915 comments

  1. Glitchfinder
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    Mod Compatibility Post

    I'll list mods that people have asked me about here, along with their compatibility and resolution status. Feel free to ask me about mods and their compatibility and I'll check and add them to the list as I'm able to do so. I can also make combined patches that merge the changes from one or more of the patches in optional files upon request.


    Compatible Mods:


    Optional Patches:
    This is a list of patches in optional files that are not required in order to use mods together with YAWA2, but may improve your experience by changing how those mods and YAWA2 interact with each other.


    Unknown Compatibility:
    This is a list of mods that I need to perform an in-depth investigation on in order to determine how compatible they are with YAWA2 and what (if any) patching needs to be done to support them.


    Integration Patching Notes:
    This is a list of mods that are compatible with YAWA2 but could be patched to fully integrate behaviors and features, as well as notes on what could be patched. This section is mostly as a personal reference, since I plan to build many of these patches myself.

      - Autumnal Equinox - Forest Overhaul: Several locations have trees clipping into the Minutemen waystations, so a patch would need to be built to remove those trees.
      - Enclave-Minutemen-Overhaul: A patch could be made to rename objects and Minutemen from YAWA2 to match the overhaul. The patch could also have NPCs added by the overhaul use and respond to flare guns, and potentially have them use artillery flares.
      - Minutemen Takeover - Nuka World: The Minutemen from this mod could be patched to use and respond to flare guns, and to make use of artillery smoke grenades.


    If you have any concerns about a mod that isn't mentioned here, feel free to ask me and I can take a look.
  2. Glitchfinder
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    For anyone who wants to switch from YAWA to YAWA2, my personal recommendation is the following:

    1. Leave YAWA1 installed. Removing mods from your save can create unexpected behaviors.
    2. Use either the holotape menu or MCM to change all regions to a patrol density of "None"
    3. Use the holotape menu or MCM to change your "Use Settler Presets" setting. This will force a full update of all patrols.
    4. Install YAWA2.

    As you play, YAWA1 patrols will vanish as the mod cleans them up, and YAWA2 will enable its locations and send its patrols around.
  3. Steak17
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    I really hope you revisit the idea of doing this kind of mod for all the factions! Maybe the Railroad could have interior cells like hidden basements or manhole covers, marked with the safehouse symbol and shown on a map in their HQ, something more hidden than minutemen waystations, since the Railroad is supposed to be secretive

    -a railroad fanboy
  4. Megdou87
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    I really like this mod, it adds a lot to the minutemen and makes them more of an important faction. And it's great to combine with other minutemen mods. My only complaint, is that at several of the random Minutemen outposts that I've found so far, there are just way too many Minutemen spawned there. I just found the one near hangman's alley, and there were like at least 15 minutemen there, plus random settlers lurking around!  It kind of breaks immersion to have that many people wandering around in one area (besides settlements lol). There should be like two or three per Outpost. And then maybe between two to four in patrols, tops. I just think this mod adds too many Minutemen to the game. I don't know if this is too much to ask, but maybe tone it down with how many Minutemen spawn in one location? Because too many people in one area can potentially bog down the system, and like I said, it breaks immersion. Otherwise, it's a great mod! 
    1. Glitchfinder
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      Do you happen to have a save from when that happened, where you're there at the outpost? They're not supposed to have that many people present, so I'd like to look into whether or not it's related to another issue I've been working on.
    2. Megdou87
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      I mean it's on my current save, but I play on Xbox...
      And yeah, I was just exploring and came upon it. I saved my game there before I went to bed last night, and just loaded in a few minutes ago and they were all still there. But then I fast traveled away, slept for 24 hours, went back and some of them were walking through hangman's, there were like five of them... And then another large group of about a dozen maybe were headed towards DC. Then I went back to the Outpost near hangman's, and there was nobody there. So I don't know what's going on. There's been a few outposts that have had quite a few Minutemen, and then some that don't have any at all. It's like whenever there are enemies near an outpost, a bunch of them congregate together to fight, then they stand around for a while and eventually disperse to various unknown locations. I'm not sure. But my game is definitely overwhelmed with Minutemen everywhere. Lol 
    3. Glitchfinder
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      Ah, all right. There's a bug that I'm resolving in the next update that might be the same bug. Specifically, it would seem that in some cases temporary Minutemen could build up indefinitely at settlements, which I had never been able to confirm, deny, or even see in my own saves until someone provided one of their own. It could well be that this is a variant of the same bug, in which case the same fix should remove them over time.
    4. Megdou87
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      Yeah that's possible. I haven't had a buildup of Minutemen at a settlement, just at the Outposts that your mod provides. Although I do have large groups walk through settlements, but they don't stick around. Also, I just had a thought... Do the Minutemen from your mod use flares or grenades to call other Minutemen? I swear I saw blue smoke one of the times I went to an outpost when they were being attacked, but didn't think anything of it. But now that I think about it, I was wondering if maybe that's the reason why so many show up when there's enemies around? 
    5. Glitchfinder
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      Yes, they do. The Minutemen will shoot a flare into the sky when they start a fight, and if one of them dies a nearby survivor may toss an artillery smoke grenade at the killer. There should be an optional patch available as a separate file on xbox that will disable the artillery.
    6. Megdou87
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      Well it's a good thing I didn't have any artillery nearby, otherwise I'd be a goner since I have a mod that increases the firepower of artillery. Lol 
      Well that's good to know. That might have been my problem and not an actual glitch. I was worried at first that they were going to stick around in the same location forever. I'll check out that mod that disables artillery if it becomes a problem.  Thanks for your replies and for the help! 
  5. Jontej
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    Hello, any idea of possible compatibility with Subversion mod? Thanks for all your work. https://www.nexusmods.com/fallout4/mods/50975?tab=posts&BH=3
    1. Glitchfinder
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      Theoretically they should be fine together, unless it has a way to skip The First Step, Taking Independence, or Old Guns. That said, it doesn't look like it does that.
  6. Deshebist39
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    Personal Impression.
    In the last playthrough, after the quest “Old Guns”, the number of attacks on “Red Rocket Truck Stop” and “Sanctuary Hills” decreased to - about zero. (I didn't put minuteman towers in the settlements!).
    The Wastelands are greatly enlivened by minutemen patrols. I started a new playthrough, got to level 12 and, emotionally feel the “emptiness without people” of the Badlands until the patrols showed up. There is a basis for comparison.
    Playing in survival mode? Minutemen posts will give you shelter from rad storms, give you a place to sleep, give you flowers to make medicines. Players with a “food supply” problem will find food at the posts.
    Be warned: you will have a desire to help the patrols fight the enemies!
    It amazes me how cleverly the author set up the posts and laid out the paths of the patrols! The military and gendarmes salute!
    My opinion - this one is very (very!) useful. Do not look at its supposed simplicity - it seriously changes the “tactics” of passing the game, the work of settlements and caravaners.


    Translated with DeepL.com
  7. blackboy2
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    Like with Tarsis31 and Yagisan's Bridgeport mod, do you think you could make similar patches for Tenhat's Peabody House Settlement - with Immersive Repair and Lemecc's Drumlin Diner (Settlement and Trudy and others as settlers)? Both settlement's borders extend over waystations placed by your mod.
    1. Glitchfinder
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      I was already planning to hit up Peabody House as a patch when I make the next update for this, but I was unaware of the Drumlin Diner one. I'll look into it.
    2. blackboy2
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      Thank you.

      Also, that Drumlin Diner settlement mod has a compatibility patch for another mod called Better Drumlin Diner, so would you need to make a patch for that mod, too?
    3. Glitchfinder
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      No, I wouldn't need to patch better drumlin diner. My settlement patches serve three purposes:

      • Make sure the waystation is unscrappable
      • Give a major defense bonus to the settlement for having a waystation within its borders.
      • Make sure the waystation's caretaker NPC can respawn to prevent it from being permanently abandoned.
    4. blackboy2
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      Alright, good to know.
  8. Battlegrinder
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    I keep having this issue where there's a gaggle of like 20-30 minutemen just standing around in a settlement not doing anything and never leaving. Is there a fix for this or is the intended?
    1. Glitchfinder
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      Neither. Are you able to share a copy of your save file with me so I can open it up and track down what happened? It's not a bug I've been able to identify or encounter on my own but it is one people have reported.

      Saves for Fallout 4 are typically located in Documents/My Games/Fallout4/Saves. They can be shared by uploading them as a mod to nexus, by uploading them to a site like mediafire and linking them to me, or by hopping into my discord server (linked in the mod description) and sending them directly to me via DM.
    2. Battlegrinder
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      Sure, I can do that. Will you need my modlist as well or just the save?
    3. Glitchfinder
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      The save will be enough. If I wind up needing the modlist I can get it from the save itself.
    4. Battlegrinder
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      Just PM'd you the file.
  9. KingArthurForReal
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    i think this is the best minutemen overhaul for me. it doesnt make minutemen too OP with upgraded gear but now theres a lot of them. it just feels great. i dont want my minuteman to be like gunner army. i just want them to be a people that stands for each other. but i was shocked that the npc sometimes calling for an artillery. i died 3x because of that lmao. didnt know its a feature on this mod. glad theres a patch for it.

    overall 100/10. i really love the simplicity but have a significant impact to the game
  10. IcewaterKat
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    Thank you very much for the Detailed Bunkers patch. Detailed Bunkers now has an ESL version, which the patch you kindly provided only works with the ESP version, which I have been using up to this point. Being stretched past my limit of esm/esp that I can play with at one time, I tried to figure out how to do it in xedit on my own. Ummm I'm not that skilled yet but I was able to undo what I tried to do. If you have the spare time, and need a break from all the other wonderful stuff you're working on, yet somehow feel the need to add more to the game....could ya have a look please. ;)
    1. Glitchfinder
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      I've created a new patch that points to the renumbered references. The Detailed Bunkers patches now specify in the file name whether they are for the esp or esl version.
    2. IcewaterKat
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  11. FatherGuse
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    Great Mod .. Thank you for sharing your time and skill with this Mod (and I use more than a few of your other mods too) .. Endorsed.
  12. JarrenBlake
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    Another question or two. 

    For those of use that have decided they want all manor of advantages to the bad guys (Super Mutant Redux, Raider Overhaul/Unique Gangs, Encounter Zone Recalc, and NPC scaling, to name a few). When I have this and We Are the Minutemen, the NPC scale with me correct?

    Second for the encounter recalc will that affect the NPCs for this mod as well? That may be a question for that mods creator though. 

    Looking into if I can adjust both their level and spawn rate. 

    Reason I ask is I am seeing a bunch of empty waystations and I might be overtaxing the patrols! The castle with 600 defense is fine, but men out in the wilds might be having a rough go. Too many patrols down to one dude makes the Gen feel kinda bad...sorta. 
    1. Glitchfinder
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      I use the LvlMinutemen leveled list for base actor data in this mod, which gets its stats from raiders (that one caught me off guard when I noticed). Unfortunately, Minutemen tend to have worse armor and worse weapons than equivalent raiders, so the higher you scale the world the more out of depth they're likely to get.

      As for the empty waystations, that means the NPC who lives at the waystation is dead. Once they respawn, patrols will show up there again.
    2. JarrenBlake
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      Gotcha. Any ideas on if I can patch in a boost to either stats or gear?
    3. Glitchfinder
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      It's possible to do but difficult to do well, and unfortunately it's an area where I'm not really proficient enough to offer good advice. That said, there are tons of examples since buffing the Minutemen tends to be a primary focus of most Minutemen overhauls.