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  1. Glitchfinder
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    As of version 3.0, I no longer have any plans to rebuild this mod or add new features in the future. I've done everything I can to improve performance and reduce this mod's impact on a player's save file and papyrus VM, and that's the best I can do here. The underlying design for this mod prevents me from adding to it in the way I want to, and so I'm looking into a new design I can use for a new mod that accomplishes a similar goal.
  2. shaiqullah
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    i have WATM and MM and yet the patrols wear army outfit with armor set or even ragged shirts
  3. cubbyman1
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    so i noticed this now says discontinued? not sure i understand, does this mean your going to integrate it into your YAWA 2 so it's merged into one mod?

    or am i misunderstanding what discontinued means in this context? 
    1. Glitchfinder
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      It means that I no longer provide updates, fixes, or support for this mod because it never properly did what I wanted and the basic design can't actually do what I wanted, which is why I built YAWA2 instead. I've left the mod up because I recognize that despite the fact it doesn't do what I wanted, plenty of other people enjoy using it.
    2. cubbyman1
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      interesting, what did you want to do exactly? i count myself as one of the many who love this mod. 
    3. Glitchfinder
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      That would be what I did with YAWA2, which is to expand and integrate the Minutemen into the commonwealth in a way that feels like another part of the game rather than a slapped-on extra mechanic added by a mod.
    4. cubbyman1
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      hmm, well i'm still trying out the second version myself and i have already noticed some changes such as hunter camps dotted in some locations and i'm sure there is more, is it tied to how many settlements i open up like this mod does?
    5. Glitchfinder
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      It's tied to your progress through the Minutemen questline, and I have a map of which locations become available after what quests in the gallery. I do plan to make an extension at some point that has locations which become available based on settlement count, but that's not happening any time soon.
    6. cubbyman1
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      ok so if i upgrade them to the point of the castle and get the artillery setup, is this their peak or is it further in the quest, do i need to destroy the institute to reach their peak?

      currently i'm doing a subversion playthrough, i'm going to attempt to unite all factions under the institute, not sure where this will go in your mod though.
    7. Glitchfinder
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      It is specifically tied to these three points in the questline:

      1. Becoming general of the Minutemen
      2. Completing "Taking Independence"
      3. Completing "Old Guns"
    8. ratboy181
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      I've left the mod up because I recognize that despite the fact it doesn't do what I wanted, plenty of other people enjoy using it.
    9. cubbyman1
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      i most certainly do love the older mod version, the new one is ok as well, but it runs my game a bit too laggy having them together, so i had to take out yawa 2 because it was simply too fps heavy in some locations, but i didn't mind some of the locations where the landmass was empty, but the locations such as right next to the robots in the ship, that location is heavy enough as it is, so adding this in that location made it far more heavy.

      but i do love what yawa 2 does, but i think i like the first one even more.
    10. Glitchfinder
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      Could you clarify what you mean by YAWA2 being too FPS heavy in some locations? It should be much better overall compared to the performance impact of YAWA1, and was performing better in all the testing that I did. But this makes three independent reports I've seen of unknown performance issues in load orders with YAWA2 in them.

      If possible, I'd like to know where the performance impact was (as detailed as possible) and how far in the minutemen questline you were at the time of testing so that I can try to narrow down the cause and how YAWA2 may factor into it.
    11. cubbyman1
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      ok your kind of correct especially when it comes to the density of NPC's being added by yawa 1, but i found when you put in more built locations in areas that were already heavy on FPS it became dramatically worse because they remain in that area, so my stability instead of being temporary bad it's always bad in that area, now with that said for yawa 2 when i find locations in the less dense parts of the city like in the outskirts it runs very well and i love coming across these locations, look don't get me wrong i do love seeing them, but there are obvious locations to avoid putting these things, however this is also because of my limitations of my old.ass  machine and the limitations of Bethesda's optimization, which could be fixed when the next gen update is better fixed for everyone, the update seems to make the game run better for some people, but i delayed it because i knew something like that situation would happen, eventually i'm sure they will fix it to work better for other PC's.

      but right now these problem areas are in the city where there is a presence of dense buildings and objects are already, which effects my FPS poorly, the other reason why i stuck with yawa 1 is because i like it's features a bit more, not trying to offend you as i like them both, but i really do like yawa 1 more so.

      look, maybe right now is maybe not the time to be worried about this as the next gen update might fix the issues in these problem areas and when every mod updates for that version of the game everything will run smoothly, so maybe you don't have to worry about it too much at this time.

      so i have not visited every location in that playthroughs, since i started a new playthrough i only remember the issue areas were in Lexington there was a street of houses and one of the houses was turned into one of these locations which is a already fps heavy location and the robot ship location in the middle of the city, there might have been other areas that i didn't explore in that playthrough, but most of them that i ran into in the outskirts ran very well because there was nothing out there so it makes perfect sense they would run better in these locations.
    12. Glitchfinder
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      So the reason I'm following up is because I've seen several reports of performance issues for YAWA2 and I'm trying to track down specifically what might be causing it. For example, the issue you described strongly resembles the performance issues caused by disabling precombines.

      I was careful to avoid doing that with this mod, but I would like to identify what might be affecting peoples' performance. Most houses in Lexington are facades with no interior, so a mod that converts them would need to disable (and optionally rebuild) precombines in order to convert things. I actually avoided Lexington with YAWA2, and the nearest waystations are:

      1. South of Taffington Boathouse across the river.
      2. In an already-open Cambridge house just east of college square
      3. At a crossroads northeast of ArcJet Systems
      4. Across the road from Starlight Drive-in, behind the screen.

      Since I was curious about what you mentioned, I went and reinstalled Beantown Interiors Project (which is well known for causing the performance issues you described). When running around ingame I found these houses they opened up in Lexington and near the USS Constitution:

      
      
      I noticed a pretty hefty frame drop while near the houses just while testing, because they disabled precombines in the cells they edited. I've also been tracking what I found from reports on this map:


      The magenta squares on this map are cells that YAWA2 has new content in, while the line of red squares is a set of five cells that would have been loading when the game froze for a moment in a video shared in this thread on the forums.

      As for tracking performance now versus later, I see no reason not to try to identify any issues the mod might have as soon as I'm made aware of them. There are nearly thirty thousand people who have downloaded it and if I'm making their game experience worse I'd love to figure out how so I can fix it.
    13. cubbyman1
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      Glitchfinder
      holy smokes bro! you really live by that name you chose lol, that's a lot of dedication and detail to fixing the issues.

      it's also possible i might have something causing issues with the precombine things, i think at one point i might have disabled them in my INI but later learned that they don't really do anything and tend to make things worse i notice no diff when they are on or off, but the issue is my PC is very old the hardware i'm using could barely run this game in these areas anyway.

      this is why i'm hoping the update fixes these areas, but again i knew bethesda's update may not solve the issue for all PC setups so i delayed the update for some later time.

      anyway i do think it's great you still want to pursue this to better understand what's happening, but like i said i took it out of my load order for another playthrough currently, so i can't tell you or even show you what that looked like, i probably should have uploaded a video or something for you to see from my perspective, had i known you were this obsessive in fixing your mods, a lot of modders i come across tend to lose their passion because of the issues with this game engine and i don't typically want to bother them too much, but next time i will perhaps make a video and then send it to you with the correct channels instead of just through the comment section. 
    14. Glitchfinder
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      There's no need to go out of your way to help if it's already gone from your current load order. I'd love more info if possible, but not if you need to put in a ton of work on your end to make it happen. Thanks for the info you've given thus far, it has helped me determine the potential scale of the issue.
  4. KitsuSport
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    Will you please continue working on the mod :(
    1. Glitchfinder
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      Like I mentioned in the description, this mod has been discontinued in favor of a new rendition that does things very differently, so that I can expand it to cover more factions and integrate them into the game in a way that I would actually enjoy playing with.

      I understand that a lot of people enjoy the original, which is why I'm leaving it up as-is. But since I don't enjoy using this mod, that's the best I can offer.
  5. vladp6
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    Well, these crazy patrols actually destroyed my Starlight settlement by bombing it with enormous amounts of grenades, they destroyed all turrets, crops and of course, a horde of attacking ghouls as it was planned. After that, they run and stole all legendary items dropped from these ghouls. When I started shooting these crazy minutemen to stop them from running with my legendary loot, they started fighting back. Removed it. Heavy laser turrets are better.
    1. Glitchfinder
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      This is literally impossible to prevent without making the patrols unable to attack anything. Friendly fire causes infighting in Fallout 4, and it does so in Skyrim too. Presumably in older Bethesda games as well, since they haven't really changed faction stuff in ages.

      If you're running a settlement with a large battery of heavy laser turrets, that would certainly risk triggering the problem. Heck, it's likely to occasionally do it to your own settlers too. I know I've had my settlers destroy their own turrets after getting caught in the crossfire before.
    2. vladp6
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      Not sure if it was a crossfire. They just started throwing grenades one after another into the ghouls inside the settlement, destroying turrets, crops and ghouls all together. I was just standing nearby and watching this mess. They were really effective. After that they went looting all the dead ghouls from legendary items and run away. I think their script may be more user-friendly.
    3. cubbyman1
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      wow, i find this interaction so cool lol, i know you viewed it as a negative, but to me, this sounds Hella awesome.
  6. BlazeStryker
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    Aurelianis has made the best Spectacle Island bridge set yet, in that his Around The Block mod is a one-and-done wide set of bridges between The Castle, Warwick, and Spectacle Island which doesn't even break previs (Just put it under anything that works on the spots in question for navmeshing victory!)

    This should prevent the swimming issue.

    As a side note... I did get the Holotape option, but strictly for the sake of radio.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    All we hear is radio ka-ka, radio goo-goo, radio gaga! - Queen
  7. AlastorBosch
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    Hi,

    I have a mod that changes Home Sweet Home in Nuka World, so you don't have to take over settlements in the 'Wealth. (The quest ends when you tell the guy that you don't want to hurt anyone). Unfortunately when i came back from NW, the MM patrols are attacking me without any other provocation on my part. I tried fast traveling, no dice. Preston isn't even mad at me as he would be if I had taken over any MM-aligned settlements. I do plan on killing all the raiders during Open Season but I'm not there yet. Is my only recourse to uninstall the mod, or to just run away from the patrols? I also tried using the console to force faction switching on the hostiles, but that didn't seem to work either. I'd appreciate any insight. Thank you! This mod is pretty cool otherwise.
    1. Glitchfinder
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      Go into settings in MCM or the optional holotape menu and disable the betrayal option. The mod you have works by just silently setting quest stages to skip parts of the quest, and those quest stages are what this mod checks against.

      I recommend doing this in an interior where no nearby minutemen patrols are attacking you, because changing the faction status won't stop an ongoing battle.
    2. AlastorBosch
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      Thanks for the prompt reply.

      Unfortunately I can't seem to find the holotape, or forgot how to craft it? I installed MCM
      after the fact and I'm no't sure where to look for those options.  Apologies if I've missed something/or this is a dumb question.
    3. Glitchfinder
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      The holotape is from an optional file you don't appear to have downloaded. As for the MCM option, it should be under "You And What Army", on the main page for the mod.
    4. AlastorBosch
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      Ah, that did it. I think I probably already had the config tape in my inventory, I was just looking in the wrong place? In any case I downloaded the optional holotape file, and now I have two config tapes. Heh It seems to have worked. Thanks very much.
  8. jmegalos
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    For some reason there seem to be a lot more patrols than there should be with the settings I'm using. After finding the defaults to be more than I wanted in a previous game I started my current one with the patrol density dialed back to light and size to 3 for all regions. But everywhere I go I run in to 5 person patrols, including places nowhere near any claimed settlements. Is there any reason MCM setting would not be saved or applied?
    1. Glitchfinder
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      If MCM is showing the settings you set, then that is what the mod should be using. The patrols for YAWA cap out at four people, so you've got me a bit confused on how you have five person patrols running around. Unless some of those extras are the robot/eyebot optional?
    2. jmegalos
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      Yeah, my mistake. Turns out I forgot I have 2 other mods that add also Minutemen. Which explains why the run between Red Rocket and Abernathy looks like a Minutemen soccer game. The 5 person patrols are from W.A.T.M..

      Sorry for the false alarm.
    3. Glitchfinder
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      It sounds like you've got quite the setup running there. I'm glad you figured out what was happening!
    4. jmegalos
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      It could be considered a compatibility nightmare, but I prefer to think of it as a compatibility adventure.
  9. 07samuel
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    Can I add this to an existing save?
    1. Glitchfinder
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      Yes
  10. logan1710
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    I'm using a submod for Militarised that adds Enclave Patches to my MMs to have it work it as an auxiliary force for the main Enclave troops from America Rising 2.

    It works perfectly, even add patrols to places outside the normal map like the Enclave Army Depot, so you can see MMs and Enclave patrolling side by side. 

    Amazing 10/10

    Edit: they even defended the Enclave base from a BoS assault! 
  11. shaiqullah
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    Anyway to make them wear the usual armor and weapon i have minuteman npc wear in game? like Militarized minuteman? my patrols wears both MM and also regular clothes with metal leather or combat. I dont want them to wear those regular clothes like leather armor or mixed.
    1. Glitchfinder
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      They should be wearing whatever the normal Minutemen spawn wearing, including whatever mods add to those lists. That said, if Militarized Minutemen does some weird things on the back-end like replacing the normal minutemen rather than editing them, that would be why they're not matching.
    2. slo1998
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