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Babaloo321

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Babaloo321

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About this mod

Craft faction guards in settlements using recruitment tokens bought from Faction Vendors! Includes all four main factions. Very Immersive.

Requirements
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This mod allows you to recruit (construct) a number of faction-aligned guards using the workshop.

                                              FEATURES                                                         

New recruitment "tokens" have been added to the vendor inventories of the 4 main faction's equipment vendors (I call them "tokens" because they're each called something different for each faction)

These are:
- Ronnie Shaw (Minutemen)
- Proctor Teagan (Brotherhood of Steel)
- Tinker Tom (Railroad)
- Synth Requisition Officer (The Institute)

As you progress and climb up the ranks in each faction, more "tokens" are made available to buy at a time:

Railroad
- The first Railroad "token" is available to buy upon completing "Tradecraft", and joining the Railroad.
- More "tokens" become available after completing "Memory Interrupted", and even more after completing "Underground Undercover".

Brotherhood of Steel
- The first Brotherhood of Steel "tokens" become available after attaining the rank of Paladin, which allows you to recruit Power Armored and Non-Power Armored Knights.
- More Brotherhood "tokens" become available after attaining the rank of Sentinel, which lets you recruit Power Armored Paladins, as well as more Knights.

The Institute
- For the Institute, you'll only gain access to their "tokens" after becoming Director.

Minutemen
- For the Minutemen, you'll find that as you level up, Ronnie Shaw will stock more of her "tokens" at once, with an increasing chance of more "tokens" at once. By level 80, you'll always be able to get 4-5 of them each time she restocks her vendor inventory.

All of the "tokens" cost nothing to purchase. The cost comes from the constructing of the Guards in the workshop.
Minutemen and Railroad Agents cost caps for equipment and training, but Brotherhood and Institute Guards are free, since their costs are paid for by their respective factions.
 
The types of guards that you can recruit for each faction are as follows:

Brotherhood of Steel
- Knights, with and without Power Armor (Requires at least the rank of Paladin)
- Power Armored Paladins (Requires the rank of Sentinel)

The Institute
- Gen 2 Synths and Coursers (Available when the player becomes the Director)

Railroad
- Railroad Agents (Available when the player joins the Railroad, more after completing "Memory Interrupted", and even more after completing "Underground Undercover")
- Railroad Heavies (Same prerequisites as Agents, except you need to be at least Level 30, and have sided with the Railroad during "The Battle of Bunker Hill" quest, meaning you have to kill the Courser without killing or recalling the Synths)

Minutemen
- Minutemen Guards (Available after completing Old Guns)

The guards add to your settlement's defense, population and resource needs BUT you cannot order them to do anything, including commanding them, trading with them, moving them to a different settlement, making them a provisioner, or assigning them to anything.

(Gen 2 Synths don't add to the settlement population and resource needs)

There are 3 versions of each guard:

Patrol Guards, Standing Guards, and Sandboxing Guards.
- The Patrol Guards will roam around the area where you first placed them.
- The Standing Guards will stand in place (For the most part) where you first placed them.
- The Sandboxing Guards will roam around the Settlement that they were built at.

*Picking up and moving a Guard after it was placed will not change their guard spot. An example of this is in the case of the Standing Guards, as they will always walk back to the spot where they were originally placed. Patrol Guards will go back to their original patrol radius if moved, as well.*

The guards are members of their respective factions, meaning if they see any enemies of their faction, they will attack them on sight (For example, a Brotherhood Knight will attack synths, even if you placed them there)

The guards have randomized faces and weaponry which they get from vanilla Leveled Lists, except for Railroad Heavy Guards, which use a custom one. If you use a mod that changes those Leveled Lists, the changes will effect the guards that use them.

New in v1.2!
You are now able to get a "Transfer Order" token when scrapping guards, that lets you craft the same type of guard again for free at another settlement, or even store for later. 
(The same exact Guards will not persist after scrapping, so their inventory, outfit, and face template will all refresh)

Patches/Expansions
There are four patches/expansions available for download in the Optional Files section:

1-3) We Are The Minutemen - Tweaks - Fixes - Power Armor Expansion - Patches by Me
There are 3 versions of this patch for use depending on which other mods you have installed.
Each version, however, all do the following:
- Changes the Minutemen Guards to have the same changes that WATM Fixes and Tweaks has.
- Adds new Veteran Minutemen Guards similar to the ones added in the base We Are The Minutemen mod by TheFirstEnD.(These ones are just guards. They have the same requirements, though)
- Adds new Minutemen Guards that utilize the Power Armor from that mod's Minutemen PA Expansion file.
(The PA Guards have all of the PA tier options, and can even be built away from The Castle! You just need to have one of the Minutemen Command Tables at the settlement you want to build the PA Guards at)
- Changes the recipes for the constructible/craftable NPCs and companions from that mod to also require this mod's minutemen recruitment "tokens".

Version 1) Default Version ("WATM Fixes and Tweaks Patch (Default)")
-
Just requires the Main Fixes and Tweak file and one of the PA Expansion color files from We Are The Minutemen - Tweaks - Fixes - Power Armor Expansion - Patches, and nothing else.


Version 2) WATM eXoPatch Version ("WATM Fixes and Tweaks Patch (eXoPatch NO Alias)")
- Does/requires what Version 1 does/requires, as well as requiring We Are The Minutemen - eXoPatch and EITHER one of the "NO Alias" versions of the patch for it in the files section of We Are The Minutemen - Tweaks - Fixes - Power Armor Expansion - Patches.
(Orig. WATM Combat Armor NO AliasVanilla MM Combat Armor NO Alias)


Version 3) WATM eXoPatch AND Alias Tweaks Version ("WATM Fixes and Tweaks Patch (eXoPatch YES Alias)")
- Does/requires what Version 1 does/requires, as well as requiring We Are The Minutemen - An Alias Introduction, We Are The Minutemen - eXoPatch, and EITHER one of the "YES Alias" versions of the patch for it in the files section of We Are The Minutemen - Tweaks - Fixes - Power Armor Expansion - Patches.
(Orig. WATM Combat Armor YES Alias / Vanilla MM Combat Armor YES Alias)

4) Immersive Courser Overhaul - Vanilla Friendly by Me
- Changes the Coursers to have the same changes that Immersive Courser Overhaul has.
(Changes the default Courser Guards into the Medium armor variant from Immersive Courser Overhaul)
- Adds new Heavy Armored Courser Guards similar to the ones added in Immersive Courser Overhaul.
(These ones are just guards. They will require you to be at least level 50 in order to construct)

                                      REQUIREMENTS                                                       
Main File:
RobCo Patcher by Zzyxzz
Settlement Menu Manager by cadpnq

I've used SMM to sort the Guard recipes into their own unique menu in the "Defense" category inside the "Resources" menu. For this reason, Settlement Menu Manager is required.

I've also used RobCo Patcher by Zzyxzz to add the faction recruitment "tokens" to each of the vendors listed at the top of the page. However, this means that their mod is a requirement of this mod in order for the "tokens" to be added to the vendor inventories.  

                         COMPATIBILITY WITH OTHER MODS                                
I can confirm that there is an incompatibility with Sim Settlements 2, which causes the packages used by the Guards to designate their patrol logic (Stand/Sandbox/Patrol) to be overridden by the ones that SS2 gives to all settlers. This results in the Guards being taken away from their spots/areas, and their behavior being changed to that of a regular SS2 Settler (Without the assign functionality, ofc). I am working on a way to circumvent this issue, but it might take a while, as I currently have a backlog of mods to upload to Nexus (And I hate writing descriptions)

                         INSTRUCTIONS AND INSTALLATION                                

This mod is a light ESP, meaning it won't count towards your max plugin limit!

Manual:
Place in Fallout 4/Data


With Manager:
Download and Install normally


As always, criticism is always welcome, and even encouraged! I hope you enjoy! :)

                                    SOME OF MY OTHER MODS                                     
Misc To Melee - Fixes and Tweaks (Uses Base Object Swapper)
Immersive Courser Overhaul - Vanilla Friendly
- Fallout 3 Styled Alien Blaster
Yet Another Spectacle Island Bridge - Wide Tho
Bunker Hill Vendors Fix - Kay and Joe Savoldi Actually Sell Things
No More Self-Destructing Robot Settlers
Goodneighbor Watch - Redux
Bunkerhill Patrols - Redux
Raider Children and Other Horrors of the Commonwealth Replacer - Big Al and Serum -Changes
Institute Automatron Robot Lasers
Basement Living - Immersion Adjustment - ESP Marked as Light (Plus Separated Workshops and SMM Patch)
- Snappable Covenant Walls - SMM - Standalone (No More Settlement Keywords Requirement)
- No BoS Before Call to Arms - An Enter The Brotherhood Alternative
Institute Power Armor Redux Additions
- Northland Diggers - Fixes and Tweaks
Lost Soul Quest Tweak - No Faction Hostility
You and What Army - Faction Robot Paints and Alliance Fix
We Are The Minutemen - Tweaks - Fixes - Power Armor Expansion - Patches
Check out my page for more!
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