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CrainFartor

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CrainFartor

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About this mod

So when playing as a minuteman general it feels weird to populate the castle with common settlers, or to assign settlers to artillery or guard duty having the minutemen arround, this settlers will refer to you as general and will coment when you move forward on the minutemen quests and ending. can only be spawned through the console.

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Since I never liked waiting for settlers to just show up I didn't have any problem spawning them on mass.

UPDATE: Version 1.1 now allows you to use code XX000801 to spawn only female minutemen and code XX000802 to spawn only male ones, code XX000800 still spawns random minutemen at a rate of 3M/1F.

PLEASE READ THE PINNED POSTS ON THE OTHER TABS BEFORE REQUESTING HELP OR REPORTING AN ISSUE, YOUR ISSUE MIGHT HAVE ALREDY BEEN NOTED AND RESOLVED BEFORE.

Thing to consider/know:

*They won't come with a beacon.
*They will not replace the ones that you get from the taking independence quest.
*Curiously, the game seems to use them as minutemen quest givers (As if they were common settlers).
*They will refer to you as general.
*They are leveled, meaning that if you spawn them while being level 70 they'll have way better gear than at spawning them at level 20
*They are protected (meaning only you can kill them).
*Spawning them over player created ground can and will cause them to spawn inside foundations, I suggest you spawn them over normal terrain.
*When spawning more than one per command, it can take a couple of seconds for them to actually appear (Game's probably just thinking really hard).

*Once spawned they'll need to be moved (R) to a settlement like when spawning regular settlers.

*They can be assigned to shops, farming, defense, and artillery or supply lines.
*They can be moved from settlement to settlement without any trouble.

*For some reason the game seems to like minutemen Pals more than Gals (At least in my save), spawning way more men than women, sometimes spawning 10 settlers will yield 2-4 women, and spawning them 1 by 1 seems to still spawn more males than females. ONLY APLICABLE TO CODE XX000800.

*I don't believe it's possible to spawn synth infiltrator versions of them, though I’m not sure whether or not the game could convert one of them into a synth if it needs it (Suspected synth quest can actually do that to regular settlers if there are no synths in a settlement).

*If you have the We Are The Minutemen (WATM) mod: (https://www.nexusmods.com/fallout4/mods/6443) or any mod that changes the minutemen leveled lists, they will appear with that gear, so if you have WATM you have a chance of spawning minutemen settlers with power armor and miniguns, (Very good provisioners). And normal settlers have a good chance of spawning with gauss rifles, automatic lasers, and/or combat/assault rifles, as well as spawning well-armored.

*I wouldn't recommend removing the mod at all once you spawned and commanded some minutemen at all, since settlements are one of the easiest things to break on the game, but if you are going to remove it, I suggest killing /markingfordelete all these settlers before doing it, that said, I've no clue how the game will respond if you uninstall and load a save which contained them.

To spawn them simply open the console and type:

player.placeatme XX000800 #quantityRandom
player.placeatme XX000801 #quantityFemales
player.placeatme XX000802 #quantityMales

XX it's the mod's load order look it up on your Nexus Mod Manager (NMM):

Examples:

player.placeatme 9E000800 10
This will spawn 10 random minutemen settlers at your current location.

player.placeatme 9E000801 10
This will spawn 10 female minutemen settlers at your current location.

player.placeatme 9E000802 10
This will spawn 10 male minutemen settlers at your current location.

player.placeatme 9E000800 1
player.placeatme 9E000800
Both of this will spawn 1 minutemen at your current location.