To get the ranks the manual edits made in the WATM version is needed. So if you want ranks with Militarized Minutemen without WATM a patch for that would need to be made.
If you don't mind, I'd like to make a request slightly outside of the main scope of this mod.
Would it be possible for a version of this to be made which doesn't require WATM, but does affect the NPCs added by Militarized Minutemen? If it's something you wouldn't want to do yourself (all good if not) is there a way you could direct me on how to alter the main mod to affect these NPCs and I'll make the relevant edits in xEdit?
You could use the light version that will rename them to "Minuteman X". If they have ranks you forward the spell and update naming as you want. Would need to have WATM installed while doing it. It's actually quite straightforward to do.
So I would just temporarily install the WATM mod and the version of this mod requiring it so that I could forward the changes to the version that doesn't require it in xEdit?
Any chance you can make a version of this that doesn't require WATM?
It might be a petty(? The word I'm looking for isn't coming to me at the moment) reason, but I don't like using WATM because of how blue and face-covered it makes them.
The Castle sometimes spawns nameless minutemen and I have some other mods that create minutemen patrols, so it's kind of weird having them be nameless while a bunch of other factions have named characters when I use the other Alias mods.
Also, thanks for your Alias - Introduction mod. It's great!
Sorry for the late reply, didn't notice it with all the other notifications.
Thank you so much for taking the time to make a simplified version that doesn't require WATM! I really appreciate it and I hope you know that you are an awesome person.
*Edit: "Alias - Minutemen Introduction.esp" was giving me a missing "W.A.T.Minutemen.esp" Master. Just Cleaning the Masters list in FO4Edit seemed to take care of it. Spawned minutemen from console commands seem to be working as intended. Haven't done more extensive testing yet beyond that, but I'd think that everything should probably be working properly if it's working for those.
lol, that absolutely describes Exoclypse perfectly... a connoisseur of fine mods! So much so he shares and constantly updates his ever-evolving menu (Storywealth) of fine Wine (Mods) perfectly paired with foods (Other Mods) and techniques (Patches)... A true Rennaissance Man!
17 comments
If you don't mind, I'd like to make a request slightly outside of the main scope of this mod.
Would it be possible for a version of this to be made which doesn't require WATM, but does affect the NPCs added by Militarized Minutemen?
If it's something you wouldn't want to do yourself (all good if not) is there a way you could direct me on how to alter the main mod to affect these NPCs and I'll make the relevant edits in xEdit?
Appreciate you and thank you!
Would need to have WATM installed while doing it. It's actually quite straightforward to do.
It might be a petty(? The word I'm looking for isn't coming to me at the moment) reason, but I don't like using WATM because of how blue and
face-covered it makes them.
The Castle sometimes spawns nameless minutemen and I have some other mods that create minutemen patrols, so it's kind of weird having them be nameless while a bunch of other factions have named characters when I use the other Alias mods.
Also, thanks for your Alias - Introduction mod. It's great!
Thank you so much for taking the
time to make a simplified version that doesn't require WATM! I really appreciate it and I hope you know that you are an awesome person.
*Edit: "Alias - Minutemen Introduction.esp" was giving me a missing "W.A.T.Minutemen.esp" Master. Just Cleaning the Masters list in FO4Edit seemed to take care of it.
Spawned minutemen from console commands seem to be working as intended. Haven't done more extensive testing yet beyond that, but I'd think that everything should probably be working properly if it's working for those.
Maybe mod conflict.