I'm not sure how possible it is or if you'll see this, but is it possible to mod the safe to include the items or for someone to make a mod to unlock the locker even without the dlc (even if said mod doesn't include dlc items)
Mods whose purpose is unlocking game content for free (sadly even if content was never for sale and never had a price) are not allowed on nexus, but there's a thread on steam about how to make such an edit yourself within cryengine (the engine the game uses), following the instructions takes about 5-20 minutes depending on your computer literacy (assuming you're not totally clueless), you're just making a file and putting it in a folder. I'd say it's preferable to buying grey market keys.
Should probably say that any user who got the game on EGS can't use the mod (or at least the version with the fabrication plans) due to the pre-order bonus issue.
I tried both components of this in combination with the one key hacking mod, unlimited ammo mod, and the all chips mod with psychoscope. I'm already playing at story difficulty with all of those other mods helping me, so having all of the skills being free made things too easy. And it made finding neuromods pretty pointless. I did not have any problem, though, getting through psychotronics in spite of what you said about it. Apparently, it doesn't make any difference when you scan a typhon so long as you do. I usually do long before getting to that room anyway. So, I tried your fabricator mod. It was a pretty good complement to the all chips mod, but 50,000 of each raw material was insane. And I questioned whether having the Q-Beam this early was such a good idea. It's an important quest in the hardware division. So, I figured out how to do a couple of small edits to it to correct those issues. I removed the Q-Beam device fabrication plan and reduced the raw material amounts to 100 each instead of 50,000. That was a nice amount to start the game with without getting too ridiculous. It was more consistent with the intended purpose of the bonus pack. And aside from experimental weapons like the Q-Beam, the whole idea of fabrication plans seems foolish to me. The fabricators should be able to produce standard items like shotgun shells without the need for jumping through a lot of hoops. But in case you are wondering, I did decide to keep the propulsion system for the suit. Like the psychoscope, it's not really a game changer. But it's useful to have early in the game.
I'm using this in combination with the following mods: 1. All the chipsets 2. Infinite Stacks plus stackable growth formula 3. Super Easy Hacking 4. All Keycodes 1111
The Typhon branches are all still locked and require scanning and neuromods as normal.
Any particular reason why? Possible mod conflicts?
The locker DLC stuff works, but the abilities still cost neuromods. Note that I'm also using RoSoDude's Core Balance mod, which does alter the neuromod costs for many abilities. Is there a way to get yours to override theirs?
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none of the modules work
As for NGPlusFabs, it requires the pre-order DLC, and in my experience, require you to start a new game for it to work.
edit : I don't have the Pre-order DLCs. I just wanted my fabrication plans and weapons from my original save
1. All the chipsets
2. Infinite Stacks plus stackable growth formula
3. Super Easy Hacking
4. All Keycodes 1111
The Typhon branches are all still locked and require scanning and neuromods as normal.
Any particular reason why? Possible mod conflicts?
Can I get the "only use python powers" achievment? (if I am only using python powers ofcause ;) )