I've now included hostility patches with all of the versions.
Update: Thanks to Glitchfinder for providing me with an AIO FOMOD installer!
Update: You can now modify Mechanist patrols @ a robot workbench with an optional patch. This patch is mutually exclusive with the hostility patch, so run it, the hostility patch, or the hostility+moddable bots patch, but don't run more than one.
Any idea how to get synths to stop spawning? Doing minuteman playthrough but I went too deep in the institute to where synths started spawning in my patrols. I've destroyed the institute but synths keep spawning and getting into fights with my patrols and settlers and for some reason this makes my settlements attack the minutemen patrols as well when they spawn in with synths.
Sorry but I find the description a little strange especially if translated. Is it possible to easily install the mod with MO2? Then does it also require MCM?
Hi, wanted to say first of all thanks heaps for this mod, i absolutely love it and use it in every playthrough!! also would it be very hard for someone who is new to editing mods to make a america rising 2 patch for this mod? thanks for any and all help in advance
First and foremost, thank you very much for this mod, I have loved every encounter so far since they've been so helpful in repelling the onslaught of ferals. That being said, I understand this mod has the option to turn the patrols hostile, my assumption is that they become hostile to me, which is what I'm looking for, I've been looking around the posts for a better understanding but, I'm kinda challenged, so I may have missed an explanation that was obvious. Does this mod have an option to turn the patrols hostile towards myself, and if so, how can I do that, because I've installed the hostility patch, but they still love me. I don't know if I'm doing it wrong or if I'm just wrong to begin with. If anyone could explain things to me in leman's terms, I'd appreciate that quite a bit. Feel free to be rude in responding, as long as you explain things, doesn't bother me.
The patrols turn hostile when you turn the faction hostile. If you betray or attack the Brotherhood of Steel, the BoS patrols will become hostile to you. If you attack the Railroad, they will turn hostile etc.
The other factions (Automatrons, Gunners and Raiders) will not turn against you. They're for if you want patrols, but don't want to be forced to be friendly to this or that faction.
The hostility patch governs whether the settlement patrols shoot patrols belonging to other factions (e.g. whether the BoS patrols are hostile to Railroad patrols or fight alongside them).
now i have a question relating to this topic, so i'm doing a subversion playthrough and i plan on uniting all factions under the institute, i'm not exactly sure how this will play out lol, i'm hoping all patrols can play well with each other, also i was wondering if this mod also comes with MCM settings like glitchfinders minutemen YAWA 1, or does it use the same MCM settings, like is it based on my faction choice or is it based on my allies or based on what i produce in the settlements like YAWA 1?
sorry i have to ask how it works so i know how to use it.
So glad I FINALLY came across this! As much I love doing Minutemen playthroughs a lot with the You And What Army, I wonder if there's mods like that but for the other factions and here it is! Thanks bro!
I mean, if you're using BOS/RR/Institute troops with each other, yeah those are going to fight. Those are still part of their respective factions (mostly for dialogue reasons). It's just common sense.
The other ones (Mechanist bots, not-Gunners, and 'Raiders') shouldn't be. They only have the zyawaminutemenfaction on them for factions.
Update: I've now included an anti-hostility patch with every one of them which SHOULD put an end to (most) of the fighting.
How do I configure the patrols without MCM? I don't want synth patrols in Far Harbor. In the other mod (You And What Army) there is a holotape that allows me to configure the patrols, do those configs effect this mod's patrols too? Sorry if these were dumb questions. Thanks
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Update: Thanks to Glitchfinder for providing me with an AIO FOMOD installer!
Update: You can now modify Mechanist patrols @ a robot workbench with an optional patch. This patch is mutually exclusive with the hostility patch, so run it, the hostility patch, or the hostility+moddable bots patch, but don't run more than one.
Doing minuteman playthrough but I went too deep in the institute to where synths started spawning in my patrols.
I've destroyed the institute but synths keep spawning and getting into fights with my patrols and settlers and for some reason this makes my settlements attack the minutemen patrols as well when they spawn in with synths.
i agree lololol.
The other factions (Automatrons, Gunners and Raiders) will not turn against you. They're for if you want patrols, but don't want to be forced to be friendly to this or that faction.
The hostility patch governs whether the settlement patrols shoot patrols belonging to other factions (e.g. whether the BoS patrols are hostile to Railroad patrols or fight alongside them).
sorry i have to ask how it works so i know how to use it.
my mixed troops are fighting among themselves
I mean, if you're using BOS/RR/Institute troops with each other, yeah those are going to fight. Those are still part of their respective factions (mostly for dialogue reasons). It's just common sense.
The other ones (Mechanist bots, not-Gunners, and 'Raiders') shouldn't be. They only have the zyawaminutemenfaction on them for factions.
Update: I've now included an anti-hostility patch with every one of them which SHOULD put an end to (most) of the fighting.
and why are raider trash chummy with factions that are actually human ?