Edits Prologue, Act One, and Act Two Main Quests to allow the player to "skip" sections of the story.
Requirements
DLC requirements
DLC name
Automatron
Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features without permission from or credit to me
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Console modding permissionThis mod will not be available on Bethesda.net for console users
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
Please log in to find out whether this mod is receiving Donation Points
Changelogs
Version 1.4
Complete Rework of Reunion/Kellog Skip functionality with 2 choices for Players:
Skip straight to tracking Kellog with Dogmeat by locating Kellog's cigar by the lake(interacting with it will spawn the real one and dogmeat), from there continue the Quest as if you just completed 105.
Go straight to Fort Hagen. The turrets are now force enabled, the quests will update as soon as you use either door leading into Fort Hagen. All internal functions will work now, no more missing features.
New BOS decode option will be available on Proctor Quinlan's terminal after killing the Courser.
The Player can now build a Special terminal in settlements after killing the Courser(requires high level perks).
A lower level alternative recipe can be unlocked with Total Hack at Wattz Consumer Electronics, this recipe uses junk items looted from robots. Hester's Consumer Robotics is a good source for components. This recipe still requires killing the Courser first.
Version 1.3
Added RobCo alternative for decoding the Courser Chip located in the RobCo Sales & Service Center. Railroad HQ is no longer a hard requirement for the players progression.
Edited text for Molecular Level to be more vague for players who have not met Virgil.
Version 1.2
Improved the spawning of script related items/entities in Reunion when skipping.
Corrected the overly familiar dialogue that would occur if you meet Virgil after killing the Courser, he now treats you like a stranger.
Removed the arguing in When Freedom Calls and trimmed down Mama Murphy's Sight dialogue.
Changed the method I used for speeding up The First Step.
Fort Hagen now contains a trigger to complete Getting a Clue enhancing script behaviors and Nick Valentine interactions when done after Reunions.
Unlikely Valentine has been enhanced when completed after Reunions. Dialogues will be skipped and Nick can be recruited while rescuing him from Vault 114.
Tinker Tom dialogue while decoding the courser chip has been reduced to speed the process without cutting it entirely.
Father will now interrupt the Player interactions with Shaun at an earlier dialogue stage.
Version 1.1
Fixed issue with Diamond City Gate/Piper scene after killing Kellog. Fixed Vergil Dialogue closing.
Version 1.0
Initial Release
The mod does the following:
Makes The First Step treat it as if you helped the settlement with raiders already upon meeting them.
Reduces Dialogue after rescuing Preston Garvey, Sturges, etc.
Speeds up Diamond City Entrance Piper scene.
Adds conditions to Unlikely Valentine to skip Shaun questions if the player killed Kellog.
Alters the Interview in Getting a Clue to speed up the process.
Edits Fort Hagen to allow reaching Kellogg without any other quest progress.
Allows the Player to start "Tracking Kellogg" at the first clue without Nick's quest.
Enables Virgil from the start and alters dialogue to avoid mentioning Kellog's death in dialogue.
Enables Greenetech Genetics from the start, the player may hunt the courser at any time.
Adds a condition to Molecular Level to ignore Amari if you have not done Kellogg's memory.
After Killing Kellogg you immediately are directed to Doctor Amari instead of Piper/Nick.
Reduces Dialogue for Tinker Tom while decoding the Courser Chip
Makes Father intervene with the player interaction with Shaun sooner.
Adds BOS and Player Settlement options to decoding the Courser Chip
Adds Robco Courser Chip path(Optional File)
Slightly speeds up Prologue(Optional File)
Things to Note: There are no changes to dialogue in the scenario you meet Kellogg after getting into the Institute, I do not have plans to improve the quality of this scenario.