Fallout 4

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FastStart a new game in less than 2 minutes from Main menu > Looks menu > SPECIAL menu > Outside Vault 111 with most mod added inventory items. This is a scripted bypass, not a static savegame so you get full player customisation and fresh RNG.

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FastStart a new game in less than 2 minutes from Main menu > Looks menu > SPECIAL menu > Outside Vault 111 with most mod added inventory items. This is a scripted bypass, not a static savegame so you get full player customisation and fresh RNG.

This mod is by far the most compatible quickstart/alternate start availble [sic] for the XBOX1 that i have tried. As Todd Howard would say "it just works" so congrats and thanks for this mod. ChaosMonkey83

If you often start new games and are bored of the tiresome-after-the-3rd-time initial dialogue or the same RNG baked into a static save game, this will help get new excitement faster.

You start with the usual Looks menu mirror scene then straight to name, rank and SPECIAL stats. Relax for 20 seconds to emerge from the elevator ready to go. If you know the face and stats you want, this can all be done in less than 2 minutes.
There is a wait option if WorkshopParent has not finished registering base game workshops and you have solutions that depend on this before arriving in the world.

The player starts outside Vault 111 with basic vault gear along with holotapes and stuff other mods have added after looksmenu

If you want to customise the player loadout, xEdit the LeveledItem list SKK_FSNGPlayerEquipment. The script is hardcoded to autoequip  PipBoy, Armor_Vault111_Underwear, Armor_WeddingRing, 10mm if they are in inventory. It will not know about any replacements you make, so best not to replace the default Pipboy. 

All base game Vault 111 animations are fully working and primed to automatcally run/open if you want to return to the vault. Includes the elevator, gear door, locked doors, spouse & etc as long as they have not been messed with by something else. If you want the Cryolator use a force unlock solution like Open Anything.

If you are looking to replace an all-in-one ALT start mod and want to start from different locations/levels, install both SKK Fast Start New Game *and* SKK Fast Start Location as SKK solutions are built on modular choices. 


This solution has no dependencies on extenders or DLCs and does not change any existing base game scripts, assets or objects. It is 100% pure new Creation Kit forms and scripts which means that it works on PC , Xbox and GamePass. As it does not touch any other stuff in your save-game, there should be no load order issues or conflicts with quality mods.

Requires Fallout4.exe (or later). 


(1) Whatever Creation Club Content that has been stopping the Vault 111 door from opening during a normal game start.

(2) A combination of DefUI and HudFramework or FallUI-Hud and BravoHUD.

(3) Mods that try to pop UI dialogs after the looksmenu mirror scene whilst this is trying to get the player out of the vault.

Other Known Issues 

(1) There is an issue with mods or CC content that replace, modify or re-texture the Pip-Boy which will can become invisible. There is a [ Toolbox of Pipboy fixing ] under the Vault 111 external control cabin which re-adds and equips a base game pip-boy on the player. If that still has no effect, you clearly have a very naughty mod. Best to add and enable them after the player is in the Commonwealth so they  can do whatever they do to the game to load correctly.

(2) If you want to return to V111 for rings and Cryolator, the vault door will open for you when 3d loads but the animation takes some time to play out so it may look like noting is happening for a bit. If mods that mess with v111 stop the animation from playing, try to force it with Open Anything or on PC console [ 000330c3.SendAnimEvent "Stage2" ]. If they dont work you clearly have a very naughty mod. 

(3) If you have any other mods that try and add items to the player inventory at startup (like holotapes, weapons) and that stuff is not turning up, please ask the mod author to read this article: Why mod added inventory items are missing from new games because the base game clears the player inventory out before this solution can take control and stop that happening.

(4) This fast sequenced solution is not compatible with forced console commands like extended looks menu or mods that pop modal UI messages, so wait until it the player in the Commonwealth to pop the console or enable those mods.

(5) If you are falling through the elevator mesh you have a naughty scrapping mod installed. 

Nexus PC Manual installation and disable

Copy SKKFastStartNewGame.esp and  SKKFastStartNewGame – Main.BA2 to your ...\Fallout 4\Data directory, enable in the Bethesda mod menu, mod manger or whatever. Once the player has returned to Vault 111 and activated dead spouse the mod shuts down to idle. Only remove mods if you are happy to accept potential conflicts from load order changes in a save game.  

The SKK Fast series that are 100% main quest compatible

SKK Fast Start New Game - start  a new game in less than 2 minutes to Vault 111 exit. 
SKK Fast Start Location  - start your new game from a different Commonwealth location.
SKK Fast Start Reunions - auto complete Vault 118 and Fort Hagen ready to take down Kellogg.
SKK Fast BOS -  triggers the arrival of the Prydwen once the Arcjet Call to Arms quest is completed.
SKK Fast Start Minutemen - auto complete initial Minutemen quests to unlock their support.
SKK Fast Start Institute - relay direct to the Institute to accelerate the main quest with a helper faction. 
SKK Fast STOP Institute - blow the institute without the main quest, factions or relay.

If you have read the comprehensive solution description and still need support,
use the SKK Mods Discord channel https://discord.gg/tgKNT77DC8