SKK’s volunteers start quickly
Autocomplete some of the initial militia missions to unlock their support without the need for repetitive grinding. Built with SKK Quick Start technology, main and faction missions can be completed 100% safely without changing base game scripts or assets.
Screenshots 8 screenshots
About this mod Machine translation
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Autocomplete some of the initial militia missions to unlock their support without the need for repetitive grinding. Built with SKK Quick Start technology, main and faction missions can be completed 100% safely without changing base game scripts or assets.
[Help struggling settlements, no grinding required]
User Guide (RTFM)
This mod can be installed and enabled at any time in any game before entering the Concord Museum. It won't make any changes to your game until you select the menu.
The earliest it triggers is upon exiting the Vault 111 elevator. If you want to choose later, you can do anything with the other factions and DLC, even complete the main quest. If you enter the Concord Museum for When Freedom Calls before making your choice, the mod will notify you and stop. If OK runs, the options menu:
SHUTDOWN mod.
Options: [Give me full quest XP | I don't want any fake quest XP]
- Rescue the Concord Museum Gang (When Freedom Calls)
1+2. Let me become a volunteer general (first step)
1+2+3. Start Castle Mission (Stand-alone)
I will select [Miscellaneous: .SKK Fast Minutemen Activation Note] later
Quest XP Options
I prefer to earn my XP, but others like to level up quickly. If selected, quests automatically completed by this mod will not gain quest XP. Of course, it doesn't affect anything else.
(1) From Concord
Rescue the Gang This automatically completes MQ102 Out Of Time, completes MIN00 when Free Calls, and starts MIN01 Sanctuary. Codsworth can be a companion. The museum is unlocked. Players take ownership of the Sanctuary studio, a gang of sandbox settlers. Preston is ready to give his "Join the Minutemen" speech. Mod is closed.
(2) Make me Minutemen General
Includes all (1) plus MinRecruit00 step one completed (you remember the Corvega), MIN01 Sanctuary completed (players still need to build happy beds and stuff). Players own the Tenpines studio. Preston can be a companion. The player is a militia general and is given a support flare gun. Mod is closed.
(3) Start the castle mission
Includes all of (1) and (2). Typically players need a refuge plus 4 settlements with at least one settler in each settlement to start MIN02 independence. This mod safely convinces Preston to meet the conditions to provide dialogue to start a castle attack. He won't be a companion until the job is done, but may spit out some glowing "another settlement needs your help" offer, since there's no way to stop him without a base game hack. This mod waits for MIN02 to complete on its own, then reduces the timer for MIN03 (the old gun) start from 70 hours to zero, but the player must leave the castle for a 3D uninstall to clean up Mirelurk's mess. Mod is closed.
The mod will close after completing your selected options and send a notification [ SKK Fast Minutemen has completed ] to help keep your save game clean and mint fresh.
compatibility
The mod does not rely on expanders or DLC and does not change any existing base game scripts, assets or objects. Like 99% of SKK mods, its 100% new Creation Kit forms and scripts. Since it doesn't touch anything else in your save game, there shouldn't be IO issues or mod conflicts. If you run content that modifies underlying game scripts or conditions, that is your responsibility.
Frequently Asked Questions, Known Issues
(1) If you have a v003 or earlier game and a Concord staff member attempts to return to the museum from the Sanctuary, install the optional SKKFastMinutmenPatch004 to fix this trigger.
(2) This works perfectly with SKK Fast Start new games or vault exit save games. It does not work with other ALT start mods that "forget" to set critical new game start triggers for the benefit of others (MQ102. Specifically Stage15, the naughty mod). Make a [ SKK Fast Minutemen Activation Note ] in the Utilities section of the Chemistry Workbench.
(3) You still need to secure 8 or more settlements containing 1 or more settlers and give the …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.