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SKK50

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SKK50

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About this mod

FastStart a new game in less than 3 minutes from Main menu > Looks menu > SPECIAL menu > Outside Vault 111 with standard vault gear *AND* most mod added holotapes or inventory items. This is a scripted bypass, so you get full player customisation and no save game issues.

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FastStart a new game in less than 3 minutes from Main menu > Looks menu > SPECIAL menu > Outside Vault 111 with standard vault gear *AND* most mod added holotapes or inventory items. 


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 to try stuff out and either use a static save game with the same old spawns, or are bored of the tiresome-after-the-3rd-time initial dialogue, 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 60 seconds as Vault 111 is cleared for you and emerge from the elevator ready to go. If you know the face and stats you want, this can all be done in 2 minutes.
 
The player starts outside Vault 111 with most of the vault gear (suits, glasses, 10mm, baton) along with holotapes and stuff other mods have added after looksmenu plus the usual 146 survival XP awarded. 

This mod is a fully scripted bypass, not a savegame, so you get full player customisation. With no base game script or asset changes you can uninstall the mod when done* with no save-game issue. Everything will work including the tricky V111 lift, main gear door and main quest cryo scenes**.

Compatibility: The mod has no dependencies on extenders or DLCs and does not change any existing base game scripts, assets or objects. Yes that's right, no hacked base game scripts infecting your system. Wow!  As with 98% of SKK mods, its 100% pure new Creation Kit forms and intervention scripts. This means that it has no load order dependency and can be safely disabled once the vault door animation states meet your needs.

This mod clearly bypasses character generation, prewar sanctuary and vault 111 base game running scripts which is likely to harm any other mods which are active and do stuff in those game phases. 

If you have a significant load order there can be a massive bottleneck of mod processing activity at Vault exit (MQ102 Stage 10/15) causing mods to block each other (this article). Put SKK Fast bypass mods at the top of your load order so they get processing priority to complete: SKK FastStart; SKK FastReunions; SKK FastStartSettlements.


Known Issues
 

(1) This is not compatible with mods or CC content that replaces, modifies or re-textures the base game Pip-Boy which will become invisible at vault exit. There is a test toolbox under the V111 control hut which force adds and force equips a base game Pip-Boy on activation. Do not enable those mods until after you have started a new game, or save and exit and the textures start working.

(2)* If you want to return to V111 for rings, Cryolator and such you must approach the vault door which will open for you (the animation takes some time to play out) >before< disabling this mod, or the external trigger will disappear and you will be locked out unless you have console access for [ 000330c3.SendAnimEvent "Stage2" 

(3) An unknown script is trying to set game timescale to zero at vault exit. This mod now has a waiting trap at the end to detect timescale zero and force default timescale 20 to be safe. If you have any mods that set a custom timescale, that setting will be overwritten until your mod updates the time setting.

(4)** The Memory Den side quest FFGoodneighbor01 to relive memories with Irma is disabled as it conflicts with the more important later main quest MQ203 Shattered Kellogg cryo memory scene on the XBOX.

(5) 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.

(6) This mod depends on a looks mirror tutorial event to start the intercept. If you run tutorial stoppers or blockers this will clearly not work.


Other SKK Fast mods that will change your game experience 

SKK FastStart Settlement - start your new game from a different Commonwealth settlement (Boston Airport is great) or Natick Warehouse starting settlement for something different to FastStart from.

SKK FastStart Reunions - unlock Diamond City, Vault 118 and Fort Hagen along with Codsworth, Piper and Valentine ready to take down Kellogg.

SKK FastBOS -  triggers the arrival of the Prydwen once the Arcjet Call to Arms quest is completed, without needing to do Reunions at Hagen.

SKK FastInstitute - Work In progress


Bethesda.net users: Disregard PC manual install, removal and console sections. I use this same description text on nexusmods.com and bethesda.net for PC & XBOX as I CBA to maintain multiple edits.


Nexus PC Manual download installation: Copy SKKFastStart.esp and  SKKFastStart – Main.BA2 to your ...\Fallout 4\Data directory, enable in the Bethesda mod menu, mod manger or whatever. 


Nexus PC Manual disable: the mod can be disabled as long as the shutdown conditions are met. Only remove mods if you are happy to accept potential conflicts from load order changes in a save game.  


Platforms:
PC nexusmods.com or bethesda.net
XBOX bethesda.net
PlayStation® can not be supported due to Sony Corp. content restrictions.
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