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TheCheshireKhajiit
post Mar 8 2017, 08:55 PM
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Tried out "Start Me Up-Alternate Starts" today because it supposedly takes out you being Shaun's parent. Tried a "Mercenary" start that began outside of Diamond City and had a conversation with Piper and the Mayor. No mention of looking for Shaun although we did fail the speech check about "Who can help me?" so not sure what the response would've been. Also Piper told me "Valentine can help you out.". Why do we need Valentine's help? Still, Khajiit could probably live with occasional weirdness if it meant his character's aren't forced to be what the intro wants us to be.


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SubRosa
post Mar 8 2017, 10:55 PM
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QUOTE(TheCheshireKhajiit @ Mar 8 2017, 02:55 PM) *

Tried out "Start Me Up-Alternate Starts" today because it supposedly takes out you being Shaun's parent. Tried a "Mercenary" start that began outside of Diamond City and had a conversation with Piper and the Mayor. No mention of looking for Shaun although we did fail the speech check about "Who can help me?" so not sure what the response would've been. Also Piper told me "Valentine can help you out.". Why do we need Valentine's help? Still, Khajiit could probably live with occasional weirdness if it meant his character's aren't forced to be what the intro wants us to be.

That sounds cool. I will probably try that out. My guess would be that they are still pointing you to Valentine because he is a necessary component to the Main Quest. If you do not meet him the Main Quest is stuck, and so too all the faction quests.

I wonder how they manage the Institute questline? That was specifically built around your relationship with Shaun.


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TheCheshireKhajiit
post Mar 8 2017, 11:31 PM
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QUOTE(SubRosa @ Mar 8 2017, 03:55 PM) *

That sounds cool. I will probably try that out. My guess would be that they are still pointing you to Valentine because he is a necessary component to the Main Quest. If you do not meet him the Main Quest is stuck, and so too all the faction quests.

I wonder how they manage the Institute questline? That was specifically built around your relationship with Shaun.

Yeah Khajiit is very curious about that.

Messed with the "Raider" start too. It puts you at the power line tower thing north of Abernathy Farm. The Raiders there are "friendly" (they won't talk to you though), but others will attack. That was kind of neat.


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"Family is an odd thing, is it not? Defined by blood, separated by blood, joined by blood. In the end, it's all just blood."
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SubRosa
post Mar 9 2017, 01:18 AM
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I found an article about Start Me Up here. It says you can still do the main quest. But instead you find the body of Shaun's father, and a holotape he made explaining that Shaun had been taken. So you can do the main quest not as a parent trying to find their child, but rather just as an outsider doing so. That explains the dialogue they left in about Valentine. To find Shaun, you still need the help of a detective with skills in missing persons cases.

From the looks of it, the mod seems to add Traits as well. So if you were using a Traits mod, you won't need to anymore.

It also says that you can use the mod with a current game, and it will shift the dialogue over to that of not being Shaun's parent. I am going to give that a try in Annie's game.

I found an issue with Start Me Up. When you are doing Unlikely Valentine - the quest where you have to rescue Nick Valentine from the vault - he gets stuck in place right after your first conversation with him. Given that you have to follow him through the rest of the vault, it is a problem. A complete show stopper in fact, since you cannot go farther in the main quest (and thusly the faction quests).

But if you save before talking to him, disable Start Me Up, then talk to him, you are fine. Once he follows you out of the room you found him in, you can save again, exit, and re-enable Start Me Up. At that point he will lead you through the vault as normal.


Start Me Up - Alternate Start and Dialogue Overhaul = The alternate start mod we were talking about above.

Revamped Playable Ghouls = Because once you have played a zombie, there's no going back!

Looks Mirror = Adds a mirror you can build from the workshop. You can use it to change your face. I have tried it, and it works just fine with centering your camera via the .ini file. So you don't have to comment out the bApplyCameraNodeAnimations=0 line like you do before using a surgery chair. So if you are using a center camera mod, this is probably you best option for changing your face.

This post has been edited by SubRosa: Mar 12 2017, 02:16 AM


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TheCheshireKhajiit
post Mar 9 2017, 01:48 AM
Post #125


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QUOTE(SubRosa @ Mar 8 2017, 06:18 PM) *

I found an article about Start Me Up here. It says you can still do the main quest. But instead you find the body of Shaun's father, and a holotape he made explaining that Shaun had been taken. So you can do the main quest not as a parent trying to find their child, but rather just as an outsider doing so. That explains the dialogue they left in about Valentine. To find Shaun, you still need the help of a detective with skills in missing persons cases.

From the looks of it, the mod seems to add Traits as well. So if you were using a Traits mod, you won't need to anymore.

It also says that you can use the mod with a current game, and it will shift the dialogue over to that of not being Shaun's parent. I am going to give that a try in Annie's game.

Start Me Up - Alternate Start and Dialogue Overhaul = The alternate start mod we were talking about above.

Revamped Playable Ghouls = Because once you have played a zombie, there's no going back!

Looks Mirror = Adds a mirror you can build from the workshop. You can use it to change your face. I have not tried it yet, so I don't know how it plays with center camera mods. But it is an alternative to creating a mod to add the surgery chair to your character's lair.

Oooh! Good to know!


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"Family is an odd thing, is it not? Defined by blood, separated by blood, joined by blood. In the end, it's all just blood."
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Kane
post Mar 9 2017, 02:00 PM
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Hmm, I'll have to give that AS mod a try on the next character! Some new ones I found this morning:

Prydwyn Player Home - adds a workshop, and links the crafting benches.
Hunting Shotgun - New pump action that lies between the double barrel and combat shotgun. Looks pretty cool.
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TheCheshireKhajiit
post Mar 9 2017, 06:44 PM
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QUOTE(Cain @ Mar 9 2017, 07:00 AM) *

Hmm, I'll have to give that AS mod a try on the next character! Some new ones I found this morning:

Prydwyn Player Home - adds a workshop, and links the crafting benches.
Hunting Shotgun - New pump action that lies between the double barrel and combat shotgun. Looks pretty cool.

Yep that's a pretty good lookin shotty!


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"Family is an odd thing, is it not? Defined by blood, separated by blood, joined by blood. In the end, it's all just blood."
-Dhaunayne Aundae

May you walk on warm sands!
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TheCheshireKhajiit
post Mar 11 2017, 12:04 AM
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QUOTE(SubRosa @ Mar 10 2017, 04:31 PM) *

TheCheshireKhajiit: Cool crossbow! Maybe someone will post a link to that in the mods topic... whistling.gif


As you wish!

Playing with Unique Player, trying to get it to work with CBBE so Khajiit can give the NPCs back the vanilla body.

This post has been edited by TheCheshireKhajiit: Mar 11 2017, 02:03 AM


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"Family is an odd thing, is it not? Defined by blood, separated by blood, joined by blood. In the end, it's all just blood."
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SubRosa
post Mar 11 2017, 03:11 AM
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RU556 = is a good-looking gun. It adds a Ruger SR 556. I have not tried it, but it says it is added to the leveled list, but not until level 25. So it won't cause the issue CheshireKhajiit had with Raiders packing assault rifles at level 4.


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TheCheshireKhajiit
post Mar 11 2017, 03:53 AM
Post #130


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QUOTE(SubRosa @ Mar 10 2017, 08:11 PM) *

RU556 = is a good-looking gun. It adds a Ruger SR 556. I have not tried it, but it says it is added to the leveled list, but not until level 25. So it won't cause the issue CheshireKhajiit had with Raiders packing assault rifles at level 4.

That is a sweet looking gun! Did Khajiit mention that taking the R91 out of regular raiders leveled list solved the issue with every other low lvl Raider being equipped with one? Now only boss lvl Raiders will have a chance if carrying one. It may also spawn on certain Super Mutants and Gunners too.


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Winter Wolf
post Mar 11 2017, 04:45 AM
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QUOTE(TheCheshireKhajiit @ Mar 11 2017, 12:04 AM) *


Thanks CK. smile.gif

I play on Xbox but TrickVein has ported it across for console so I can grab it. Only trouble is that I have no room on my mod list. Even 81MB is waaaay too big for me. Beth only gave us a 2 gig limit. SubRosa probably has more hair and face mods than that. laugh.gif

This post has been edited by Winter Wolf: Mar 11 2017, 04:47 AM


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TheCheshireKhajiit
post Mar 11 2017, 05:17 AM
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QUOTE(Winter Wolf @ Mar 10 2017, 09:45 PM) *

QUOTE(TheCheshireKhajiit @ Mar 11 2017, 12:04 AM) *


Thanks CK. smile.gif

I play on Xbox but TrickVein has ported it across for console so I can grab it. Only trouble is that I have no room on my mod list. Even 81MB is waaaay too big for me. Beth only gave us a 2 gig limit. SubRosa probably has more hair and face mods than that. laugh.gif

No prob Wolfie! Sorry you can't use it right away, as the bow seems pretty solid as long as you aren't trying to fight a large scale battle with it (the crank to load takes a long time when you are on the roof of the Museum trying to take out Gristle's raider horde). Love your handle and avatar by the way!


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TheCheshireKhajiit
post Mar 11 2017, 06:19 AM
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Khajiit was just thinking:
We can take bandannas and use them as gangsta face masks, but what about using them as head wraps? Has any one made a clothing mod that adds head wrap bandannas?

This post has been edited by TheCheshireKhajiit: Mar 11 2017, 06:20 AM


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SubRosa
post Mar 11 2017, 05:29 PM
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I have never understood that. All the bandannas in FO3 were the normal, Bruce Springsteen wrapped around the forehead kind. But it does seem that in F4 they are all the Jesse James bandit style.


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TheCheshireKhajiit
post Mar 11 2017, 07:15 PM
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QUOTE(SubRosa @ Mar 11 2017, 10:29 AM) *

I have never understood that. All the bandannas in FO3 were the normal, Bruce Springsteen wrapped around the forehead kind. But it does seem that in F4 they are all the Jesse James bandit style.

Exactly! Khajiit will dig through the clothing files and see if he can find some!


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"Family is an odd thing, is it not? Defined by blood, separated by blood, joined by blood. In the end, it's all just blood."
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SubRosa
post Mar 12 2017, 02:16 AM
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I found an issue with Start Me Up. When you are doing Unlikely Valentine - the quest where you have to rescue Nick Valentine from the vault - he gets stuck in place right after your first conversation with him. Given that you have to follow him through the rest of the vault, it is a problem. A complete show stopper in fact, since you cannot go farther in the main quest (and thusly the faction quests).

But if you save before talking to him, disable Start Me Up, then talk to him, you are fine. Once he follows you out of the room you found him in, you can save again, exit, and re-enable Start Me Up. At that point he will lead you through the vault as normal.


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TheCheshireKhajiit
post Mar 12 2017, 02:40 AM
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QUOTE(SubRosa @ Mar 11 2017, 07:16 PM) *

I found an issue with Start Me Up. When you are doing Unlikely Valentine - the quest where you have to rescue Nick Valentine from the vault - he gets stuck in place right after your first conversation with him. Given that you have to follow him through the rest of the vault, it is a problem. A complete show stopper in fact, since you cannot go farther in the main quest (and thusly the faction quests).

But if you save before talking to him, disable Start Me Up, then talk to him, you are fine. Once he follows you out of the room you found him in, you can save again, exit, and re-enable Start Me Up. At that point he will lead you through the vault as normal.

Uggh, that sucks. Khajiit found another issue too. If you decide to play as a "resident" of Vault111, when you are making your way out of there the weapons are missing if you don't save and then reload a save. Lol, Kim-Ly beat the radroaches to death with her bare hands but since she has a "Small Frame", one broke her arm! tongue.gif

Another issue with Start Me Up: the SPECIAL increase due to traits doesn't seem to apply for what perks you can get. Khajiit purposely set Kim's agility at 5 so the 2 point agility boost from Small Frame would allow her to get the "Ninja" perk. Well, when it came time, Ninja was greyed out even though Agility was reading seven.

*Edit*
After some research it is apparent that the mod author purposely made the increases more like the temporary buff you get from other sources. Disappointing.

This post has been edited by TheCheshireKhajiit: Mar 12 2017, 03:21 AM


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"Family is an odd thing, is it not? Defined by blood, separated by blood, joined by blood. In the end, it's all just blood."
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TheCheshireKhajiit
post Mar 12 2017, 04:13 AM
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This looks interesting for those (like Khajiit) who likes playing around with settlements:
Sim Settlements

This post has been edited by TheCheshireKhajiit: Mar 12 2017, 04:15 AM


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TheCheshireKhajiit
post Mar 12 2017, 05:46 AM
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Oh ma gawd! SKS!!!(if a bit stylized)

This post has been edited by TheCheshireKhajiit: Mar 12 2017, 05:46 AM


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SubRosa
post Mar 12 2017, 08:11 PM
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QUOTE(TheCheshireKhajiit @ Mar 11 2017, 09:40 PM) *

Uggh, that sucks. Khajiit found another issue too. If you decide to play as a "resident" of Vault111, when you are making your way out of there the weapons are missing if you don't save and then reload a save. Lol, Kim-Ly beat the radroaches to death with her bare hands but since she has a "Small Frame", one broke her arm! tongue.gif

Another issue with Start Me Up: the SPECIAL increase due to traits doesn't seem to apply for what perks you can get. Khajiit purposely set Kim's agility at 5 so the 2 point agility boost from Small Frame would allow her to get the "Ninja" perk. Well, when it came time, Ninja was greyed out even though Agility was reading seven.

*Edit*
After some research it is apparent that the mod author purposely made the increases more like the temporary buff you get from other sources. Disappointing.

I am reading through the comments on the mod, and someone else had the exact same issue of the 10mm and baton vanishing in the Vault 111 start. So it is not just you. Apparently Start Me Up alters the scripts associated with the weapons, and if you have another mod doing the same it causes a conflict that disables them. Putting Start Me Up last in your load order might fix it.

I am seeing what you mean about the Traits it adds as well. I created Persephone as a test last night, and I was underwhelmed by all the trait choices. I am tempted to just delete them all from the mod. But it might be easier just to ignore them, and continue using Traits for Fallout 4.

Edit to add: I just created a new character with Start Me Up, and ignored the traits that came with it. Traits for Fallout 4 still worked fine. Except that the two scripted places where you pick your traits for it never happen (when you talk to the Vault Tec salesman in Pre War, and at the Vault Exit). But you can open the console and do a search on mutagen. Add it to yourself, and use it. That brings up the menu to pick your traits. You can do this at any time or place.




QUOTE(TheCheshireKhajiit @ Mar 12 2017, 12:46 AM) *

I thought there already was an SKS mod for F4. But I guess I was wrong. I was probably thinking of FO3. It looks a little off to me. There are also several AK mods - AK-74 Russian assault rifle and AK-74M both look outstanding. I am using the latter, mostly because it allows you to change the camo patterns on the gun. It is seriously overpowered though. I had to mod the damage of the gun down to make it reasonable. Modular AN94 Abakan is another outstanding looking Eastern-bloc style weapon, and there is a Dragunov Sniper Rifle.

This post has been edited by SubRosa: Mar 13 2017, 03:45 AM


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