
Fast start with nothing but your clothes.
This mod is the standalone fast start portion of a mod I’m developing called First We Crawl. (More on that below.) While I test and tweak the larger mod, I thought this would work as a separate fast start option for people who, like me, want to start with essentially nothing.
In my time with Starfield, I have played a bunch of starts where I take off my suit, drop all my possessions on the floor of the Frontier or Guardian, walk out, and pretend the ship and what’s in it aren’t there. With this mod, I don’t need to pretend anymore. No suit, no weapons, no money. No ship.
I have played with several other fast start mods, particularly the various SKK mods and RYOS. Those mods are excellent, better crafted than this, but they didn’t quite deliver what I’m looking for: a start with essentially nothing. Thanks to the inspiration of those mod authors, as well as playing around with the Creation Kit for untold hours, I’ve figured out how to put together this, my first mod. It seems to work. I hope it adds something useful.
Notes:
1.I’ve given the player a choice of starting locations. Fast travel (other than local) is disabled when you don’t have a functional ship. You’ll be confined to the zone around your starting location until you acquire a ship, so choose wisely. All the available starting locations have a ship services vendor, but there’s no guarantee you’ll find enough money to buy a ship, or find a ship to take. (This might also be a good start for a transport/shuttle mod.)
2.The game engine requires you to have an assigned home ship or the ship interface won’t function and you won’t be able to buy a new ship. To get around this, this mod gives you a “Home ship placeholder” which is disabled, partless, and has no value. You can’t do anything with it, and when you acquire a new home ship, it will disappear.
3.I have confirmed you can go to the Lodge and join Constellation, but I haven’t tested whether this fast start gates any later Main Quest points and blocks progress through to the Unity. I don’t know why it would, but be warned. If anyone gathers evidence one way or the other, let me know.
4.As you may have noticed with some other fast starts, if you land at the Kreet Research Station without having previously visited the Lodge, you’ll re-activate the tutorial at that point, and Vasco will become an undismissable companion. I haven’t “fixed” that in this mod, so if you want Vasco, go for it. If you want to get rid of him, just go to the Lodge.
5.When you buy a new ship, the hatch will say [inaccessible] if you try to board, but you can still go direct to the cockpit, either at the hatch or by traveling to orbit somewhere. Once you enter the ship it returns to normal. Maybe I’ll try to address this at some point, but it really isn’t hurting anything as is.
6.This is my first mod. If you see any rookie mistakes or have suggestions, let me know.
About: First We Crawl
Spaceflight should be a privilege earned. And interstellar spaceflight, the most amazing achievement of humanity, should be even more difficult to obtain. Starting the game off with an interstellar spaceship is like, well, starting a player off in a desolate wasteland with power armor. And who would do that?
The intent of this mod is to slow down the action. Start local, scrounge for opportunity, and gain mobility in stages. In particular, I want to make travel between the stars an achievement, and extending the range of that travel a process to be invested in.
The elements of FWC:
•No Ship Fast Start: Fast start with nothing but your clothes.
•The System Drive: This mod introduces the System Drive – a truncated graviton loop array that provides artificial gravity but doesn’t allow for interstellar grav jumps. Ships equipped with a System Drive are free to travel to all bodies in the system. (And you’ll find such a ship at your local ship services vendor.) You’ll find plenty of opportunity in your starting system to explore, fight, build, and advance.
•Interstellar Grav Jumping Limitations: The system drive is cheap. Other grav drives are not. Prices have been dramatically increased based on factors including thrust and class. Now, acquiring your first true grav drive, or jump-capable ship will be a real achievement, and your first interstellar jump with be an event to remember. And you aren’t going to be able to go off jumping across the map right from the start. Ranges will be limited at first, but you’ll be able to move further and further as you acquire levels, skills, and piles of money.
The challenge to this presented by the game engine is that you can’t build ships with less than 15 light-year jump range. But at that range, way too much of the settled systems are opened up right away. Sol and Alpha Centauri are only 4.6 light-years apart. Several settled systems have nearby secondary stars that are much closer.
To try to get around the engine limitations, I’ve made grav drives much less efficient, meaning you’ll need a whole lot of fuel to make your ship’s theoretical maximum jump distance. I’ve also made fuel tanks much heavier, so piling on more fuel will have diminishing returns. In initial testing this seems to work well. Early acquired jump-capable designs have to balance weight, fuel, and jump thrust to reach nearby stars. I’ll try to get this in shape to release, and then anyone who is interested can check it out and maybe suggest some
Credits:
LeavingLasOrleans