Hey! I was one of the people on your original reddit thread. I wanna say first and foremost this mod is amazing and scratches that itch that I've had for the minutemen for awhile.
I was also wondering if you could add different patches as mods to the regular fatigues? Sort of like how Militarized Minutemen does it with customization on the sleeves. I think it would be a cool thing for immersion and all, to have different units/types/ranks, etc.
I love the look of this mod, but I'm already invested into a Minutemen playthrough with Militarized Minutemen. Is there a way to make the two mods play nice with each other, or would I be stuck with craftable only/starting a fresh playthrough?
I really enjoy the aesthetics of this mod a lot more as I prefer the look of your uniforms over those provided in Militarized Minutemen.
I just checked both out in the editor. The leveled list version of Militarized Minutemen overwrites the Minutemen NPC spawn list, so you don't see regular Minutemen at all but MM's custom NPCs. If you re-install Militarized Minutemen and select the "Standalone Outfit" option, you should still have any MM equipmentr you've collected or given to settlers intact while allowing my Minutemen to start spawning.
Fixes incompatibilities with Tumbajamba's Minutemen armor mods by changing to custom outfit entries. This should also avoid any compatibility issues with other mods.
Fixes some missed edits carried over from W.A.T.M.
Changes weapon edits to the main version that results in more consistent level gating. Now there are "Low" "Mid" and "High" tier weapons list that the troops graduate to as the player levels up. You shouldn't have minutemen with low level pistols mixing with high end rifles.
Hello, I really like this mod, but when I entered the game, I found that it covered the clothing mods of the two militiamen in front of me. Resulting in the NPCs generated in the game only wearing one piece of armor, which replaced their original clothing and made them completely naked. How can I solve this? I don't want to uninstall this mod. But what should I do? I saw another "production only" version, may I ask if replacing the original mod with this can solve the problem of the generated NPC being naked.
Can you take a photo of their inventory to help me understand and potentially fix the problem for anyone else who may encounter this in the future?
The "Craftable Only" optional file only provides recipes at the Chemistry Workstation and does not edit the Minutemen NPCs or their outfits, so if you want to only have access to the items that is an option. It sounds like you have a conflict where one of your other mods are injecting additional outfits to the MM and it is resulting in them just being naked for some reason instead of simply picking one or the other. My mod directly edits the MM outfits and leveled lists with the intent to completely overwite them and "win" any conflicts with the goal of the MM wearing only the items from this mod when installed and placed low in your load order.
Sorry, I saw in the comment section that uploading an image can only be done by uploading one link, and then jumping to the image through this link. Due to certain reasons, I am unable to access software like YouTube, so I am unsure how to display the images. What I am using is https://www.nexusmods.com/fallout4/mods/6443 and https://www.nexusmods.com/fallout4/mods/86697 The costumes in these two mods were originally a mix and match of the costumes from these two mods in my game. I thought your mod would also mix and match the costumes from the three mods like before. But now only the armor in your mod, they only wear armor on their bare bodies. I understand that the "production only" version you mentioned means that clothing can only be obtained through production on a chemistry workbench. So, what I'm thinking is whether installing the "production only" version will not affect the NPC's clothing in the game. Unless I change his clothes, he won't wear the clothing from the mod anymore. (Sorry, my English is not very good, so I generated these words using translation software. If there are any errors, I hope you can understand.)
I have identified the issue as being a conflict between Thumbajamba's Minutemen Armor Collection's armor injection and my mod's leveled list. I will be releasing an update that switches the way my mod implements the outfits on the backend that should solve this conflict and serve to avoid any conflicts with any other mods in this same manner in the future.
Thank you for your answer. I'm just waiting for you to release the latest updated version, right. Then I won't install the "production only" version. After you release the latest mod, I will directly replace the old mod in MO2. Thank you for your work. I really like this because Minuteman is my favorite faction in the game, so I have found many mods to enhance their strength. I hope to give them extremely strong combat power and cool appearance. Other mods make their clothing look very handsome, but I think that's only for fighters. As an organization spread throughout the Commonwealth, Minuteman certainly has many officers or managers, but in other mods, their attire is no different from that of ordinary combat personnel, and your mod makes up for all of this by providing uniforms for officers, just like the ship captains of the Steel Brotherhood, which can make them look like officers rather than ordinary combat personnel. I still have a question, I don't know if I can take up your time to answer it. In your mod image display, I noticed that your mod seems to have also changed the clothing of Preston, Stege, and Lonnie. Will this conflict with the clothing of We Are The Minuten? I know your mod is compatible with We Are The Minuten, and I'm not worried about any conflicts, but curious. Because we have also changed their clothing textures in We Are The Minutemen, if I open a new save, will Preston wear his original 'colonial costume' or the costume from your mod. If it is the clothing of your mod, will the original clothing exist in its inventory, or will it be directly replaced with the original clothing.
Any unique characters (Preston, Ronnie, Sturges, etc) who you've already met will already have their outfit "set" to whatever it was when you met them, since their outfit does not refresh once they are spawned. You can fix this by clicking on them and typing "resurrect" in the console.
It will not conflict with WATM, just put my mod lower in your load order and my edits should "win" the conflict. I am going to release the update soon, today.
An idea just popped into my head about having medals, pins or ribbons appear on the General's uniform in relation to various achievements or events. Like BoS, Insitute or Railroad pins if you ally them. Ribbons to signify retaking of the castle, the various outcomes for Far Habor, completing Open Season and taking Nuka world. If that sounds interesting and you'd enjoy seeing that feature implemented, sound off in the replies.
sounds good but how would you do it? maybe with the armorsmithing system so you can add the pins and chose which pins to display, maybe 3 or 4 slots for them?
That would be phenomenal as having the Sole Survivor (if male) be a pre war US military service member they would understand exactly how ribbons/medals worked and would likely look to professionalize the minutemen and introduce more "espirit de corp" towards having a proper uniform.
Literally just keep building off this platform. You clearly have a good vision for this mod! Wouldn't mind seeing maybe a heavier-duty set of clothes or a dress shirt with tie.
You can have any number of addons that add visible elements to armor, such as buttons, bullets and flowers on the original Militarized Minutemen helmet. I figure I would add different pins/ribbons slots that unlock as milestones are reached that the player can then add to the uniform at an Armor workbench.
The "Craftable Items Only" optional file has the Dogtags and Graves craftable in it.
Because of the way modding works, adding the Dogtags to the Minutemen requires editing all of the Minutemen NPC entries which would be outside of the scope of such a small optional plugin; it would essentially overwrite your Minutemen to be Vanilla but with dogtags.
170 comments
1) Maybe a tweak in the colors, is kinda saturated
2) The militarized minuteman helmet doesn't fit to well, baybe the normal one in blue would be better
3) Coast guard hat in a blue color, without the Coast Guard lettering
4) THe chinese submariner uniform and cap in minuteman colors
5) A blue battered fedora for a minutemen agent/spy
For 1 a Backpack for the Minutemen Soldiers would look great.
For the 2nd idea some minutemen soldiers fight well with a laser rifle.
i thank you for this mod
I was also wondering if you could add different patches as mods to the regular fatigues? Sort of like how Militarized Minutemen does it with customization on the sleeves. I think it would be a cool thing for immersion and all, to have different units/types/ranks, etc.
Keep up the good work!
I really enjoy the aesthetics of this mod a lot more as I prefer the look of your uniforms over those provided in Militarized Minutemen.
The "Craftable Only" optional file only provides recipes at the Chemistry Workstation and does not edit the Minutemen NPCs or their outfits, so if you want to only have access to the items that is an option. It sounds like you have a conflict where one of your other mods are injecting additional outfits to the MM and it is resulting in them just being naked for some reason instead of simply picking one or the other. My mod directly edits the MM outfits and leveled lists with the intent to completely overwite them and "win" any conflicts with the goal of the MM wearing only the items from this mod when installed and placed low in your load order.
What I am using is https://www.nexusmods.com/fallout4/mods/6443 and https://www.nexusmods.com/fallout4/mods/86697 The costumes in these two mods were originally a mix and match of the costumes from these two mods in my game. I thought your mod would also mix and match the costumes from the three mods like before. But now only the armor in your mod, they only wear armor on their bare bodies.
I understand that the "production only" version you mentioned means that clothing can only be obtained through production on a chemistry workbench. So, what I'm thinking is whether installing the "production only" version will not affect the NPC's clothing in the game. Unless I change his clothes, he won't wear the clothing from the mod anymore. (Sorry, my English is not very good, so I generated these words using translation software. If there are any errors, I hope you can understand.)
Thank you for your work. I really like this because Minuteman is my favorite faction in the game, so I have found many mods to enhance their strength. I hope to give them extremely strong combat power and cool appearance. Other mods make their clothing look very handsome, but I think that's only for fighters.
As an organization spread throughout the Commonwealth, Minuteman certainly has many officers or managers, but in other mods, their attire is no different from that of ordinary combat personnel, and your mod makes up for all of this by providing uniforms for officers, just like the ship captains of the Steel Brotherhood, which can make them look like officers rather than ordinary combat personnel.
I still have a question, I don't know if I can take up your time to answer it. In your mod image display, I noticed that your mod seems to have also changed the clothing of Preston, Stege, and Lonnie. Will this conflict with the clothing of We Are The Minuten? I know your mod is compatible with We Are The Minuten, and I'm not worried about any conflicts, but curious. Because we have also changed their clothing textures in We Are The Minutemen, if I open a new save, will Preston wear his original 'colonial costume' or the costume from your mod. If it is the clothing of your mod, will the original clothing exist in its inventory, or will it be directly replaced with the original clothing.
It will not conflict with WATM, just put my mod lower in your load order and my edits should "win" the conflict. I am going to release the update soon, today.
Because of the way modding works, adding the Dogtags to the Minutemen requires editing all of the Minutemen NPC entries which would be outside of the scope of such a small optional plugin; it would essentially overwrite your Minutemen to be Vanilla but with dogtags.