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SKK Fast Start new game
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FastStart a new game in less than 2 minutes from Main menu > Looks menu > SPECIAL menu > Outside Vault 111 with most mod added inventory items. This is a scripted bypass, not a static savegame so you get full player customisation and fresh RNG.
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Version 019
Version 018
Version 017
Version 016
Version 015
Version 014
Version 013
Version 012
Version 011
Version 010
Version 009
Version 008
Version 007
Version 006
Version 005
Version 004
Version 003
Version 002
Version 000
Straight donations accepted
FastStart a new game in less than 2 minutes from Main menu > Looks menu > SPECIAL menu > Outside Vault 111 with most mod added inventory items. This is a scripted bypass, not a static savegame so you get full player customisation and fresh RNG.
If you often start new games and are bored of the tiresome-after-the-3rd-time initial dialogue or the same RNG baked into a static save game, this will help get new excitement faster.
You start with the usual Looks menu mirror scene then straight to name, rank and SPECIAL stats. Relax for 20 seconds to emerge from the elevator ready to go. If you know the face and stats you want, this can all be done in less than 2 minutes.
The player starts outside Vault 111 with basic vault gear along with holotapes and stuff other mods have added after looksmenu.
All base game Vault 111 animations are fully working and primed to automatcally run/open if you want to return to the vault. Includes the elevator, gear door, locked doors, spouse & etc as long as they have not been messed with by something else. If you want the Cryolator use a force unlock solution like Open Anything.
If you are looking to replace an all-in-one ALT start mod and want to start from different locations/levels, install both SKK Fast Start New Game *and* SKK Fast Start Location as SKK solutions are built on modular choices.
Compatibility
THINGS REPORTED TO CAUSE FREEZE OR INFINITE LOADING
(1) Whatever Creation Club Content that has been stopping the Vault 111 door from opening during a normal game start.
(2) A combination of DefUI and HudFramework.
(3) Mods that try to pop UI dialogs after the looksmenu mirror scene whilst this is trying to get the player out of the vault.
Other Known Issues
(1) There is an issue with mods or CC content that replace, modify or re-texture the Pip-Boy which will can become invisible. There is a [ Toolbox of Pipboy fixing ] under the Vault 111 external control cabin which re-adds and equips a base game pip-boy on the player. If that still has no effect, you clearly have a very naughty mod. Best to add and enable them after the player is in the Commonwealth so they can do whatever they do to the game to load correctly.
(2) If you want to return to V111 for rings and Cryolator, the vault door will open for you when 3d loads but the animation takes some time to play out so it may look like noting is happening for a bit. If mods that mess with v111 stop the animation from playing, try to force it with Open Anything or on PC console [ 000330c3.SendAnimEvent «Stage2» ]. If they dont work you clearly have a very naughty mod.
(3) If you have any other mods that try and add items to the player inventory at startup (like holotapes, weapons) and that stuff is not turning up, please ask the mod author to read this article: Why mod added inventory items are missing from new games because the base game clears the player inventory out before this solution can take control and stop that happening.
(4) This fast sequenced solution is not compatible with forced console commands like extended looks menu or mods that pop modal UI messages, so wait until it the player in the Commonwealth to pop the console or enable those mods.
Nexus PC Manual installation and disable
The SKK Fast series that are 100% main quest compatible
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SKK Fast Start new game
File information
Last updated
Original upload
Created by
Uploaded by
Virus scan
Tags for this mod
About this mod
FastStart a new game in less than 2 minutes from Main menu > Looks menu > SPECIAL menu > Outside Vault 111 with most mod added inventory items. This is a scripted bypass, not a static savegame so you get full player customisation and fresh RNG.
Credits and distribution permission
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
This mod is opted-in to receive Donation Points
Version 019
Version 018
Version 017
Version 016
Version 015
Version 014
Version 013
Version 012
Version 011
Version 010
Version 009
Version 008
Version 007
Version 006
Version 005
Version 004
Version 003
Version 002
Version 000
Straight donations accepted
FastStart a new game in less than 2 minutes from Main menu > Looks menu > SPECIAL menu > Outside Vault 111 with most mod added inventory items. This is a scripted bypass, not a static savegame so you get full player customisation and fresh RNG.
If you often start new games and are bored of the tiresome-after-the-3rd-time initial dialogue or the same RNG baked into a static save game, this will help get new excitement faster.
You start with the usual Looks menu mirror scene then straight to name, rank and SPECIAL stats. Relax for 20 seconds to emerge from the elevator ready to go. If you know the face and stats you want, this can all be done in less than 2 minutes.
The player starts outside Vault 111 with basic vault gear along with holotapes and stuff other mods have added after looksmenu.
All base game Vault 111 animations are fully working and primed to automatcally run/open if you want to return to the vault. Includes the elevator, gear door, locked doors, spouse & etc as long as they have not been messed with by something else. If you want the Cryolator use a force unlock solution like Open Anything.
If you are looking to replace an all-in-one ALT start mod and want to start from different locations/levels, install both SKK Fast Start New Game *and* SKK Fast Start Location as SKK solutions are built on modular choices.
Compatibility
THINGS REPORTED TO CAUSE FREEZE OR INFINITE LOADING
(1) Whatever Creation Club Content that has been stopping the Vault 111 door from opening during a normal game start.
(2) A combination of DefUI and HudFramework.
(3) Mods that try to pop UI dialogs after the looksmenu mirror scene whilst this is trying to get the player out of the vault.
Other Known Issues
(1) There is an issue with mods or CC content that replace, modify or re-texture the Pip-Boy which will can become invisible. There is a [ Toolbox of Pipboy fixing ] under the Vault 111 external control cabin which re-adds and equips a base game pip-boy on the player. If that still has no effect, you clearly have a very naughty mod. Best to add and enable them after the player is in the Commonwealth so they can do whatever they do to the game to load correctly.
(2) If you want to return to V111 for rings and Cryolator, the vault door will open for you when 3d loads but the animation takes some time to play out so it may look like noting is happening for a bit. If mods that mess with v111 stop the animation from playing, try to force it with Open Anything or on PC console [ 000330c3.SendAnimEvent «Stage2» ]. If they dont work you clearly have a very naughty mod.
(3) If you have any other mods that try and add items to the player inventory at startup (like holotapes, weapons) and that stuff is not turning up, please ask the mod author to read this article: Why mod added inventory items are missing from new games because the base game clears the player inventory out before this solution can take control and stop that happening.
(4) This fast sequenced solution is not compatible with forced console commands like extended looks menu or mods that pop modal UI messages, so wait until it the player in the Commonwealth to pop the console or enable those mods.
Nexus PC Manual installation and disable
The SKK Fast series that are 100% main quest compatible
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Quick Start Save Game with Pre-Built Settlements
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This is a save game completing only quests required to get to Molecular Level. Pick your faction or none at all and go from there. Also includes pre-built radiant settlements using only vanilla items.
DLC requirements
| DLC name |
|---|
| Wasteland Workshop |
| Far Harbor |
| Contraptions Workshop |
| Vault-Tec Workshop |
| Nuka World |
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Credits and distribution permission
Author notes
This author has not provided any additional notes regarding file permissions
File credits
Thank you to CDante for providing us with such a wonderful tool that enables the blueprints used in this save as well as the optional files.
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Brief description: This is a save game with the minimum done up to Molecular Level. You decide which faction builds the teleporter. The character is a level 11 female with no perk points spent. I looted corpses along the way and magazines. Also included are prebuilt radiant settlements: Sanctuary, Tenpines Bluff, County Crossing, Greentop Nursery, Oberland Station, Nordhagen Beach, Somerville Place, The Slog, Warwick Homestead and a personal residence at Red Rocket. This is a vanilla save except for Transfer Settlements. I typically add about 150 mods to this save without issue.
More specifically: I create a lot of characters. Sometimes I just wander around on survival, sometimes I focus on a faction. I’ve done the initial quests more times than I care to anymore so have been using this save file as a starting point for nearly all my characters. And if I do want to work on settlements, I seriously hate scrapping, particularly Sanctuary. So Sanctuary has been scrapped except for some locked containers. Along with all the required quests up to The Molecular Level, the Sole Survivor assisted Danse at Arcjet Systems (Call to Arms) and told him she wasn’t sure if she wanted to join to keep all options open.
If you want to join the Minutemen, unless you are using a mod which limits quests, Preston will ask you to be General right away when speaking to him. Mention the blueprints (you don’t have to give them to Sturges), and he will then bring up taking The Castle. When I do feel like doing a Minutemen run, I use a second save file in which I’ve already cleared out and built The Castle. You just need to hook up the power to the main building and the radio receiver when you arrive. I did this because I usually lose one or both Minuteman in the fight, and I have to leave and sleep for three days after loading the settlement before activating power. and I hate scrapping. Along with The Castle, this second save file also has Sunshine Tidings built up because. scrapping. Did I mention I hate scrapping?
The console was used. COC was used to get to each location to avoid getting too much experience and quicker travel. TGM was used since she only has starter gear. The mod Own All Radiant Settlements was used to acquire the radiant settlements and then removed after sleeping one hour. She slept for three days to allow each settlement to settle and double check they were functioning. I come up with my own reasons as to why the settlements are established with so few settlers living there. supermutants, raiders, synths, disease, etc. Sometimes I use one or two settlements just for trading purposes. I use Spawn Settler Button to get them set up (and then pretend that never happened)
Regarding the settlements, Tenpines, Oberland, and Nordhagen are based on my transfer settlement mods I’ve previously uploaded. Sanctuary is a smaller build than what I previously shared. I haven’t shared County Crossing, Greentop Nursury, or Somerville Place, so I’ve included the blueprints (along with the smaller Sanctuary and The Castle) as optional files for anyone who is interested. The Slog just has defenses and Warwick just enough for a guard and provisioner. I don’t think my Red Rocket and Sunshine Tidings are worthwhile to upload honestly. But if someone wants them for whatever reason, I can add those blueprints as well.
The character’s appearance is just a minor tweak to one of the vanilla presets. To change your appearance, use Looks Mirror. To change your name, open the console and type player.showspecialmenu
NOTE: IF THE EDGES OF YOUR SCREEN SEEM BLURRY, THIS HAPPENS FROM POWER ARMOR. ENTER THE POWER ARMOR AT RED ROCKET AND EXIT, AND IT WILL RESOLVE ITSELF.
Special notes for anyone downloading the blueprints: Greentop and Somerville just require scrapping some surrounding brush. Sanctuary requires scrapping the first dilapidated building on the left, and then the next one on the right. County Crossing requires all the crops and the two beds to be scrapped. The farming plot needed to be pushed further out to make room for the building. Just scrap the junk and furniture inside of The Castle.
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File information
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About this mod
Another Life allows you to circumvent the fixed starting sequence and choose a different role to play, allowing for a more immersive roleplaying experience.
This mod does not have any known dependencies other than the base game.
Mods requiring this file
Author’s instructions
File credits
This author has not credited anyone else in this file
Donation Points system
This mod is opted-in to receive Donation Points
Translations available on the Nexus
Version 1.08
Version 1.07
Version 1.06
Version 1.05
Version 1.04
Version 1.03
Version 1.02
Version 1.01
Both straight donations and premium membership donations accepted
Summary
Another Life allows you to circumvent the fixed starting sequence and choose a different role to play, allowing for a more immersive roleplaying experience.
The prewar sequence is merely a memory simulation inside of your head as your synth body is created. Upon leaving the bathroom, you will be prompted if you would like to awaken or to slumber. Awaken will start the alternative start mod, slumber will allow you to continue through the vanilla start sequence.
Once awakened, you will find yourself in one of the Institute’s many synth processing chambers. Here you will find a Pipboy and a terminal that controls the parameters of the processing unit. This is where you can pick which occupation you will play as.
Once you enter the processing unit, you will be transported to the Commonwealth, of course without the knowledge that you were ever in the Institute.
Vault 111 will be accessible as if you had progressed normally, and your starting quest will be the Jewel of the Commonwealth, rather than Out of TIme.
Features
Another Life allows you to roleplay as 36 different occupations. Each occupation defines your starting gear and weapon, your faction allies, your starting perk and your starting location. In the future it will also define which starting quests you receive.
These are the current occupations:
Arsonist
Gear:
— Flamer
— Cage Armor
— Gas Mask with Goggles
Perk: Relentless Flame
— You deal 50% more Fire damage with any weapon.
Allies: The Forged
Location: Saugus Ironworks
Atom Cat
Gear:
— Laser Pistol
— Fat Man
— Atom Cats Jacket and Jeans
Perk: Poetry Slam
— Whilst wearing Power Armor, you do 25% more damage with melee attacks.
Allies: The Atom Cats
Location: Atom Cats Garage
Baseball Batter
Gear:
— Oak Baseball Bat
— Baseball Uniform
— Baseball Cap
Perk: Homerun!
— You gain an 25% chance of disarming an enemy when you hit them using a Baseball Bat.
Allies: None
Location: Bunker Hill or Diamond City Outskirts
Brawler
Female only
Gear:
— Boxing Glove
— Corset
— Cait’s Bandolier
Perk: Fighting Spirit
— You deal 25% more damage with single-handed melee weapons and your fists.
Allies: The Raiders
Location: Combat Zone or Libertaria
Note: scripted aggression from npcs such as the Combat Zone raiders will still occur.
Brotherhood Recruit
Gear:
— Laser Gun
— Power Fist
— BOS Uniform and BOS Hood
Perk: Ad Victoriam
— You gain 25 Damage Resistance whilst below 50% health.
Allies: The Brotherhood of Steel
Location: Cambridge Police Station
Caravanner
Gear:
— Pipe Bolt-action Pistol
— Padded Blue Jacket
Perk: Trade Negotiations
— You can purchase from vendors at 75% of the normal purchase price.
Allies: None
Location: Vault 81 or Diamond City Outskirts or The Castle or Jamaica Plain or General Atomics or Drumlin Diner
Child of Atom
Gear:
— Gamma Gun
— Child of Atom Long Brown Rags
Perk: Atom’s Favour
— You no longer suffer from Radiation exposure of any kind.
Allies: Children of Atom
Location: Crater House
City Slicker
Gear:
— Pipe Revolver
— Tire Iron
— Dirty Black Suit and Trilby Hat
Perk: Greased Palms
— You can sell stock to merchants for 25% more caps.
Allies: None
Location: Diamond City Outskirts or Goodneighbor
Courier
Gear:
— Pipe Gun
— Ripper
— Faded Trench Coat
Perk: Express Deliveries
— Your movement is 25% faster than normal.
Allies: None
Location: Jamaica Plain
Craftsman
Gear:
— Board
— Flannel Shirt and Jeans
— Assorted Components
Perk: Intuitive Designs
— You can construct workbenches without any of the requisite perks, and the material cost itself is lower.
Allies: None
Location: Diamond City Outskirts or Vault 81
Detective
Thievery and murder are common sights in Boston. People come to you for help, and hope that you provide them resolution for their plights.
Gear:
— Custom Pipe Pistol
— Faded Trench Coat and Worn Fedora
Perk: Sleuth-hound
— You are harder to spot whilst moving and you can naturally pick Advanced locks, and hack Advanced terminals.
Allies: None
Location: Boston Commons
Doctor
Gear:
— Pipe Syringer
— Lab Coat
— Surgical Mask
Perk: Vivification
— As a doctor, Stimpaks are 50% more effective.
Allies: None
Location: Bunker Hill
Enclave Remnant
Gear:
— Minigun
— X-01 Power Armor
— Military Fatigues
Perk: Mow Them Down!
— You deal 15% more damage with a Minigun.
Allies: None
Location: Northern border
Explorer
Gear:
— Revolutionary Sword
— Explorer Outfit
— Faded Visor
Perk: Spirit of Adventure
— Every location is revealed on the map and you gain 100% extra experience for discovering them.
Allies: None
Location: CIT Ruins
Field Scientist
Gear:
— Plasma Gun
— Black Institute Lab Coat
Perk: Elementalist
— Attacks with Electrical, Cryo or Energy damage do 25% more damage.
Allies: None
Location: Mass Fusion Disposal Site
Fighter
Male only
Gear:
— Lead Pipe
— Black Vest and Slacks
Perk: Fighting Spirit
— You deal 25% more damage with single-handed melee weapons and your fists.
Allies: The Raiders
Location: Combat Zone
Note: scripted aggression from npcs such as the Combat Zone raiders will still occur.
Gunner
Gear:
— Combat Rifle and Combat Knife
— Gunner Guard Outfit, Gunner’s Camo Bandana and full Combat Armor.
Allies: The Gunners
Location: Gunners Plaza
House Husband
Male only
Gear:
— Walking Cane
— Sweater Vest and Slacks
Perk: Keen Shot
— You can shoot 20% further with all weapons.
Allies: None
Location: Sanctuary
Housewife
Female only
Gear:
— Rolling Pin
— Laundered Rose Dress
Perk: Epicurian
— Doubles the effect of Food consumables.
Allies: None
Location: Sanctuary
Hunter
Gear:
— Hunting Rifle
— Switchblade
— Farmhand Clothes
Perk: Agile
— You are 25% harder to detect whilst sneaking, and you move 25% faster whilst sneaking.
Allies: None
Location: Mass Pike Interchange
Institute Agent
Gear:
— Institute Pistol
— Patrolman Sunglasses
— Courser Uniform
Perk: Synthetic Body
— Enemies are 50% less likely to score a critical hit on you.
Allies: The Institute
Location: The Institute
Lawyer
Gear:
— Pipe Pistol
— Dirty Blue Suit
— Patrolman Sunglasses
Perk: Eloquence
— You receive 100% more experience on successful speech challenges.
Allies: None
Location: General Atomics
Mechanic
Gear:
— Pipe Wrench
— Pipe Pistol
— Mechanic Jumpsuit
Perk: Mechanical Aptitude
— You deal 20% more damage to mechanical enemies such as Robots.
Allies: None
Location: General Atomics or Harware Town or Red Rocket
Mercenary
Gear:
— Assault Rifle
— Machete
— Long Johns
— Metal Armor Set
Perk: Experienced Killer
— You gain 25% more experience when killing human enemies.
Allies: None
Location: Parsons State Insane Asylum
Minuteman
Gear:
— Laser Musket
— Minuteman Outfit
— Minuteman Hat
Perk: Blunderbuss
— Laser Muskets deal 20% more damage and have a 25% chance to stagger.
Allies: The Minutemen
Location: The Castle
Outlaw
Gear:
— Combat Shotgun
— Pool Cue
— Raider Leathers and Armor Set
Perk: Shoot to Maim
— Enemies take 50% more limb damage whilst below 50% health.
Allies: Raiders
Location: Libertaria or Hardware Town or Murky Swamp
Note: scripted aggression from npcs such as the Combat Zone raiders will still occur.
Railroad Agent
Gear:
— Railway Rifle
— Railroad Armored Coat Mk I
Perk: Heightened Senses
— When you dip below 25% health, you will experience a slowing of time until you recover you health. Kills heal +10 health during this effect.
Allies: The Railroad
Location: Old North Church
Reporter
Gear:
— 10mm Pistol
— Red Leather Trench Coat
— Press Cap
Perk: Fleet of Foot
— Your Action Point drain from sprinting is 50% smaller.
Allies: None
Location: Suffolk High School
Scavenger
Gear:
— Lead Pipe
— Scavenger Outfit
Perk: Scent of Scrap
— You naturally see scrap, meaning items with favorited components are highlighted.
Allies: None
Location: Murky Swamp or Warwick Homestead or Scrap Palace
Security Guard
Gear:
— Double-barrel Shotgun and Security Baton
— Athletic Outfit and Diamond City Guard Armor Set
Perk: Stalwart
— If you stand still, your bashing attacks will do 200% damage.
Allies: None
Location: somewhere
Silver Shroud
Gear:
— Silver Submachine Gun
— Silver Shroud Costume and Silver Shroud Hat
Perk: Hero of Boston
— Whilst sprinting you take 50% less incoming damage.
Allies: None
Location: Hubris Comics
Perk: Throw Voice
— Whilst below 25% health you can shout at your enemies, knocking them down with the force of your voice.
Allies: None
Location: Goodneighbor
Socialite
Female only
Gear:
— Pipe Revolver
— Laundered Blue Dress
Perk: Social Drinker
— The effects of any drinks, alcoholic or not, are doubled.
Allies: None
Location: Covenant
Tenor
Male only
Gear:
— Switchblade
— Clean Black Suit and Trilby Hat
Perk: Throw Voice
— Whilst below 25% health you can shout at your enemies, knocking them down with the force of your voice.
Allies: None
Location: Goodneighbor
Thief
Gear:
— Switchblade
— Radstag Hide Outfit, with Leather Shoulder Guards
— Wraparound Goggles
Perk: Fast Hands
— You are 50% more likely to pickpocket a mark successfully.
Allies: None
Location: North-west border
Triggerman
Gear:
— Submachine Gun and Knuckles
— Triggerman Bowler and Suspenders and Slacks
Perk: Strictly Business
— You have an 25% increased chance to score a critical hit whilst using a Submachine Gun.
Allies: Triggermen
Location: Easy City Downs
Perk: Sales Pitch
— You can invest up to 500 caps towards a merchant’s total.
Allies: None
Location: Spectacle Island
Perk: Dazed and Confused
— You gain 5% more experience from all sources.
Allies: None
Location: Sanctuary
Wastelander
Gear:
— Pipe Pistol
— Drifter Outfit
Perk: Lay of the Land
— You gain 15% more experience for killing creatures of the Commonwealth.
Allies: None
Location: Bunker Hill
Known Issues
None currently.