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Alternate start?

  • Thread starter Deleted member 12532
  • Start date
D

Deleted member 12532

Guest
Hi everybody, hope you are all well.
I'm starting a new game. I've been looking at build lists that people post, 2 imparticular have my interest (see below). Unless I've missed it, neither one lists any type of alternate start mod. Do these mess up the game someway? I don't want to go through the vanilla start again (unless I have to).
Any Suggestions?

Thuggyfied - A Fallout 4 Mod List
The ULTIMATE 143 Fallout 4 Mod List
 
SS 2 is tied closely to the main quest of the game. I'm pretty sure alt start mods have been known to cause issues. But don't quote me 100 on that.
 
In my opinion it seems like have all SS2 mods you want to use installed not active, get out of vault, save then activate them. Seems to work better to active them after you have a pipboy because then you have an actual inventory.
 
What about downloading someone's save game? One right out of the vault with no mods installed yet.
 
What about downloading someone's save game? One right out of the vault with no mods installed yet.
That definitely works fine. You might have to just stand there for a moment to let SS2 do its thing, though.
I've been using "Synthetic Player" as my own 'alt start' and it doesn't SEEM to break SS2. (apart from there being one specific Settler Sidequest that assumes you are NOT 'Friendly' with The Institute)
 
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