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Question Potential Incompatibility with Start Me Up

Squidfest

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Hello again. It's me, the man who can't stay away from Fallout 4. Hope you're all having a not-so-terrible quarantine. Anyways, as I was setting up my umteenmillionth playthrough I decided "I don't want to sit through the hour and a half of setup to spend the rest of my time trying to figure out which modded weapon I want this time." So I decided to try Start Me Up - Alternative Start Mod and it didn't immediately crash my game, delete my save, and kick my cat, so naturally I thought all was well.

All, however, was not well. When the setup had finished and, more importantly, I settled on "mysterious grizzled wanderer look" (exactly 1 of my 1 character archetypes) and set out into Concord. Unfortunately, Jammer refused to talk to me, being labeled "Raider" and resisting any and all interactions/bullets from my character. However, neither did Press the Gravy, so I suspect it isn't the mod's fault. Has this happened to anyone else?
 
Hello again. It's me, the man who can't stay away from Fallout 4. Hope you're all having a not-so-terrible quarantine. Anyways, as I was setting up my umteenmillionth playthrough I decided "I don't want to sit through the hour and a half of setup to spend the rest of my time trying to figure out which modded weapon I want this time." So I decided to try Start Me Up - Alternative Start Mod and it didn't immediately crash my game, delete my save, and kick my cat, so naturally I thought all was well.

All, however, was not well. When the setup had finished and, more importantly, I settled on "mysterious grizzled wanderer look" (exactly 1 of my 1 character archetypes) and set out into Concord. Unfortunately, Jammer refused to talk to me, being labeled "Raider" and resisting any and all interactions/bullets from my character. However, neither did Press the Gravy, so I suspect it isn't the mod's fault. Has this happened to anyone else?

"Has this happened to anyone else?"

Oh-boy, :blush
My two cents, still just an opinion. :crazy

I Well Never Recommend: a Start Me Up - Alternate Start Mod. Period, for most users to use in conjunction with Conqueror. :aggro no - hahaha, just "no!"

2d only to "Scrap Everything" this is the one consistent that so many folks who come here looking for help have in there load orders. They are using an alt-start kind of mod. :crazy hahaha, and I have seen a lot of folks come here.

"Has this happened to anyone else?"

Yes, countless. Most just blame SS when in fact it is just a bad combo or user miss-understanding of some kind.


This kind of mod might be fine on its own / there own, for some users and load orders, or very advanced users. But, for most that I see here, it ends badly or with glitches.

There are other solutions to alternate starts: @MrCJohn has one that may work for you?.

CITY PREBUILTS for CONQUEROR by SIM SETTLEMENTS - RESOURCE PACK
https://www.nexusmods.com/fallout4/mods/38520
 
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yikes - i dont know about "potential" - that mod is involved in literally every troubleshooting post there is on these forums.
not saying its a bad mod - but is it truly required? all you need to do is set up your game and save before you leave the vault.
 
Do you have Workshop Framework installed? If so, do you have it after the Unofficial Patch in your load order? That's the usual problem that causes Jammer to break down as much of the quest line code is connected to WSFW, so if anything is overwriting what it's doing things go south.
 
I have Start Me Up running and was able to get into the Raider Questline and CQ gameplay in general with no problems - although I started as a Raider in the one for the Raider Questline and as Minuteman in the other. But, Start Me Up *can* work together with Sim Settlements and Conqueror.

My load order was:
* HUD Framework
* Sim Settlements: Three In One
* Workshop Framework
* Settlement Menu Manager
* Start Me Up
* Start Me Up Patches
* Sim Settlements Base Addons
* Sim Settlements Conqueror
* Sim Settlements Conqueror Addons
 
I have Start Me Up running and was able to get into the Raider Questline and CQ gameplay in general with no problems - although I started as a Raider in the one for the Raider Questline and as Minuteman in the other. But, Start Me Up *can* work together with Sim Settlements and Conqueror.

My load order was:
* HUD Framework
* Sim Settlements: Three In One
* Workshop Framework
* Settlement Menu Manager
* Start Me Up
* Start Me Up Patches
* Sim Settlements Base Addons
* Sim Settlements Conqueror
* Sim Settlements Conqueror Addons

What you did correctly was have StartMeUp way at the top of the Load Order. Most people will place I have seen is last in Load Order - which is what will conflict with everything - and since you don't use the Unofficial Patch, you won't see those issues because StartMeUp Overwrites it with Vanilla records - this is seen using xEdit - it is based on the vanilla base game records - and more importantly, overwrites any Quest records - so Conqueror Quests after vanilla Questing - is the proper thing to do.

I think in small load orders such as this, problems won't/don't pop up. The general public however pushing 200+ mods will mistakenly think other mods aren't working when it is just simply the last mod in load order overwrites most everything.

Not sure what patches are being used, but this is the only way to de-conflict. A pain for sure.

I think the general recommendation for the general public who don't use/make patches, etc, StartMeUp simply not to use it is sound advice.

I have played with StartMeUp, even made a Conqueror Pre-Build save on my Nexus mod page. And that is with a very minimal load order - and while doing so, it worked fine. However, when I started with my 400+ mods, baking the save as I go, I noticed... "quirks"... and things that I am used to seeing - not happening or not there anymore - I verified the overwrites StartMeUp...

It is only my personal usage with all my mods - I will not use StartMeUp.

Not as complicated, but much much more compatible is the SKK50 series of mods - which includes fast startups, etc...

I have been using a mod called "Alcohol Effects" ... which after 4 adult beverages - it teleports you to another random location.

I have not found issues with this random "drop-off" except being dropped off in that little cage in the basement of Medford with the Deathclaw stomping around... and since you didn't enter by the front door, the quest to allow you to turn on the electricity to open the door is not triggered, nor a stairway back up to the raiders, it definitely was a sticky wickit....

Haha - good times.
John
 
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