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We are the minutemen mod
We are the minutemen mod













If you run stuff that modifies base game scripts or conditions, that’s on you. As it does not touch any other stuff in your save-game, there should be no load order issues or mod conflicts. As with 99% of SKK mods, its 100% pure new Creation Kit forms and scripts. The mod has no dependencies on extenders or DLCs and does not change any existing base game scripts, assets or objects.

we are the minutemen mod

The mod shuts down on completion of your chosen option with a notification  to help keep your save game clean and minty fresh. This mod waits for MIN02 Taking Independence to finish then reduces the timer for MIN03 (Old Guns) to start from 70 hours to zero, but the player must leave the castle for 3D to unload to clean up the Mirelurk mess. Mod shuts down. He will not be companionable until the job is done, but may vomit up some “ another settlement needs your help” radiant offers because there is no stopping him without base game hackery. This mod safely convinces Preston the condition is met to offer the start the Castle attack dialogue. Usually the player needs Sanctuary plus 4 settlements with at least one settler each to start MIN02 Taking Independence. Player is Minutemen general and given the support flare gun. Player has ownership of Tenpines workshop. Preston is enabled to be a companion. Includes all of (1) plus MinRecruit00 The First Step is completed (you remember Corvega), MIN01 Sanctuary is completed (player still needs to build the happy making beds and stuff). Player has ownership of Sanctuary workshop, the gang are sandbox settlers. Preston is ready to have the “Join Minutemen” talk. Codsworth is enabled to be a companion. The museum is unlocked. This automatically completes MQ102 Out Of time, MIN00 When Freedom Calls, and Starts MIN01 Sanctuary. Of course it doesn’t affect anything else.

we are the minutemen mod

If selected, no quest XP will be awarded for the quests auto completed by this mod. I prefer to earn my XP, but get that others like to level fast. Start the Castle Quest (Taking Independence)

we are the minutemen mod

Make me Minutemen General (The First Step)ġ+2+3. Rescue the Concord Museum gang (When Freedom Calls)ġ+2. If you enter the Concord Museum to progress When Freedom Calls before making a choice, the mod will notify you and stop. If OK to run, the menu of choices: If you want to choose later you can do anything with the other factions and DLCs, even finish the main quest. The earliest it will trigger is exiting the Vault 111 elevator. It makes no changes to your game until you make a menu selection. This can be installed and enabled at any time in any game before entering the Concord Museum.















We are the minutemen mod