Militia Prisoners (Updated)
Reavers and super mutants are capturing the militia and the settlers they escort. Find bound people in enemy camps, free them, and give them a new home - or return them to the Federation.
Screenshots 5 screenshots
About this mod Machine translation
Reavers and super mutants are capturing the militia and the settlers they escort. Find bound people in enemy camps, free them, and give them a new home - or return them to the Federation.
Original address:
Prefix:
Mod Configuration Menu:
Updated on September 12th:
Version 4.1.1
Minor fixes to prisoner names.
Updated on September 11th:
Version 4.1.0
Optionally, enable "Prisoners with Names" in the MCM to give your rescued prisoners a name and rank (militia). Off by default. Only applies to newly spawned captives.
Updated on September 6th:
Version 4.0.6
Should be able to correct the names of dungeons with prisoners.
Updated on August 19th:
Version 4.0.5
The handling of mission flow when dispatching rescued families should be corrected.
Note, I can't test in-game because my settings are broken until today's game update has it all fixed.
Updated on August 17th:
Version 4.0.4
Minor bug fixes.
Updated on August 14th:
Version 4.0.3
Some minor bug fixes.
Version 4.0.2
Minor bug fixes.
Updated on August 12th:
Version 4.0.1
Minor fixes and cleanups.
Updated on August 9th:
Version 4.0
New feature: Randomly repeat tasks
- You will occasionally encounter a scared child in a settlement, asking for help in rescuing their parents. If accepted, you will need to rescue the captives at a specific camp and bring them back to reunite with their children. You can then assign the parents and children as settlers. Unlike random encounters, captives will follow you after being freed until the family is reunited.
- General, you must be allied with the militia to trigger the radiation mission.
- You can control the frequency of radiation rescue missions through the MCM menu. The default is a 10% chance of appearing every 12 hours when arriving at a settlement you control. Set to 0 to disable.
- Militia can also be recruited, provided you catch them before they leave (they will leave once they have completed their mission).
- (optional dependency) If you install "Diverse Child Settlers" you will get a more diverse pool of child settlers. Without it, only a handful of original faces could be used.
Other small changes
- Bound captives should no longer appear in random settlement attacks.
- Captives only available in Federation - Far Harbor and Nuclear World (soft DLC dependency) None.
- Scenery escorts for random encounters will sometimes include child settlers.
Updated on June 30th:
Version 3.3.0
New feature: Press the "Release Nearby Prisoners" shortcut again on the party you rescued, and the entire party can be sent to the settlement together. No more sending them one by one through conversations (unless you want to). Per-person dialogue assignments are still the same as before, and you have full control: you can dismiss anyone who says "get out", or send people to different settlements.
Bug fixed: Camps will no longer resurrect prisoners if they are not completely cleared. If you free a group of people but don't completely clear the location, a new group of captives will not immediately spawn the next time you pass by. It will first wait until the game's normal cell respawn window is over.
Updated on June 29th:
Version 3.2.0
[b]Version 3.2.0[/b]
Mainly cosmetic changes to increase immersion. It's reasonable to occasionally encounter free traveling parties if you find captured militiamen and settlers, so this update adds them as an optional feature.
[b]New feature: Militia guard encounter[/b]
[*]You will now occasionally encounter free-traveling militia patrols - an armored "militia guard" leading 1-2 "escorting settler" companions.
[*]Purely cosmetic/environmental effect - they are too busy traveling to recruit. They will disappear naturally once you leave the area.
[*]"Enable Militia Guard" switch (under General) - turned off by default[/b]. If you want to see patrols, you can turn it on.
[[*]Archives are safe and can be added to existing games. There is no new footage and no new master save requirements - fully compatible with ex …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.