We Are The Minutemen - Tweaks - Fixes - Power Armor Expansion - Patches
🟡 Updated this year⚠️ Install Order · 3 steps
Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.
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🔍 Analysis
- 👍 0.2% endorsement rate
- 🏆 #31 of 69 Power Armour mods in this game by downloads
📋 About This Mod
This mod fixes and tweaks some things with We Are The Minutemen by TheFirstEnD.
I've also made a Power Armor expansion for what kinds of Power Armor the Minutemen can wear.
This is with help from the MMP4APA - Minuteman Paint for ALL Power Armors (Gray or Blue) mod by invock. I've used that mod's paint schemes for the Power Armor in this mod.
There are some Patches/Addons for other mods, as well.
Tweaks and Fixes
- Fixed the Minutemen Bag and Backpack Meshes.
The Model File Names were incorrect.
Removed as of v1. 3 as it's fixed in the newest version of We Are The Minutemen by TheFirstEnD.
- Made it so you can't wear the Minutemen Bag, Backpack, or any Gloves with the Hazmat Suit.
I thought it looked kind of odd to have that big respirator on your back AND a bag full of stuff hanging off the same place, so I changed the equip slots they use.
I added the Ring and FX slots to the Hazmat Suits, so you won't be able to wear a wedding ring while in the suit, or double up on gloves anymore.
Gloves on your Gloves. Warm, but weird.
Removed as of v1. 3. Thought it was
unnecessary.
- Tweaked the Faction relationships between the Minutemen and a few others.
I was having a bug where my Minuteman Companions would attack non-hostile turrets, like the ones in Virgil's cave or Barney Rook's turrets in the quest Gun Run. This fixes that bug.
Please let me know if you experience any unexpected behavior relating to faction hostility, or lack thereof. I'm not really knowledgeable about how factions work in xEdit. I took a kind of broad brush/blunt force approach, so I may have overstepped and not accounted for some scenarios.
-
Gave all of the Minutemen NPCs (Vanilla and W. A. T. M.) the Aquaboy and Aquagirl perks.
I gave them these perks to stop them from dying from radiation when going into water.
Yes, it's really not immersive, but sometimes they just prefer to swim, if it's a faster route.
This was a problem especially for the Minutemen Companions, as going even remotely close to water would make them want to take a dive... to their deaths...
- Reduced the Carry Weight bonuses of the Bag and Backpack by half.
I felt they were previously kind of overpowered.
- Tweaked the Settlement Ra
This mod tweaks and fixes We Are The Minutemen, expanding the power armor they spawn with. It includes patches and addons for other mods the author uses. With 579 endorsements and 354,659 downloads, it's a popular companion mod for WATM users.
✨ Key Features
📊 Pros & Cons
✅ Pros
- Solid endorsement-to-download ratio (579 endorsements, 354k downloads) shows it's well-received
- Directly improves a popular mod by fixing issues and adding power armor variety
- Includes patches for other mods, making it a one-stop compatibility hub
⚠️ Cons
- Description is vague—no specifics on what tweaks or fixes are included
- Patches are tailored to the author's mod list, so may not cover your setup
- Last updated over a year ago (May 2026), so may not be actively maintained
For Fallout 4 players who use We Are The Minutemen and want to fix bugs or see Minutemen in better power armor. Also useful if you use the same mods the author patched. Skip if you don't use WATM or want detailed patch notes.
💡 Beginner Tips
- Check the mod's file section for optional patches—you may need to pick the right one for your load order.
- If you use other mods that alter Minutemen outfits, load this mod after them to ensure changes apply.
- Read the posts tab for user reports on which patches work best with common mod setups.
📊 Mod Details
- Game
- Fallout 4 Mods
- Author
- Babaloo321
- Version
- v2.8
- Downloads
- 354,659
- Endorsements
- 579
- Category
- Power Armour
- Created
- 12/21/2021
- Updated
- 5/11/2026
🔧 How to Install Fallout 4 Mods
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