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adbenj

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adb3nj

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About this mod

NOW COMPATIBLE WITH WORKSHOP FRAMEWORK AND SIM SETTLEMENTS! Provide your Commonwealth provisioners with a guard escort from any of the main factions (Minutemen, Brotherhood of Steel, Railroad, Institute) or generic mercenaries.

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Overview

It's always seemed a bit irresponsible to me to send your settlers out into the wasteland by themselves, without meaningful protection, so this mod rectifies that. Once any of the factions the player is allied with has accrued adequate resources, the player will be able to assign two levelled guards from that faction to escort their provisioners around the Commonwealth.

Upon enabling the mod, a holotape with the title Provisioner Guard Assignment will spawn in the Red Rocket workshop. This holotape allows the players to determine which faction should be responsible for the protection of their provisioners. Should the player become enemies with any faction, they will disappear as an option.

There is also an automated version of the mod, which has no holotape, and instead automatically determines the faction of the guards in a way that is lore-friendly (this version of the mod currently requires Automatron and Far Harbor):

Spoiler:  
Show
Most guards will be Minutemen, but the quest Old Guns must be completed first.

Unless you are enemies with the Brotherhood of Steel, any provisioners who start their route at Boston Airport will have a Brotherhood escort; otherwise they will have a Minuteman escort.

If you have completed the main quest with a non-Institute faction, any provisioners who start their route at Mercer Safehouse will have a Railroad escort; otherwise they will have a Minuteman escort.

Any provisioners who start their route at Bunker Hill will have a mercenary escort.

Any provisioners who start their route at the Mechanist's lair will have a robot escort.

Any provisioners who start their route on the Island will have a Harborman escort, but the quests Hull Breach and Safe Passage must be completed first.

There are no Synth escorts in this version of the mod.


Installation

1. Download the mod.
2. Extract to your data folder.
3. Enable mod in your load order.

It should be backwards-compatible with all older versions of the mod, but if you experience any strange behaviour (e.g. guards not disappearing after supply lines have been removed), please let me know!


Anticipated FAQs

Is this mod incompatible with any others?
The only potential, minor incompatibility is with mods that change the dialogue of the mercenaries. I added an additional condition to a few lines so mercenaries assigned to protect your provisioners won't be rude to you, but apart from that, it should play nicely with all other mods.

Do I need to start a new supply line to get guards?
The first time you encounter one of your provisioners after choosing a guard faction, that provisioner will be assigned guards from the chosen faction. Should you later use the holotape to change factions, any provisioner who already has guards will keep those guards. They will not change factions until either they die or the provisioner is unassigned from and reassigned to supply line duty.

My provisioners' guards can die?
Sure! But they'll be replaced once their provisioner's cell refreshes. They also only take 5% weapon damage and – assuming they don't die – fully heal after three in-game days.

Why doesn't the holotape just spawn directly into my inventory?
Having to find the holotape in the world feels marginally more immersive, I think. It also makes it easier to flag the holotape as a quest item, so it can't be accidentally dropped.

Why does the holotape say I don't have any guards available?
You haven't reached the necessary conditions yet. Or you're enemies with all the factions.

What are the 'necessary conditions'?
Spoiler:  
Show
Minutemen: completion of the quest Old Guns.
Brotherhood of Steel: completion of Show No Mercy.
Railroad: completion of Mercer Safehouse and The Nuclear Option.
Institute: completion of Powering Up.
Mercenaries: completion of Prep School.
Harbormen (automated version only): completion of Hull Breach and Safe Passage.

Will mods that change the factions' appearance and equipment, like We Are The Minutemen, affect my guards?
Yes!

Will my Far Harbor provisioners get guards?
Only if you're using the automated version. All guards will follow their Commonwealth provisioners to Far Harbor though; similarly, Harborman guards will follow their provisioners to the Commonwealth.

Why do Far Harbor provisioners only get one guard?
I thought it was more appropriate for the size of the location.


My other mods

Diamond City supply line and trade post – assign settlers to supply lines with Diamond City.
Splattery Splattercannon – make Nuka-World's Splattercannon more splattery.
Diamond City - You Be The Mayor – turn the Diamond City outfield into a fully functioning settlement.