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Minutemen Quests

TheDroidIsMissing

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On this playthrough, I'd like to join the minutemen, but I'm just so damn sick of Preston "Billion-Quest" Garvey... I've found a mod that disables MM quests when you talk to Preston, but is there one that also disables quests from MM radio?

If not, I'll probably just leave him on Spectacle Island with that horse armor again

Edit: Here's the link to the mod I found.
(https://www.nexusmods.com/fallout4/mods/24940?tab=posts)
If anybody knows of a better mod to use than this one, please share! I vaguely remember hearing something about people running into problems when trying to disable MM radiant quests, but I don't remember the specifics
 
Would be nice if this works... as well as if you could turn off attacks at other settlements while building. Help defend graygarden from the mutants... stop building, go do some murdering, then return back to where I was.

John
 
I use that mod too. Preston still bugs me when I visit the Castle from time to time, but at least he doesn't offer any new quests immediately after turning one in.
You can just turn off the radio broadcast at the Castle to stop getting the quests from it. Either flip the switch on it or disconnect its power.
 
Blocking MM radiant quests have sometimes caused issues. If you are not 100% tired of them, then perhaps having a cooldown between quests would be enough?

I am using this mod, which gives that cool down. It also prevents having more than 1 timed MM quest at any time. Preston is now a viable companion and you have more things to do than rushing through settlement quests all the time. Would that be enough to fix your gaming experience?

Basic version does the trick and other changes it makes (mainly changes to gear, adding MM patrols around settlements etc.) are very reasonable. You rarely notice they are there, once you are used to seeing Minutemen patrols walking around settlements every now and again. They do not appear too often either.

We Are The Minutemen by TheFirstEnd
https://www.nexusmods.com/fallout4/mods/6443

What comes to Radio Freedom: just turn it off in the Castle. There is an actual button in radio console that allows you to do so. :help
 
Most mods that alter the way MM quests are handled break the game. Disabling them altogether is a bad idea. There is a mod that I've personally used that just significantly decreases the number of quests rather than breaking the system trying to turn them off. https://www.nexusmods.com/fallout4/mods/13439
 
Blocking MM radiant quests have sometimes caused issues. If you are not 100% tired of them, then perhaps having a cooldown between quests would be enough?

I am using this mod, which gives that cool down. It also prevents having more than 1 timed MM quest at any time. Preston is now a viable companion and you have more things to do than rushing through settlement quests all the time. Would that be enough to fix your gaming experience?

Basic version does the trick and other changes it makes (mainly changes to gear, adding MM patrols around settlements etc.) are very reasonable. You rarely notice they are there, once you are used to seeing Minutemen patrols walking around settlements every now and again. They do not appear too often either.

We Are The Minutemen by TheFirstEnd
https://www.nexusmods.com/fallout4/mods/6443

What comes to Radio Freedom: just turn it off in the Castle. There is an actual button in radio console that allows you to do so. :help
I love what this mod does to the Minutemen. It's worth it for the patrols alone, but the reduction in the radiant quests is a nice bonus too. Overall makes it feel like the Minutemen are an active organization. I certainly noticed a marked reduction in the radiant quests once I started using this, so I feel like I can do aimless exploration when I feel like it, not being pressured to be at Preston's beck and call (I mean who's REALLY running the show? Preston, that's who!)
 
Thank you guys! We Are The Minutemen looks really interesting. I think I'll give that one a shot. My only concern is potential conflicts with Better Locational Damage.

Out of curiosity, in what way does disabling MM quests break the game?
 
Minutemen quests are I believe tied to the main quest line for one thing. Plus you can potentially end up breaking the Minutemen's own quest line affecting quests like taking back the castle and the one with Ronnie Shaw. Altering a single standalone quest is one thing, but when you start altering an entire line of quests that is tied to other quest lines there are often unforeseen consequences if the mod author doing it isn't extremely familiar with pretty much all of the other quests and potential tie ins.
 
Thank you guys! We Are The Minutemen looks really interesting. I think I'll give that one a shot. My only concern is potential conflicts with Better Locational Damage.

Out of curiosity, in what way does disabling MM quests break the game?
I use both We are the Minutemen and Better Locational Damage with no issues.

This is what We are the Minutemen tweaks with Radiant quests (according to the Nexus page for it)
- The % chance of a Minuteman radiant quest start has been reduced (20 instead of 25)
- The maximum of active quests possible has been reduced (1 instead of 3)
- A cool down period for each Minuteman radiant quests has been added for prevent the exact same quest to restart as soon as it's over (96h in-game instead of 0)

I haven't had it break anything over multiple games so I think it's safe.
 
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