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Found 6 results

  1. There are a lot of great mechanics from FTL that would be fun if we could find a way to get them into starfield. Already good threads on things like fuel, fleets, etc, so I want to focus here on ideas for autopilot, manual repairs, crew, weapons, and defenses. Autopilot The hardest thing to implement, but one with the most interesting applications would be real autopilot in docking and combat. The ability to move around a ship while the ship moves. Additionally, it would be great to be able to find or design autopilot defensive maneuvering patterns. This could then be coupled with things like manual turret substations. Manually controlling a rear turret while crew or autopilot move the ship. If the autopilot system is damaged, manual docking may be required. Manual Repairs In survival mode (assuming we’re getting one), it would be great if only exterior systems can be auto repaired by drone and the player must direct priorities. Other systems, hull breaches, fire, etc must be repaired manually by crew or the player. It may be possible to lack materials for repairs and be forced to take chances with surrender or S.O.S. If out of repair drones it would be great to be forced to spacewalk a repair, or at least risk a crew member to do it if too hard to mod spacewalks. Crew It would be great if crew could go mad, turn out to be spies, get knocked out or killed under fire, consider cannibalism if stranded in deep space with broken comms for extended time, etc. Bring a little Sunless Sea/Skies in. It might be nice to allow the player to operate different systems and include minigames for optimal operation. On a larger ship, maybe keeping the shields up is the most important task, or if running from a hoard if pirates, maybe one needs to carefully overload the engines. More situational ship tasks might greatly increase immersion, particularly of designed with VR in mind. Computer cores could also play a more important role in target acquisition and autopilot with hacking and cooling as operation improvement tasks.Basically, the larger the ship, the more vital crew and systems should become over piloting alone. Weapons/Defenses I’d love to see adaptations of all FTL weapons/defenses and rare unique ships that need to be found and scuttled to reverse engineer them. Also, interested to see better stealth, distance, mines, etc mechanics for games of cat and mouse in space. Perhaps some more nebula locations with low visibility where limited scanning techniques may be the only way to see or be seen at range. Maybe nukes and anti nuke devices. Maybe very long distance rail guns and long distance jammers. So much potential for interesting trade offs.
  2. I'm looking for some sort of flag that indicates that a settlement structures such as a generator, water purifier, scavenging station, crop, etc. is in need of repair. Getting the current and maximum HP of such structures would also be very beneficial (and together would be sufficient to replace a 'repair' flag). For turrets, the 'health' actor value can be used to only partially fulfill my requirements, but this doesn't seem to be used by the other structures mentioned. Besides actor values, I've looked through keywords, reference types, and properties/variables of the associated 'workshopobjectscript' script, and so far have come up dry. At least some of these structures seem to come from furniture records which have a DEST (destructible) header that includes a 'health' value, but I have no idea where this would be reflected in the live status of the game. I've also looked for records controlling how the workshop 'menu' is drawn so that I might be able to peek at the logic behind the decision to show a 'repair' option, but I've not found this yet. I'm using FO4Edit and I'm very new to FO4 modding (and this is the first Bethesda game I've attempted modding), so any suggestions or hints that might lead me in the right direction would be greatly appreciated.
  3. Need for a Civil War repairs mod that will return Whiterun, Winterhold, and Solitude to their pre-war appearance after the Civil War quest has ended.
  4. I was hoping to create a mod where I could get cheaper repairs. There is already an old absolutely free repairs mod but that is going too far. Also, it doesn't seem to be setup in a way that you could just edit it and toss it in a mods folder. I am also not even sure it's accurate anymore what with the version now being 1.10. I was hoping to create or get help with creating two version of it. One that cost 50% of what it cost today, and another that cost is 75% of current cost. I believe the file that needs to be modded is "economy_tagmodifiers.csv" but I can't find it anywhere in the directory so I assume it's in a bigger file which I can't even access. Trying to use the Mod Tools to search it simply crashes as soon as I even try to create a mod so I can't even search for it. Anyone able to help me out with this? I mean, take the credit for the mod yourself, I am basically just hoping to play with one of these version lol. I'm not a modmaker. EDIT: I don't want the get less degradation, because I still want to keep the runestones, glyphs and runecrafting an option.
  5. Consider this a list of things I'd do to make the game more of a mech company management simulator and less a combat sandbox with company management trappings, but frankly don't have the skill to execute. If a mod already exists for any of these, please point me to them; I haven't found them by searching: 1) It seems silly to me that you can get salvage if you leave the enemy in command of the field at the end of a mission (that is, you met all the mission objectives and then retreated to the evac point). Is there a mod (or just a pointer to the line of code to edit) that makes it so you only get salvage if you completely wipe out the opfor so your ground crew guys can pick over the field without getting shot at? 2) It also seems silly to me that you can rebuild a mech from just the bare center torso if you previously owned it, and all it costs is time and money. If Yang's that good why isn't he just building them from raw stock in the first place? Every time you have to replace a missing arm, or leg, or whatever, it should cost you a mech part out of storage. Is there a mod for that? 3) Still on the subject of parts, ideally, the mech parts should be specific. Instead of "partial mech salvage, LCT-1S" It should be "Left leg, LCT-1S." Is there a mod for that? 4) Ammo should be finite. If you buy a ton of LRM's, you should have a ton of LRM's, and when they're gone, they need to be replaced. Probably the easiest way to implement this in game is to make the ammo units available in the stores modular clips, and once the seal is broken, you have to replace the whole pack before your next mission, but it would be great if it were granular...Do you drop that Hunchback with only 3 AC/20 shells in the hopper? Your last two missions used 3 and 2 respectively....do you want to roll the dice, Commander? It would also be nice if there were a way to consolidate half-used packs that cost repair time and crew wages. 5) There should be absolute limits to the tonnage the Leopard and Argos can move. The total mass of active mechs, mechs in storage, mech parts, arms and equipment should not be allowed to exceed those limits. At the very least there should be increases to transit times and jump costs involved in hauling extra mass. From what I can tell from lore, the Leopard should be able to haul 150 tons for each of its original 6 mech bays, for a theoretical max of 900 tons, of which no more than 300 can be storage if you want to actually field a lance of 4 mechs. Calculate the limits of the Argos by its relative size compared to the Leopard?
  6. Even after Skyhold gets upgraded it never gets fixed and its driving me crazy. I've been looking for a mod that cleans it up and repairs it but as far as I can tell there's nothing. I assumed it would be one of the first things modders fix since at least to me its a glaring issue especially since theres a hole next to the war room, one in Cullen's Tower, one in the mage/templar tower and debris everywhere else and in every room. Can someone please do a mod for Skyhold Repairs? (Also I never understood why you couldn't have both the sparring ring and infirmary it seems like all the options for upgrades you could have at the same time so I'm confused why you can't)
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