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.
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.
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.
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
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!
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.
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
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.
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?
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.
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!
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.
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.
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.
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?
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?
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.
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
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. ;)
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.
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.
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.
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.
915 comments
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:
- 4estGimp - Minuteman Watchtowers (Redux) plus Legacy: No special load order necessary.
- 4estGimp - South of the Sea and Minuteman Watchtowers (Redux) Patch: No special load order necessary.
- A Forest: Use the patch in optional files.
- Aloot's Home Plate: No special load order necessary.
- America Rising 2 - Legacy of the Enclave: Use the patch in optional files.
- Another Pine Forest Mod: Use the patch in optional files.
- At A Minute's Notice - Recruitable Minutemen: No special load order necessary.
- Atom's Faithful - Recruitable Children of Atom: No special load order necessary.
- Atomic World: Use the patch in optional files.
- Autumn Forest Overgrowth: Use the patch in optional files.
- Boston Natural Surroundings: Use the patch in optional files if using the current trees file. If you're using version 2.4, 4estGimp has a patch in their tree trim patch repository. No special load order necessary for the landscape file.
- Bridgeport Settlement: Use the appropriate patch in optional files.
- Brotherhood of Steel Outposts: No special load order necessary.
- Buffed Minutemen Militia: No special load order necessary.
- Bunkerhill Patrols: No special load order necessary.
- Bunkerhill Patrols - Redux: No special load order necessary.
- C.R.P Minutemen Radio Relay Network: No special load order necessary.
- Cambridge Safehouse - New Player Settlement: No special load order necessary.
- Colonial Uniforms - Minutemen replacer available: No special load order necessary.
- Commonwealth Wilderness Overhaul: No special load order necessary.
- Desperados Overhaul: Use the patch in optional files.
- Detailed Bunkers: Use the patch in optional files.
- Diverse Minutemen: No special load order necessary.
- Enclave-Minutemen-Overhaul: No special load order necessary.
- Face Fixes - C.R.P Minutemen Radio Relay Network: No special load order necessary.
- Fallout Coniferous Revival (FCR): Use the patch in optional files.
- Far West Minutemen: No special load order necessary.
- Faster Workshop (Workshop Lag Fix): No special load order necessary. YAWA2 has conditional workshop objects, so if those aren't available as expected please open your settlement menu via the workbench to re-evaluate recipe conditions.
- Fourville: No special load order necessary.
- Full Artillery System Overhaul: No special load order necessary. YAWA2 Minutemen will continue to use artillery normally while you as the player will use the modified artillery.
- Galac Tac Retribution: No special load order necessary.
- Horizon: Use Greb's Patch for 1.9. Horizon 1.8 has no existing patches for YAWA2.
- Imposing Commonwealth Tree Overhaul: Use the patch in optional files.
- Improved Minutemen: No special load order necessary.
- Liberty Reborn - Ultimate Edition: No special load order necessary.
- Liberty Reborn A Minutemen Overhaul Mod: No special load order necessary.
- Liberty Reborn A Minutemen Overhaul DLC VERSION: No special load order necessary.
- Luxor's Summer Pine Trees Edition: Use the patch in optional files.
- Militarized Minutemen: No special load order necessary.
- Minutemen - ODST Replacer: No special load order necessary.
- Minutemen (Radiant) Squads: No special load order necessary.
- Minuteman Makeover: No special load order necessary.
- Minutemen Patrol the roads between settlements (new Version uploaded): No special load order necessary.
- Minutemen Takeover - Nuka World: No special load order necessary.
- Minuteman Watchtowers: No special load order necessary.
- MNO - Minutemen NCR Overhaul: No special load order necessary.
- moreXplore: Use the patch in optional files.
- Mutant Menagerie - Life Finds A Way: Use the patch in optional files.
- NPCs Travel: No special load order necessary.
- One Man's Trash - Recruitable Scavengers: No special load order necessary.
- Organized Militia - Lightweight Minuteman Overhaul: No special load order necessary.
- Post Apocalyptic Minutemen Replacer (Leveled List): No special load order necessary.
- Previsibines Repair Pack Stable Branch - PRP: No special load order necessary.
- Provisioner Caravan Guards: No special load order necessary.
- SCOURGE: No special load order necessary.
- Sim Settlements: No special load order necessary.
- Sim Settlements 2: No special load order necessary. Yes, this also applies to chapters 2 and 3 as well as extended.
- Subway Runner Revised: No special load order necessary.
- Tales from the Commonwealth: No special load order necessary.
- Tarsis31 and Yagisan's Bridgeport Settlement - A Merry Modding Days Mod: Use the patch in optional files.
- Tumbajamba's Minutemen Armor Collection: No special load order necessary.
- We Are The Minutemen: No special load order necessary.
- Yagisan's Home Plate Settlement: No special load order necessary.
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.
- 4estGimp - Minuteman Watchtowers (Redux) plus Legacy: The optional patch will allow the minutemen to reclaim the classic watchtowers and will turn all watchtowers into patrol endpoints. Only use one Minutemen Watchtowers patch at a time.
- 4estGimp - South of the Sea and Minuteman Watchtowers (Redux) Patch: Ledouie has made a patch to cover this mod.
- Aloot's Home Plate: The optional patch blacklists Home Plate so that Minutemen will not patrol to the location.
- Buffed Minutemen Militia: The patch in optional files adjusts YAWA2 to make use of BMM's patrol leaders.
- Bunkerhill Patrols: The patch will adjust Bunker Hill's patrols to behave like YAWA2 Minutemen.
- Bunkerhill Patrols - Redux: The patch will adjust Bunker Hill's patrols to behave like YAWA2 Minutemen.
- C.R.P Minutemen Radio Relay Network: Use the patch to have the relay station changes from this mod get treated the same way as the waystations for YAWA2, and for the Minutemen to be patched to use YAWA2 behaviors.
- Cambridge Safehouse - New Player Settlement: Adds defense to the safehouse when the Waystation exists.
- Face Fixes - C.R.P Minutemen Radio Relay Network: Use the patch made for this one instead of the normal C.R.P Minutemen Radio Relay Network patch, if you use the face fixes patch by rsm000rsm.
- Liberty Reborn - Ultimate Edition: Use the patch if you want to have craftable Minutemen behave more like YAWA2 Minutemen.
- Liberty Reborn A Minutemen Overhaul Mod: Use the patch if you want to have craftable Minutemen behave more like YAWA2 Minutemen.
- Liberty Reborn A Minutemen Overhaul DLC VERSION: Use the patch if you want to have craftable Minutemen behave more like YAWA2 Minutemen.
- Minutemen (Radiant) Squads: The optional patch updates the squads to make use of flare guns and artillery flares.
- Minutemen Patrol the roads between settlements (new Version uploaded): Use the patch if you want the patrols to use and respond to flare guns and artillery some grenades.
- Minuteman Watchtowers: The patch in optional files will allow Spiffy's Minutemen to respawn and my minutemen to occasionally send a patrol to the towers. Only use one Minutemen Watchtowers patch at a time.
- MNO - Minutemen NCR Overhaul: Use the optional patch if you want to rename Minutemen objects and NPCs added by YAWA2 in order to match the NCR theme.
- Vault 111 Settlement - Main Quest Safe: Use the patch if you want Minutemen to avoid Home Plate rather than treating it as a full settlement.
- Yagisan's Home Plate Settlement: Use the patch if you want Minutemen to avoid Home Plate rather than treating it as a full settlement.
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.
- Boston Natural Surroundings Extended: Likely needs multiple patches to address various different options in the mod.
- Fallout 76 C.A.M.P. placeable - moveable - workbench - settle anywhere - player home: I need to investigate how the settlements are handled and how YAWA2 needs to be integrated into them.
- Nomads (Wandering Settlers and Lost Robots): May have awkward spawn point placement. I need to investigate and make sure nothing intersects with my waystations.
- Senki's America Rising 2 Additions: Likely to be incompatible with the placement of my waystation at Fort Hagen.
- Sim Settlements - Conqueror: Likely needs special patches to change minutemen progression, settlement handling, and alignment.
- South of the Sea - Atoms Storm: They probably work fine together, but it's a good idea to verify the waystations I placed in southern areas to be sure.
- The Fens Sheriff's Department - Bleachers 2: Need to verify that there are no issues with waystation placement or quest data.
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.
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.
-a railroad fanboy
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
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!
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
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?
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.
overall 100/10. i really love the simplicity but have a significant impact to the game
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.
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.