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About this mod
Provides Alternate start, Quick start, Normal start options. When you use one of the alternate start paths, there are over 800 dialogue edits, with voice and lip sync, so your character is no longer the mother/father of Shaun (or even a Vault Dweller, if you want). Great for role players.
- Requirements
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This mod does not have any known dependencies other than the base game.
Mods requiring this file
- Permissions and credits
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Credits and distribution permission
- Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources
- Upload permission You can upload this file to other sites but you must credit me as the creator of the file
- Modification permission You are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
- Conversion permission You can convert this file to work with other games as long as you credit me as the creator of the file
- Asset use permission You are allowed to use the assets in this file without permission as long as you credit me
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You are not allowed to earn Donation Points for your mods if they use my assets
- Console modding permission The author gave permission for someone else to port this mod to console and for it to be uploaded to Bethesda.net. Please credit the author, however
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
This mod is not opted-in to receive Donation Points
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Translations
- Spanish
- Russian
- Portuguese
- Italian
- German
- French
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Translations available on the Nexus
Language Name Russian Author: Djezendopus Start Me Up - Alternate Start and Dialogue Overhaul - Russian Translation French Author: Fanged Hex Start Me Up - Alternate Start and Dialogue Overhaul - FR Spanish Author: MeKomoATuPriima -TinyManticore Spanish-Start Me Up - Alternate Start and Dialogue Overhaul (Mejorada) Portuguese Author: Gabiroska12 e urbanoantigo START ME UP PARA FULL DIALOGUE INTERFACE - PT BR Spanish Author: oscarpelluz StartMe-Up Normal Dialogue Prompts - Spanish (6.1) Italian Author: OswyChow Start Me Up - Basic Version (2.0) - Italian Translation - Traduzione Italiana German Author: Svorge Start Me Up - Alternate Start and Dialogue Overhaul - German Translation - Changelogs
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Version 6.1
- Patches
* Updated Nuka World patch to fix those two lines where you refer to being from the past, or refer to Shaun. Thanks to Rusey for identifying the lines. Also added StartMeUp.esp as a master so LOOT will sort the patch correctly automatically.
Starting Options
* Added support for Enclave X-03 Hellfire if you choose an Enclave character (must have mod installed). You now get a submenu where you pick Enclave Officer uniform only, Enclave X-02 (and uniform, if installed) or Enclave X-03 (and uniform, if installed).
* Added NCR Ranger starting gear option (must have mod installed), replacing Wasteland Settler (which wasn't very unique).
Traits
* If installed, Enclave X-02 power helmet, X-03 Hellfire power helmet, and NCR Ranger Helmet will all be added to the Four Eyes trait formlist.
* If installed, Enclave X-02 power helmet, X-03 Hellfire power helmet, and NCR Ranger Masks will all be added to the Unsightly trait formlist.
Bugs
* Fixed a couple typos.
* Probably fixed the issue with the Vault 111 inner gear door not opening if you have a huge load order.
I installed 150+ mods and couldn't make it happen anymore. Basically, I added some redundancies to the scripts to make sure the right things happen even if you have a big load order on a slow machine. Not 100% sure it's fixed though, as the issue appears to be caused by the game engine being overloaded with script commands.
- Patches
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Version 6.0
- MAJOR UPDATE
Bugs fixed:
* Fixed rare bug where menu prompt in pre-war bathroom did not appear (caused by some unknown mod conflict resulting in unfilled aliases)
* Fixed missing T51 helmet on Unsightly formlist
* Added power armor helmets to Four Eyes formlist
* For alternate starts, removed note in veterans hall terminal that uses the player's name
* For non-vault starts, fixed some missed dialogue lines with companion chatter that still refer to you as a vault dweller
* Fixed rare bug where Raiders in your local gang would be hostile
* Fixed minor issue with Knight-Captain Cade's dialogue
Trait updates:
* The Unsightly and Four Eyes traits now will work with the expansion pack items from Automatron, Far Harbor, and Nukaworld
* The Gifted and Small Frame traits now give you the choice to apply the benefits as a permanent increase (perk chart, better for early game) OR as a magic effect (pip-boy status menu, better for late game)
* Added default Vault-boy animation to all of the traits (shows up in the Pip-Boy)
Under the hood:
* Removed all edits to Vault 111 so the mod now touches ZERO cells and worldspaces for maximum compatibility (this was a big project)
* Converted all starting gear allotments to leveled lists (from script properties, another big project)
* Cleaned up unused script properties
New features:
* Start Me Up now makes a save point after you create your character
* Start Me Up now turns off the radio in the pre-war bathroom so you don't hear "It's All Over" for the thousandth time
* For non-vault starts, added 18 new classes (now 38 total) including: Brotherhood of Steel, Railroad, Institute, Minutemen, Church of Atom, Gunners, Forged, Chinese Agent, Wealthy Civilian, Poor Civilian, Settler, Cannibal, Enclave, Rust Devil, Trapper, Pack, Operators, Disciples (the last six will only work if you have the appropriate mods/expansions installed)
* For non-vault starts: made appropriate dialogue and global variable changes for the new faction-based alt start paths (these dialogue changes are MINOR so don't expect much, just a few short lines for BoS, Railroad, Minutemen, and Church of the Atom.)
* For non-vault starts: added gear difficulty setting - choose four different levels of gear that you get at startup. First level is just clothes, second level adds a melee and ranged weapon, third level adds some armor and more ammo, and fourth level adds another ranged weapon and a full armor set. As difficulty gets easier, you also get more aid items and ammo, and better weapons.
* For non-vault starts: added character level setting - choose a starting level, and most of the above start gear will be leveled with you (as much as that is possible). You will then be able to immediately spend your perk points and customize your character.
* For non-vault starts, added 18 new start locations (now 38 total), and sorted the list by difficulty of the zone
* For non-vault starts, added ability to randomize start options. Simply fill out your character normally, then when you're done you will have the option to randomize some or all of your character's attributes (excluding appearance and name).
- MAJOR UPDATE
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Version 5.5
- Fixed a number of minor bugs.
* Fixed issue with Fast Shot trait, thanks to IDontEvenKnow for the bug report. I just turned it down and changed the description, not much else I can do.
* Fixed issues with Full Dialogue Interface when using Vanilla Start. Thanks to lnodiv for the bug report.
* Fixed dialogue with Jack Cabot, when starting outside the vault. Thanks to 5746 for the bug report.
* Fixed dialogue with the scout bot at the USS Constitution, when starting outside the vault. Thanks to rcoll for the bug report.
* Made sure all of the MQ101 and MQ102 stages are set and objectives are completed, in order to maximize compatibility with mods that add items to the player. Thanks to IDontEvenKnow for the bug reports.
* Fixed a number of issues with Full Dialogue Interface compatibility, for the FDI version of Start Me Up. The good news is that there should be a lot fewer issues. The bad news is that it takes me about 4x as long to make the FDI version now, and I remake it each time I update the mod.
- Fixed a number of minor bugs.
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Version 5.4
- Fixed a major bug in several of the Traits. It would only occur if your base special stat was exactly equal to 2, but if any stat was equal to 2 and you had one of the offending traits, it would break the entire perk menu! Thanks to SPITSPHIRE for the detailed bug report, which got me pointed in the right direction to figure this out.
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Version 5.3
- * Fixed a couple dozen minor dialogue bugs reported by Nexus member 5746. Thank you very much! These fixes include a large number adjustments for Abernathy farm (for the non-vault start) and the interview with the doctor aboard the Prydwen, as well as minor changes here and there.
* Also fixed a minor issue with the Vault 111 Cryo Room terminal.
* Finally, I was able to remove another worldspace edit by moving the initial trigger of the alt start menu to an invisible trigger instead of having it attached to the door. So now the ONLY cell or worldspace that Start Me Up edits is Vault111Cryo (post-war). Pretty cool!
- * Fixed a couple dozen minor dialogue bugs reported by Nexus member 5746. Thank you very much! These fixes include a large number adjustments for Abernathy farm (for the non-vault start) and the interview with the doctor aboard the Prydwen, as well as minor changes here and there.
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Version 5.2
- * Fixed problem where trigger box 00051877 does not disable properly via script using GetFormFromFile(). This is what was causing the "coming out of the vault" animation to play for some users when running across the vault platform. Thanks to tabakova for the bug report.
* Fixed problem where sometimes the raiders will be hostile if you choose the raider start. This was because the game's script engine cannot fill the aliases fast enough, and the raiders spawn locations are random. If they spawned next to you, then they would attack you before the aliases could be filled.
* Fixed balance where Mercenary and Sniper (Scout) loadouts are overpowered relative to others.Cleaned up scripts and removed unused properties to shorten main bathroom door script.
* Moved some script events for starting outside the vault off of the main script to the spawn trigger box in order to decrease script engine overload risk.
* Fixed issue where trait respec terminal wouldn't actually delete traits even though you tell it to. It now functions properly.
- * Fixed problem where trigger box 00051877 does not disable properly via script using GetFormFromFile(). This is what was causing the "coming out of the vault" animation to play for some users when running across the vault platform. Thanks to tabakova for the bug report.
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Version 5.1
- Fixed a few bugs related to Fallout 4 patch v1.9 dealing with Vault 111's elevator if you started outside the vault. Thanks to RangerHawk for the bug report. Also fixed the trait respec option - just go to the terminal in Vault 111 Cryo (where you normally are frozen) and choose "Enter Health History". This is also where you choose traits (if any) if you start in the Vault. Also, I cleaned up the traits menus a little bit.
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Version 5.0
- MAJOR UPDATE Thanks to the help of many people far more skilled than myself, I have made a number of updates to this mod in order to improve compatibility with other mods. The number of changes made to the wasteland worldspace is reduced from a several dozen to zero. There are only two changed cells now - the bathroom in Pre-war Sanctuary and Vault 111 interior (no way to get around these). I also reduced the number of persistent references significantly. So, this version should be much more compatible.
In addition to those changes under the hood, there are also a number of changes to the menu on the bathroom door. You can roll your own character much more easily, and you can now also select Traits! I went with traits from the original games, plus a few that are replacements for old traits that aren't possible in the Fallout 4 engine. For people starting in the Vault, or if you just want to re-spec your traits, you can do that from the Vault 111 Cryo terminal, in the same room where you wake up from your cryo pod. I put this in here just in case there are issues with the traits, as they are fairly new.
This version also contains several bugfixes. I fixed a bug with the Memory Den if you go there before doing the main quest. I fixed a bug with the pre-war grass still showing up in Sanctuary sometimes. I fixed a bug with the Vault 111 weapons auto-equipping even if you started outside the vault.
For this version in particular, I'd like to thank ShadowShayde for help with menu papyrus scripting, kinggath and Vicyorus for help with aliases and papyrus scripting, and pintocat and Gribbleshnibit8 for reviewing the traits.
- MAJOR UPDATE Thanks to the help of many people far more skilled than myself, I have made a number of updates to this mod in order to improve compatibility with other mods. The number of changes made to the wasteland worldspace is reduced from a several dozen to zero. There are only two changed cells now - the bathroom in Pre-war Sanctuary and Vault 111 interior (no way to get around these). I also reduced the number of persistent references significantly. So, this version should be much more compatible.
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Version 4.7
- Fixed bug where pre-war grass would show up in Sanctuary. Thanks to OpTicZ0MB1E and Xavi940 for reporting this bug (sorry I didn't believe you the first time Xavi940). Fixed some issues with Scribe Haylen's terminal entries. Made it so that the end-game video no longer plays if you started outside the vault (since it makes no sense, being mostly about pre-war vs. post-war life). Made some minor improvement's to Codsworth's first meeting dialogue.
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Version 4.6
- Fixed an intermittent bug where sometimes, when you select a not-in-the-vault alternate start option, the frozen version of Nate/Nora would not stay in their cryo pod. It took me a long time to replicate this bug on my installation, but it can be done by simply starting a new game with a giant load order. What I think probably happens is that the game doesn't have enough system resources to execute all the script commands, and doesn't evaluate the AI package that tells the placed actor to go to their cryopod. This is a vanilla bug as well, oddly enough. So, I moved that part of the script from the main bathroom door script to the script that triggers when you descend the Vault 111 elevator for the first time, and that seemed to fix it. Also, I fixed two very minor dialogue issues.
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Version 4.5
- Fixed two minor dialogue bugs, one related to the Vault Tec Rep and one related to the synths in the institute. Thanks to jonozilla and donngold and EnvyDeveloper for the bug reports!
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Version 4.4
- Fixed bug with Institutionalized quest - thanks to Michele Magus for the bug report! Fixed minor bug with starting in Bunker Hill. Fixed minor issues with some start markers showing up on local map. New feature: if you select the last option in the list of alternate start locations (select "I can't remember, let me think..."), you can select any one of twenty loadouts and any one of twenty start locations, allowing you to roll your own custom alternate start setup. Thanks to Scarecrow23 for the idea!
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Version 4.3
- Added ten more start options for advanced players. These make the game significantly harder, as you start out as a level one character in much higher-level areas. Good luck!
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Version 4.2
- Fixed a significant bug with Codsworth's dialogue. Made several other minor fixes. Thanks to Xinamon and demonbreathersubscriptions for the Codsworth bug report.
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Version 4.1
- Fixed a number of minor bugs. For the raider alternate start: your clan of raiders will now attack you if you attack them. For all the alternate starts, you will no longer see your clothes change if you are in third person (like in the video) and the sequence is a bit faster. Created alternate dialogue lines for scenes that I missed related to Daisy in Goodneighbor, Nick's companion quests, the scene when you first meet the Railroad, one line from Dr. Amari, and a couple others.
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Version 4.0
- MAJOR UPDATE Added ability to start in nine more locations, all outside vault 111. Added several hundred dialogue changes that are used if you start outside the vault (i.e. for all those times you tell people you are from a vault). Everything works, no weird bugs like other alt start mods. You can still go back into Vault 111 if you want, no audio glitches, no weird stuff. Also made some minor bug fixes for the existing start paths. I'm also switching the numbering, so Beta v4 = 4.0. It is now the "main file" and the simplified version is the optional file.
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Version 3.0
- Fixes two missing lines of Institute dialogue. Thanks to bamani71 for the bug report. Also fixed (edited) three lines that were combinations of other lines, which I felt were a little too rough. Finally, for the XBOX version, the lip synch should be working. Apparently you have to convert the .lip/.xwm pairs into .fuz files for XBOX. Thankfully there is a tool included with the Creation Kit. But really, the CK should warn you if you try to upload a file for XBOX that doesn't include .fuz files.
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Version 2.0
- Fixes minor bugs in Codsworth dialogue, Institute dialogue. Added version for people who don't use Full Dialogue Interface and want the original-game-style short dialogue prompts.
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Version 1.0
- Adds fixes for about 50 more dialogue lines, including all of Act 3 of the main quest and several misc. lines that I missed. Finally feature complete and ready for Beta. Next step is fixing any bugs or missed dialogue lines (I'm sure there will be some) which imply that your character had a family/son. There shouldn't be many, but you never know.Terms searched for in Excel: father, mother, mom, dad, parent, related, relation, married, love, find him, baby, infant, boy, child, kid, spouse, wife, husband, family, son, and ShaunTotal strings analyzed by hand: 2915 (about 2.4% of the strings in the entire game)Total alternate dialogue lines created: 583 (all voiced by the original actors and lip synced)Total quests edited: 67 (just dialogue, a few journal entries, and a few objectives)
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Version 0.92
- Fixes for about 100 more lines, including all of Act 2 of the main quest. I also included a couple fixes for some Institute dialogue. I have evaluated over 2800 dialogue lines by hand so far, and the mod now includes about 540 different lines of dialogue versus the original game. Hopefully once I finish Act 3, this will be a Beta (feature complete) and not an Alpha. Yay.
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Version 0.91
- Fixes for about 100 more lines of dialogue, including all of Act 1 of the main quest and the first part of Act 2, up to the Memory Den. I also searched for some additional terms - father, mother, mom, dad, parent, related, and relation - which added more lines to my list. This version also adds a few fixes for misc. quests and companion dialogue that I missed due to these search terms.
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Version 0.9
- This update adds fixes for abernathy, diamond city, good neighbor, the railroad, and the institute. I added several search terms to my dialogue screen, as I noticed I was missing some infos. Screened infos now include anything with: baby, infant, boy, child, kid, spouse, wife, husband, family, son, and Shaun. Because of this I was able to catch a bunch of missed infos in companions and other misc. quests. I would say 99% of the non-main-quest dialogue is now fixed. Next step is working through the main quest. So far I've fixed over 330 lines of dialogue.
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Version 0.8
- Fixes for goodneighbor quests, minutemen quests, and some misc. dialogue fixes
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Version 0.7
- Finally finished dialogue edits for Codsworth as a companion. Since almost all of his dialogue is about how he knew you pre-war, I only edited the player's dialogue that references the son/spouse etc. so that stuff is gone. Basically you react to him as "I think you've got me mistaken for someone else" the first few times you interact with him, but he always sees you as his former master. Crazy robot!
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Version 0.6
- Adds about forty fixes, including several misc. conversations at settlements and some railroad and institute dialogue
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Version 0.5
- Adds a couple dozen fixes, including additional diamond city lines, mama murphy lines, misc quest lines (MS04), the last of the companion commentary (i hope), and the last of the BoS stuff.
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Version 0.4
- Adds over 65 fixes for Diamond City dialogue, including the entrance gate, the preacher, the interview with Piper, and almost all misc. dialogue (greetings etc.) should now be done. Also fixes some errors in the previous alpha. I also restored some (fully voiced) cut content dialogue in Piper's interview, but it only applies if you take the normal (not alternate) start and also tell piper you were frozen. Diamond City is almost done, except for Nick.
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Version 0.3
- Adds fixes for DialogueConcord when you meet Preston, all? companion dialogue except Codsworth (X6-88 was a huge chore), some BoS dialogue, and some misc. items
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Version 0.2
- Adds fixes for journal entries, quest objectives, some misc. items, and the Publick Occurrences newspaper
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Version 0.1
- Initial release, proof of concept with edits to Codsworth's introduction scene (DialogueCodsworthPostWar quest)
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2022 update
You should be using Start Me Up Redux instead!
It fixes many bugs and issues with this old version.
...if you still want the old version, read on below...
Description
This mod provides a menu at the beginning of the game, after the bathroom scene, with three options:
Alternate start: wake up from this dream as a different person, not the parent of Shaun:
- You can be a pre-war vault dweller, starting in Vault 111:
- Follows the alternate plotline, where you are released from the vault by mistake
- At the terminal, select your own SPECIAL stats and up to 20 traits
- Your own SPECIAL stats
- Up to 20 Traits
- One of 38 different occupations, including factions (affects your starting gear)
- One of 38 different start locations (sorted by difficulty)
- How much or little starting gear you have (four difficulty levels)
- Your starting level (so you can pre-level-up your character)
- Randomize any or all of the above
Quick start: wake up from your memory, in your pod in Vault 111:
- Follows the normal plotline, but you skip all the prewar stuff and get to playing
- At the terminal, select your own SPECIAL stats and up to 20 traits
Normal start: nevermind, just play through normally (basically a 'cancel' button)
Versions
- Full version: makes over 800 dialogue edits with voice and lip sync so you don't have to play as the "concerned parent" character, replacing those with voiced and lip-synced lines from the rest of the game (so it's the original voice actors). The dialogue lines vary depending on which start path you choose. There are two choices here - one for if you're using the popular Full Dialogue Interface mod, and another for if you are not.
- Basic version: just provides the alternate, quick, and normal start options. No dialogue edits, no options to start outside the vault. This mod is minimally invasive, and makes only as minor edits as I could get away with. Mainly this is for people who are testing mods or just want the "quick start" aspect of the mod.
Media
Also, read the review of the mod on Game Face: START ME UP: How one mod fixes Fallout 4's biggest issue. Thanks for the review!
Check out Start Me Up on Nexus Community Picks for March 2017. Thanks to rcoll for the submission!
Questions
Do you have any warnings?
- Obviously, don't use this mod with other alternate start mods or others that alter how you start. You may want to avoid using this mod with mods that significantly alter the game's dialogue and quests (or if you do, check them for conflicts in Fo4edit). Otherwise, you can use this with any other mods you want.
Does this mod have the usual alternate start problems that other mods have?
Spoiler:
Are these other mods compatible with Start Me Up?Show
- No. The vertibirds have sound. You can go back inside Vault 111. There are no weird Vault 111 sounds in interiors. The radio stations all work fine. The main quest starts normally. No faction issues, even with the raider start - only your handful of local raiders are in your faction. Very few persistent references and ZERO edits to any cells, worldspaces, or locations.
- Known Issues as of v6.0:
- Sometimes the player voices are a little too dramatic or emotional, considering it's not your child anymore. Not much I can do about that.
- Some of the faction start dialogue may still treat you as new to the faction. These issues will be fixed in later updates as people complain about them.
Spoiler:
Help, the mod isn't working!Show
- NOT COMPATIBLE
- Piper Interview Restored is NOT compatible, but its features are included in Start Me Up anyway.
- Nora Companion Mod is NOT compatible, someone will have to make a patch.
- Killable Children is NOT compatible due to a script conflict that bugs the main quest. Use Immersive Killable Children instead
- COMPATIBLE, BUT PAY ATTENTION
- Horizon works for many people, but if you experience problems, try installing Start Me Up after you are out of the vault, or only using the Vault-Based Alternate Start option.
- The Pip-Pad mod: follow the instructions and only install it AFTER you are done with the Vault
- Same Sex Couples: put it after Start Me Up in your load order
- Main Quest Choices: put it after Start Me Up in your load order
- COMPATIBLE AND RECOMMENDED MODS
- The Danse Dilemma - adds new options with Paladin Danse
- Nick Valentine Romance - lets you romance Nick Valentine
- Some Assembly Required - increases rarity of power armor
- Combat Zone Restored - makes the combat zone in the way it was supposed to be
- Ending Epilogue Restored - adds more stuff to the ending
- Enter the Brotherhood - makes it so you don't have to kill Kellogg for the brotherhood to arrive in the commonwealth
- Enclave X-02 or Enclave X-03 or Enclave Officer (standalone version) - at least one of these needs to be installed to use the Enclave start option
- NCR Ranger - needs to be installed to use the NCR Ranger start option
- Revamped Playable Ghouls - if you want to play as a Ghoul
- Myopia Simulator - if you want to use the trait "Four Eyes" (note that with this mod you must wear GLASSES and nothing else - Power Armor helmets don't count)
Spoiler:
I started outside the Vault, how do I start the main quest?Show
- Make sure you downloaded the correct version of the mod
- Make sure StartMeUp.esp and StartMeUp - Main.ba2 are both located in your /Fallout4/Data/ folder
- Make sure StartMeUp.esp is enabled in your load order
- Put StartMeUp.esp at the bottom of your load order
Spoiler:
I started outside the Vault, and I can't start "Getting a Clue" with Nick Valentine?Show
- Follow the quest Rumor of a Vault in your Pip-Boy to start the main quest.
Spoiler:
I want to use the Enclave or NCR or expansion pack start option, what mods do I need to also have installed?Show
- Follow the quest Rumor of a Vault in your Pip-Boy to start the main quest. (If your character doesn't know about the kidnapping, how can they report it to Nick Valentine?)
Spoiler:
Help, I'm not getting config items from other mods when I start the game?Show
- For the Enclave start, at least one of these is needed: Enclave X-02 or Enclave X-03 or Enclave Officer (standalone version)
- For the NCR Ranger start, you will need to install NCR Ranger
- For the expansion pack faction starts, you will need the appropriate expansion pack installed.
- The plugins above need to be in your load order, but it doesn't matter where.
Spoiler:
Can I use this mod if I already started a new game without it?Show
- If you are not getting holotapes or config items from other mods, it's because those mod authors probably did not follow best practices for adding items to the player. I can't possibly accommodate the hundreds of mods that add config items into Start Me Up (and, no one ever tells me what mods they are using, so I don't even know what specific mods add these config items that people are complaining about).
- The best practice is to use a quest script, attached to a custom quest that is set to be "Start Game Enabled," and then used an Event OnQuestInit() block in the quest script to automatically add the config item to the player (perhaps with a script timer, if need be). This means that the item gets added regardless of what the player does, when the player installs the mod, or how the player starts the game.
- Your options are to add the config items manually using the console (see your mod's page for details on how to do this with each mod) or to wait to install Start Me Up until you're out of the vault, in which case the dialogue would switch over to the vault-based alt start dialogue. Or, petition those mod authors to fix their mods - this has been a modding best practice since Morrowind (2002). Plenty of mods that add config items work fine with Start Me Up... the ones that were designed correctly.
Spoiler:
What "silent player" mod can I use with this?Show
- Yes! If you install the mod on an existing game, the dialogue will shift over to the Vault-based alternate start (the first choice on the alt-start menu). So your character will still say they were in Vault 111, but just they aren't the parent of Shaun.
Spoiler:
What do I do if I want to play as a ghoul?Show
- The best choice is Silent Protagonist by CoffeeAddictUK. Download Silent Protagonist, and also the patch for Start Me Up that's on the Start Me Up download page. This patch is compatible with all versions of Start Me Up, including 4.x and 5.x.
Spoiler:
Is there an XBOX or PS4 version available?Show
- Check out Revamped Playable Ghouls by cebius2.
Spoiler: A PS4 version is impossible due to Sony's restrictive policy on mods; Start Me Up requires scripts and audio files which can't be used on PS4.
I checked your mod for errors in Fo4edit and found some?Show
- An XBOX version isn't going to happen because of:
- the malicious community of XBOX users that kept flagging the mod and getting it deleted by Bethesda's auto-moderation system
- the extra work of maintaining two additional versions of the mod for XBOX
- the difficulty of debugging the XBOX version (no XBOX here, and no debugging tools allowed anyway)
- Bethesda.net's unfriendly treatment of mod authors (we don't have much control over our mods on that site)
- Please don't message me with requests to reinstate the XBOX version; it's not happening until Bethesda fixes their site and repeals their "report this mod" user-based moderation system.
Spoiler:
Will there be versions available in other languages?Show
- These errors are all carried over from Fallout4.esm. If you check Fallout4.esm for errors, you will find the same ones, as well as hundreds more. Just because Fo4edit reports an error, it doesn't necessarily mean anything is broken.
Spoiler:
Can I translate this mod? How?Show
- No, unless someone else makes it. To make this mod, you have to edit over 800 audio files. You'd have to have a copy of the game in the language you want to use, and be a fluent speaker and reader of that language in order to make the edits correctly.
Spoiler:
Can I change the dialogue back to normal after installing the mod?Show
- You can certainly try. It would be a huge amount of work since you would need to create over 800 dialogue lines by hand. I have never done a translation of a mod ... but here's what I think you need to do:
- Open the StartMeUp.esp in your Fallout 4 translation program and convert to your language:- - (1) all of the dialogue lines (what the player or actor says in their subtitles)- - (2) all of the dialogue prompts (what the player clicks on)- - Then save it as a "StartMeUp_XX.STRINGS" file (where XX is the language code - "fr" for French, "en" for English, etc). Put the file in /Fallout 4/Data/Strings/.
- Unpack "StartMeUp - Main.ba2" with the BAE (Bethesda Archive Extractor)
- Use Yakatori Audio Converter to convert the .fuz files from the .ba2 to .wav files so you can listen to them
- For each English .wav file in Start Me Up (over 800 of them): (1) Use Fallout 4 Voice Reference Tool (Fo4VRT) on your-language's Fallout 4 installation and find matching your-language dialogue lines in the game, spoken by the correct actor. - - You will have to make many of them by hand using Audacity, cutting and splicing the words together, merging multiple voice files or often just deleting a word or set of words. Mastery of both your language and English is important to get the meaning right.- - Save each file you made as the SAME file name (.wav file name) that was used in "StartMeUp - Main.ba2" (2) Once you do that, use Yakatori Audio Converter to make a copy of all the .wav files to .xwm (192kbps). It can do them all in batch, just drag in the folder. It's pretty fast. (3) Once you have created all 800+ new .wav files in your language, and made sure they all have the same file names as then English ones, you need to generate .lip files for each one with the 32-bit version of the Creation Kit (the 32-bit alternate .exe file comes with the main CK). You can't use the English .lip files or the faces won't match the words. Supposedly you can do all the .lip files in a batch by running some command line options for the 32-bit CK but I just made them by hand. But, for 800 files and since you don't know where they all are in the CK, I would really try to do them in batch: https://www.creation..._files_by_batch (4) After that, just run LipFuzer.exe (also comes with the CK) in your main /Voice/StartMeUp.esp/ folder, which will create a merged .xwm and .lip into a .fuz. This is fast, as it does them all in a batch. So, for every dialogue audio file inside "StartMeUp - Main.ba2" you will have four files following this format:00000000.wav <- made by you with Fo4 VRT and Audacity, this is the hard work00000000.xwm <- converted from .wav file with Yakatori, this is easy00000000.lip <- made with 32-bit Creation Kit .exe file, hopefully in batch using the command line and hopefully easy00000000.fuz <- made with LipFuzer.exe, this is easy
- You will now have over 3200 files that you created (.wav, .xwm, .lip, .fuz * 800 files, so at least 3200 files) and also a new StartMeUp_XX.STRINGS file that has XX-language text in it instead of English. To maintain compatibility with any future updates for StartMeUp.esp, you should do this: * Put the audio files ONLY in a new .ba2 called "StartMeUp - Voices_XX.ba2", where XX is the language code ("fr" for French, "en" for English, etc). This .ba2 will always override the Main.ba2 from Start Me Up. Inside the .ba2 you will need to keep the same folder structure: /Sound/Voice/StartMeUp.esp/(each character's voice folders) * Find your StartMeUp_XX.STRINGS file that you made at the beginning (where XX is the language code) So, the user would download and install the English version of Start Me Up from my page. Then they would download and install the XX-language translation, which consists of two files: (1) "StartMeUp_XX.STRINGS" (the text lines you translated) - goes in the folder: /Fallout 4/Data/Strings/(2) "StartMeUp - Voices_XX.ba2" (the audio files you made) - goes in the folder: /Fallout 4/Data/ These files would make the text and audio in your language but wouldn't overwrite anything in Start Me Up. Then if I need to make updates to StartMeUp.esp, like the scripts or StartMeUp.esp, your translation will still work fine.
Spoiler: This will give you the state of the mod's global variables. The important ones are: SMU_FollowedVanillaPath = 0 if you chose an alternate start, = 1 if you chose quick vanilla start, = 2 if you chose full-length vanilla start SMU_VaultStart = 0 if you started outside the vault, = 1 if you started inside the vault SMU_CanTalkTjavascript-event-stripped 0 if you are NOT aware of the baby kidnapping (i.e. started outside the vault and haven't completed the quest Rumor of a Vault), or = 1 if you either completed the quest or started in the vault You can change the state of the globals by entering the appropriate commands. For example, if you started outside the vault but want to revert to the normal plotline, enter these three commands: set SMU_FollowedVanillaPath to 2 set SMU_VaultStart to 1 set SMU_CanTalkToNick to 1 You can confirm that the globals have been changed by repeating the command: help "SMU" 3 If you are on XBOX you're hosed, since there's no console. You can disable the mod and see what happens (it should be fine, but no guarantees), you can start a new character, or you can live with your decision.
What changes have been made to the plot for the alternate starts?Show
- You can change the dialogue without uninstalling the mod, which would minimize the likelihood of savegame damage which can happen when uninstalling mods.
- Open the console (~ key) and check the state of the mod's global variables by entering:
- help "SMU" 3
Spoiler:
What are the start locations, exactly?Show
- For the Vault 111 alternate start: You still see a baby kidnapped at the beginning (but it wasn't your baby) so you are asking around about a kidnapped baby (if you want to), and learn about the Institute abducting people. But it's much less urgent than it was in the normal game. You can say stuff like, "I'm just passing through" instead of all four responses being about the baby. And if you keep following that thread, eventually, you're out to stop the evil organization that snatches people (or join them). Obviously this is not as strong of a "pull" as your own son being abducted. But on the other hand, it solves a major problem with the original plot, which is "If my son is so important, why is the game constantly distracting me with side quests? Shouldn't this be solved immediately?". And of course, it's not YOUR son, just some kid, and all of the dialogue reflects that according. This is my personal favorite way to start the game, as it makes the most sense and melds most seamlessly with the original game's plot.
- For the non-Vault alternate starts: You can find out about the abduction of the baby by going into Vault 111, by following a simple quest "Rumor of a Vault" that you get when you start. If you don't go into the Vault and find the evidence, you won't be able to continue the main quest past rescuing Nick Valentine, as you won't have anything to report to Nick nor any reason to go after Kellogg. The rest of the game is similar to the Vault-based alternate start in terms of dialogue edits, except for the places where you tell people you're from a Vault. The non-Vault alternate starts skip a little bit more dialogue than the Vault-based alternate start, which skips almost none. This is because there are a few scenes, like the first part of the interview with Piper, where all you really talk about is the Vault. Likewise, the "pull" of the main quest is not as strong - why does Father care about you? Why do you care about some Vault-dweller's abducted child? But, it is what it is, and it works out well enough.
- Regarding Codsworth, there were some issues, as a lot of his dialogue, and the whole reason he's willing to help you (or even leave Sanctuary), depends greatly on your pre-war relationship. Consequently, he is treated as a crazy robot who's mistaken you for his former owner. This is reflected in a number of your interactions with him, but he still refuses to believe you when you tell him he's mistaken. It was either that, or dumb down and remove so much of his dialogue that he becomes very generic and dull.
Spoiler: Start Location (recommended class/gear choice) Outside Vault 111 --- (vault enthusiast) Sanctuary Root Cellar --- (survivalist) Robotics Disposal Ground --- (scavenger) Ranger Cabin (SW of Sanctuary) --- (hunter) Raider group (NW of Sanctuary) --- (raider or mercenary) Red Rocket (South of Sanctuary) --- (mechanic) Concord house Old bus (SW of Concord) --- (drunk) Drumlin Diner --- (trader) Tenpines Bluff --- (farmer) Lonely Chapel Rocky Narrows Park Wildwood Cemetery Lake Quannapowitt Relay Tower 1DL-109 (in SE part of map) Union Hope Cathedral Vault 81 (outside) --- (vault enthusiast) Diamond City outskirts --- (baseballer or citizens) Boylston Club --- (wealthy citizen) Goodneighbor --- (thug, thief, etc.) Bunker Hill --- (trader, doctor) Relay Tower 0MC-810 (in NE part of map) Greentop Nursery --- (farmer) Roadside Pines motel --- (raider or mercenary) Egret Tours Marina --- (sailor) Fairline Hill Estates South Boston (near the Castle) Crater of Atom --- (Atom novice) Somerville Place Parson's Creamery Glowing Sea --- (radiation explorer) Outside Quincy --- (sniper, scout) Atom Cats Garage --- (greaser) Near Spectacle Island --- (sailor) Murkwater (in far SE swamps) Nordhagen Beach --- (farmer) Nahant Oceanological Society --- (scientist) Hugo's Hole (in Dunwich Borers) Click here for a map of all the start locations
What are the character classes, exactly?Show
- Inside Vault 111 - in the cryopod
- IMPORTANT NOTE: if you want the alt-start story that makes the most sense, you should start in the vault. So basically you are released by mistake (instead of Nate/Nora, who are dead in their pods), as a pre-war vault-dweller. The rest of the alt start points (below) remove any dialogue lines that refer to you as a vault dweller, being 200 years old, etc. so the plot line of the game is more of a departure.
Spoiler:
What are the traits, exactly?Show
- Vault Enthusiast
- Survivalist
- Scavenger
- Hunter
- Raider (not allied with faction)
- Mechanic
- Gangster
- Trader
- Farmer
- Drunk
- Doctor
- Scientist
- Mercenary
- Ballplayer
- Drifter / Thug
- Thief
- Sailor
- Greaser
- Scout / Sniper
- Radiation Explorer
- Brotherhood of Steel Initiate (no power armor, not allied with faction)
- Railroad Tourist (not allied with faction)
- Escaped Synth (not allied with faction)
- Minuteman/woman (not allied with faction)
- Church of Atom Novice (not allied with faction)
- Gunner Conscript (not allied with faction)
- Forged member (not allied with faction)
- Chinese Agent
- Wealthy wastelander
- Poor wastelander
- Cannibal
- Enclave remnant (must have installed one of: Enclave X-02 or Enclave X-03 or Enclave Officer (standalone ersion) - you get power armor, but no frame)
- NCR Ranger (must have NCR Ranger installed)
- Rust Devil (must have Automatron installed; not allied with faction)
- Trapper (must have Far Harbor installed; not allied with faction)
- Pack member (must have Nuka World installed; not allied with faction)
- Operators member (must have Nuka World installed; not allied with faction)
- Disciples member (must have Nuka World installed; not allied with faction)
Spoiler:
Why did you name the mod "Start Me Up"?Show
- Broad Shoulders (replacement of Hoarder) - Your broad shoulders add +25 to your carrying capacity (+15 in Survival mode), but due to your high center of gravity, you are more likely to be staggered by incoming blows.
- Bruiser - A little slower, but a little bigger. You may not hit as often, but they will feel it when you do! Power attacks deal 30% more damage, but cost 30% more Action Points to perform.
- Claustrophobia - You have a fear of enclosed spaces. You gain +1 to all SPECIAL attributes when outside, but suffer -1 when indoors.
- Early Bird - Hey early risers! Enjoy a +2 to each of your SPECIAL attributes from 6 am to 12 pm, but suffer -1 from 6 pm to 6 am when you're not at your best.
- Fast Metabolism - Your metabolic rate is twice normal. This means that you are half as resistant to radiation and poison, but your body heals at double the normal pace.
- Fast Shot - You don't have time to aim for a targeted attack, because you attack faster than normal people. Automatic and magazined weapons fire 20% faster, and AP costs are 20% lower, but you are 20% less accurate.
- Finesse - Your attacks show a lot of finesse. You don't do as much damage (-30% for normal attacks), but you cause more critical hits (10% constant chance any time).
- Four Eyes - While wearing any type of eyewear, you have +1 Perception. Without eyewear, you have -1 Perception.
- Gifted - You have more innate abilities than most, so you have not spent as much time honing your skills. You gain a permanent +2 to each SPECIAL stat, but gain experience at half the normal rate.
- Good Natured - You studied less-combative skills as you were growing up. People are 20% easier to persuade, vendor prices are 20% better, but your overall damage is reduced by 15%.
- Heavy Handed - You swing harder, but expend more energy. Your melee attacks do 20% more damage and are more likely to stagger, but cost 20% more action points.
- Hot Blooded - When your health drops below 50% you gain +15% more damage, but you also suffer -2 to your Agility and Perception attributes.
- Kamikaze - You boldness grants you +20 Action Points and +10% Action Point refresh rate, but your reckless nature causes you to take 20% more damage from weapons, explosions, and radiation.
- Loose Cannon - You love big guns, but your enthusiasm means you get carried away. Heavy weapons do 30% more damage, but are 30% less accurate.
- Night Owl (opposite of Early Bird) - Staying up late, you a +2 to each of your SPECIAL attributes from midnight to 6 am, but suffer -1 from 6 am to 6 pm when you're not at your best.
- Small Frame - You are not quite as big as other people, but that never slowed you down. You gain +2 Agility, but your limbs are 20% more easily crippled.
- Trigger Discipline - While using ranged weapons, you fire 20% more slowly but are 20% more accurate.
- Unsightly (similar to Four Eyes) - You may be good or bad, but you're definitely ugly. While wearing any type of mask, you get a confidence boost for +2 Charisma. With a bare face, you have -2 Charisma.
Spoiler:
Show
- I considered the usual "Another Life" or "Alternate Start" names, but I wanted something more unique and recognizable. Also, there is the Rolling Stones song with the same name, which has a really hilarious music video.
[size=6]Credits
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While I built this mod from scratch myself, I did look at how some other mods were built, so credit is due:
- Thanks to Glacknarf for the Alternate Start - Infinite Answer mod, which I looked at for ideas
- Thanks to Xylozi for the Another Life - Alternative Start mod, which I looked at for ideas
- Thanks to DumdogsWorld for the Somewhat Ambiguous Quick Start mod, which I looked at for ideas
- Thanks to Cirosan for the Traits and More Perks mod, which I looked at for ideas
- Thanks to V13Kobold for the Traits for Fallout 4 mod, which I looked at for ideas
- Thanks to XhAPPYSLApX for the Classic and New Traits mod, which I looked at for ideas
I also couldn't have done this without some great software tools and help:
- Thanks to greentea101 for the FO4 Voice File Reference Tool
- Thanks to BowmoreLover for the Yakitori Audio Converter
- Thanks to zilav and the rest of the team for FO4edit
- Thanks to The Audacity Team for the Audacity Audio Editor
- Thanks to Seddon4494 for his YouTube tutorials on the Fallout 4 creation kit
Additionally, I'd like to thank (in no particular order): Gribbleshnibit8, chucksteel, JaxFirehart, luthienanarion, TrickyVein, pintocat, Puppettron, retlaw83, RoyBatterian, TJMidnight, Risewild, Scorpion, deadboy, and the rest of the Tale of Two Wastelands team for their help learning all this modding stuff over the years.