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Changelogs
Version 1.1.0
Added We Are The Minutemen - eXoPatch as master. This was needed to support custom Weapon/Armor injection depending on rank.
Stick to 1.0.2 if you prefer not using my eXoPatch.
Version 1.0.2
Changed the 0.7x to 1.0x level range to be 1.0x all over the board instead to be even more consistent with other Faction Overhauls.
Version 1.0.1a
Removed W.A.T.M. master requirement that was leftover in there.
Version 1.0.1
Forwarded two NPC entry fixes from my The StoryWealth Minutemen Mod.
Changed Minuteman Sergeant strength from 80 to match that of the other Minutemen.
Changed Mechanized Minuteman to use clothes only outfit as Power Armor NPCs won't wear Armors.
Each Minuteman from the regular leveled list will now have one of the following ranks:
Minuteman Private
Minuteman Corporal
Minuteman Sergeant
Minuteman Lieutenant
Minuteman Captain
Mechanized Minuteman (PA)
Veteran Minuteman
Then using the Alias Framework mixed with the condition to first need to speak to the npcs for it to trigger you can find out their last name. So for example "Minuteman Corporal" will be known as once you spoken to them "Corporal Johnson".
Mechanized Minutemen are randomized to result in one of the three:
Steel Sergeant Johnson
Iron Lieutenant Johnson
Armor Captain Johnson.
To make sure you're not stuck with 90% captains at the end of the game I had to clean up the leveled list and in return also rebalanced the level scaling applied to all the Minutemen. In the original mod they would be anything between 30% to 70% of your level. Now they'll be much closer in level but instead have a max level that reminds of the Gunner levels.
Workshop versions of the Minutemen will still be called "Minuteman" and will be known as "Minuteman Johnson" once spoken to.