Fallout 4

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  1. SKKmods
    SKKmods
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    Locked
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    ********************************************************************************************
    If you have read the comprehensive solution description and still need support,
    use the SKK Mods Discord channel? https://discord.gg/tgKNT77DC8
    ********************************************************************************************
  2. Grundz
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    Does this have a Random Location start?
    Asking because I'm super indecisive haha
    1. SKKmods
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      Its a fair ask and the answer is no. This did have a random setting, but then people complained that they ended up at locations too easy/difficult/hot/cold/salty/sweet ... and I cant include random opions for all the possible difficulty bands so just removed it.
    2. Grundz
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      ah, fair enough then.
      people are just too hard to please. ;)
  3. deleted95843058
    deleted95843058
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    Another excellent mod; I always use it now to start new games for experimenting, quest mods etc.

    One tip for users who start at Home Plate or Goodneighbor, and who use fast travel: Exit out and back in to those places to get them on your map before you fast travel too far away. ;)
    1. SKKmods
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      Yar the challenge with non settlement workshop locations is that the map marker is not linked it anything to be able to find and enable in script. 

      Spoiler:  
      Show

      If (ThisTarget is WorkshopScript)
      (ThisTarget as WorkshopScript).SetOwnedByPlayer(TRUE)
      If ((ThisTarget as WorkshopScript).myMapMarker != None)
      (ThisTarget as WorkshopScript).myMapMarker.Enable()
      (ThisTarget as WorkshopScript).myMapMarker.AddToMap(True)
      EndIf
      EndIf
  4. mikvat
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    Let me first say this: Your mods are just the best!

    Does the optional file RedRocketWorkshops require the mainfile?
    1. SKKmods
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      Nope you can install RedRocketWorkshops on their own. Below any other mods that mess with Commonwealth locations, else their location names get overwritten.
    2. mikvat
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      Wonderful! Thank you :)
  5. Kannibalizer
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    In response to post #80276508.


    Spoiler:  
    Show

    Kannibalizer wrote: Where's Hangman's Alley start? That's my favorite settlement


    With the locked doors blocking a quick getaway and higher level raiders spamming molotovs, that location delivers a poor user experience for most.
     



    I liked the Natick start because it's a stealth escape sequence from the start. But then again escaping deathclaws is much less annoying than well armed/better prepared raiders. Thanks for the reply.
  6. Kannibalizer
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    Where's Hangman's Alley start? That's my favorite settlement :(
    1. SKKmods
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      With the locked doors blocking a quick getaway and higher level raiders spamming molotovs, that location delivers a poor user experience for most.
  7. MemitimLord23
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    It seems this mod is incomaptible with Gas Masks of the Commonwealth, as this mod for some reason thinks that it is not a new game when starting a new game using GMotC with it.
    1. SKKmods
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      The things that allow this mod to start;

      (1) Player has exited Vault 111 (Main quest out of time MQ102 is greater than stage 10), and;

      (2) Main quest out of time (MQ102) is at or less than than Stage 20 (Talk to Codsworth), and;

      (3) Player is in Vault111Location or SanctuaryHillsLocation.

      No idea what gas masks have to do with that, but hey ho.
  8. dzorro
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    Will this mod work simsettlement conquerer too ?
    1. SKKmods
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      Don't know for sure, but it is unlikely to conflict as they don't overlap in any way.
  9. elwooha6
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    @SKK50 Is this mod not released yet? SKKRedRocketWorkshops.esp I couldn't find any trace and it sounds like something I'd like to check out. Love your mods btw :)
    1. SKKmods
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      @elwooha6 hey that's a good point,I I have published SKKRedRocketWorkshops_001 as an optional file to enjoy.
  10. valadeva
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    hello, will you change the boston airport start as full settlement instead of limited settlement, or is it compatible with this mod https://www.nexusmods.com/fallout4/mods/6084/? that make the airport fully functional settlement

    its best settlement combination for player that doesnt care much bout minuteman settlement quest nonsense + robot suply line
    boston airport (companion camp)
    mechanist lair (private base + robot workshop + no defend quest)
    nordhagen (big enough for central food & water production)
    closer to bunker hill (i hate how the game force us to accepted it as part of our settlement) & goodneighbour

    better than sanctuary+red rocket+ abenathy and less defend settlement radiant quest

    thx
    1. SKKmods
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      Hi there is absolutely no way an SKK mod would ever replace an existing base game workshop, as that is likely to corrupt the master list of workshops. Learn more here https://www.nexusmods.com/fallout4/articles/1343

      If you don't want Bunker Hill as a settlement use the SKK Workshop Ownership mod to disown the settlement. Infact use the SKK Workshop Ownership mod to pick and chose which settlements to own without having to do any quests.
    2. valadeva
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      ok i understand
      still, is it compatible with any mod that change boston airport as full settlement
      like this
      clean and simple boston start up https://www.nexusmods.com/fallout4/mods/28176
      or
      boston workbench fix setllement https://www.nexusmods.com/fallout4/mods/6084

      sorry for asking too many question (-_-)'

      and thx again
    3. SKKmods
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      I am sorry but I don't know if those mods change the Boston Airport Workshop reference.

      If they do change the workshop reference then Fast Start Settlements will not be able to find the workshop to start the player there. If they do not change the reference then it should work.

      I would suggest using SKK Fast Start New Game to start a new game with NO MODS loaded, when it finishes running at the vault exit, save the game. Then start loading these various mods and see if they work together.
    4. valadeva
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      hei, just want to endorse,
      also for anyone that choose to start at boston, airport, simple and clean boston airport works well will skk fast start settlement as both can be activated from the start.

      thx vm for the mods
  11. WardenAI
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    Epic work as always! ;) I would love a mod that unlocks all settlements at start, including minutement ones.
    1. SKKmods
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      I have that working, problem is universal ownership breaks so many quests and dependencies there would be an excess of hate from folks who don't RTFM. Best not to feed those fires.
    2. WardenAI
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      I understand you, love your work nontheless.
    3. lasse1001
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      Oh oh oh? I was just thinking about that, we desperately need that. Ignore those haters and release it, we help you set them straight if they start Promise. That's the only reason I sometimes still uses older saves to start from. As far as I know there are at least around 20 settlements with radiant quest or with clear or kill the enemy, those would be really nice to have completed at a new game. Sometimes we just want to build you know (And we can kill Preston earlier)
    4. villings
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      *seconded*
    5. SKKmods
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      There is an undocumented console command in my SKK Workshop ownership and Attacks mod, RTFM about settlement quests before trying it.

      [ cqf SKK_WU "SKK_WUMainScript.OwnAllSettlements" ]