Fallout 4

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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 Settlement will take you from the Vault 111 exit to start at selected settlement workshop or POI workbench around the Commonwealth.

The settlement workshop will be under your control needing no extra clearing or quests, with optional stuff to build a water pump, bed and cooking fire (if using a settlement start) as a survival base to explore from.  

(1) Pick your own settlement list:

Boston Airport (limited workshop) <= REALLY GOOD ALT START
Bunker Hill 
Coastal Cottage (maybe mirelurks)
County Crossing
Egret Tours Marina
Finch Farm  (DN121 Out of the Fire will not start)
Goodneighbor (no workshop)
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 workbench

Some 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
An electronics store whos 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
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

It's 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 OP melee attacks (for other companions use SKK Unlock All Companions).

User guide  (RTFM)

This mod 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 will work fine, 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 vault exit triggers this needs to detect to know its safe to run.

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 Settlement 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 could 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, the mod shuts down inactive so can be disabled. If you do disable the mod, any placed items like the survival water pumps in DC and GoodN will vanish.

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.

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 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, like Sanctuary only with  Deathclaws and SuperMutants.


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 Favour, Troubled Waters, Taking Independence) using the same details as SKK Workshop Ownership Utilities.

Nexus PC manual download installation: Copy SKKFastStartSettlement.esp and  SKKFastStartSettlment – 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% compatible to change your new game experience 

SKK Fast Start New Game - start  a new game in less than 2 minutes to Vault 111 exit. 
SKK Fast Start Settlement  - 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.