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Fixes the Minutemen artillery response to properly respect friendly areas, maximum distance, and minimum distance.
If the above point sounds familiar, that's because I've fixed it before. It is incredibly frustrating that the Creation Kit is arbitrarily rearranging this particular scene's dialogue even when I don't touch it, and as a result breaking a critical restriction on a core mechanic for the mod.
All existing patches are already compatible with the new version, so their version numbers have been updated.
Version 1.05
Added fasteners to the chimney at the Fort Hagen waystation so that it is properly attached to the wall.
Added a missing laser musket and ammunition to the USAF Satellite Station Olivia waystation.
Changed landscapes in many YAWA2 locations to remove grass from the waystations. Most of what remains is precombined and cannot be touched without new precombines.
Changed AI package handling to better account for missing or dead patrol members.
Changed flare gun marker placement to help prevent minutemen from getting stuck trying to shoot a flare.
Changed one Minutemen patrol that was enabled by becoming general so that it is now enabled by completing Old Guns.
Changed patrols to prevent them from visiting Diamond City or Goodneighbor until after you have completed Taking Independence.
Changed provisioner guards from being enabled by becoming general to being enabled by Taking Independence.
Changed provisioner guards to make them respect a maximum number of loaded NPCs.
Changed the following waystations from being enabled by becoming general to being enabled by completing Old Guns: Rocky Narrows Park, Starlight Drive-in.
Changed the following waystations from being enabled by becoming general to being enabled by completing Taking Independence: Fairline Hills Estates, Forest Grove Marsh, Tenpines Bluff, USAF Satellite Station Olivia.
Changed two Minutemen patrols that were enabled by becoming general so that they are now enabled by completing Taking Independence.
Changed Minutemen spawned by YAWA2 to better reflect the difficulty settings used in the base game.
Fixed cases where eyebots would get stuck due to their inability to use doors.
Fixed the Minutemen Campfire workshop item so that it is no longer irresistibly attractive to settlers.
Removed the dependency on Vault-Tec Workshop.
Updated the following patches: Desperados Overhaul, Bridgeport (all three variations), Cambridge Safehouse
All other patches should already be compatible with the new version and have had their version numbers adjusted accordingly.
Version 1.04
Added a keyword (YAWA2_MM_Keyword_BlacklistDestination) that can be added to Location records in order to prevent settlements in those locations from being considered valid patrol targets.
Added missing objects (a laser musket and ammunition) to the waystation behind the Cabot House.
Changed artillery-related AI handling to prevent minutemen from calling for artillery support while out of combat.
Fixed a bug where the Minutemen would continue to guard former provisioners indefinitely. Now the guards should properly leave while you're away from the area.
All existing patches are already compatible with the new version, so their version numbers have been updated.
Version 1.03
Added new waystation encounter: Minutemen raid group
Added waystation encounter variant: Guarded caravan - Approaches camp after player, spawns at point A
Added waystation encounter variant: Guarded settlers - Approaches camp after player, spawns at point B
Added waystation encounter variant: Patrol - Approaches camp after player, spawns at point B
Added waystation encounter variant: Swap - Guarded caravan leaves and guarded caravan approaches, spawns at point B
Added waystation encounter variant: Swap - Guarded caravan leaves and patrol approaches, spawns at point B
Added waystation encounter variant: Swap - Guarded settlers leave and guarded settlers approach, spawns at point A
Added waystation encounter variant: Swap - Guarded settlers leave and patrol approaches, spawns at point A
Added waystation encounter variant: Swap - Patrol leaves and guarded caravan approaches, spawns at point A
Added waystation encounter variant: Swap - Patrol leaves and guarded settlers approach, spawns at point B
Added waystation encounter variant: Swap - Patrol leaves and patrol approaches, spawns at point A
Changed artillery handling to give owned settlements a broader "friendly fire" radius to prevent Minutemen from overzealously bombing settlers.
Changed artillery handling to prevent the player from being blamed for artillery strikes called in by patrols.
Changed artillery AI handling to better avoid minutemen getting killed while staying in combat.
Changed flare gun response handling to enforce a maximum response distance.
Changed NPC AI packages to use templates where possible, in order to make QA and updates easier.
Changed wandering patrols to clean up their corpses when they unload rather than leaving them in place until they respawn.
Changed wandering patrols to prevent them from spawning onscreen.
Changed waystation encounter variant Guarded caravan - Leaves camp when player approaches to be available in urban areas.
Fixed AI handling for waystation encounter: Swap - Guarded caravan leaves and guarded caravan approaches, spawns at point A
Updated the No Artillery patch to cover new AI packages
All other patches should be compatible with the new version and have had their version numbers updated.
Version 1.02
Fixes the Minutemen artillery response to properly respect friendly areas, maximum distance, and minimum distance.
Updates the Minutemen Watchtower model to improve collision and allow better placement when trying to build on and in the tower.
The "No Artillery Support" optional file was compatible with the new version and so has had its version number updated.
Version 1.01
Improved Minutemen response to artillery so that they are more likely to run out of the blast zone.
Adjusted encounters where you can recruit settlers to prevent patrols from joining the settlement. For any that have already done so, disabling them via console should make the settlement remove them from your settler count.
Version 1.00
Turns the minutemen into a full faction integrated into the game world.
The Minutemen seem pretty useless, don't they? Help these settlers! Kill those raiders! Another settlement needs your help! All that and more is asked of the general, and what do you get in return? Nothing! The Minutemen exist in theory only. No locations you didn't build yourself, no NPCs aside from your settlements and some random encounters.
Minutemen will now spawn to escort your settlement provisioners.
Precombines have been preserved to improve performance and compatibility.
FAQ
How do I start using this mod?
Just install it! No configuration or special steps necessary.
Is this safe to install on an existing save?
Yes, absolutely. I made sure it would work just fine if you install it to an existing save.
Why not release this as an update to the old mod?
Because this is a fundamentally different player experience compared to the old mod. I've rebuilt the original twice and was never happy with it, but those rebuilds resulted in an experience that was very similar to the original release. This creates a dramatically different result in a way that I can add on to as I please, but as a consequence warrants being treated as a different mod.
What about Automatron and the robot patrols from the original mod?
I have plans for how to handle Automatron, but those will take a while so I can't give a specific timeline.
What about Nuka World and the betrayal feature from the original mod?
Just like with Automatron, the best I can give you right now is that I have plans for that but no ETA. For the moment it will work as-is, and the workshop features have special handling for Nuka World mechanics to prevent Minutemen from guarding your raiders.
Are you going to do things for other factions too?
Yes, absolutely. But like with Nuka World and Automatron, that is something that will take a long time for me to build in a way that I'm satisfied with.