Mod articles
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New game quest and inventory problems
Name: SKK FastStart new game
ModFile: SKKFastStart.ESP
Platform: Fallout 4 (PC, XBOX)
Author: [email protected]
Source: https://www.nexusmods.com/fallout4/mods/29227
Date: Jan 2018
Version: 001 onwards
Starting new games in Fallout 4 can be prone to issues and errors as the new game start is super fragile with heaps of gotchas that mod authors (and Creation Club) do not appreciate. End user symptoms are:
(a) System runs slow so animations (like the vault door) fail to play or quest dialog triggers fail (like Codsworth in Sanctuary or raiders in Concord). This is caused by too many quests and scripts trying to start up all at once, especially at Vault 111 elevator exit.
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SKK FastStart inter mod communication
Platform: Fallout 4 (PC, XBOX)
ModFile: SKKFastStart.ESP
Author: [email protected]
Source: https://www.nexusmods.com/fallout4/mods/29227
Date: April 2018
Version: 018 onwards
If you are publishing a start game enabled mod that needs to wait for FAST START NEW GAME to complete so you know the player is in the world and ready to go, this his how other SKK mods do it without any master dependency:
METHOD A - POLLING
If (Game.IsPluginInstalled("SKKFastStartNewGame.esp") == TRUE)
Debug.Trace ("MyScriptName found SKKFastStartNewGame.esp")
Quest rSKK_FSNGQuest = Game.GetFormFromFile(0x00001ed3, "SKKFastStartNewGame.esp") as Quest
GlobalVariab...