Alternate Start Mod Fallout New Vegas

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For Fallout: New Vegas on the PC, a GameFAQs message board topic titled 'Any alternative start mods?'

  1. Fallout 3 Alternate Start
Posted by3 years ago
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After starting in Goodsprings for the millionth time I decided to get an alternate start mod, and this led me to see just how amazing this game is for it.

No matter where you start in the game, there will always be some faction or questline nearby. For example, by the time I reach Vegas I've always had 2000 caps on me for the check. Who wouldn't? But I realized it really benefits someone with Alternate Start. The character I'm working on now actually started near North Vegas. Naturally he had no money so in order to get enough caps he ended up having to work for the King and help the 'mayor' of North Vegas. I had never done the quests for North Vegas before because I'd had no reason to go. That wasn't even my only option, I also could've forked over 500 caps to Mick and Ralph for a forgery. So many alternate ways to get past a caps check anyone playing the game normally would have 0 issues of passing!

Another example of how the game practically knows there'll be alt. starts is when you go to Sloan from the north.(I took that route because a mod quest I wanted aas in Goodsprings) The miner guy stops me and I expect him to warn me of deathclaws to the North but instead he goes 'Goddamn, did you come from New Vegas past all those deathclaws? You must be insane.' Or something like that. Little dialogue quirks like that really immerse me in the game.

What about you guys? Have you had any alternate start experiences that really made you love NV more?

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Roleplay
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About this mod

A new starting system for Fallout: New Vegas that lets the player choose a history and small story that goes with it. Randomizes starting gear based on skills and history. Random starting locations based on faction.

Fallout 3 alternate start
Requirements

Mods requiring this file

Mod nameNotes
Felony Flowers - Broken Angel
Permissions and credits

Fallout 3 Alternate Start

Author's instructions

Translation - You are free to translate this mod to any other language, and upload to any language specific modding sites, provided you link back to my page here on the Nexus. You must also let your users know that I will not support the translated version, unless the issue they have can be reproduced in the original version first.
This is both a usable mod, and a modder's resource. As a mod you can play it just fine, choosing a more roleplayer style start for the game.
As a modder's resource, you can extend this mod by adding your own mod's weapons to the starting weapons lists or adding locations from you mod to the start location lists.
This is NOT to be used in any compilation mods, or distributed or hosted elsewhere. Ever. Don't even ask, because I will just tell you no anyway.
If you find any bugs, please report them in the comments section, as this is where they will be checked. If it's a very long bug report, then send me a Private Message instead.
You are welcome to use my scripts as a basis for your own work. You don't have to ask for permission, but I would like to know if my work helps you do something. If you don't understand any part of it, feel free to send me a PM to ask about it.

File credits

pintocat - This was his idea from back in Fallout 3, I just did the scripting.
scaredwolf - For writing pretty much every single history description and coming up with the penalites/bonuses for each one. This mod probably would never have been finished if if wasn't for her.
tunaisafish - For helping me with some of the scripting issues I was having.
Druid318 - For his Character Planner that let me quickly test multiple scenarios without wasting time in game.

Donation Points system

This mod is opted-in to receive Donation Points

Changelogs
  • Version 1.5

    • 10/16/2012
    • -Fixed the 'Reduced Sneak', 'Reduced Science', and 'Reduced Medicine' effects
  • Version 1.4

    • Added Politician start
    • Fiend start is now available
    • Added addictions to Fiend start, based on Endurance
    • Added alcohol addiction to Bar Fly start
    • Khan start gets more chems, to be in line with them being suppliers
    • Updated notes for faction histories to remove reference to faction. Reputation is now used instead.
    • Corrected miscellaneous spelling errors across all notes and perks.
  • Version 1.3

    • 9/16/2012
    • Fixed power armor users getting two sets of power armor if they had Four Eyes trait
    • Fixed the frequent quest objective reminders
  • Version 1.2

    • 9/15/2012
    • Mod Supported: New Vegas Uncut: Freeside Open
    • Mod Supported: RobCo Certified - New Vegas (v1.12 or higher. Old World Blues versions only)
    • New History: RobCo Mechanic (starts with RobCo Certified rank 1)
    • New History: Junk Bot Mechanic (Starts with Crazed Inventor)
    • New History: Cyborg Mechanic (Starts with Mad Scientist)
    • New History: Enclave Remnant
    • New History: Enclave Scientist
    • New History: Enclave Vertibird Pilot
    • Fixed: Stranded Settler description
    • Fixed: XP award for discovering new locations
    • Changed: Faction membership removed from histories; only reputation is used now.
    • Changed: Follower and Enclave histories get 'trust' points for Arcade's quest.
    • Changed: NCR histories get 'trust' points for Boone's quest.
  • Version 1.1

    • 9/7/2012
    • VCG01 Chargen quest 'Ain't That a Kick In the Head' fixed so completed properly. (stages 70 and 95 had issues). This is the 'Doc Mitchell won't talk to me' bug.
    • VMQ01 'They Went That-A-Way' starts properly without needing to speak to quest npc's first.
    • Caravaneer history perk's Luck reduction fixed.
    • Bar Fly history perk's Intelligence reduction fixed.
  • Version 1.0

    • First Major Release
    • Updated any reported or caught misspellings, typos, or inconsistencies
    • Fixed Legion Victim to have the proper health removed
    • Added slave collar to Legion Slave history
    • Updated the amount of ammo given for primary weapons. Should get about 40% more now
    • Enabled and finished Brotherhood starts. Brotherhood starts will not align you with a faction, as this presented storyline problems in the game.
    • Fixed various starts not having locations in their start lists, which would result in the player getting stuck in the start shack.
    • More grenades will now be giving for explosive skill characters.
    • Chance for weapon mods has been greatly reduced. Before, each mod giving would increase the chance by 6%, now it is a flat 12% for every chance and weapon.
    • Amount of special ammo has been increased slightly, it is no longer based on the chance of actually getting the ammo.
    • Added an Autosave at the door, so that if anything gets messed up, you can quickly reload and try again.
    • Added notifications to the door, Vit-O-Matic, and terminal to ensure that things are done in the correct order.
    • Added check for NVSE, which will prevent mod use until NVSE is installed and detected properly.
  • Version 0.5

    • Initial release
    • Public Beta for final testing in a real use environment
    • Updated readme to include listing of all histories