I'm still working on version 2.0 of this mod, and it's going to be much more varied with challenges, skills and I'm even adding some cool new stuff in there!
The downside is that I work retail IRL, and with Christmas coming up it's an extremely busy period for me, I'm still doing bits here and there but progress is slow since I get home and just want to sleep lol.
I currently have half of Combat to finish, then Science and Tech (Which will be 'Ship' in the new version), so I'm halfway there at least!
Hello! If anyone could make a patch for the mod Respec Terminal that would be awesome! I use that mod but I'm unsure of how to work the voodoo of scripts
Thanks!
Through the power of reverse engineering, I can report that I have solved it! I have created a patch to have the new skills reset by Respec Terminal! I'm awaiting the thumbs up from the author and I'll post it along with a new version of the mod!
Took a little break from modding over the Christmas period! But It's still being worked on! I'm currently on the combat tree, I've got science and tech left to do then it will be ready to go :) Once I get my groove back on with the CK it should speed the process up, kind of forgot how to use it since I didn't touch it for a while lol
So I tried out the mod now for 1 playtrough and I have to say the skill changes are all really nice but I would suggest cutting some of the challenges in half cause I dont want to take ages crafting stuff just to be able to mod a weapon. It makes sense for weapons and piloting but with crafting its just a tedious grind which doesnt make me want to keep the mod installed cause I might just aswell just cheat to unlock it since it otherwise takes forever.
use xedit and just reduce the values, and then if the author doesnt mind, post a link to a file share for the affect file. I guarantee you its as simple as changing some values like in a spread sheet.
Hey! Thanks for the feedback, you'll be glad to know that in version 2.0 (I'm still getting it done) I've reduced the repetitions in favour of more varied challenges, so things like ballistics will require headshots to get the final rank rather than just normal kills, it's way more varied and gives you more of a sense that you're getting 'skilled' in that category!
If work stops smashing me with hours I'll have more time to finish it! haha
you might consider adding the option to have no challenges - maybe take a look at the mod(s) that do that and just "copy" the code (not literally) as an additional option alongside 2.0
That was by design because there's a fair few classes with ballistics already.
I'm redoing this whole mod though, as I've been finding some real cool stuff in CK, and it's being added as a version 2.0 in the near future. So consider this a 'beta' :)
You'll still get the benefits of the mod on existing saves, shouldn't be an issue! Once I'm closer to finishing it and done with testing I'll have a better idea!
Liking the mod. One request, would it be possible to up the number of crew to more say like even 5, 10, 15, 20?.. or should I just downliad another mod that increases the crew capacity, as the mod limit is no longer an issue.
Another great mod, it just makes sense! I installed yesterday and I have used the Respec terminal on all skills, and redistributed everything according to your revision. Your whole mod series are essentials in my opinion to really enhance how the game plays. My only down side would be that I don't really like "grinding" out skill challenges, so to have them made much longer in some cases is sort of inconvenient. Thanks
Thank you! I like my games to be as logical as possible, even if it's a sci-fi game! haha
I've had a think about what I can do for the skills and I've had a few ideas on what I could do to reduce the grind, but also help keep the progression as rewarding as possible!
The respec terminal won't do the 2 new skills added unfortunately. But that's something I'm working on implementing :) It is possible, I just don't know how.
I am curious how does the crafting 'skills' work with your overhaul? As overall unless you have a 'craft able quality mod' they are some of the weakest skills in the game requiring 4 points into them for minor gains each time. Ive seen other skill overhauls have it where you can craft everything at level 1, but the other 3 levels grants increasing resource reductions to make speccing into them much more useful.
Yeah it was a difficult decision to put either the 'professions' or crafting stuff at tier 1, I didn't want to lock out those that didn't want to craft but wanted to explore and use the other skills, I felt the current tier 1 skills are more useful for everyone, rather than force into crafting stuff before you can unlock the exploration/other science stuff.
I'm currently looking at the mod as a whole, after some thinking I'm not 100% happy with it, I want to 'revise the revision' haha.
Consider this a beta, I'm looking at the comments and taking in any feedback I get, yours included :)
This really seems like a very interesting mod - well thought out and logical in its conception. Nicely done - especially in walking the line between too much and not enough. Everything as you laid out makes a lot of sense - almost like the way it should have been (there are some design decisions that Bethesda makes that are very much a mystery - LOL!). Thanks for your work and for sharing it with the community! Great job!
I try to make the game make sense as much as I can, and some of those challenges and perks just didn't haha! I have more ideas to expand on this mod though, it's just a case of finding how to implement those ideas.
You can use it on an existing save yes! You'll still benefit from the new perk bonus changes :) but obviously not unlocking etc. if you already have them.
30 comments
I'm still working on version 2.0 of this mod, and it's going to be much more varied with challenges, skills and I'm even adding some cool new stuff in there!
The downside is that I work retail IRL, and with Christmas coming up it's an extremely busy period for me, I'm still doing bits here and there but progress is slow since I get home and just want to sleep lol.
I currently have half of Combat to finish, then Science and Tech (Which will be 'Ship' in the new version), so I'm halfway there at least!
If anyone could make a patch for the mod Respec Terminal that would be awesome! I use that mod but I'm unsure of how to work the voodoo of scripts
Thanks!Through the power of reverse engineering, I can report that I have solved it! I have created a patch to have the new skills reset by Respec Terminal! I'm awaiting the thumbs up from the author and I'll post it along with a new version of the mod!
Any updates for 2.0? I really love your mod and is hoping for an update for this mod.
Cheers!
I currently have science and tech to finish off, combat is like 90% done. I'm sorry it's been slow, unfortunately life just sometimes gets in the way
But It's still being worked on! I'm currently on the combat tree, I've got science and tech left to do then it will be ready to go :) Once I get my groove back on with the CK it should speed the process up, kind of forgot how to use it since I didn't touch it for a while lol
Nvm: I tried editing and I cant save the changes since its a small ESM whatever that means so yeah unfortunately the author has to do it cause I cant.
Thanks for the feedback, you'll be glad to know that in version 2.0 (I'm still getting it done) I've reduced the repetitions in favour of more varied challenges, so things like ballistics will require headshots to get the final rank rather than just normal kills, it's way more varied and gives you more of a sense that you're getting 'skilled' in that category!
If work stops smashing me with hours I'll have more time to finish it! haha
2.0 - Challenges Removed Edition or whatever
I'm redoing this whole mod though, as I've been finding some real cool stuff in CK, and it's being added as a version 2.0 in the near future. So consider this a 'beta' :)
Cheers!
I'd say grab another mod that increases crew capacity, as that goes out of the scope of this mod :)
Have a good day!
Cheers!
I installed yesterday and I have used the Respec terminal on all skills, and redistributed everything according to your revision.
Your whole mod series are essentials in my opinion to really enhance how the game plays.
My only down side would be that I don't really like "grinding" out skill challenges, so to have them made much longer in some cases is sort of inconvenient.
Thanks
I've had a think about what I can do for the skills and I've had a few ideas on what I could do to reduce the grind, but also help keep the progression as rewarding as possible!
The respec terminal won't do the 2 new skills added unfortunately. But that's something I'm working on implementing :) It is possible, I just don't know how.
I'm currently looking at the mod as a whole, after some thinking I'm not 100% happy with it, I want to 'revise the revision' haha.
Consider this a beta, I'm looking at the comments and taking in any feedback I get, yours included :)
Thank you!
Thank you!
Was wondering if this is going to be current save compatible or does it require a fresh save?
Thanks for the hardwork!
You can use it on an existing save yes! You'll still benefit from the new perk bonus changes :) but obviously not unlocking etc. if you already have them.
You're welcome, enjoy!
Thank you again!