Starfield

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SKK50

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SKK50

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About this mod

Fast Start New Game bypasses the Argos-Atlantis tutorials starting new games from Lodge, Cydonia, Akila, Neon or random location with full character configuration and loadout choices in less than 60 seconds. Works with new new or NG+ game starts. All this with ZERO BASE GAME SCRIPT HACKS for stable conflict free games.

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Fast Start New Game bypasses the Argos-Atlantis tutorials starting new games from Lodge, Cydonia, Akila, Neon or random location with full character configuration and loadout choices in less than 60 seconds. Works with new new or NG+ game starts. All this with ZERO BASE GAME SCRIPT HACKS for stable conflict free games.


The Starfield version of Fallout 4 Fast Start New Game 


With the mod loaded any new new games will automatically start from Atlantis Spaceport (NG+ starts on Starborn ship) to pop configuration menus for start location, loadout and character generation. Do the main quest again or create your own narratives in an Open World Universe:


Start Location

1. *Start from Lodge. 
2. Start from Cydonia.
3. Start from Akila City.
4. Start from Neon City.
5. Start from a random exterior map marker.

Loadouts


1. *Argos miner loadout.
2. UC Marine Loadout.
3. Freestar Ranger Loadout.
4. Neon Thug Loadout.
5. Custom Loadout.
6. Keep Starborn suit & ship (NG+ only) 

Options

1. Join Constellation [  *No:0 | Yes:1 | Disable:2 ]


Loadouts 

In a new new game the default game Argos Miner loadout is removed and replaced with your pick, yes Option (1) is similar to that but in an  editable Formlist.  In an NG+ game option (6) will keep the Starborn suit and ship, any other pick will replace them with that loadout and your less butt-ugly* Fronteer ship. 


Option - Join Constellation 

This option is disabled during amny of the 10 NG+ alternate universe variant starts.

NO:0 Does nothing to the joining Constellation triggers so you can choose to run the full base game Constellation quest line or not. This is the "totally base game main quest compatible" mode.

YES:1 Automatically joining Constellation sets location to Lodge as it must happen there, so if you change location this resets back to NO. It automatically completes quests MQ101 "One Small Step" and FFLodge01 "Board and Lodging" so you can get going. This is the "mostly base game main quest compatible" mode (just incase unknown unknowns come to light) .

DISABLE:2 Disables the Constellation main quest line to enable all companions: Sarah, Barrett, Sam and Andreja in the Lodge. Lin and Heller are available as elite crew on Vectera. This is the "I can't be arsed to do the main quest again but may want idiot companions around Open World Universe" blank(ish) canvas mode for your imagination. All of the other faction and side quests are still available. 


Quality of life enablers in all conditions

Vasco is available as elite crew/follower in the Lodge hallway.

Player gets a Lodge key to unlock the basement.

If Universal Stash is installed and the player starts in the Lodge, it is silently enabled for all mah stuff in one place.







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Editing Custom Loadout

If the loadout templates do not meet your exacting needs and you know how to use xEdit to edit forms, have at it. Understand that this page can not teach you basic xEdit skills no matter how desperate you are for a custom loadout. Youtube tutorials ... 

Spoiler:  
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Use for testing Mods

If you want to use this to test mods in maximum base game compatibility mode without any menus or UI interaction:

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Installation

This does not depend on anything at all (like script extenders) except your ability to follow instructions.


(A) Mod Manager Install 

Folllow your chosen mod manager install instructions for ESM files and loose scripts, I'm not getting involved any more. 


(B) Manual Install 

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(C) To validate your installation attempt in a running game:

To validate scripts console [ cgf "SKK_FSNGQuestScript.GetVersion" 1 ]
To validate the ESM console [ help SKK_FSNGQuest 4 quest ]



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Quality & Compatibility

(1) This is 100% new forms and scripts. As it does not modify any base game content at all, the likelyhood of it CAUSING conflict is zero. If you have issues, best start with your stuff that does hack the base game or configures odd settings.

(2) This replaces the original Fast Start New Game (Legacy) verison based on sStarting_Console_Command BAT file and a stateless script.

If you are upgrading, remove sStarting_Console_Command="bat SKKFastStartNewGame" from StarfieldCustom.ini or [ Set  000a7d31 to 8 ] from your startup bat file, whichever method you used. If you have any active savegames that were started with the legacy version DO NOT REMOVE SKK_FastStartNewGameScript.pex JUST LEAVE IT ALONE. 

(3) Installing mods disables achievements.



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Assciated Solutions

To trigger NG+ new game start at any time use Shutdown Constellation enable companions trigger NG

To start a new new or NG+ game as a Pirate at the Key use Crimson Start New Game, but it cant be active in your load order at the same time as this. Obviously they will both try to take control of the new game start sequence. 



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Known Issues

(1) STARTUP STOP CODES: if Fast Start is unable to validate the game state when it first loads in a new game, or it is loaded into an existing game it will display a stop code message and shutdown. Be aware that the mouse may be game disabled when the message shows so use the [ E ] key to close. This is what the stop codes mean:

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(2) Do not rename the ESM file. The scripts use GetFormFromFile() lookups on fixed file names rather than script properties until Creation Kit releases because technical reasons.



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With thanks to ...

This early development has been enabled by CHAMPOLLION and CAPRICA Papyrus tools created and maintained by the amazing software engineering talents of Orvid and Nikitalita and of course a public xEdit build from ElminsterAU and team. Special shoutout to @BigandFlabby for xEdit FLIST object support to enable custom loadouts.

(*) my page, my opinions.