Fallout 4

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SKK50

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SKK50

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About this mod

An alternative start from Vault 111 exit to a selected Commonwealth workshop or POI starting location with some inventory to get going. A fresh new game experience that works with your vault exit save games or SKK FastStart new game.

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An alternative start from Vault 111 exit to a selected Commonwealth workshop or POI starting location with some inventory to get going. A fresh new game experience that works with your vault exit save games or SKK FastStart new game. 


Fast Start from an alternative location 

If you want a different starting experience, SKK FastStart Location will take you from the Vault 111 exit to start at selected settlement workshop with player ownership or POI workbench around the Commonwealth. This mod was created to very regularly start new "dead is dead" survival runs and see how long or far a player can get from interesting locations under various conditions of difficulty.


(1) Pick a workshop list:

Boston Airport (limited workshop) <= REALLY GOOD ALT START
Bunker Hill 
Coastal Cottage (maybe mirelurks)
County Crossing
Covenant 
Egret Tours Marina
Finch Farm  (DN121 Out of the Fire will not start)
Graygarden (DN151 Troubled Waters can start)
Greentop Nursery
Home Plate (limited workshop)
Jamaica Plain (ghouls)
Nordhagen Beach
Oberland Station
The Slog
Somerville Place
Starlight Drive-In (molerats)
Sunshine Tidings Co-op 
Taffington Boathouse (bloodbugs)
Natick Warehouse HARDCORE (deathclaws) 


(2) Or pick a POI 

Some POIs near workbenches in increasing difficulty from Lexington delta to the Glowing Sea DMZ: 

Red Rocket Lexington
Red Rocket Cambridge West (Optional Workshop)
Red Rocket Cambridge East
Wtaz Electronics (actual name triggers the bethesda.net profanity filter)
Cambridge Science Centre (center)
POI RJ19 Shack (a hill South of Recon Bunker)
Leonard Moore' s Trading Post
Slocums Joe HQ
Reeb Marina
Red Rocket NHM
Goodneighbor 
Red Rocket Hagen (Optional Workshop) 
Forest Grove Gunsmith
Red Rocket Nahant (Optional Workshop) 
Red Rocket South Boston (Optional Workshop) 
Red Rocket Natick
Red Rocket Quincy
Red Rocket Glowing Sea ... you get a Hazmat (Optional Workshop) 


(3) Optional player equipment 

Wasteland armor, hat and glasses (or Hazmat if rads).
Lightly modified GunNut 1 10mm pistol
Lightly modified GunNut 1 308 pipe sniper
Lightly modified GunNut 1 Combat Shotgun in the TOUGH locations.

Some ammo, caps, food, water, stimpaks, bobby pins, crafting materials are either given to the player, stashed in the starting workshop or in a wood crate by the player. The wood crate disappears when empty by design .

This is a balance of over-power in the North and under-power in the South. You'll be fine at level 1 clearing Jamaica* or shopping in Quincy** ...

(*) tested doable with a survival player no cheats if you use structures.
(**) this is infact not true at all, but amusing to try.


(4) Other options 

Adjust player starting level to 5, 10 or 15

Adjust SPECIAL stats if your using the same vault exit savegame

Invite Codsworth along to carry stuff and block feral melee attacks (for other companions use SKK Unlock All Companions).


User guide  (RTFM)

This mod is best installed before starting a new game, but can be installed and enabled at any time before leaving the Vault 111 exit location. If you have a clean vault elevator respec or exit savegame that is perfect, or the mod will wait for SKK FastStart new game to complete. It probably does not work with other ALT or fast start mods as they mostly don't set vital MQ102 quest stage 10 this uses to detect vault exit is complete.

TO BE CLEAR if you are looking to replace an all-in-one ALT start mod, you will need to install both
SKK Fast Start New Game *and* SKK Fast Start Location as SKK solutions are built on modular choice. 

If you leave the Vault 111 location and then try to enable this mod, it will stop with [ This is not a new game ] warning as the complexity of changes you may have already made to the world can be too unpredictable to manage.

For the chance to survive, there is a 30 second invulnerable getaway grace period from spawning before any locals (you know at Jamaica, Croup, Castle) can aggro the player.  

Once the [ Player invulnerability removed ] message pops and you have cleaned the supplies from the crate (if spawned) the mod shuts down.

If you are looking for more workshop starts, install the optional SKKRedRocketWorkshops_001 file which adds workshop settlements at 5 Red Rockets (Cambridge West, Fort Hagen, Nahant, South Boston, Glowing Sea interior) no precombines have been broken for scrapping. An optional fast travel map marker enable note is added to inventory. 

If you are looking for a HARDCORE game starting settlement try Natick Warehouse settlement with  Deathclaws and SuperMutants.


Compatibility

The mod has no dependencies on extenders or DLCs and does not change any existing base game scripts, assets or objects. As with 98% of SKK mods, its 100% pure new Creation Kit forms and scripts. 


Known Issues

(1) If starting from Finch Farm the quest DN121 Out of the Fire will not start as you must talk to Abraham *before* taking ownership of the workshop, which is not possible with this mod. Start from County or Slog if swords are important to you. All other settlement related quests still work OK (Returning the Favor, Troubled Waters, Taking Independence) using the same details as SKK Workshop Ownership Utilities to take ownership.
 

Nexus PC manual download installation: Copy SKKFastStartLocation.esp and  SKKFastStartLocation – Main.BA2 to your...\Fallout 4\Data directory, enable in the Bethesda mod menu, mod manger or whatever. 
 
 
Nexus PC manual removal: The mod can be disabled when the message [ Player invulnerability removed ]  pops 30 seconds after arriving at your new starting location, or after leaving the Vault 111 exterior location. 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.


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SKK mods for Fallout4 will no longer be maintained on nexusmods.com from July 2021
 
If you have read the comprehensive solution description and still need support, use the SKK Mods Discord channel https://discord.gg/tgKNT77DC8

If you are looking for an SKK solution that has been removed from this site to respect the author's IP, or would like to stay up to date with other content, you can find it on SKKMods.com http://skkmods.com

SKK solutions are provided as-is for personal use only. No commercial use, monetization, re-use, packaging, re-packaging or distribution of SKK created code/scripts in whole or in part is allowed.
© 2021 [email protected] all rights reserved.
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