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Fallout 4 Alternate Start Mod Ps4

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About this modern

Provides Alternating start, Quick start, Normal start options. When you use one of the alternate outset paths, there are over 800 dialogue edits, with vocalism and lip sync, so your character is no longer the mother/father of Shaun (or even a Vault Dweller, if you want). Corking for part players.

Requirements

This mod does non have any known dependencies other than the base game.

Permissions and credits

Credits and distribution permission

  • Other user's assets All the assets in this file vest to the writer, or are from gratis-to-use modder'southward resources
  • Upload permission You can upload this file to other sites simply you must credit me as the creator of the file
  • Modification permission You lot are allowed to modify my files and release bug fixes or improve on the features so long every bit you credit me as the original creator
  • Conversion permission Y'all can catechumen this file to work with other games as long as y'all credit me equally the creator of the file
  • Nugget utilise permission You are immune to employ the assets in this file without permission as long as y'all credit me
  • Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
  • Asset use permission in mods/files that earn donation points You lot are not allowed to earn Donation Points for your mods if they use my assets
  • Console modding permission The writer gave permission for someone else to port this mod to console and for it to be uploaded to Bethesda.net. Please credit the author, however

Author notes

This author has non provided whatever additional notes regarding file permissions

File credits

This writer has not credited anyone else in this file

Donation Points system

This modern is not opted-in to receive Donation Points

Translations
  • Spanish
  • Russian
  • Portuguese
  • Italian
  • German
  • French

Translations bachelor on the Nexus

Language Name
Russian Beginning Me Up - Alternating Start and Dialogue Overhaul - Russian Translation
Italian Author: An4r3w Start Me Up - Basic Version (6.1) - Italian Translation - Traduzione Italiana
Spanish Author: kittyowilder Start Me Up - Bones Version - Castilian
French Author: Fanged Hex Starting time Me Up - Alternate Start and Dialogue Overhaul - FR
Castilian Author: MeKomoATuPriima -TinyManticore Spanish-Start Me Up - Alternate Start and Dialogue Overhaul (Mejorada)
Portuguese Author: Gabiroska12 due east urbanoantigo Start ME Upwardly PARA FULL DIALOGUE INTERFACE - PT BR
Spanish Author: oscarpelluz StartMe-Upwards Normal Dialogue Prompts - Spanish (6.1)
Italian Author: OswyChow Start Me Up - Basic Version (2.0) - Italian Translation - Traduzione Italiana
German Author: Svorge Start Me Upward - Alternate Start and Dialogue Overhaul - German Translation
Changelogs
  • Version 6.1

    • Patches
      * Updated Nuka World patch to fix those ii lines where y'all refer to beingness from the past, or refer to Shaun. Thank you to Rusey for identifying the lines. Also added StartMeUp.esp as a main so Boodle volition sort the patch correctly automatically.

      Starting Options
      * Added support for Enclave X-03 Hellfire if you choose an Enclave character (must accept modernistic installed). You now get a submenu where yous pick Enclave Officeholder uniform only, Enclave Ten-02 (and uniform, if installed) or Enclave Ten-03 (and compatible, if installed).
      * Added NCR Ranger starting gear pick (must have modernistic installed), replacing Wasteland Settler (which wasn't very unique).

      Traits
      * If installed, Enclave X-02 power helmet, X-03 Hellfire power helmet, and NCR Ranger Helmet volition all be added to the Four Eyes trait formlist.
      * If installed, Enclave X-02 power helmet, X-03 Hellfire power helmet, and NCR Ranger Masks will all be added to the Cruddy trait formlist.

      Bugs
      * Fixed a couple typos.
      * Probably fixed the effect with the Vault 111 inner gear door not opening if you have a huge load order.

      I installed 150+ mods and couldn't get in happen anymore. Basically, I added some redundancies to the scripts to make sure the correct things happen even if you have a big load order on a slow motorcar. Not 100% sure it's stock-still though, equally the issue appears to be caused by the game engine beingness overloaded with script commands.

  • Version 6.0

    • MAJOR UPDATE

      Bugs fixed:
      * Stock-still rare issues where menu prompt in pre-war bathroom did non appear (caused by some unknown mod conflict resulting in unfilled aliases)
      * Fixed missing T51 helmet on Cruddy formlist
      * Added ability armor helmets to 4 Eyes formlist
      * For alternating starts, removed notation in veterans hall terminal that uses the player's name
      * For not-vault starts, stock-still some missed dialogue lines with companion churr that even so refer to you as a vault dweller
      * Fixed rare problems where Raiders in your local gang would be hostile
      * Fixed minor result with Knight-Helm Cade's dialogue

      Trait updates:
      * The Cruddy and 4 Eyes traits now will work with the expansion pack items from Automatron, Far Harbor, and Nukaworld
      * The Gifted and Minor Frame traits now requite you the choice to employ the benefits as a permanent increment (perk chart, amend for early game) OR equally a magic issue (pip-boy status menu, amend for late game)
      * Added default Vault-boy blitheness to all of the traits (shows up in the Pip-Boy)

      Nether the hood:
      * Removed all edits to Vault 111 then the mod at present touches Zip cells and worldspaces for maximum compatibility (this was a big project)
      * Converted all starting gear allotments to leveled lists (from script properties, another big projection)
      * Cleaned up unused script properties

      New features:
      * Kickoff Me Up at present makes a save point after you create your character
      * Start Me Up at present turns off the radio in the pre-war bathroom and then you lot don't hear "Information technology'south All Over" for the thousandth fourth dimension
      * For not-vault starts, added xviii new classes (now 38 total) including: Alliance of Steel, Railroad, Institute, Minutemen, Church of Atom, Gunners, Forged, Chinese Agent, Wealthy Noncombatant, Poor Civilian, Settler, Cannibal, Enclave, Rust Devil, Trapper, Pack, Operators, Disciples (the last six will only work if you have the appropriate mods/expansions installed)
      * For non-vault starts: fabricated appropriate dialogue and global variable changes for the new faction-based alt start paths (these dialogue changes are MINOR and then don't await much, just a few short lines for BoS, Railroad, Minutemen, and Church building of the Atom.)
      * For non-vault starts: added gear difficulty setting - cull four unlike levels of gear that you go at startup. Kickoff level is but wearing apparel, 2nd level adds a melee and ranged weapon, third level adds some armor and more ammo, and quaternary level adds some other ranged weapon and a full armor set. As difficulty gets easier, you also get more aid items and ammo, and ameliorate weapons.
      * For not-vault starts: added grapheme level setting - choose a starting level, and most of the above beginning gear will be leveled with you (as much as that is possible). You volition then be able to immediately spend your perk points and customize your character.
      * For non-vault starts, added xviii new start locations (at present 38 total), and sorted the listing by difficulty of the zone
      * For non-vault starts, added ability to randomize start options. Simply fill out your character ordinarily, and so when you're done you will have the option to randomize some or all of your grapheme'southward attributes (excluding appearance and name).

  • Version 5.5

    • Fixed a number of minor bugs.
      * Stock-still outcome with Fast Shot trait, thank you to IDontEvenKnow for the bug report. I but turned it down and changed the clarification, not much else I can do.
      * Stock-still issues with Full Dialogue Interface when using Vanilla Start. Thank you to lnodiv for the bug written report.
      * Fixed dialogue with Jack Cabot, when starting outside the vault. Thanks to 5746 for the issues study.
      * Stock-still dialogue with the lookout man bot at the USS Constitution, when starting outside the vault. Thanks to rcoll for the bug written report.
      * Fabricated sure all of the MQ101 and MQ102 stages are set and objectives are completed, in lodge to maximize compatibility with mods that add items to the player. Cheers to IDontEvenKnow for the problems reports.
      * Fixed a number of issues with Full Dialogue Interface compatibility, for the FDI version of Start Me Up. The skillful news is that there should be a lot fewer problems. The bad news is that information technology takes me almost 4x as long to make the FDI version at present, and I remake information technology each time I update the mod.
  • Version 5.4

    • Fixed a major bug in several of the Traits. It would only occur if your base special stat was exactly equal to two, simply if whatsoever stat was equal to 2 and you had ane of the offending traits, it would break the entire perk carte! Thanks to SPITSPHIRE for the detailed problems report, which got me pointed in the right direction to figure this out.
  • Version 5.3

    • * 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 not-vault kickoff) and the interview with the md aboard the Prydwen, also every bit minor changes here and in that location.
      * Also fixed a minor effect with the Vault 111 Cryo Room concluding.
      * Finally, I was able to remove another worldspace edit past moving the initial trigger of the alt start menu to an invisible trigger instead of having it attached to the door. And so at present the Merely cell or worldspace that Start Me Up edits is Vault111Cryo (mail service-war). Pretty cool!
  • Version 5.2

    • * Fixed trouble 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.
      * Stock-still problem where sometimes the raiders will be hostile if yous choose the raider start. This was considering the game'due south script engine cannot fill the aliases fast enough, and the raiders spawn locations are random. If they spawned adjacent to you lot, then they would attack you before the aliases could exist filled.
      * Fixed balance where Mercenary and Sniper (Sentinel) loadouts are overpowered relative to others.Cleaned up scripts and removed unused properties to shorten chief bathroom door script.
      * Moved some script events for starting exterior the vault off of the chief script to the spawn trigger box in guild to subtract script engine overload hazard.
      * Stock-still issue where trait respec terminal wouldn't actually delete traits fifty-fifty though yous tell it to. It now functions properly.
  • Version 5.1

    • Stock-still a few bugs related to Fallout 4 patch v1.9 dealing with Vault 111's elevator if you started outside the vault. Thanks to RangerHawk for the bug report. Also stock-still the trait respec option - just go to the terminal in Vault 111 Cryo (where y'all unremarkably are frozen) and choose "Enter Health History". This is also where you lot choose traits (if any) if you commencement in the Vault. Also, I cleaned up the traits menus a lilliputian scrap.
  • Version five.0

    • MAJOR UPDATE Thanks to the help of many people far more than skilled than myself, I have made a number of updates to this mod in order to ameliorate compatibility with other mods. The number of changes made to the wasteland worldspace is reduced from a several dozen to cypher. There are only two changed cells at present - the bathroom in Pre-state of war Sanctuary and Vault 111 interior (no mode to get around these). I as well reduced the number of persistent references significantly. So, this version should be much more compatible.

      In addition to those changes nether the hood, there are as well a number of changes to the carte du jour on the bathroom door. You can roll your ain character much more easily, and you lot can now too 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 yous just desire to re-spec your traits, you can do that from the Vault 111 Cryo terminal, in the same room where y'all wake up from your cryo pod. I put this in hither merely in instance in that location are problems with the traits, as they are adequately new.

      This version also contains several bugfixes. I fixed a bug with the Retentiveness Den if y'all become at that place before doing the main quest. I fixed a bug with the pre-state of war grass still showing up in Sanctuary sometimes. I fixed a bug with the Vault 111 weapons car-equipping fifty-fifty if y'all started exterior the vault.

      For this version in particular, I'd like to thank ShadowShayde for assistance 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 bug where pre-war grass would testify up in Sanctuary. Thank you to OpTicZ0MB1E and Xavi940 for reporting this bug (sorry I didn't believe you the first time Xavi940). Fixed some issues with Scribe Haylen'south terminal entries. Fabricated it then that the end-game video no longer plays if you started outside the vault (since it makes no sense, being mostly about pre-state of war vs. post-state of war life). Made some pocket-size improvement'southward to Codsworth'due south first coming together dialogue.
  • Version four.6

    • Fixed an intermittent bug where sometimes, when y'all select a non-in-the-vault alternate start choice, 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 tin can exist washed past simply starting a new game with a giant load order. What I recollect probably happens is that the game doesn't have enough organisation resources to execute all the script commands, and doesn't evaluate the AI package that tells the placed role player to go to their cryopod. This is a vanilla issues too, oddly enough. And so, I moved that part of the script from the chief bath door script to the script that triggers when you descend the Vault 111 lift for the commencement time, and that seemed to prepare information technology. Also, I fixed two very minor dialogue bug.
  • Version 4.v

    • Fixed two small dialogue bugs, one related to the Vault Tec Rep and ane related to the synths in the constitute. Thank you to jonozilla and donngold and EnvyDeveloper for the bug reports!
  • Version 4.4

    • Stock-still issues with Institutionalized quest - thanks to Michele Magus for the bug study! Fixed minor problems with starting in Bunker Hill. Fixed minor issues with some get-go markers showing up on local map. New feature: if you select the last option in the listing of alternate start locations (select "I can't think, let me retrieve..."), yous can select whatsoever one of twenty loadouts and whatsoever one of xx start locations, assuasive you to roll your own custom alternate start setup. Thanks to Scarecrow23 for the idea!
  • Version 4.3

    • Added 10 more kickoff options for advanced players. These make the game significantly harder, as you outset out as a level one character in much higher-level areas. Proficient luck!
  • Version 4.2

    • Fixed a pregnant bug with Codsworth's dialogue. Made several other minor fixes. Thank you to Xinamon and demonbreathersubscriptions for the Codsworth bug study.
  • Version iv.one

    • Stock-still a number of minor bugs. For the raider alternate kickoff: your clan of raiders volition now assail you if y'all attack them. For all the alternate starts, you volition no longer encounter your clothes modify if yous are in tertiary person (like in the video) and the sequence is a flake faster. Created alternate dialogue lines for scenes that I missed related to Daisy in Goodneighbor, Nick's companion quests, the scene when y'all first meet the Railroad, one line from Dr. Amari, and a couple others.
  • Version four.0

    • MAJOR UPDATE Added power to start in nine more locations, all outside vault 111. Added several hundred dialogue changes that are used if you start exterior the vault (i.e. for all those times you tell people you are from a vault). Everything works, no weird bugs like other alt get-go mods. Yous can nevertheless go dorsum into Vault 111 if yous want, no sound glitches, no weird stuff. Too made some minor bug fixes for the existing starting time paths. I'yard also switching the numbering, so Beta v4 = 4.0. It is now the "principal file" and the simplified version is the optional file.
  • Version 3.0

    • Fixes 2 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 piffling too rough. Finally, for the XBOX version, the lip synch should be working. Plainly you take to convert the .lip/.xwm pairs into .fuz files for XBOX. Thankfully at that place is a tool included with the Cosmos Kit. But really, the CK should warn you if you try to upload a file for XBOX that doesn't include .fuz files.
  • Version two.0

    • Fixes pocket-size bugs in Codsworth dialogue, Institute dialogue. Added version for people who don't use Full Dialogue Interface and want the original-game-style short dialogue prompts.
  • Version 1.0

    • Adds fixes for about 50 more than 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'1000 sure there will be some) which imply that your character had a family/son. There shouldn't be many, just y'all never know.Terms searched for in Excel: father, female parent, mom, dad, parent, related, relation, married, love, find him, baby, babe, boy, kid, kid, spouse, wife, husband, family, son, and ShaunTotal strings analyzed past paw: 2915 (almost ii.4% of the strings in the entire game)Full alternating dialogue lines created: 583 (all voiced by the original actors and lip synced)Total quests edited: 67 (simply dialogue, a few journal entries, and a few objectives)
  • Version 0.92

    • Fixes for nigh 100 more lines, including all of Act ii of the primary quest. I also included a couple fixes for some Constitute dialogue. I have evaluated over 2800 dialogue lines by hand so far, and the mod at present includes well-nigh 540 dissimilar lines of dialogue versus the original game. Hopefully once I finish Act iii, this will exist a Beta (characteristic complete) and not an Alpha. Yay.
  • Version 0.91

    • Fixes for almost 100 more lines of dialogue, including all of Act ane of the main quest and the offset part of Deed ii, up to the Memory Den. I too searched for some additional terms - father, mother, mom, dad, parent, related, and relation - which added more lines to my list. This version also adds a few fixes for misc. quests and companion dialogue that I missed due to these search terms.
  • Version 0.nine

    • This update adds fixes for abernathy, diamond urban center, good neighbor, the railroad, and the institute. I added several search terms to my dialogue screen, equally I noticed I was missing some infos. Screened infos at present include annihilation with: baby, infant, male child, child, child, spouse, wife, married man, family, son, and Shaun. Considering of this I was able to catch a agglomeration of missed infos in companions and other misc. quests. I would say 99% of the non-primary-quest dialogue is now fixed. Next footstep is working through the main quest. So far I've stock-still over 330 lines of dialogue.
  • Version 0.8

    • Fixes for goodneighbor quests, minutemen quests, and some misc. dialogue fixes
  • Version 0.seven

    • Finally finished dialogue edits for Codsworth as a companion. Since most all of his dialogue is most how he knew you pre-war, I only edited the player'due south dialogue that references the son/spouse etc. and then that stuff is gone. Basically yous react to him equally "I call back you've got me mistaken for someone else" the first few times you interact with him, only he ever sees you as his former main. Crazy robot!
  • Version 0.6

    • Adds about forty fixes, including several misc. conversations at settlements and some railroad and institute dialogue
  • Version 0.5

    • Adds a couple dozen fixes, including additional diamond city lines, mama murphy lines, misc quest lines (MS04), the final of the companion commentary (i hope), and the last of the BoS stuff.
  • Version 0.4

    • Adds over 65 fixes for Diamond Urban center dialogue, including the entrance gate, the preacher, the interview with Piper, and almost all misc. dialogue (greetings etc.) should now be done. Also fixes some errors in the previous alpha. I also restored some (fully voiced) cut content dialogue in Piper'south interview, just it only applies if you take the normal (not alternate) start and as well tell piper yous were frozen. Diamond City is most washed, except for Nick.
  • Version 0.three

    • Adds fixes for DialogueConcord when you meet Preston, all? companion dialogue except Codsworth (X6-88 was a huge chore), some BoS dialogue, and some misc. items
  • Version 0.ii

    • Adds fixes for journal entries, quest objectives, some misc. items, and the Publick Occurrences newspaper
  • Version 0.one

    • Initial release, proof of concept with edits to Codsworth's introduction scene (DialogueCodsworthPostWar quest)

2022 update
You should exist using Start Me Up Redux instead!
It fixes many bugs and issues with this old version....if you still want the former version, read on beneath... Description

This mod provides a bill of fare at the beginning of the game, later on the bathroom scene, with three options:

Alternate first: wake up from this dream equally a different person, non the parent of Shaun:

  • Y'all can be a pre-war vault dweller, starting in Vault 111:
    • Follows the alternating plotline, where y'all are released from the vault by mistake
    • At the last, select your own SPECIAL stats and upwards to 20 traits
  • Y'all can start as a wastelander exterior of the vault, and select:
    • Your ain SPECIAL stats
    • Upwardly to 20 Traits
    • One of 38 different occupations, including factions (affects your starting gear)
    • One of 38 dissimilar get-go locations (sorted past difficulty)
    • How much or little starting gear you accept (four difficulty levels)
    • Your starting level (so y'all tin can pre-level-upwardly your character)
    • Randomize any or all of the above


Quick start:
wake up from your retention, in your pod in Vault 111:

  • Follows the normal plotline, simply you skip all the prewar stuff and get to playing
  • At the terminal, select your own SPECIAL stats and upwardly to twenty traits

Normal beginning: nevermind, only play through ordinarily (basically a 'abolish' button)

Versions

  • Full version: makes over 800 dialogue edits with voice and lip sync and so you don't take to play every bit the "concerned parent" character, replacing those with voiced and lip-synced lines from the remainder of the game (so it's the original voice actors). The dialogue lines vary depending on which start path you choose. There are 2 choices here - one for if yous're using the popular Full Dialogue Interface mod, and another for if y'all are non.
  • Basic version: merely provides the alternate, quick, and normal get-go options. No dialogue edits, no options to get-go outside the vault. This mod is minimally invasive, and makes only as minor edits as I could get away with. Mainly this is for people who are testing mods or but desire the "quick start" attribute of the mod.


Media


Likewise, read the review of the modernistic on Game Face: START ME Up: How i mod fixes Fallout 4's biggest issue. Cheers for the review!

Cheque out Start Me Up on Nexus Customs Picks for March 2017. Thanks to rcoll for the submission!



Questions
Do you have any warnings?

  • Evidently, don't use this mod with other alternate start mods or others that alter how yous showtime. You may want to avoid using this modern with mods that significantly modify the game's dialogue and quests (or if y'all do, check them for conflicts in Fo4edit). Otherwise, y'all can utilize this with any other mods you want.

Does this mod have the usual alternate start issues that other mods accept?

Spoiler:

Bear witness

  • No. The vertibirds have sound. You can go dorsum inside Vault 111. There are no weird Vault 111 sounds in interiors. The radio stations all work fine. The main quest starts unremarkably. No faction problems, even with the raider first - just your handful of local raiders are in your faction. Very few persistent references and ZERO edits to whatever cells, worldspaces, or locations.
  • Known Issues equally of v6.0:
    • Sometimes the player voices are a little likewise dramatic or emotional, considering it's not your child anymore. Not much I can exercise about that.
    • Some of the faction get-go dialogue may nevertheless treat you as new to the faction. These issues will exist fixed in after updates as people complain well-nigh them.

Are these other mods compatible with Start Me Upwardly?

Spoiler:

Prove


  • NOT COMPATIBLE
    • Piper Interview Restored is NOT compatible, but its features are included in Offset Me Upward anyway.
    • Nora Companion Mod is NOT compatible, someone will have to brand a patch.
    • Killable Children is NOT uniform due to a script conflict that bugs the main quest. Utilise Immersive Killable Children instead
  • Uniform, BUT PAY Attention
    • Horizon works for many people, but if you experience problems, effort installing Beginning Me Up after you are out of the vault, or but using the Vault-Based Alternate Start option.
    • The Pip-Pad mod: follow the instructions and simply install it AFTER you are done with the Vault
    • Same Sex Couples: put it later on Offset Me Up in your load order
    • Main Quest Choices: put it after Start Me Up in your load social club
  • Uniform AND RECOMMENDED MODS
    • The Danse Dilemma - adds new options with Paladin Danse
    • Nick Valentine Romance - lets you romance Nick Valentine
    • Some Assembly Required - increases rarity of ability armor
    • Combat Zone Restored - makes the combat zone in the way it was supposed to be
    • Ending Epilogue Restored - adds more stuff to the catastrophe
    • Enter the Brotherhood - makes it and so you don't have to kill Kellogg for the alliance to arrive in the commonwealth
    • Enclave X-02 or Enclave X-03 or Enclave Officeholder (standalone version) - at least 1 of these needs to be installed to use t he Enclave outset option
    • NCR Ranger - needs to be installed to use the NCR Ranger beginning choice
    • Revamped Playable Ghouls - if you want to play as a Ghoul
    • Myopia Simulator - if you lot desire to use the trait "Four Eyes" (note that with this modern you must wear GLASSES and cypher else - Ability Armor helmets don't count)

Help, the modernistic isn't working!

Spoiler:

Testify

  • Make sure you downloaded the correct version of the modernistic
  • Brand certain StartMeUp.esp and StartMeUp - Main.ba2 are both located in your /Fallout4/Information/ folder
  • Make sure StartMeUp.esp is enabled in your load order
  • Put StartMeUp.esp at the bottom of your load society

I started outside the Vault, how do I outset the main quest?

Spoiler:

Prove

  • Follow the quest Rumor of a Vault in your Pip-Male child to get-go the main quest.

I started exterior the Vault, and I tin can't start "Getting a Clue" with Nick Valentine?

Spoiler:

Bear witness

  • Follow the quest Rumor of a Vault in your Pip-Boy to start the main quest. (If your grapheme doesn't know most the kidnapping, how can they written report it to Nick Valentine?)

I desire to utilise the Enclave or NCR or expansion pack start option, what mods do I need to also have installed?

Spoiler:

Prove

  • For the Enclave start, at least one of these is needed: Enclave X-02 or Enclave 10-03 or Enclave Officer (standalone version)
  • For the NCR Ranger showtime, you lot will demand to install NCR Ranger
  • For the expansion pack faction starts, you volition demand the advisable expansion pack installed.
  • The plugins above need to be in your load society, simply information technology doesn't matter where.

Help, I'thou not getting config items from other mods when I start the game?

Spoiler:

Show

  • If y'all are not getting holotapes or config items from other mods, information technology's because those mod authors probably did not follow best practices for adding items to the player. I can't perchance arrange the hundreds of mods that add together config items into Start Me Up (and, no i ever tells me what mods they are using, so I don't fifty-fifty know what specific mods add these config items that people are complaining almost).
  • The best practice is to use a quest script, fastened to a custom quest that is set to be "Start Game Enabled," and then used an Effect OnQuestInit() block in the quest script to automatically add the config item to the player (perhaps with a script timer, if need exist). This ways that the particular gets added regardless of what the role player does, when the player installs the mod, or how the actor starts the game.
  • Your options are to add the config items manually using the panel (see your modernistic'south page for details on how to do this with each modernistic) or to wait to install Start Me Up until yous're out of the vault, in which case the dialogue would switch over to the vault-based alt first dialogue. Or, petition those mod authors to fix their mods - this has been a modding all-time do since Morrowind (2002). Plenty of mods that add together config items piece of work fine with Start Me Up... the ones that were designed correctly.

Can I employ this mod if I already started a new game without it?

Spoiler:

Testify

  • Yeah! If you install the modern on an existing game, the dialogue will shift over to the Vault-based alternating outset (the first option on the alt-start menu). So your character volition still say they were in Vault 111, but just they aren't the parent of Shaun.

What "silent role player" modernistic can I utilize with this?

Spoiler:

Show

  • The all-time pick is Silent Protagonist by CoffeeAddictUK. Download Silent Protagonist, and as well the patch for Beginning Me Upwards that's on the Showtime Me Up download page. This patch is compatible with all versions of Start Me Up, including four.x and 5.10.

What do I practise if I want to play equally a ghoul?

Is there an XBOX or PS4 version available?

Spoiler:

Prove

  • An XBOX version isn't going to happen considering of:
    • the malicious community of XBOX users that kept flagging the mod and getting it deleted past Bethesda'south auto-moderation system
    • the extra work of maintaining two boosted versions of the modernistic for XBOX
    • the difficulty of debugging the XBOX version (no XBOX here, and no debugging tools allowed anyway)
    • Bethesda.net's unfriendly treatment of mod authors (we don't have much control over our mods on that site)
    • Please don't message me with requests to reinstate the XBOX version; it's not happening until Bethesda fixes their site and repeals their "written report this mod" user-based moderation arrangement.
  • A PS4 version is impossible due to Sony'due south restrictive policy on mods; Beginning Me Upward requires scripts and audio files which tin can't be used on PS4.

I checked your modernistic for errors in Fo4edit and constitute some?

Spoiler:

Bear witness

  • These errors are all carried over from Fallout4.esm. If you check Fallout4.esm for errors, y'all will find the same ones, as well as hundreds more than. Just because Fo4edit reports an error, it doesn't necessarily mean annihilation is broken.

Volition there be versions available in other languages?

Spoiler:

Show

  • No, unless someone else makes it. To brand this modernistic, you lot have to edit over 800 audio files. Y'all'd have to have a copy of the game in the linguistic communication yous want to employ, and be a fluent speaker and reader of that language in order to make the edits correctly.

Tin can I translate this mod? How?

Spoiler:

Evidence

  • You tin can certainly try. It would be a huge corporeality of work since yous would need to create over 800 dialogue lines by hand. I have never done a translation of a modernistic ... simply here's what I think you need to practise:
  • Open the StartMeUp.esp in your Fallout 4 translation programme and convert to your language:- - (ane) all of the dialogue lines (what the player or role player says in their subtitles)- - (2) all of the dialogue prompts (what the player clicks on)- - So relieve it as a "StartMeUp_XX.STRINGS" file (where XX is the language code - "fr" for French, "en" for English language, etc). Put the file in /Fallout four/Data/Strings/.
  • Unpack "StartMeUp - Main.ba2" with the BAE (Bethesda Archive Extractor)
  • Use Yakatori Sound Converter to convert the .fuz files from the .ba2 to .wav files so you can listen to them
  • For each English .wav file in Get-go Me Up (over 800 of them): (i) Utilise Fallout iv Vox Reference Tool (Fo4VRT) on your-linguistic communication's Fallout 4 installation and discover matching your-language dialogue lines in the game, spoken by the correct actor. - - Y'all volition 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 prepare of words. Mastery of both your language and English is important to go the meaning right.- - Save each file you made as the Aforementioned file proper name (.wav file name) that was used in "StartMeUp - Main.ba2" (2) Once you do that, utilize Yakatori Sound Converter to brand a copy of all the .wav files to .xwm (192kbps). It can practise them all in batch, just drag in the folder. It's pretty fast. (3) Once you take created all 800+ new .wav files in your language, and made sure they all have the same file names as then English ones, y'all demand to generate .lip files for each one with the 32-flake version of the Creation Kit (the 32-bit alternate .exe file comes with the chief CK). Y'all can't utilise the English .lip files or the faces won't match the words. Supposedly you can exercise all the .lip files in a batch by running some control line options for the 32-fleck CK only I simply made them by hand. But, for 800 files and since you don't know where they all are in the CK, I would actually try to do them in batch: https://www.cosmos..._files_by_batch (4) Afterwards that, but run LipFuzer.exe (too comes with the CK) in your chief /Voice/StartMeUp.esp/ folder, which will create a merged .xwm and .lip into a .fuz. This is fast, as information technology does them all in a batch. So, for every dialogue audio file inside "StartMeUp - Main.ba2" yous will accept four files post-obit this format:00000000.wav <- made by you with Fo4 VRT and Audacity, this is the hard work00000000.xwm <- converted from .wav file with Yakatori, this is easy00000000.lip <- made with 32-bit Cosmos Kit .exe file, hopefully in batch using the command line and hopefully easy00000000.fuz <- made with LipFuzer.exe, this is easy
  • You lot will now have over 3200 files that yous created (.wav, .xwm, .lip, .fuz * 800 files, and then at least 3200 files) and too a new StartMeUp_XX.STRINGS file that has Xx-language text in it instead of English language. To maintain compatibility with any time to come updates for StartMeUp.esp, you should do this: * Put the audio files ONLY in a new .ba2 chosen "StartMeUp - Voices_XX.ba2", where XX is the language code ("fr" for French, "en" for English, etc). This .ba2 volition e'er override the Principal.ba2 from Start Me Upwards. Inside the .ba2 y'all will demand to keep the aforementioned binder structure: /Sound/Voice/StartMeUp.esp/(each grapheme's phonation folders) * Find your StartMeUp_XX.STRINGS file that you fabricated at the starting time (where 20 is the language code) Then, the user would download and install the English version of Start Me Up from my page. Then they would download and install the XX-linguistic communication translation, which consists of two files: (1) "StartMeUp_XX.STRINGS" (the text lines you translated) - goes in the folder: /Fallout 4/Data/Strings/(2) "StartMeUp - Voices_XX.ba2" (the audio files y'all fabricated) - goes in the folder: /Fallout 4/Data/ These files would make the text and sound in your language simply wouldn't overwrite anything in Starting time Me Up. Then if I need to make updates to StartMeUp.esp, like the scripts or StartMeUp.esp, your translation will notwithstanding work fine.

Can I change the dialogue back to normal after installing the mod?

Spoiler:

Prove

  • You tin can change the dialogue without uninstalling the modern, which would minimize the likelihood of savegame damage which tin happen when uninstalling mods.
  • Open the console (~ key) and check the state of the mod'due south global variables by entering:
    • assistance "SMU" 3
  • This will give you lot the state of the mod's global variables. The of import ones are:
    • SMU_FollowedVanillaPath = 0 if you chose an alternate start, = 1 if you chose quick vanilla start, = 2 if yous chose total-length vanilla first
    • SMU_VaultStart = 0 if you started outside the vault, = one if you started within the vault
    • SMU_CanTalkToNick = 0 if you lot are NOT enlightened of the baby kidnapping (i.e. started outside the vault and haven't completed the quest Rumor of a Vault), or = one if you lot either completed the quest or started in the vault
  • You can modify the country of the globals by entering the appropriate commands. For example, if you lot started exterior the vault but want to revert to the normal plotline, enter these three commands:
    • set SMU_FollowedVanillaPath to two
    • set SMU_VaultStart to ane
    • ready SMU_CanTalkToNick to 1
  • You can confirm that the globals have been inverse by repeating the command: help "SMU" 3
  • If you are on XBOX you lot're hosed, since there's no console. Y'all tin disable the mod and run into what happens (information technology should be fine, but no guarantees), you tin start a new character, or you can live with your decision.

What changes accept been fabricated to the plot for the alternate starts?

Spoiler:

Show

  • For the Vault 111 alternate get-go: You still see a baby kidnapped at the beginning (only information technology wasn't your baby) so yous are request around most a kidnapped baby (if you want to), and acquire most the Institute abducting people. Only it's much less urgent than information technology was in the normal game. You can say stuff similar, "I'grand only passing through" instead of all four responses being well-nigh the baby. And if you proceed following that thread, eventually, y'all're out to stop the evil organization that snatches people (or bring together them). Obviously this is non as potent of a "pull" as your own son existence abducted. But on the other hand, it solves a major problem with the original plot, which is "If my son is and so important, why is the game constantly distracting me with side quests? Shouldn't this be solved immediately?". And of course, it's non YOUR son, just some kid, and all of the dialogue reflects that according. This is my personal favorite manner to offset the game, as it makes the nearly sense and melds most seamlessly with the original game'southward plot.
  • For the non-Vault alternate starts: You can detect out about the abduction of the baby past going into Vault 111, by following a simple quest "Rumor of a Vault" that you become when you start. If you don't become into the Vault and notice the prove, you won't be able to continue the chief quest past rescuing Nick Valentine, as y'all won't have anything to report to Nick nor any reason to go after Kellogg. The residue of the game is similar to the Vault-based alternate get-go in terms of dialogue edits, except for the places where yous tell people you're from a Vault. The non-Vault alternate starts skip a little chip more dialogue than the Vault-based alternate start, which skips almost none. This is considering in that location are a few scenes, similar the starting time office of the interview with Piper, where all you really talk about is the Vault. Likewise, the "pull" of the main quest is not equally strong - why does Father care nigh you? Why do you care virtually some Vault-dweller'southward abducted child? Merely, information technology is what information technology is, and it works out well enough.
  • Regarding Codsworth , there were some bug, every bit a lot of his dialogue, and the whole reason he's willing to help you (or even get out Sanctuary), depends greatly on your pre-state of war relationship. Consequently, he is treated as a crazy robot who'due south mistaken you for his former possessor. 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 impaired down and remove then much of his dialogue that he becomes very generic and slow.

What are the start locations, exactly?

Spoiler:

Show

  • Inside Vault 111 - in the cryopod
    • IMPORTANT Annotation: if you want the alt-start story that makes the most sense, y'all should offset in the vault. And so basically you are released past mistake (instead of Nate/Nora, who are expressionless in their pods), as a pre-war vault-dweller. The rest of the alt start points (beneath) remove any dialogue lines that refer to you equally a vault dweller, being 200 years quondam, etc. so the plot line of the game is more of a departure.
  • Start Location (recommended class/gear choice)
  • Outside Vault 111 --- (vault enthusiast)
  • Sanctuary Root Cellar --- (survivalist)
  • Robotics Disposal Ground --- (scavenger)
  • Ranger Cabin (SW of Sanctuary) --- (hunter)
  • Raider group (NW of Sanctuary) --- (raider or mercenary)
  • Crimson Rocket (Due south of Sanctuary) --- (mechanic)
  • Concord house
  • One-time bus (SW of Concord) --- (drunk)
  • Drumlin Diner --- (trader)
  • Tenpines Bluff --- (farmer)
  • Lonely Chapel
  • Rocky Narrows Park
  • Wildwood Cemetery
  • Lake Quannapowitt
  • Relay Belfry 1DL-109 (in SE function of map)
  • Union Hope Cathedral
  • Vault 81 (outside) --- (vault enthusiast)
  • Diamond Metropolis outskirts --- (baseballer or citizens)
  • Boylston Order --- (wealthy citizen)
  • Goodneighbor --- (thug, thief, etc.)
  • Bunker Hill --- (trader, doctor)
  • Relay Tower 0MC-810 (in NE office of map)
  • Greentop Nursery --- (farmer)
  • Roadside Pines motel --- (raider or mercenary)
  • Egret Tours Marina --- (sailor)
  • Fairline Hill Estates
  • Due south Boston (near the Castle)
  • Crater of Atom --- (Atom novice)
  • Somerville Place
  • Parson'due south Creamery
  • Glowing Sea --- (radiations explorer)
  • Outside Quincy --- (sniper, scout)
  • Cantlet Cats Garage --- (greaser)
  • Near Spectacle Island --- (sailor)
  • Murkwater (in far SE swamps)
  • Nordhagen Beach --- (farmer)
  • Nahant Oceanological Gild --- (scientist)
  • Hugo's Hole (in Dunwich Borers)
  • Click hither for a map of all the kickoff locations

What are the grapheme classes, exactly?

Spoiler:

Evidence

  • Vault Enthusiast
  • Survivalist
  • Scavenger
  • Hunter
  • Raider (not allied with faction)
  • Mechanic
  • Gangster
  • Trader
  • Farmer
  • Drunk
  • Doc
  • Scientist
  • Mercenary
  • Ballplayer
  • Out-of-stater / Thug
  • Thief
  • Sailor
  • Greaser
  • Scout / Sniper
  • Radiation Explorer
  • Brotherhood of Steel Initiate (no power armor, not allied with faction)
  • Railroad Tourist (not allied with faction)
  • Escaped Synth (not allied with faction)
  • Minuteman/adult female (not allied with faction)
  • Church building of Atom Novice (non allied with faction)
  • Gunner Conscript (non allied with faction)
  • Forged member (not allied with faction)
  • Chinese Amanuensis
  • Wealthy wastelander
  • Poor wastelander
  • Cannibal
  • Enclave remnant (must have installed i of: Enclave X-02 or Enclave X-03 or Enclave Officer (standalone ersion) - you get power armor, simply no frame)
  • NCR Ranger (must have NCR Ranger installed)
  • Rust Devil (must have Automatron installed; not allied with faction)
  • Trapper ( must have Far Harbor installed; not allied with faction)
  • Pack member (must take Nuka World installed; not allied with faction)
  • Operators fellow member ( must accept Nuka World installed; not allied with faction)
  • Disciples member ( must have Nuka Globe installed; not allied with faction)

What are the traits, exactly?

Spoiler:

Show

  • Wide Shoulders (replacement of Hoarder) - Your wide shoulders add together +25 to your carrying capacity (+15 in Survival manner), only due to your high eye of gravity, yous are more likely to be staggered by incoming blows.
  • Bruiser - A piddling slower, but a little bigger. You may not hit as often, just they volition feel information technology when you practise! Power attacks deal 30% more damage, only price thirty% more Activity Points to perform.
  • Claustrophobia - You lot accept a fear of enclosed spaces. Yous gain +1 to all SPECIAL attributes when outside, but endure -1 when indoors.
  • Early Bird - Hey early risers! Enjoy a +2 to each of your SPECIAL attributes from 6 am to 12 pm, only suffer -1 from half dozen pm to 6 am when y'all're not at your best.
  • Fast Metabolism - Your metabolic rate is twice normal. This means that you are half as resistant to radiations and poison, merely your body heals at double the normal pace.
  • Fast Shot - Yous don't have time to aim for a targeted assault, because you assault faster than normal people. Automated and magazined weapons fire 20% faster, and AP costs are twenty% lower, but you lot are 20% less accurate.
  • Finesse - Your attacks show a lot of finesse. You don't do as much damage (-thirty% for normal attacks), merely yous cause more disquisitional hits (10% abiding chance any time).
  • 4 Eyes - While wearing any type of eyewear, you have +one Perception. Without eyewear, yous have -1 Perception.
  • Gifted - You have more than innate abilities than most, then you accept non spent as much fourth dimension honing your skills. You proceeds a permanent +2 to each SPECIAL stat, but gain experience at half the normal rate.
  • Skilful Natured - You studied less-combative skills equally y'all were growing up. People are xx% easier to persuade, vendor prices are twenty% amend, but your overall damage is reduced past 15%.
  • Heavy Handed - You swing harder, just expend more than energy. Your melee attacks practise xx% more damage and are more likely to stagger, but toll twenty% more than action points.
  • Hot Blooded - When your health drops below 50% yous gain +xv% more than damage, but you also suffer -2 to your Agility and Perception attributes.
  • Kamikaze - Y'all boldness grants yous +xx Action Points and +10% Activeness Point refresh charge per unit, but your reckless nature causes you to take 20% more harm from weapons, explosions, and radiation.
  • Loose Cannon - You love big guns, but your enthusiasm ways y'all become carried away. Heavy weapons do 30% more than impairment, only are 30% less accurate.
  • Night Owl (opposite of Early Bird) - Staying up late, you a +two to each of your SPECIAL attributes from midnight to half-dozen am, but suffer -1 from 6 am to 6 pm when yous're not at your best.
  • Small Frame - You are not quite every bit big as other people, simply that never slowed y'all downward. Y'all gain +2 Agility, but your limbs are 20% more easily crippled.
  • Trigger Discipline - While using ranged weapons, you fire twenty% more slowly but are twenty% more accurate.
  • Cruddy (similar to Iv Eyes) - Y'all may be proficient or bad, simply you're definitely ugly. While wearing any type of mask, y'all become a confidence boost for +2 Charisma. With a bare confront, you have -2 Charisma.

Why did you lot name the mod "Start Me Upwards"?

Spoiler:

Show

  • I considered the usual "Another Life" or "Alternating Commencement" names, but I wanted something more unique and recognizable. As well, there is the Rolling Stones song with the same name, which has a really hilarious music video.


[size=vi]Credits
[/color]
While I built this mod from scratch myself, I did expect at how some other mods were built, so credit is due:

  • Thanks to Glacknarf for the Alternate Start - Infinite Respond mod, which I looked at for ideas
  • Cheers to Xylozi for the Another Life - Alternative Start modernistic, which I looked at for ideas
  • Thanks to DumdogsWorld for the Somewhat Ambiguous Quick Start modernistic, which I looked at for ideas
  • Thanks to Cirosan for the Traits and More Perks mod, which I looked at for ideas
  • Thank you to V13Kobold for the Traits for Fallout four modern, which I looked at for ideas
  • Thank you to XhAPPYSLApX for the Archetype and New Traits mod, which I looked at for ideas


I as well couldn't have washed this without some great software tools and help:

  • Thanks to greentea101 for the FO4 Voice File Reference Tool
  • Thanks to BowmoreLover for the Yakitori Audio Converter
  • Thanks to zilav and the residue of the squad for FO4edit
  • Thanks to The Brazenness Squad for the Brazenness Audio Editor
  • Thanks to Seddon4494 for his YouTube tutorials on the Fallout 4 cosmos kit


Additionally, I'd like to give thanks (in no particular gild): Gribbleshnibit8, chucksteel, JaxFirehart, luthienanarion, TrickyVein, pintocat, Puppettron, retlaw83, RoyBatterian, TJMidnight, Risewild, Scorpion,  deadboy, and the remainder of the Tale of Two Wastelands squad for their help learning all this modding stuff over the years.

Source: https://www.nexusmods.com/fallout4/mods/18946/

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