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.
Requirements
This mod does not have any known dependencies other than the base game.
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
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Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Console modding permissionThe author uploaded this mod to Bethesda.net and it is available for console users
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
UPDATE NOTES: Requires Fallout4.exe 1.10.162.0 (or later). As this only runs in a new game and then shuts down there is no need to update existing installs.
New: detect and wait if SKKFastStartNewGame.esp or V111 elevator are running.
Version 009
UPDATE NOTES: As this only runs in a new game and then shuts down there is no need to update existing installs.
Change: Name change from SKKFastStartSettlement to SKKFastStartLocation
Version 008
Initial menu options made adaptive to choices
POI Gibson point pier replaced with Nahant red Rocket
Integration with SKKRedRocketWorkshops mod
Version 007
Some of the POI Menu:Destinations don't line up
Initial menu expanded to include looping choices for destination, equipment, companion, level, special
Version 006
50 random starting locations replaced with 20 item workbench POI picklist
Choice of adding a default wasteland loadout to whatever the player has at vault exit.
Version 005
50 new random starting locations with selectable difficulty [easy, medium hard, radiation]
Random workshop choice removed
Version 004
Integration with SKK Natick Warehouse settlement for HARDCORE new game start.
Version 003
Adds adds settlement selection list with Bunker Hill, Covenant, Goodneighbor, Homeplate
Version 002
Added extra layer of settlement selection randomisation as Utility.RandomInt() clusters and ain't that random
Added dangerous settlements option with a "hostiles will ignore you" getaway timer and mine explosion protection.
Version 001
Public release
Version 000
Private release
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. This sets player and Codsworth (if present) to GHOST state, so do not use any AID items during this time (chems, food, drink, mod activators) as they will be consumed but their magic effects/scripts will not apply.
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 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 code as SKK Workshop Ownership Utilities to take ownership.
(2) If you were using the optional ReadRocket workshop file, that has been withdrawn and replaced by the full function Scavver faction RedRocket workshops mod.
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.
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.
******************************************************************************************** If you have read the comprehensive solution description and still need support, use the SKK Mods Discord channel https://discord.gg/tgKNT77DC8 ********************************************************************************************