, then resurrected him, hired him and sent him off to Somerville Place.
However, this is not something that only happens to them; people may receive notifications about killing wild animals without their knowledge, such as "Nora killed XXX," even when they are simply walking around. They were NPCs with names, so they made a strong impression on me, and it wasn't intended to be a glitch in the mod or anything like that.
Regarding Minutemen deaths, I also saw the same phenomenon near Vault 81 and Gunner Plaza.
The case of Vault 81 is particularly memorable because he was found collapsed in a secure shed right in front of the entrance. In both cases, the protective properties remained on the corpses. I didn't witness the deaths so I don't know what happened.
I tried repeatedly fast traveling to Somerville Place and Vault 81, with long waits in between, but I was unable to reproduce the effect.
Even if some other mod is involved, I know it's not something that can be done intentionally... At the very least, Josh died mysteriously not only in this one but in previous playthroughs as well.
The Minutemen in this mod are self-contained and template free, so the only way their protected flag can fail is if another mod overrides the protected flag, perhaps in the same way that Nuka World overrides protected flags when conquering settlements with the violence option. The NPC (Actor) records don't lose the protected flag, but the conquest scripts override it so that the NPCs can be killed by the raiders. Kill Feed might be doing something similar.
Unless ffnbbq accidentally shot and killed a Minuteman, I think the same thing happened to me.
That said, since you specifically mentioned not being able to recruit Minutemen, I have two questions:
1. Are you the General? My Minutemen can't be recruited unless you are the General.
2. Do the Minutemen you're trying to recruit have names? My Minutemen are unique, named NPCs. They are not the generic Minutemen that spawn as the game progresses. This may seem like a dumb question, but you'd be surprised how many users think this mod affects generic, vanilla Minutemen. It does not. It only allows recruitment of the 18 unique Minutemen I hand placed in the world. The same is true for my other "Recruitable Faction" mods, too.
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.