About this mod
Fast Start New Game bypasses the Argos-Atlantis tutorials starting new and NG+ games from Lodge, Cydonia, Akila, Neon, Den or random location with full character configuration and some loadout choices in less than 60 seconds. All this with ZERO BASE GAME SCRIPT HACKS for stable conflict free games.
- Requirements
- Permissions and credits
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Translations
- Spanish
- Changelogs
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 Universe:
Start Location
0. Start from Atlantis Spaceport.
1. Start from Lodge
2. Start from Cydonia.
3. Start from Akila City.
4. Start from Neon City.
5. Start from the Den.
6. Start from a random exterior map marker.
Loadouts
0. Default Argos miner new game loadout.
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+ restarts only)
Options
1. Join Constellation [ *No:0 | Yes:1 | Disable:2 ]
Option - Loadouts
Option (1) is similar to option (0) but is in an xEditable Formlist for customisation. 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 ugly* Fronteer ship.
Option - Join Constellation
This option is disabled during any of the 10 NG+ alternate universe variant starts which mess about with the Constellation quest line and actors.
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. The Shattered Space DLC01 quests will not start until you complete "One Small Step".
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 including Shattered Space DLC01.
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 Universe" blank(ish) canvas mode for your imagination. All of the other faction and side quests are still available, including Shattered Space DLC01.
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.
A Temple Finder holotape to trigger Temple Quests is added to the Lodge player safe (Notes inventory section). Mostly to use when Constellation is disabled, but works in any configuration. If you have upgraded to 011 in an existing game on PC console [ help finder 4 book ] to get the 8digitreferenceid which ends in 000867 and then [ player.additem 8digitreferenceid ].
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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 ...
FormIDList SKK_FSNGLoadout05Custom contains the custom player loadout which can be edited with any ARMO Armor, WEAP Weapons, LVLI Levelist and OTFT Outfit forms. There is no fallback if you incldue bad records except a naked toon.
ARMO is added and equipped.
WEAP are added and equipped with 32 to 64 units of the correct ammo (you will get a random if_tmp tho).
OTFT is added and equipped (Starfield can have issues with outfits, best use ARMO if possible).
LVLI is added to inventory (as its contents cant be detected they cant be auto equipped).
You can edit any of the other "OK to xEdit this list" loadout lists, the number links to the menu selection.
When you xEdit mods be sure to save your changes as a seperate over-ride file, else they will be overwritten when the base mod updates. You should plan for mods to be updated, not frozen in perpetuity.
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(a) Install version 006 (or earlier)
The original ESM versions created with xEdit and loose scripts which works with any Starfield version.
This does not depend on anything at all (like script extenders) except your ability to follow instructions.
(1) Mod Manager Install
Folllow your chosen mod manager install instructions for ESM files and loose scripts, I'm not getting involved any more.
(2) Manual Install
(1) Extract the (not MODMANAGER) download archive files and folders to C:\Program Files (x86)\Steam\steamapps\common\Starfield\Data
Using standard paths will look like:
C:\Program Files (x86)\Steam\steamapps\common\Starfield\Data\SKKFastStartNewGame.esm
C:\Program Files (x86)\Steam\steamapps\common\Starfield\Data\Scripts\SKK_FSNGQuestScript.pex
C:\Program Files (x86)\Steam\steamapps\common\Starfield\Data\Scripts\SKK_FSNGHOmeShipScript.pex
But, if you have buggered about with non standard folder paths then "wherever starfield.exe lives ...\Data folder and wherever starfield.exe lives ...\Data\Scripts folder" is the best guidance your going to get as I have no idea where you installed. If you can't work from that then best just stop now.
(2) If you are not using plugins.txt, edit C:\Users\%USERNAME%\Documents\My Games\Starfield\StarfieldCustom.ini to include the following sections and entries:
[General]
sTestFile1=SKKFastStartNewGame.esm
[Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal=
If you already have sTestFile1 in use, no problem you can have up to 10 of them from sTestFile1=FileName to sTestFile10=FileName. BUT with only 10 to fill you will clearly need to choose wisely.
(3) If you are using a plugins.txt enabler mod you should follow its instructions which are probably "add *SKKFastStartNewGame.esm to Plugins.txt"
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(b) Upgrade from 006 (or earler) to 007 (or later)
If you are updating an existing 006 or older installation to the Starfield June 2024 (or later) CreationKit ESM & BA2 edition, there are some housekeeping steps you (or your mod organiser) need to perform:
(1) Remove sTestFileX=SKKFastStartNewGame.ESM line from StarfieldCustom.ini if you have not been using plugins.txt
(2) Add *SKKFastStartNewGame.ESM to Plugins.txt if you have not been using that.
(3) Delete all SKK_FSNG*.PEX loose scripts from \Starfield\Data\Scripts folder.
(4) Install update 007 or later.
(5) To test that the scripts are removed, copy and paste into the game console [ cgf "SKK_FSNGQuestScript.LooseScript" ] without the square brackets. You want to see "Script SKK_FSNGQuestScript does not contain a global function LooseScript".
Note:the locations of StarfieldCustom.ini and Plugins.txt vairy depending on your install. It is *your* responsibility to find them in *your* installation.
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(c) Install version 007 or later
CreationKit ESM & BA2 edition requires Starfield June 2024 (or later) update.
Install this mod before starting a new game to work. It can be installed in an existing game ready for the next NG+ but will warn you it is not a new game with a stop code. It is 100% new content and makes no changes to any existing content and has ZERO dependencies. As it does not touch any other stuff in your save-game, it has no load order needs.
Copy SKKFastStartNewGame.esm and SKKFastStartNewGame – Main.BA2 to your ...\Starfield\Data directory and add to Plugins.txt, or use a mod manger or however you organise. Even though some may get lucky, SKK does not support the removal of any CreationEngine mod from an active savegame. Those who know, know.
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Validate installation 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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Associated Solutions
To trigger an NG+ new game start at any time on PC use Shutdown Constellation and Trigger NG or on Xbox Trigger NG+ restart and variant universes
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Known Issues
(1) Sometimes new game starts have suppressed weapon noise, save/reload clears this no one knows why.
(2) Sometimes on an NG+ variant start the Fast Start option menu does not display after the chargen screen and player controls are locked. Reload the last autosave and the menu ... just appears (its a UI rendering glitch).
(3) Anything that touches the base game startup sequence in MQ101Debug or MQ101 will stop this from working.
(4) This can not be active in a load order at the same time as Crimson Start New Game or any new game startup mod as they will obviously all try to take control of the startup sequence. The SKK mods detect each other and warn you of the contention.
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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:
[ 1 ] New new game start GlobalVariable MQ101Debug is not set to 8 (a hard edit by the ESM).
[ 2 ] New new game start the player is over Level 2.
[ 3 ] New new game start quest MQ101 character generation state 105 has already been completed.
[ 4 ] New new game start quest MQ101 has passed stage 1510 in the Lodge.
[ 5 ] New new game start Player is not in Cell NewAtlantisSpaceport03.
[ 6 ] not used.
[ 7 ] NG+ game start quest MQ101 is not at stage 0 or stage 2000.
[ 8 ] NG+ game start player is not on MQPlayerStarbornShipREF.
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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.