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.
Tumbajamba's Minutemen Armor Collection - in addition to the patch. install the "LL Injection" option from Tumbajamba's mod, do not use the "Armor LL" from this mod (fomod installer already unchecks this), then install the "General Inventory" patch to have the new NPCs added by this mod also use Tumbajamba's armors.
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.
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
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.
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.
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.
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.
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.
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
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.
Hey Warsaw, thanks for making a patch for Ragged Thunder! I'm not very knowledgeable about levelled lists and compatibility issues so I appreciate you making it easier for people. Cheers!
The version with the leveled list changes would also work but I have a different progression implementation with this mod so I recommended the outfit version. As for compatibility, I am using RobCo, which uses F4SE, to inject into vanilla leveled lists but I think I've seen people use DankRafft's Injection Script for non F4SE.
Two sick minutemen mods dropped, it would be sick to get some additions with that from Ragged thunder - Milsurp - Militarized Minutemen as a rank hierarchy over time with levels. Either way I love this mod as this has been a default thing for my load order good work!
Haven't checked Ragged Thunder but Milsurp can work using the "General Inventory Patch". Not sure about having them all together though. Will see. Though other people are welcome to make patches like it. :)
Great news, Ragged Thunder and milsurp work well with this mod which is a relief, the only problem i'm facing is the militarized minutemen soldiers not popping up, other than that the mods are extremely compatible which is great.
Try loading the patch to Militarized Minutemen after the other overhauls. That patch only changes the new high level NPCs added by this mod so high level variants would be using Militarized Minutemen equipment.
Great to see this works well with Ragged Thunder, though I hope we still see this patched with Improved Minutemen so we can have a safe guarantee that RT clothes will spawn with his throughout the game
Agreed. A proper patch would be very welcome. It, like Thumba's collection, would go a long way toward addressing the main drawback of improved-series mods: the samey look and feel shared by most factions.
I'd really like to see a patch that uses Ragged Thunder for regular troops and then one out of four or five would be an "officer" wearing a Tumba outfit, which can scale up as you level.
I have Tumbajamba's Minutemen Armor Collection with the LL and this mod. But all minutemen spawn with the default clothes and without any armor. What am i doing wrong?
Check that you have the following: - Tumbajamba's MM and its "LL Injection" option installed - Uncheck "Armor LL" when installing this mod (Fomod should automatically uncheck this if it detects the ESP from Tumbajamba's mod) - Install the General Inventory patch from this mod along with the patch to Tumbajamba's MM, this would make the new NPCs added by this mod use Tumbajamba's armors - Also check the power armor patch to Tumbajamba's mod so the dragoons would wear it
Say I want to use Tumbajamba's Minutemen Armor Collection paired with Ragged Thunder - Minutemen Overhaul (main outfit+LL) and your mod - would that blow up in my face? I really like the militia style of Ragged Thunder as it sets them further apart from the gunner vibe with this mod.
Haven't checked yet but it depends on how Ragged Thunder distributes the new armor. With the exception of the "Armor LL" option, both this mod and Tumbajamba's inject new armor to the vanilla Minutemen leveled list. If Ragged Thunder does as well then it should work, especially with the "General Inventory Patch". However, if it replaces the outfit record on the Minutemen npcs then no, it would need a patch to work.
Haven't tried it yet but if it edits the MinutemenOutfit object then the "General Patch" would suffice as it would default all the new NPCs to using the vanilla MinutemenOufit record.
I noticed invisible dragoon minutemen running around in power armor (power armor is visible, but no one is inside it) when interacting, the game crashes
If you were using a version before 2.0.0, revert to that. From version 2.0.0, all ESPs have been converted to ESPFEs so npc form ids have changed. Version 2.0.0 onwards requires a new game.
If that is not the case there may be something that is conflicting with the LvlMinuteman record. You can check that in the xEdit. This was something that happened with legendary variants in particular.
yep, it was the legendary minuteman, I just looked at fo4edit, maybe there's a problem with the T65 power armor patch, maybe because it's esl ARMO \ Models \ Model \ MODL - Armor Addon -> [FE001068] <Error: Could not be resolved> ARMO \ KWDA - Keywords \ Keyword -> [FE001002] <Error: Could not be resolved> and other ========= 6 error showed
There are 2 patches for the T65 armor, one for the ESL and another for the ESP. The fomod installer should detect which one you have installed but be sure to only have either the ESL or the ESP version of the T65, not both.
429 comments
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.
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:
This should also automatically update the form IDs on other loaded plugins.
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.
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.
The version with the leveled list changes would also work but I have a different progression implementation with this mod so I recommended the outfit version. As for compatibility, I am using RobCo, which uses F4SE, to inject into vanilla leveled lists but I think I've seen people use DankRafft's Injection Script for non F4SE.
Probably a lot of work involved though - but it would make this mod perfect.
- Tumbajamba's MM and its "LL Injection" option installed
- Uncheck "Armor LL" when installing this mod (Fomod should automatically uncheck this if it detects the ESP from Tumbajamba's mod)
- Install the General Inventory patch from this mod along with the patch to Tumbajamba's MM, this would make the new NPCs added by this mod use Tumbajamba's armors
- Also check the power armor patch to Tumbajamba's mod so the dragoons would wear it
If that is not the case there may be something that is conflicting with the LvlMinuteman record. You can check that in the xEdit. This was something that happened with legendary variants in particular.
ARMO \ Models \ Model \ MODL - Armor Addon -> [FE001068] <Error: Could not be resolved>
ARMO \ KWDA - Keywords \ Keyword -> [FE001002] <Error: Could not be resolved>
and other
=========
6 error showed