445 comments

  1. Warsaw2135
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    See the Read Me article for more details.

    Patches & Compatibility
    NOTE: If you are using other Minutemen overhauls such as WATM, FWM, or MM, do not install the Leveled List option under Extras, which would inject vanilla armors to the armor leveled lists, and the Vanilla Module, which would overwrite the vanilla Minutemen levels wherein they will level with you up to a certain point e.g. Minutemen you encounter at level 1 will level with the player up to level 5 and so on.

    If you are using multiple Minutemen overhauls, then you should only pick one patch e.g. if you have all 3, WATM, MM, and FWM (not the all-in-one), then you pick the patch you want the new NPCs to look like.
  2. Warsaw2135
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    Announcement
    As of version 2.0.0, all plugins are now ESPFEs. This means the form IDs have change, which means updating to it would require a new game. Do not update on an existing save or playthrough. You will get issues where NPCs would have no names.

    If you have patches that depend on this mod, the ESPs are compacted using the xEdit's "Renumber FormIDs from..." feature and set to start at 800. To update your patch:

    • Load the Legacy ESP version (or what you currently have pre-ESPFE) and your patch/es
    • Right-click on the Legacy ESP then "Renumber FormIDs from..." and set the value to 800

    This should also automatically update the form IDs on other loaded plugins.
  3. Hello Warsaw, I’m using your improved mods and I have to say—they’re my favorite faction overhauls out there. They’re incredibly customizable, packed with interesting mechanics, and very compatibility-friendly—truly the crème de la crème!
    That said, I wanted to ask about compatibility with the Diverse Minutemen patch. I currently use the Diverse Wasteland mod, which is the all-in-one version of the Diverse series to save space in my load order. However, the mod author mentioned it's not compatible with the standalone versions of each individual mod. I’d love to add some variety to your enhanced Minutemen, but since I can’t use both mods and I’m pretty inexperienced with modding, could you possibly guide me on how to create a patch between your mod and Diverse Wasteland, if that’s even possible?
    Also, I’m using a mod that caps my level at 50 to avoid scaling enemies into bullet sponges. Am I missing out on any of your added legendary spawns by doing this? Thanks in advance!
    1. Warsaw2135
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      Thanks! :)

      The patch for Diverse Minutemen is old. It was for version 3.0 which had some incompatibility with npc records. From what I can tell, the latest versions, including Diverse Wasteland, does not have an issue anymore so it does not need a patch and should work well together.

      As for level caps, a good amount of the changes for the improved faction mods is to add new npcs at the higher levels 50+ so adding a level cap of 50 would prevent those npcs from spawning, except if you have mods like Unleveled World.

      For bullet sponges, there are a combination of mods that deal with that such as the Scourge + True Damage. Personally, I use a combination of DirectHit (targeting unarmored limbs kills them faster than targeting armor), DeadEye (instant kill with head destruction), Bastion + More Durable Power Armor Pieces (so power armor is not paper mache), Dak's Weapon Rebalance, and Vanilla Weapons F76 Damage (Energy weapons damage only as ballistics will be from Dak's Weapon Rebalance).
  4. Juliotastrophe
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    Hey Warsaw, Don't mean to bother but I can't seem to get any of the Minutemen to spawn with the enforcer armor, even in random encounters, they don't appear. I'm using the We are the Minutemen mod along side this. If it helps. I'm also above lvl 85 so I don't know why they are not around.
    1. Warsaw2135
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      At the moment, the Enforcer armor is given to a specific legendary that spawns up to level 60. At level 85, that legendary would be replaced. The next update would add a new options that would distribute the armor to vanilla NPCs or the vanguard variant. The one under Miscellaneous is for the legacy version and would not work from version 2.0.0.
  5. savagek29
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    Is it possible to use just the Encounters Module? I attempted to install it that way using the fomod, but afterward, it showed that the improved ESP was still required as a master.

    *edit* Nevermind. Went through the fomod options a few more times and figured it out.
  6. DogeDogovich
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    will this mod work if i install it when im in mid-end game?
    1. Warsaw2135
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      It should be fine.
  7. Kyguy89
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    Question for the awesome author. I'm using your entire series of these mods but I dont like the vanilla armor. Would a clothing only mod be compatible with this mod if loaded after it or no? Example:

    https://www.nexusmods.com/fallout4/mods/91376
    1. Warsaw2135
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      Don't install the "Armor LL" option for this mod so it does not give the vanilla Minutemen the custom armors. Then install the "General > Inventory" patch which should make the new npcs added by this mod use the vanilla armors.
    2. Kyguy89
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      Thank you!
  8. rwgjifjiwjirf
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    in the improvedminutemen esp the leveled npc record for LCharMinutemen and LCharMinutemen_RECheck are completely overriden by this mod which conflicts with militarized minutemen. I never checked the vanilla option in the fomod so I am not sure why these vanilla records are being touched, and I don't see how militarized minutemen can spawn after this since you've restored the vanilla records instead of militarized and added your own ones into it. The militarized minutemen patch only adds it to heavy minutemen but base records are changed. Is there something I'm missing here?
    1. Warsaw2135
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      Yes, this mod's "Expanded Module" will add new npcs to the vanilla leveled lists, like LCharMinutemen and LCharMinutemen_RECheck. If you have other mods that add to those then you would either need to make a bashed patch for leveled lists only, which would automatically merge those, or do it manually. Either way, it would be something that you would need to do for your specific load order.
  9. kcissicknasty
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    for We Are the Minutemen, do you load ImprovedMinutemen.esp before or after W.A.T.Minutemen.esp? :O
    or do I merged the Leveled NPC records??
    1. Warsaw2135
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      The conflict would be on the NPC leveled lists so merging those would suffice. All changes to vanilla Minutemen are done using RobCo Patcher so the ESP patch for WATM only edits the new NPCs added by Improved Minutemen to give them the same look as WATM NPCs.
  10. Vantonne
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    Hello. Is it possible to create a patch between this mod and Minutemen Revamped(https://www.nexusmods.com/fallout4/mods/79341)? I'd do it myself but it's been a long time since my heavy modding days and I'm unsure of how to create a bashed patch in fallout 4, as opposed to skyrim, and I fear I'd botch it up. 
    1. Warsaw2135
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      Yes, it is possible. The manual way would be to create a new plugin merge all changes the LCharMinutemen, which would be specific to your load order.

      Bashed patch are made using Wrye Bash. I only use it for the "Leveled List" function so it would merge all conflicting leveled lists. Though it would also be a good idea to check the created bashed patch ESP to see if the results are what you expect.
  11. KateReaver
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    So, this mod mostly works for me but there is some odd inconsistenticies. I am using Far West MM and MM armor collection. Minuteman out in the world map seem fine, but it seems like newly spawned NPC's or those you enter other cells they use vanilla clothing. It's the strangest thing
    1. Warsaw2135
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      If you are using a bashed patch, check LL_Minutemen_Clothes_or_Armor in xEdit. You may need to make patch to stop it from readding the records from Fallout4.esm. Or you can try adding a DELEV and RELEV tag to Far West Minutemen.esp.
    2. KateReaver
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      I'll give it a shot and thanks for answering. Not sure why Far West doesn't work properly out the gate when it come with a patch in the installer.

       You obviously don't have to and have a lot on your plate as is, but I really would appreciate if when you ever get a moment to see if it working on your end with MM spawning with the non vanilla armor, that way if nothing else can confirm if its a me thing or a small oversight. Either way thank you for making this mod.
    3. Warsaw2135
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      I tried it. That's how I found the issue with LL_Minutemen_Clothes_or_Armor in the bashed patch. Another thing you could to is load your entire mod list with xEdit and check LL_Minutemen_Clothes_or_Armor in Fallout4.esm to see which mods change it. Do note that it would not show you changes that are done via script injections so you would also need to check the "References" tab at the bottom to see what other records use it eg. script injection quests.
    4. KateReaver
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      I managed to fix it after some work, thank you. Would it be too much trouble to fix it on your end out the box next time you update whenever you have the time? If its a bit more work then needed then a simple thing then its cool.

       I tried this mod with Militaztized Minutemen and We Are and no issues what so ever. Its just strangely Far West. Not sure why and not nearly smart/knowledgeable about modding enough to say.
    5. Warsaw2135
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      Not something that can be done from this mod out of the box as the changes that need to happen would either need to be in a wrye bash or a leveled list patch that is specific to your load order. The patch this mod provides only edits the new NPCs, not the vanilla NPCs where the issue was happening.
  12. Jenpants
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    gosh i wanna try your mod so bad but i use the storywealth collection and im not entirely sure whats compatible with what (or not)when it comes to the MM mods xD
    1. Warsaw2135
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      You can try running the fomod installer. It should detect which mods it can use along with which patch should be installed e.g. WATM and Tumbajamba's Minutemen Armor Collection patches.