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I'm asking because i'm testing the ability to start with SMU basic (already integrated in a 500+ mod list) and your "Fast Start" mods. Found out the hard way, 100+ hours, before getting "main quest has gone too far and will shut down SFSR" and another msg for SFSM. The game was unplayable after that. I've read what you've had to say about SMU and other fast start mods. I've checked the status of completed quests (even checking stage by stage) as mentioned as issues with other "fast start" mods. On the positive side, I've already received a completion message on SKK Fast Start Minutemen after completing Taking Independence. I'm aware i'm outside the recommendations on how to use your mods (using SMU). That's why "just curious" about when the completion message might pop up (or should already pop up as Dangerous Minds is complete). Again, thank you very, very much for your mods. Been improving my game life since 2017!
For some reason in the freedom calls minutemen quest for the power armor and vertibird minigun, after grabbing the minigun, the quest gets bugged and still says grab the minigun.
Turns out it was the Tunnel Snakes Rule creation club content... Removed it and now it works. Waste of credits...
The shame is that some CC content is good conceptually, but poor execution. I would not publish some of the quests and scripts as free mods under my SKK quality outcomes brand.
Hey just spotted this (PM me if your being ignored). I don't own any CC content so cant validate any issues, my inferences are all 2nd hand from reading bethesda.net, reddit & etc.
No one can categorically finger CC content for causing the vault door not to open, codsworth to not move or concord raiders to not appear, but the problems are only reported to happen when CC quest content (no other mods) is active.
Ya have to draw your own conclusions, mine is that there is probably too much stuff (base game + CC + mods) being kicked off at vault 111 exit and it takes a while for the game to process it all.
This is probably my favorite mod for just getting into a new game and having some fun trying out different questlines, but can I make a request? One more option to skip to Hunter/Hunted would be the best for Automatron owners, as skipping the Glowing Sea quest will make it so robot names don't permanently change to Automatron! There has been literally no fix for that name bug in years, so skipping over the trigger would really really help.
It is a fair ask but wont be done as skipping the memory den was too tedious to complete due to the number of states. Therefore virgil and the glowing sea cant be skipped.
I understand! The Memory Den always seems to be the biggest roadblock in Fallout 4 it seems, be it in modding, speedruning, and generally sitting through! lol~ I'm glad your mod gets as far as it does though!! It's a huge help in any case, thank you!
While I like your F4-76 mod, I also like interacting with the different NPCs so I'd like to just be done with the tedious main quest (destroying Institute & Railroad) as soon as possible, and then roleplay as a survivalist.
I was wondering what is the best route to achieve that? Maybe with SKK Fast Start Reunions + SKK Fast Start Minutemen? (I haven't tried these mods yet)...
Edit: I've found SKK Fast Start Institute, it sounds like it's what I'm looking for! Can I use it along with SKK Feral Replacement to have a more "realistic" (ahem) post-apocalyptic world, with raiders instead of ferals?
Sure thing, you can mix *ANY* SKK mod as long as they don't clearly state compatibility issues, they are fully documented, fully tested quality solutions.
Fastest way to complete the main quest whilst unlocking things would be:
SKK Fast Start New game - outside vault 111 in 2 minutes SKK Fast Reunions - unlock Piper, Valentine, Hagen SKK Fast Minutemen - select the castle option Start SKK Feral replacements running
If you want the RR to be pals you have to do Tradecraft at the Switchboard and join them before ...
SKK Fast Institute - relay in with the MM option and shoot father in the face
Now your ready to build old guns, 8 settlements (SKK Workshop ownership can grab them for you), defend the castle and blow the institute.
If you want the BOS hanging around, either go to Hagen, kill Kellogg and exit so Prydwn arrives, or use SKK Fast BOS - Cambridge PD do Arcjet with Danse so Prydwen arrives.
dumb question: can the last part (the defend the MM castle) also be skipped using your mods? i just want to get rid of the institute asap and invent my own story
It is possible but not something I would do, as its a heap of effort and Defend the Castle is one of the more challenging base game combat quests which I enjoy (I only invest time to fix problems I have).
I did read the description saying this mod doesn't play nice with start me up. Is it possible to run this after you've been out in the world for a while after exiting from the vault? I use start me up to avoid being Nate. I've got Preston's group into Sanctuary, and haven't gone back to visit them since. Was wondering if this mod would play nice once I've completed out of time and been running around fora while. thanks.
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(A) Visit the Diamond City entrance so the gate animation can clear (there is a misc quest marker reminder), and;
(B) If you don't want to ever use that door, and have access to the PC console [ cqf skk_fr "SKK_FastReunionsMainScript.ShutDown" ] "
Turns out it was the Tunnel Snakes Rule creation club content... Removed it and now it works. Waste of credits...
edit: do you know if the tunnel snakes thingy still messes up with your mod, SKK?
No one can categorically finger CC content for causing the vault door not to open, codsworth to not move or concord raiders to not appear, but the problems are only reported to happen when CC quest content (no other mods) is active.
Ya have to draw your own conclusions, mine is that there is probably too much stuff (base game + CC + mods) being kicked off at vault 111 exit and it takes a while for the game to process it all.
let's see if that s--t keeps interfering with this mod.
Although you do rep the Institute which may be distasteful to some.
(I use another life, by the way)
I'm glad your mod gets as far as it does though!! It's a huge help in any case, thank you!
I was wondering what is the best route to achieve that? Maybe with SKK Fast Start Reunions + SKK Fast Start Minutemen? (I haven't tried these mods yet)...
Edit: I've found SKK Fast Start Institute, it sounds like it's what I'm looking for! Can I use it along with SKK Feral Replacement to have a more "realistic" (ahem) post-apocalyptic world, with raiders instead of ferals?
Fastest way to complete the main quest whilst unlocking things would be:
SKK Fast Start New game - outside vault 111 in 2 minutes
SKK Fast Reunions - unlock Piper, Valentine, Hagen
SKK Fast Minutemen - select the castle option
Start SKK Feral replacements running
If you want the RR to be pals you have to do Tradecraft at the Switchboard and join them before ...
SKK Fast Institute - relay in with the MM option and shoot father in the face
Now your ready to build old guns, 8 settlements (SKK Workshop ownership can grab them for you), defend the castle and blow the institute.
If you want the BOS hanging around, either go to Hagen, kill Kellogg and exit so Prydwn arrives, or use SKK Fast BOS - Cambridge PD do Arcjet with Danse so Prydwen arrives.
It should work fine, but I have not actually tested that MM quest path. Fire it up, if it works great if not don't save that game.