Well, i downloaded the mod, put it on last on the load list, and everything was fine, but on the quests menu the "Aint that a kick in the head" still there, i get to doc house and he wants me to use that machine to put skill points, off course after starting the game, this machine dont work, and doc dont let me leave the house. That is a bug? a conflict? i dont have other mods who change the first quest or stuff like that.
Detail, on the start of alternative start, i receive the race menu when waking up from the bed and receive it again on the pc, that dont look normal
I noticed that there is no file with this info, you have to read it in the respective selection menu, so I summarized the perks and stats of each starting story here. I think this could be in the description of the mod. Again, these are just the stats and perks. Sorry for my bad English. 🙂
--- Fallout New Vegas - Roleplayers Alternative Start
Brotherhood of Steel (Will not be identified as a member in game!) -Knight: +1 STR, -1 CHR; +10 Energy Weapons, -10 Speech; Can use Power Armor. -Page: +1 INT, -1 CHR; +5 Science, +5 Unnarmed, +5 Energy Weapons; Comprehension or Retention perks. -Recreant: +1 STR; +5 Energy Weapons, +10 Survival, -10 Science; Can use Power Armor; Shunned by the Brotherhood. -Scribe: +2 INT, -2 STR; +10 Science, +10 Unnarmed, +5 Meele, -10 Guns, -10 Energy Weapons; Educated Perk.
Followers of the Apocalypse -Follower: +10 Science, +10 Medicine, -5 All combat; Accepted by Followers of the Apocalypse +2 Trust. -Apostate: +5 Science, +5 Medicine, +5 Explosives, +5 Energy Weapons, -5 other combat; Shunned by Followers of the Apocalypse. -Doctor: +1 INT; +15 Science, +15 Medicine, -20 All combat; Accepted by All Factions and Followers of the Apocalypse +2 Trust. -Indigenous: +2 CHR; +10 Speech, +5 Medicine; Accepted by All Tribals and Followers of the Apocalypse +2 Trust.
New California Republic -Deserter: +1 PER; +15 Gun; Shunned by the NCR. -Homesteader: +1 PER, +1 END, -1 INT, -1 STR. -Scout: +5 Survival, +5 Sneak, -5 Guns; Lightweight perk; Accepted by NCR +2 Trust. -Trooper: +10 Guns, +10 Survival, -5 Lockpick; Accepted by NCR +2 Trust.
Caesar's Legion -Legionary:+5 Survival, +5 Guns, -10 Speech; In the Legion Faction (shared enemies). -Scaout:+1 PER, -1 STR, -1 END; +10 Sneak, +5 Survival; In the Legion Faction (shared enemies). -Slave: +1 STR, +2 END, -3 PER; Enemy of the Legion (get attacked on sight); Have a slave collar. -Victim: +1 END; 15% extra damage to Legionaries.
For everyone having problems not fixed by the info in the description:
I wasn't having the issue with the Race Menu not appearing, but I did have an issue that sometimes the race menu would pop up immediately, then ask me to redo it at the terminal. I didn't have the issue of not being able to get through the door, but I DID have an issue of the game crashing shortly after I was teleported to my starting location.
Finally fixed it by unchecking YUP in my mod manager. It seems YUP was the only (?) mod this doesn't work with aside from the ones OP mentioned. If you're cool without YUP, this is still a really cool mod and I'm having fun with it :)
Only problem, is that you cant select where you start or what guns you can get, but that would probably be alot of work to put into the game, so yeah. 10/10
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I will not reply to any questions about the door or Race menu not working. Go read.
That is a bug? a conflict? i dont have other mods who change the first quest or stuff like that.
Detail, on the start of alternative start, i receive the race menu when waking up from the bed and receive it again on the pc, that dont look normal
I hope someone can help me here.
---
Fallout New Vegas - Roleplayers Alternative Start
Brotherhood of Steel (Will not be identified as a member in game!)
-Knight: +1 STR, -1 CHR; +10 Energy Weapons, -10 Speech; Can use Power Armor.
-Page: +1 INT, -1 CHR; +5 Science, +5 Unnarmed, +5 Energy Weapons; Comprehension or Retention perks.
-Recreant: +1 STR; +5 Energy Weapons, +10 Survival, -10 Science; Can use Power Armor; Shunned by the Brotherhood.
-Scribe: +2 INT, -2 STR; +10 Science, +10 Unnarmed, +5 Meele, -10 Guns, -10 Energy Weapons; Educated Perk.
Followers of the Apocalypse
-Follower: +10 Science, +10 Medicine, -5 All combat; Accepted by Followers of the Apocalypse +2 Trust.
-Apostate: +5 Science, +5 Medicine, +5 Explosives, +5 Energy Weapons, -5 other combat; Shunned by Followers of the Apocalypse.
-Doctor: +1 INT; +15 Science, +15 Medicine, -20 All combat; Accepted by All Factions and Followers of the Apocalypse +2 Trust.
-Indigenous: +2 CHR; +10 Speech, +5 Medicine; Accepted by All Tribals and Followers of the Apocalypse +2 Trust.
New California Republic
-Deserter: +1 PER; +15 Gun; Shunned by the NCR.
-Homesteader: +1 PER, +1 END, -1 INT, -1 STR.
-Scout: +5 Survival, +5 Sneak, -5 Guns; Lightweight perk; Accepted by NCR +2 Trust.
-Trooper: +10 Guns, +10 Survival, -5 Lockpick; Accepted by NCR +2 Trust.
Caesar's Legion
-Legionary:+5 Survival, +5 Guns, -10 Speech; In the Legion Faction (shared enemies).
-Scaout:+1 PER, -1 STR, -1 END; +10 Sneak, +5 Survival; In the Legion Faction (shared enemies).
-Slave: +1 STR, +2 END, -3 PER; Enemy of the Legion (get attacked on sight); Have a slave collar.
-Victim: +1 END; 15% extra damage to Legionaries.
Enclave
-Pilot: +2 PER, +1 AGI, -2 STR; +5 Repair, -5 Survival, -5 Medicine; Trusted by Enclave +2 Trust.
-Scientist: +20 Science, +5 Repair, -5 Combat; Computer Hiz perk; Trusted by Enclave +2 Trust.
-Remnant: +10 Energy Weapons, +5 Guns, +5 Explosives, -10 Speech, -10 Barter, -5 Survival; +5% Damage with all weapons.
Courier: +6 Survival, +6 Barter; +6% Poisson Ressistance, +6% Radiation Ressistance, +5% Run Speed.
Great Khan: +5 Survival, +5 Medicine, -5 Speech, In the Great Khans Faction (shared enemies).
Snake-Oil Sell: +1 CHR; +10 Speech, +5 Medicine, -5 All Combat Skills; +5% Run Speed; Bad Karma; Shunned in Towns.
Caravaneer: -1 LCK; -10% Buy cost; Long Haul or Shotgun Surgeon perk.
Bounty Hunter: +5 All Combat Skills, -20 Speech.
Inmmigrant: +10 Survival, -5 Gun Skills.
Bar Fly: +1 AGI, +1 STR, -2 INT; -5% Gun spread, 2x Alcohol addiction duration.
Village Idiot: +4 STR, -4 INT; +10 Barter, -10 Speech; -3 Skill Points per level Up.
Sheriff: +15% Equip speed, +10% Attack speed, -5% App cost.
Mechanic: +15 Repair, -10 Speech; Jury Rigging perk; Robots are friendly.
Gladiator: +10 Unnarmed, +10 Meele; Obtain experience 10% slower.
Thief: +15 Sneak, +15 Lockpick; +5% selling price; Hated by NCR, liked by Powder Gangsters.
Stranded Sett: +1 LCK; +5 Survival.
Town Resident: +5 Repair, +5 Science, -5 Survival, -5 Guns, -5 Energy Weapons.
Prospector: +15 Carrying Capacity, -5% movement speed; Pack Rat or Scrounger perk.
Survivalist: +10 Survival, -5 Science; +10 Radiation Resistance; -25% radiation when drinking.
Politician: +3 CHR, +2 PER, +1 LCK; +10 Barter, +5 Unnarmed, -20 Survival, -10 All Combat Skills.
Assasin: +5 Guns, +5 Explosives, -10 Energy Weapons; +10% Accuracy Pistols and Rifles, -10% Accuracy Shotguns; Rank 1 Demolition Expert.
Fiend: -1 END; +10 Meele Weapons; 2x Addicition Rates, 2x Chem Duration.
EDIT: Came here to say I dug around in the mod, and all you have to do is this in the console:
player.removeitem AltStartSlaveCollar 1
I wasn't having the issue with the Race Menu not appearing, but I did have an issue that sometimes the race menu would pop up immediately, then ask me to redo it at the terminal. I didn't have the issue of not being able to get through the door, but I DID have an issue of the game crashing shortly after I was teleported to my starting location.
Finally fixed it by unchecking YUP in my mod manager. It seems YUP was the only (?) mod this doesn't work with aside from the ones OP mentioned. If you're cool without YUP, this is still a really cool mod and I'm having fun with it :)