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SoleVaultBoy

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SoleVaultBoy

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  1. deleted195684902
    deleted195684902
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    Hello, was wondering what I'm doing wrong with this mod because it should work fine but after it teleports me to the Cryopod Sequence, I immediately fall beneath the floor in an infinite loop. I can't toggle collision on and off to fix it but I did try SKK Fast Start New Game instead of this and whilst it does teleport me directly out of the vault rather than out the Cryopod, I don't encounter the infinite falling glitch. Would like to use this mod tho instead of SKK's since I want to explore the vault a bit at the start. Any help is appreciated :)
    Edit: Seems like I fixed it for now by not completing character creation immediately and waiting for a bit. Thanks for the mod!
    1. SoleVaultBoy
      SoleVaultBoy
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      I have no idea what could be causing this. Try disabling individual mods until the problem goes away. Maybe the area just isn't loading in quick enough, thus collision not working.
    2. KCDoang
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      Happen to me too.
      Can be fixed by toggle to 3rd person cam.
    3. deleted195684902
      deleted195684902
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      Can confirm it works! Toggled to 3rd Person and the infinite falling stopped. Though I'm going to still be cautious and not rush character creation but the tip is a huge help regardless. Thank you my friend :)
    4. SoleVaultBoy
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      Do you have any additional mods installed which may affect the starting area?
      Does the issue also occur with only this mod installed?
    5. deleted195684902
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      Yeah, most likely since I have waaaay too many mods in my load order (800+). Tested it with only this mod installed and even if I rush Character Creation as fast as possible, I don't fall in an infinite loop. Most probable cause is what you've said, in that the area isn't maybe just loading quick enough or the mods/scripts to load in or what not.
    6. Asruid
      Asruid
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      To be clear, this bug is caused by Uneducated Shooter. I don't know if it's the leaning function or the inertia function, but it causes some fast starts to have you plummet into the infinite abyss. Toggling perspectives fixes this, or you can start your save with the mod disabled.
  2. Mimicry
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      Is it possible that this mod causes the player's spouse to be outside their pod thus blocking progress of the Memory Den mini-quest that allows the player to experience the initial cryopod sequence from a different perspective?
    1. SoleVaultBoy
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      I have never heard of this bug before and testing this might prove difficult, due to the quest being relatively far into the main quest.
      I will try to test this at some point.
    2. Mimicry
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        To my knowledge this particular mini-quest doesn't require any of the main quests, quite the opposite actually - visiting Valentine's detective agency serves as a cut-off point for it.
    3. crazyape85
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      I wondered what was causing this, but yes, as soon as you get  out of the cryo pod, you cannot open hers.  I tried to tcl into it to grab the ring, but I was unable to obtain the ring.
    4. SoleVaultBoy
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      I just tried getting the ring with a relatively vanilla loadorder and everything worked fine. Are you using any other alternative start mods that might interfere with this?
    5. crazyape85
      crazyape85
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      that was the only one.  I was using a wabbajack, I believe camora's, but I can try it again on my own load order.  I decided to try my hand at one again, because I don't know how to use xedit for conflicts. I did try adjusting my own load order and try again, but I will try your mod on my own load order.  Thank you for the swift response.

      -edit so it was not your mod, just one with similar mechanics.  I was able to get the ring.  One thing though, the other mod had a pause between character creation and teleportation.  Like, once you hit the bathroom door, then it teleported you, giving time for scripts and mods to load.  It also waited for character creation until you went to the computer in the cryo room you wake up in.  The only draw back with your mod, is the lack of the pause to load scripts and mods, although I didn't crash and everything worked out.  Your mod is golden, but for a refiner process, maybe a break in the space between character creation and teleportation.  Whatever the case, endorsed, great job.
    6. cheshiremolotov
      cheshiremolotov
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      This is what you are talking about.
    7. Yuejilangren
      Yuejilangren
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      I just encountered this bug for this playthrough with this mod installed, but I believe that it is not related with this mod, because I've experienced this bug several times from my previous playthroughs in the past 10 years, with or without this mod installed(this mod is relatively new). I have no idea what triggered this bug, and I rarely see people discussing about it.
    8. SoleVaultBoy
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      As far as I know, the Unofficial Fallout 4 Patch fixed things related to this bug in the past. I don't know any other way to fix this, as this sounds like it's a vanilla issue.
  3. ProP8oX0
    ProP8oX0
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    Should be overall safe with the entirety of TMR, yes?
    1. ByteSix
      ByteSix
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      Ye
    2. SoleVaultBoy
      SoleVaultBoy
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      Yep.
  4. Mimicry
    Mimicry
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    Great mod and thank you for sharing!
     
     It might cause vertibirds to have no sound and if that's the case you need to open the console and type "rscs 131b8d" (without the quotes) - courtesy of: https://www.nexusmods.com/fallout4/mods/18520;

     Cheers
    1. SoleVaultBoy
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      Thank you for the heads up.
      It seems like the mod will probably cause this issue, though I haven't tested it.
      Guess I will release a hotfix soon.

      Edit: Ok, I have just tested this and it seems like vertibirds still have sounds. I will probably still release a hotfix in case the issue occurs in the future.
    2. hamper
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      How did you fix the bug? It would be really great if it could be implemented for mods like "Alternate Dialogue Project - Start Me Up Redux - WASTELANDER START" :-)
    3. SoleVaultBoy
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      Use this, along with filling the required property:
      CSMQ101PlayerHouseInt.Remove()
  5. abstergemods
    abstergemods
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    Now available on Xbox thanks to your open permissions! :)

    Xbox Download
    1. SoleVaultBoy
      SoleVaultBoy
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      Thank you :)
  6. KarmaJockey
    KarmaJockey
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    Where should this be placed in your load order? I am stuck in an unending load, and am trying to figure out what I did wrong. Thank you for your work.
    1. SoleVaultBoy
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      It shouldn't really matter. Though be sure to not include other alternative start mods.
  7. angryglock
    angryglock
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    Thank you for your mods. I'm using several of them. Does this mod wait for Workshops References to finish before moving on? Maybe since it starts in the Vault that wait is not needed and they load during the move through the vault?
    1. SoleVaultBoy
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      :)
      Waiting additionally shouldn't be needed. From my testing, the workshops did successfully initialize on a fairly light loadorder.
      Using something like Workshop Framework should minimize the risks, if you're running tons of workshop-related stuff.
  8. Robogineer
    Robogineer
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    f*#@ing finally jesus christ
    1. Xanthus2024
      Xanthus2024
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      There's a mod like this since 2018.
    2. Qrsr
      Qrsr
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      With numerous issues.
    3. Xanthus2024
      Xanthus2024
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      Not on my end :-p
    4. emiral85
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      Yep, SKK Fast Start works great. If you have issues it's some other mod causing them
    5. seraphael
      seraphael
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      SKK Fast Start is not simple and requires one of your limited ba2 slots though.
    6. ByteSix
      ByteSix
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      That and its plain archaic, has hacky stuff like the disappearing pipboy replacing toolbox.
    7. Graek64thave
      Graek64thave
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      Yeah that's bullisht...its on your end.  All these entitled users Im sure were using skk's solution but as soon as something new and shiny pops up they start trashing it.
    8. ByteSix
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      Entitled lol.
      You do realize he doesn't use the script extender right? Calling it hacky isn't trashing it, it's the f*#@ing truth and you're so pressed about someone speaking the truth that you got offended for some reason.

      Keep punching air.
    9. angryglock
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      Any mod with a BA2 can simply be unpacked and the ba2 deleted. The only issue that might cause is if it's a texture ba2 and then only if the textures are numerous or large the item will load slower. For instance a weapon with high res textures should be packed into a BA2 for performance. Scripts and meshes and such don't need to be packed. All the SKK mods I can recall don't need BA2s and unpacking them is a simple process.
  9. RekerSeekr
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    Dont want to be rude with this question, but does this go well with the "Start Me Up Redux?" mod?
    1. SoleVaultBoy
      SoleVaultBoy
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      No. Alternative start mods are generally not compatible with each other, so you should only use one.
  10. ShawnAdam8276
    ShawnAdam8276
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    Good work, thanks.