About this mod
Get ready to explore the DLC's!
* All companions available
* All settlements connected
* Non-Moded savegames to have a secure and save starting point (tsg1 only, tsg2 and higher use a mod for 'clean up')
I've played over 800 hrs without DLC's, this savegame is supposed to give a headsup start to conquer those new lands.
- Requirements
- Permissions and credits
- Changelogs
With TSG I wanted to have a 'basic' start for my prefered gameplay: Building Settlements
Keyword beeing 'building', not 'establish good connections and secure the neigbourhood'.
This said, I've prepared TSG for myself - to continue after the part I'd played often enough - and be ready to start with all the DLC content.
TSG was played completly without Mods - to verify a clean and proper ability to continue from where TSG lets you 'start'...
Also, since I've played each faction at least once, I've completed the MAIN STORY LINE quite often already as well,
so TSG makes sure I dont have to replay that again. (I had 800 hrs gameplay before I got my hands on (all) the DLC's!)
So while all factions are still open to join, all companions and special NPC's are already recruted.
With Curie still beeing a Robot.
I was so focused on removing Mods, that I only realized very late that I still had the DLC active.
I didnt start any DLC quests just yet, however, one of the recieved BoS quests sends you to Far Harbor.
While I ignore that quest for now, I also have no idea how this would behave if you want to continue this savegame without the DLCs - then again, TSG is not intended to be played without DLC, as I've done that more than enough times.
Character Info:
- Name: Nora
- Gender: Female
- Age/Lvl: 40-49 (obviously depends on savegame; 1-10 Perks to spend)
Special Faction Info:
- Minutemen:
- Played too many times in my non-DLC-times, so....
- Preston is still in Concorde Museum (tsg1 + tsg2)
TSG comes with 6 savegames:
First a very brief overview:
- TSG1: Basic starter
- TSG2: Cleaned up (Req. Mod: "Scrap Everything" from here on!)
- TSG3: Access to Vault 88
- TSG4: Access to Mechanist Lair
- TSG5: Minutemen done anyway - for really ALL settlements (Preston @ Outpost Zimonja)
- TSG6: 'Start' in Nuka World (to allow an easy 'Raider Start')
A Detailed overview:
- Savegame 1:
- All villages accessable (Exceptions: Spectacle Island, The Castle & Warkwick : I cant set up a route to 'The Prydwen' for some reason)
- All companions available
- Basic working routes established
- At least 1 bar and 1 scraping station per village
- Curie's Synth Quest available
- Notes on "Murkwater Construction": Upon Discovery, it'll has 'buged' (still, even on 3rd playthrough) trading routes - at least on my end - I hope it's better for you ; This said, I had to get there for tsg5
Final Note:
This applies to TSG1 - TSG6.
While you may like the stats and perks I've chosen, you can change them (and your NAME!!) pretty simple.
Just open the console and enter:
bat tsg-script
showSPECIALmenu
The first line will reset all your stats and perk points, so you can actualy use the "showSPECIALmenu" without loosing points.