What's new
the Sim Settlements forums!

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Good Minutemen mods for Sim Settlements 2?

Using Militarised Minutemen and Radiant Squads together. Radiant's okay, but where it really shines is that you can just straight up pay to have a Minutemen guard move into a settlement, so you can have your two starting settlers on food/industrial then buy a guard to go on defence.
 
Missed this one, Thx Will check it out. They already patrol settlements -- I'll be interested in how this one affects... Thx :)
EDIT ah, YES! Patrols between my settlements. Gr8 r a survival playthru...
I recommend this one as well. No bugs - works as advertised.
 
Last edited:
I have not but i'm leary of using mods that touch the same things. What does it do?
All it does is add to the visual element of FO4. Whewn firing artillery, it adds several extra salvos, and some extra fire, smoke, etc. - still restricted to same area. Strictly a visual 'for fun' treat. I'm running
I have not but i'm leary of using mods that touch the same things. What does it do?

I have not but i'm leary of using mods that touch the same things. What does it do?
Understood. Angry Artillery ONLY adds enhanced visuals and Sound to artillery barrages hitting the target. I almost always play Minutemen centered playthrus. My MM mods (in load order)

You and What Army
W.A.T. Minutemen
Militarized Minutemen
Militarized Minutemen_PatchesAddon
Minutemen Watchtowers
IMG_CastleWallPatches
W.A.T.M._MM+PA

opps - messed up the feed... sorry

I love the patches addon - touches almost all MM uniforms, consistent ranks with other MM mods. (see image)
The only thing I havn't found is a small, lightweight, not super buggy, mod that merely adds one or two MM escorts to the General. Dressing my current companion in MM garb is OK, but not the same. Anyone?
 

Attachments

  • ronnie insignia.png
    ronnie insignia.png
    1.7 MB · Views: 10
  • ronnie_insignia01.png
    ronnie_insignia01.png
    2.7 MB · Views: 10
Last edited:
I use We Are The Minutemen, Milltiarized Minutemen, MM Patches and Insignia addon and I love them but you will need the compatibility mod to make them work correctly.
 
Adding to my install. You and What Army - Version 2.1 Getting ready for SS2 chapter 2 - 3.
Question: What are the Regions?
EDIT / ADDENDUM Been using this mod for several days - nonstop playing (I'm retired). Works as advertised on the tin. Excellent addition to my MinuteMen playthrus. Thank You for calling it to my attention!
 
Does anyone run any mods along the line of We are the Minutemen, or Liberty Reborn, alongside Sim Settlements 2?

My MM load order - works fine - no bugs -
You and What Army
W.A.T. Minutemen
Militarized Minutemen
Militarized Minutemen_PatchesAddon
Angry Artillery
Minutemen Watchtowers
IMG_CastleWallPatches
W.A.T.M._MM+PA
 
my Modernized Militia, not too much, nor too less, just enough to deal any threat.
 

Attachments

  • Photo325.png
    Photo325.png
    1.2 MB · Views: 27
  • Photo326.png
    Photo326.png
    1.1 MB · Views: 27
  • Photo348.png
    Photo348.png
    1.3 MB · Views: 27
I use We Are The Minutemen, Milltiarized Minutemen, MM Patches and Insignia addon and I love them but you will need the compatibility mod to make them work correctly.
These are the only two I've ever needed. You and what army is a nice idea, but if you have every settlement that's over 500 patrols and you'll be running into them all the time. Minutemen troops would compose 75% of the population. Who would even try to raid anymore at that point?
 
What workshop mod do you use? I know Conquest isn't compatible.
Sorry, missed this. I use SKK50's Mobile Workshop mod. Cool thing about it is if you set up the workshop in a new location without taking down the previous one all items will remain in the last area automatically. Any powered items automatically stay as well to avoid the power bug. So you can basically do something akin to what the SS2 team did with Concord's walls and defenses. Build out areas you like. Add defenses to places like the DC entrance or Good Neighbor. You can even drop the workshop in Concord as the area builds out with Chapter 2, and build some additional turrets to keep the main street safer if you use mods like NPCs Travel or various spawn point mods that might drop enemies in the middle of the town.

Been messing around the the CAMP mod a bit too lately. Seems to work, but no idea what it will do long term to my save file. Once you place one down that's it though. No going back. Save first.

Edit: Conquest isn't compatible in that I wouldn't go placing SS2 plots down in Conquest settlements. But you could probably still use them to create checkpoints and such, especially around the MM towers. I'd just use non SS2 things in those though. Guard posts, scavenger stations, vanilla farming, etc. Might actually try that out sometime to see just how incompatible the two mods are. Conquest was always a bit buggy, but still cool if used correctly. It's also pointless to place SS2 plots using SKK50's mod or the CAMP mod as neither can be used to send settlers to. Mobile Workshop does show up in the settlement menu when sending settlers places, but I'd never do it due to how he set up that system.
 
Last edited:
I see some Cravez Discord mm mod up there. Nice.

EDIT: I used to use Militarized MM but honestly i didnt like the textures.
 
Sorry, missed this. I use SKK50's Mobile Workshop mod. Cool thing about it is if you set up the workshop in a new location without taking down the previous one all items will remain in the last area automatically. Any powered items automatically stay as well to avoid the power bug. So you can basically do something akin to what the SS2 team did with Concord's walls and defenses. Build out areas you like. Add defenses to places like the DC entrance or Good Neighbor. You can even drop the workshop in Concord as the area builds out with Chapter 2, and build some additional turrets to keep the main street safer if you use mods like NPCs Travel or various spawn point mods that might drop enemies in the middle of the town.

Been messing around the the CAMP mod a bit too lately. Seems to work, but no idea what it will do long term to my save file. Once you place one down that's it though. No going back. Save first.

Edit: Conquest isn't compatible in that I wouldn't go placing SS2 plots down in Conquest settlements. But you could probably still use them to create checkpoints and such, especially around the MM towers. I'd just use non SS2 things in those though. Guard posts, scavenger stations, vanilla farming, etc. Might actually try that out sometime to see just how incompatible the two mods are. Conquest was always a bit buggy, but still cool if used correctly. It's also pointless to place SS2 plots using SKK50's mod or the CAMP mod as neither can be used to send settlers to. Mobile Workshop does show up in the settlement menu when sending settlers places, but I'd never do it due to how he set up that system.
Thanks for the info. I'll try that SKK mod out. I'm already using his utilities. Too bad settlers don't work though. It'd be neat to set up stores and Slocum's Joe around the commonwealth.
I also use NPC's Travel and that's not a bad idea. Lol seems everytime i stop by Concord the BoS are fighting it out with Raiders or Automatrons in front of the hardware store. Poor Jake having his store constantly nuked by tankbots.
 
Thanks for the info. I'll try that SKK mod out. I'm already using his utilities. Too bad settlers don't work though. It'd be neat to set up stores and Slocum's Joe around the commonwealth.
I also use NPC's Travel and that's not a bad idea. Lol seems everytime i stop by Concord the BoS are fighting it out with Raiders or Automatrons in front of the hardware store. Poor Jake having his store constantly nuked by tankbots.
He has a settler spawn mod too...perhaps that will work with his mod. Honestly, never even bothered trying. I think you can use a settler spawning mod with the CAMP mod though. Not sure about SS2 plots, however. And supply lines won't work.
 
These are the only two I've ever needed. You and what army is a nice idea, but if you have every settlement that's over 500 patrols and you'll be running into them all the time. Minutemen troops would compose 75% of the population. Who would even try to raid anymore at that point?
I think you can set patrol number per region. Eben habing zero patrols. And set number of soldiers in patrols in that region. I think it's this mod.
 
You can set the amount of troops who patrol in "You And What Army" in the mod manager.

none,light,medium,heavy and overwhelming i think it is. I mentioned this in an ealier post. The default is heavy.

You can also set how many in a patrol from 1-4

While that one is the MM, you can also get another mod based on it that has Raiders,Gunners,BOS and a few more. Also manageable in the mod manager

Militarized Minute men with the patches and service rifle mod patch is indeed well done. Myself, i wanted mine in all blue which is possible in FCOM but not for patrols.

With You and what army, you end up with a mishmash of cartoony textured patrols that just didnt work for me.
 
Last edited:
You can set the amount of troops who patrol in "You And What Army" in the mod manager.

none,light,medium,heavy and overwhelming i think it is. I mentioned this in an ealier post. The default is heavy.

You can also set how many in a patrol from 1-4

While that one is MM, you can also get another mod based on it that has Raiders,Gunners,BOS and a few more. Also manageable in the mod manager
Yes, you are correct, my memory isn't what it was 60 years ago. :)
 
Now though, i find the tacticool mods for weapons and armor to be the most fun for all factions. I think the laser musket is worse than using a pool cue. Bleh.

Tactical Nick Valentine and Institute for example
 

Attachments

  • Nick V.jpg
    Nick V.jpg
    176.7 KB · Views: 14
  • Institute.png
    Institute.png
    1.1 MB · Views: 14
Now though, i find the tacticool mods for weapons and armor to be the most fun for all factions. I think the laser musket is worse than using a pool cue. Bleh.

Tactical Nick Valentine and Institute for example
Oh, yeah. MM Muskets really bite it. I often wait on rescuing the crew in the Concord museum until I get a better weapon. Even the sniper rifle in the Concord house is better. Mods? May I ask, which mods are you using in your pics?
 
I am doing a LONG story with the MM and SS2, i am taking my time with it to make it feel like they've grown, but i am turning the MM into a full on Republic using numerous Mods from SS2 and various ones i have found on Nexus. Basic Run down is: There is the Officers of the Military (Which one day will form Congress), the Officers are all the Head officers in SS2 and My Companions, then there is the Military itself with infantry, Scavenger Units, Field Medics, The Rangers, the Marshals, and the Military police. And every 4 settlements within range of a Outpost marks a State/Region So RR is the Outpost, making Abernathy, Sanctuary, and Starlight one state. Hope you get the idea. Anyways now onto the Mods, here is the MM mods i use:

W.A.T.M. Obviously
Militarized Minutemen
You and What Army 2
Minutemen Squads
Castle Spawns Minutemen
Minutemen Propaganda
Minutemen and Modern Firearms Patch (Gives MM Modern weapons)
The People's Flag (Gives the MM better looking flags, whole new design while keeping the original emblem)
Chuck Yufarley Barracks Collection (Adds awesome looking military style barracks)


Thats just the MM mods i use (Yeah last one ain't MM but eh), I use ALOT more mods to reach my desired roleplay play through of the new MM Republic, anyways enjoy,
 
Top