A new starting system for Fallout: New Vegas that lets the player choose a history and small story that goes with it. Randomizes starting gear based on skills and history. Random starting locations based on faction.
Translation - You are free to translate this mod to any other language, and upload to any language specific modding sites, provided you link back to my page here on the Nexus. You must also let your users know that I will not support the translated version, unless the issue they have can be reproduced in the original version first.
This is both a usable mod, and a modder's resource. As a mod you can play it just fine, choosing a more roleplayer style start for the game. As a modder's resource, you can extend this mod by adding your own mod's weapons to the starting weapons lists or adding locations from you mod to the start location lists.
This is NOT to be used in any compilation mods, or distributed or hosted elsewhere. Ever. Don't even ask, because I will just tell you no anyway.
If you find any bugs, please report them in the comments section, as this is where they will be checked. If it's a very long bug report, then send me a Private Message instead.
You are welcome to use my scripts as a basis for your own work. You don't have to ask for permission, but I would like to know if my work helps you do something. If you don't understand any part of it, feel free to send me a PM to ask about it.
File credits
pintocat - This was his idea from back in Fallout 3, I just did the scripting. scaredwolf - For writing pretty much every single history description and coming up with the penalites/bonuses for each one. This mod probably would never have been finished if if wasn't for her. tunaisafish - For helping me with some of the scripting issues I was having. Druid318 - For his Character Planner that let me quickly test multiple scenarios without wasting time in game.
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-Fixed the "Reduced Sneak", "Reduced Science", and "Reduced Medicine" effects
Version 1.4
Added Politician start
Fiend start is now available
Added addictions to Fiend start, based on Endurance
Added alcohol addiction to Bar Fly start
Khan start gets more chems, to be in line with them being suppliers
Updated notes for faction histories to remove reference to faction. Reputation is now used instead.
Corrected miscellaneous spelling errors across all notes and perks.
Version 1.3
9/16/2012
Fixed power armor users getting two sets of power armor if they had Four Eyes trait
Fixed the frequent quest objective reminders
Version 1.2
9/15/2012
Mod Supported: New Vegas Uncut: Freeside Open
Mod Supported: RobCo Certified - New Vegas (v1.12 or higher. Old World Blues versions only)
New History: RobCo Mechanic (starts with RobCo Certified rank 1)
New History: Junk Bot Mechanic (Starts with Crazed Inventor)
New History: Cyborg Mechanic (Starts with Mad Scientist)
New History: Enclave Remnant
New History: Enclave Scientist
New History: Enclave Vertibird Pilot
Fixed: Stranded Settler description
Fixed: XP award for discovering new locations
Changed: Faction membership removed from histories; only reputation is used now.
Changed: Follower and Enclave histories get "trust" points for Arcade's quest.
Changed: NCR histories get "trust" points for Boone's quest.
Version 1.1
9/7/2012
VCG01 Chargen quest "Ain't That a Kick In the Head" fixed so completed properly. (stages 70 and 95 had issues). This is the "Doc Mitchell won't talk to me" bug.
VMQ01 "They Went That-A-Way" starts properly without needing to speak to quest npc's first.
Caravaneer history perk's Luck reduction fixed.
Bar Fly history perk's Intelligence reduction fixed.
Version 1.0
First Major Release
Updated any reported or caught misspellings, typos, or inconsistencies
Fixed Legion Victim to have the proper health removed
Added slave collar to Legion Slave history
Updated the amount of ammo given for primary weapons. Should get about 40% more now
Enabled and finished Brotherhood starts. Brotherhood starts will not align you with a faction, as this presented storyline problems in the game.
Fixed various starts not having locations in their start lists, which would result in the player getting stuck in the start shack.
More grenades will now be giving for explosive skill characters.
Chance for weapon mods has been greatly reduced. Before, each mod giving would increase the chance by 6%, now it is a flat 12% for every chance and weapon.
Amount of special ammo has been increased slightly, it is no longer based on the chance of actually getting the ammo.
Added an Autosave at the door, so that if anything gets messed up, you can quickly reload and try again.
Added notifications to the door, Vit-O-Matic, and terminal to ensure that things are done in the correct order.
Added check for NVSE, which will prevent mod use until NVSE is installed and detected properly.
Version 0.5
Initial release
Public Beta for final testing in a real use environment
Updated readme to include listing of all histories
Aren't you tired of starting with Doc Mitchell every time you make a new character? Don't you want more options to make Fallout: New Vegas into a better role playing game? Then this is for you. Dynamic Alternative Roleplayer's Start allows you to not just create a character, but to craft a history and story for your character. Do you want to be a struggling gambler down on his luck? Got you covered. Ever wanted to strike out on the missions of the Followers of the Apocalypse? You (sort of) can now.
Features include:
Fixed starting quests.
Your skills determine what you get.
Start at over 95 hand placed locations across the wasteland.
Faction specific start points.
Extensible.
Fully randomized.
Each history is broken down into 3 levels: Poor, Well-off, and Wealthy.
Poor - unable to receive the best gear, even with high skills.
Well-off - can receive the best gear if they have high enough skills.
Wealthy - almost guaranteed the best gear even with low values in the required skills.
All skills are factored into your history to determine:
What weapons you get when you start (Weapons)
How well repaired your gear is (Repair)
How many caps you get (Barter + Speech)
Your starting chems (Medicie)
How much food you get (Survival)
What all this means for you is that, no matter what history you choose, your starting gear and items will be different every time.SUGGESTED MODS:
Delay DLC by Me. Stops the DLC loaded messages from showing up using level checks and distance from DLC start locations.
Courier's Stash Integration by The-Silenced. Adds the new weapons and armor to leveled lists to be distributed throughout the game instead of given away for free.
Tutorial Killer by Pintocat. Made specifically in response to Alt Start, this mod will stop all the tutorial messages about item condition, V.A.T.S., and other things that pop up at the beginning of every new game.
KNOWN ISSUES:
Sometimes you can start with no weapons, or no clothing. Simply reload the autosave to re-generate everything.
Occasionally a character will be given two of the same type of weapon, as a side arm and primary weapon. Use one to repair the other :)
Due to the fact that this mod starts you out outside of Doc Mitchell's house, the DLC will consider your game started, resulting in their pop-ups ruining your start experience. I suggest you get a mod like Delay DLC to get around this.
Ed-E might disappear in existing saves. The reason is currently unknown, but is being looked into.
Not having NVSE will cause manifest in the Race menu not showing up when activated from the Terminal. And you will be unable to leave the shack. This is not a bug, you don't meet the requirements.
Existing characters made prioer to 1.5 that have Reduced Sneak, Reduced Science, or Reduced Medicine will need to start over or do player.restoreav medicine/sneak/science 9999999 to get the stat fixed.
Please report any other issues you come across, so they can be fixed or added here.INCOMPATIBILITIES:
NVEC alters parts of Quest VCG01, the same quest that Alt Start makes major edits to. Load Alt Start after NVEC, or just don't activate NVEC until you finish character creation and leave the start shack. Once past the start shack, VCG01 is finished and no longer running. Any conflicts will not matter then.
Any other mod that edits Quest VCG01. This is unavoidable in the design of Alt Start, and cannot be fixed without a patch file.
Probably TTW/RFCW. I'm not sure how they handle the game start anymore, though I do have TTW and plan on testing with it soon. Expect a patch at some point after that happens.