I'd like to see the option of starting in NV as well. Actually, I'd like to see a menu when you first select 'New Game' that asks where you want to start, combined with the 'inception' mod that got some discussion on the old forums. The idea is that if you start in NV, you travel back to DC when you sleep. You would not keep weapons and such between wastelands (at first), but you would keep XP. The idea is that a bullet to the brain requires some time to heal, and the Courier might 'remember' his past in dreams.
Mar 22, 2018 - I just started a new game using the alternate start 'Start Me Up' mod and it's pretty awesome. It allows you to start the game at a different.
Once the train is taken from DC to NV, the mod would stop doing its thing, and the player can travel back and forth freely. The big difference from how things are now is that instead of waking up in Doc Mitchell's place, the player would wake up wherever they went to sleep, (after seeing the '9 years later' screen / whiteout effect) and be awarded some kind of challenge reward or accomplishment.
Maybe a bonus SPECIAL point or something.If you choose to start in DC, then I'd like to see a mod that reduces your level when you first get to NV from DC. The idea is that a bullet to the head is likely to cause some hefty brain damage, which is likely to make the player less skilled than they used to be. The mod would keep the whole character generation bit in Doc Mitchell's place intact.
If some one were to get fancy with it you could have the option of how much to lower your level. So if the PC is level 20 when the train to NV is first taken, the mod might give the choice of doing the character generation (at the Vigor-Tester) with stats/skill points equivalent to level 20, 15, 10, 5, or 1. Something like that.My problem is that aside from adjusting stats on weapons in FNVEdit and really minor tweaks like that, I am pretty useless as a modder. Roleplayer's Alternative Start has been reported on the comments as working. I have not tested it to verify, but it will conflict with anything that modifies VGC00 and VCG01. Once TTW hits a full release version it has been my plan to update for a full TTW version with support for either wasteland starts (within the framework of what TTW allows).Locations will be given around both wastelands, and selection will be the same, as far as setup of the character.
More histories will be added, relating to the FO3 world, like Regulator and other such things. Existing histories will have two versions where applicable to support one start or the other, and some might not be available from DC or NV (think NCR and the like).Due to the rather large amount of work involved in modifying the mod, I do not plan on updating it until TTW is stable. However, feel free to hit up the and create a new discussion topic for locations, histories, and other things you'd like to see.
Discussions now, not just mod comments.
. Patches. Updated Nuka World patch to fix those two lines where you refer to being from the past, or refer to Shaun.
Thanks to Rusey for identifying the lines. Also added StartMeUp.esp as a master so LOOT will sort the patch correctly automatically.Starting Options.
Added support for Enclave X-03 Hellfire if you choose an Enclave character (must have mod installed). Fixed a number of minor bugs. Fixed issue with Fast Shot trait, thanks to IDontEvenKnow for the bug report. I just turned it down and changed the description, not much else I can do.
Fixed issues with Full Dialogue Interface when using Vanilla Start. Thanks to lnodiv for the bug report. Fixed dialogue with Jack Cabot, when starting outside the vault. Thanks to 5746 for the bug report.
Fixed dialogue with the scout bot at the USS Constitution, when starting outside the vault. Thanks to rcoll for the bug report.
Made sure all of the MQ101 and MQ102 stages are set and objectives are completed, in order to maximize compatibility with mods that add items to the player. Thanks to IDontEvenKnow for the bug reports. Fixed a number of issues with Full Dialogue Interface compatibility, for the FDI version of Start Me Up. The good news is that there should be a lot fewer issues. The bad news is that it takes me about 4x as long to make the FDI version now, and I remake it each time I update the mod. Version 5.4.
Fixed a couple dozen minor dialogue bugs reported by Nexus member 5746. Thank you very much! These fixes include a large number adjustments for Abernathy farm (for the non-vault start) and the interview with the doctor aboard the Prydwen, as well as minor changes here and there. Also fixed a minor issue with the Vault 111 Cryo Room terminal. Finally, I was able to remove another worldspace edit by moving the initial trigger of the alt start menu to an invisible trigger instead of having it attached to the door. So now the ONLY cell or worldspace that Start Me Up edits is Vault111Cryo (post-war). Pretty cool!.
Version 5.2. Fixed problem where trigger box 00051877 does not disable properly via script using GetFormFromFile. This is what was causing the 'coming out of the vault' animation to play for some users when running across the vault platform. Thanks to tabakova for the bug report.
Fixed problem where sometimes the raiders will be hostile if you choose the raider start. This was because the game's script engine cannot fill the aliases fast enough, and the raiders spawn locations are random. If they spawned next to you, then they would attack you before the aliases could be filled. Fixed balance where Mercenary and Sniper (Scout) loadouts are overpowered relative to others.Cleaned up scripts and removed unused properties to shorten main bathroom door script.
Moved some script events for starting outside the vault off of the main script to the spawn trigger box in order to decrease script engine overload risk. Fixed issue where trait respec terminal wouldn't actually delete traits even though you tell it to. It now functions properly.
Version 5.1. MAJOR UPDATE Thanks to the help of many people far more skilled than myself, I have made a number of updates to this mod in order to improve compatibility with other mods. The number of changes made to the wasteland worldspace is reduced from a several dozen to zero. There are only two changed cells now - the bathroom in Pre-war Sanctuary and Vault 111 interior (no way to get around these). I also reduced the number of persistent references significantly. So, this version should be much more compatible.In addition to those changes under the hood, there are also a number of changes to the menu on the bathroom door. You can roll your own character much more easily, and you can now also select Traits!
I went with traits from the original games, plus a few that are replacements for old traits that aren't possible in the Fallout 4 engine. For people starting in the Vault, or if you just want to re-spec your traits, you can do that from the Vault 111 Cryo terminal, in the same room where you wake up from your cryo pod.
I put this in here just in case there are issues with the traits, as they are fairly new.This version also contains several bugfixes. I fixed a bug with the Memory Den if you go there before doing the main quest.
I fixed a bug with the pre-war grass still showing up in Sanctuary sometimes. I fixed a bug with the Vault 111 weapons auto-equipping even if you started outside the vault.For this version in particular, I'd like to thank ShadowShayde for help with menu papyrus scripting, kinggath and Vicyorus for help with aliases and papyrus scripting, and pintocat and Gribbleshnibit8 for reviewing the traits.
Version 4.7. Fixed an intermittent bug where sometimes, when you select a not-in-the-vault alternate start option, the frozen version of Nate/Nora would not stay in their cryo pod. It took me a long time to replicate this bug on my installation, but it can be done by simply starting a new game with a giant load order. What I think probably happens is that the game doesn't have enough system resources to execute all the script commands, and doesn't evaluate the AI package that tells the placed actor to go to their cryopod. This is a vanilla bug as well, oddly enough.
So, I moved that part of the script from the main bathroom door script to the script that triggers when you descend the Vault 111 elevator for the first time, and that seemed to fix it. Also, I fixed two very minor dialogue issues.
If your submission does not appear, do not delete it. World at war pc servers.
Version 4.5. Fixed bug with Institutionalized quest - thanks to Michele Magus for the bug report! Fixed minor bug with starting in Bunker Hill. Fixed minor issues with some start markers showing up on local map. New feature: if you select the last option in the list of alternate start locations (select 'I can't remember, let me think.' ), you can select any one of twenty loadouts and any one of twenty start locations, allowing you to roll your own custom alternate start setup. Thanks to Scarecrow23 for the idea!.
Version 4.3. MAJOR UPDATE Added ability to start in nine more locations, all outside vault 111. Added several hundred dialogue changes that are used if you start outside the vault (i.e.
For all those times you tell people you are from a vault). Everything works, no weird bugs like other alt start mods. You can still go back into Vault 111 if you want, no audio glitches, no weird stuff. Also made some minor bug fixes for the existing start paths.
I'm also switching the numbering, so Beta v4 = 4.0. It is now the 'main file' and the simplified version is the optional file. Version 3.0. Fixes two missing lines of Institute dialogue. Thanks to bamani71 for the bug report.
Also fixed (edited) three lines that were combinations of other lines, which I felt were a little too rough. Finally, for the XBOX version, the lip synch should be working. Apparently you have to convert the.lip/.xwm pairs into.fuz files for XBOX. Thankfully there is a tool included with the Creation Kit.
But really, the CK should warn you if you try to upload a file for XBOX that doesn't include.fuz files. Version 2.0.
Adds fixes for about 50 more dialogue lines, including all of Act 3 of the main quest and several misc. Lines that I missed. Finally feature complete and ready for Beta. Next step is fixing any bugs or missed dialogue lines (I'm sure there will be some) which imply that your character had a family/son. There shouldn't be many, but you never know.Terms searched for in Excel: father, mother, mom, dad, parent, related, relation, married, love, find him, baby, infant, boy, child, kid, spouse, wife, husband, family, son, and ShaunTotal strings analyzed by hand: 2915 (about 2.4% of the strings in the entire game)Total alternate dialogue lines created: 583 (all voiced by the original actors and lip synced)Total quests edited: 67 (just dialogue, a few journal entries, and a few objectives).
Version 0.92. This update adds fixes for abernathy, diamond city, good neighbor, the railroad, and the institute.
I added several search terms to my dialogue screen, as I noticed I was missing some infos. Screened infos now include anything with: baby, infant, boy, child, kid, spouse, wife, husband, family, son, and Shaun. Because of this I was able to catch a bunch of missed infos in companions and other misc.
I would say 99% of the non-main-quest dialogue is now fixed. Next step is working through the main quest.
So far I've fixed over 330 lines of dialogue. Version 0.8. Also, read the review of the mod on Game Face:. Thanks for the review!Check out for March 2017. Thanks to for the submission!QuestionsDo you have any warnings?. Obviously, don't use this mod with other alternate start mods or others that alter how you start. You may want to avoid using this mod with mods that significantly alter the game's dialogue and quests (or if you do, check them for conflicts in Fo4edit).
Otherwise, you can use this with any other mods you want.Does this mod have the usual alternate start problems that other mods have? The vertibirds have sound. You can go back inside Vault 111. There are no weird Vault 111 sounds in interiors.
The radio stations all work fine. The main quest starts normally. No faction issues, even with the raider start - only your handful of local raiders are in your faction. Very few persistent references and ZERO edits to any cells, worldspaces, or locations.
Known Issues as of v6.0:. Sometimes the player voices are a little too dramatic or emotional, considering it's not your child anymore.
Not much I can do about that. Some of the faction start dialogue may still treat you as new to the faction. These issues will be fixed in later updates as people complain about them.Are these other mods compatible with Start Me Up?. NOT COMPATIBLE.
is NOT compatible, but its features are included in Start Me Up anyway. is NOT compatible, someone will have to make a patch. is NOT compatible due to a script conflict that bugs the main quest. If you are not getting holotapes or config items from other mods, it's because those mod authors probably did not follow best practices for adding items to the player. I can't possibly accommodate the hundreds of mods that add config items into Start Me Up (and, no one ever tells me what mods they are using, so I don't even know what specific mods add these config items that people are complaining about). The best practice is to use a quest script, attached to a custom quest that is set to be 'Start Game Enabled,' and then used an Event OnQuestInit block in the quest script to automatically add the config item to the player (perhaps with a script timer, if need be).
This means that the item gets added regardless of what the player does, when the player installs the mod, or how the player starts the game. Your options are to add the config items manually using the console (see your mod's page for details on how to do this with each mod) or to wait to install Start Me Up until you're out of the vault, in which case the dialogue would switch over to the vault-based alt start dialogue. Or, petition those mod authors to fix their mods - this has been a modding best practice since Morrowind (2002).
Plenty of mods that add config items work fine with Start Me Up. The ones that were designed correctly.Can I use this mod if I already started a new game without it?. You can certainly try. It would be a huge amount of work since you would need to create over 800 dialogue lines by hand. I have never done a translation of a mod. But here's what I think you need to do:.
Open the StartMeUp.esp in your Fallout 4 translation program and convert to your language:-(1) all of the dialogue lines (what the player or actor says in their subtitles)-(2) all of the dialogue prompts (what the player clicks on)-Then save it as a 'StartMeUpXX.STRINGS' file (where XX is the language code - 'fr' for French, 'en' for English, etc). Put the file in /Fallout 4/Data/Strings/. Unpack 'StartMeUp - Main.ba2' with the BAE (Bethesda Archive Extractor).
Use Yakatori Audio Converter to convert the.fuz files from the.ba2 to.wav files so you can listen to them. For each English.wav file in Start Me Up (over 800 of them): (1) Use Fallout 4 Voice Reference Tool (Fo4VRT) on your-language's Fallout 4 installation and find matching your-language dialogue lines in the game, spoken by the correct actor.You will have to make many of them by hand using Audacity, cutting and splicing the words together, merging multiple voice files or often just deleting a word or set of words.
Mastery of both your language and English is important to get the meaning right.-Save each file you made as the SAME file name (.wav file name) that was used in 'StartMeUp - Main.ba2' (2) Once you do that, use Yakatori Audio Converter to make a copy of all the.wav files to.xwm (192kbps). It can do them all in batch, just drag in the folder. It's pretty fast.
(3) Once you have created all 800+ new.wav files in your language, and made sure they all have the same file names as then English ones, you need to generate.lip files for each one with the 32-bit version of the Creation Kit (the 32-bit alternate.exe file comes with the main CK). You can't use the English.lip files or the faces won't match the words. Supposedly you can do all the.lip files in a batch by running some command line options for the 32-bit CK but I just made them by hand. But, for 800 files and since you don't know where they all are in the CK, I would really try to do them in batch: (4) After that, just run LipFuzer.exe (also comes with the CK) in your main /Voice/StartMeUp.esp/ folder, which will create a merged.xwm and.lip into a.fuz. This is fast, as it does them all in a batch. So, for every dialogue audio file inside 'StartMeUp - Main.ba2' you will have four files following this format:00000000.wav. You can change the dialogue without uninstalling the mod, which would minimize the likelihood of savegame damage which can happen when uninstalling mods.
Open the console ( key) and check the state of the mod's global variables by entering:. help 'SMU' 3.
This will give you the state of the mod's global variables. The important ones are:. SMUFollowedVanillaPath = 0 if you chose an alternate start, = 1 if you chose quick vanilla start, = 2 if you chose full-length vanilla start. SMUVaultStart = 0 if you started outside the vault, = 1 if you started inside the vault. SMUCanTalkToNick = 0 if you are NOT aware of the baby kidnapping (i.e. Started outside the vault and haven't completed the quest Rumor of a Vault), or = 1 if you either completed the quest or started in the vault. You can change the state of the globals by entering the appropriate commands.
For example, if you started outside the vault but want to revert to the normal plotline, enter these three commands:. set SMUFollowedVanillaPath to 2. set SMUVaultStart to 1.
set SMUCanTalkToNick to 1. You can confirm that the globals have been changed by repeating the command: help 'SMU' 3. If you are on XBOX you're hosed, since there's no console. You can disable the mod and see what happens (it should be fine, but no guarantees), you can start a new character, or you can live with your decision.What changes have been made to the plot for the alternate starts?.
For the Vault 111 alternate start: You still see a baby kidnapped at the beginning (but it wasn't your baby) so you are asking around about a kidnapped baby (if you want to), and learn about the Institute abducting people. But it's much less urgent than it was in the normal game. You can say stuff like, 'I'm just passing through' instead of all four responses being about the baby. And if you keep following that thread, eventually, you're out to stop the evil organization that snatches people (or join them). Obviously this is not as strong of a 'pull' as your own son being abducted. But on the other hand, it solves a major problem with the original plot, which is 'If my son is so important, why is the game constantly distracting me with side quests?
Shouldn't this be solved immediately?' And of course, it's not YOUR son, just some kid, and all of the dialogue reflects that according. This is my personal favorite way to start the game, as it makes the most sense and melds most seamlessly with the original game's plot. For the non-Vault alternate starts: You can find out about the abduction of the baby by going into Vault 111, by following a simple quest 'Rumor of a Vault' that you get when you start. If you don't go into the Vault and find the evidence, you won't be able to continue the main quest past rescuing Nick Valentine, as you won't have anything to report to Nick nor any reason to go after Kellogg.
The rest of the game is similar to the Vault-based alternate start in terms of dialogue edits, except for the places where you tell people you're from a Vault. The non-Vault alternate starts skip a little bit more dialogue than the Vault-based alternate start, which skips almost none. This is because there are a few scenes, like the first part of the interview with Piper, where all you really talk about is the Vault. Likewise, the 'pull' of the main quest is not as strong - why does Father care about you? Why do you care about some Vault-dweller's abducted child? But, it is what it is, and it works out well enough.
Regarding Codsworth, there were some issues, as a lot of his dialogue, and the whole reason he's willing to help you (or even leave Sanctuary), depends greatly on your pre-war relationship. Consequently, he is treated as a crazy robot who's mistaken you for his former owner.
This is reflected in a number of your interactions with him, but he still refuses to believe you when you tell him he's mistaken. It was either that, or dumb down and remove so much of his dialogue that he becomes very generic and dull.What are the start locations, exactly?.
Inside Vault 111 - in the cryopod. IMPORTANT NOTE: if you want the alt-start story that makes the most sense, you should start in the vault. So basically you are released by mistake (instead of Nate/Nora, who are dead in their pods), as a pre-war vault-dweller. The rest of the alt start points (below) remove any dialogue lines that refer to you as a vault dweller, being 200 years old, etc. Broad Shoulders (replacement of Hoarder) - Your broad shoulders add +25 to your carrying capacity (+15 in Survival mode), but due to your high center of gravity, you are more likely to be staggered by incoming blows.
Bruiser - A little slower, but a little bigger. You may not hit as often, but they will feel it when you do! Power attacks deal 30% more damage, but cost 30% more Action Points to perform. Claustrophobia - You have a fear of enclosed spaces. You gain +1 to all SPECIAL attributes when outside, but suffer -1 when indoors. Early Bird - Hey early risers! Enjoy a +2 to each of your SPECIAL attributes from 6 am to 12 pm, but suffer -1 from 6 pm to 6 am when you're not at your best.
Fast Metabolism - Your metabolic rate is twice normal. This means that you are half as resistant to radiation and poison, but your body heals at double the normal pace.
Fast Shot - You don't have time to aim for a targeted attack, because you attack faster than normal people. Automatic and magazined weapons fire 20% faster, and AP costs are 20% lower, but you are 20% less accurate. Finesse - Your attacks show a lot of finesse.
You don't do as much damage (-30% for normal attacks), but you cause more critical hits (10% constant chance any time). Four Eyes - While wearing any type of eyewear, you have +1 Perception. Without eyewear, you have -1 Perception. Gifted - You have more innate abilities than most, so you have not spent as much time honing your skills. You gain a permanent +2 to each SPECIAL stat, but gain experience at half the normal rate.
Good Natured - You studied less-combative skills as you were growing up. People are 20% easier to persuade, vendor prices are 20% better, but your overall damage is reduced by 15%. Heavy Handed - You swing harder, but expend more energy. Your melee attacks do 20% more damage and are more likely to stagger, but cost 20% more action points. Hot Blooded - When your health drops below 50% you gain +15% more damage, but you also suffer -2 to your Agility and Perception attributes. Kamikaze - You boldness grants you +20 Action Points and +10% Action Point refresh rate, but your reckless nature causes you to take 20% more damage from weapons, explosions, and radiation. Loose Cannon - You love big guns, but your enthusiasm means you get carried away.
Heavy weapons do 30% more damage, but are 30% less accurate. Night Owl (opposite of Early Bird) - Staying up late, you a +2 to each of your SPECIAL attributes from midnight to 6 am, but suffer -1 from 6 am to 6 pm when you're not at your best. Small Frame - You are not quite as big as other people, but that never slowed you down.
Fallout 3 Mods Steam
You gain +2 Agility, but your limbs are 20% more easily crippled. Trigger Discipline - While using ranged weapons, you fire 20% more slowly but are 20% more accurate.
Alternate Start Fallout 3
Unsightly (similar to Four Eyes) - You may be good or bad, but you're definitely ugly. While wearing any type of mask, you get a confidence boost for +2 Charisma.
Fallout 3 Modpack
With a bare face, you have -2 Charisma.Why did you name the mod 'Start Me Up'?. I considered the usual 'Another Life' or 'Alternate Start' names, but I wanted something more unique and recognizable.