It would be interesting to have an outpost crew research station that gives a research breakthrough bonus based on number of researchers and/or varieties of biomes. So a choice to focus research with either more resources or with more researchers.
I suppose future dlc will have a workshop workflow overhaul.
Lovely mod, I live to make my life difficult in games lol. Thank you!
Just a bit of a suggestion if I may - breaking these down into separate files for the options may increase user convenience as for vortex installation this will autoselect one of them at random and some people may miss that and end up playing with the incorrect option.
Also - does anyone know how multiple choice mods work with creations? If I download this mod via creations do I get some sort of a popup or a choice or does it autoselect whichever (or moreso puts all of them in there).
Is there anyway to implement these difficulties into game menu? like to have possibility to switch setting in game but not to download different versions (or upload all these versions in creations)
Yes, I think so. But at the moment I feel a tiny bit burned out, gotta catch some fresh air :-). Later on, it was the plan all the time hence DOE series.
Heads up: V1.1 released. New Hard and Very Hard settings added. Also, all difficulty levels differentiate now between farmable and non-farmable resources.
Ooof 5000%! I definitely agree with you (as on other topics) that research is much too cheap.
It seems in vanilla that projects can be completed practically instantaneously in all cases just from whatever loot items you find lying around from even casual mission completion, let alone if the player wanders around any planets into RNG bases/encounters... It never comes even vaguely close to actually having to build bases, extract resources, manufacture components for research (or anything else)...
That said, an equally big problem I find is the ridiculously high 'research breakthrough' chance which seems to trigger (without using any chems or research boosting apparel) extremely frequently, conveniently filling in any gaps in rare resources you might ever have for free. I've had a look through actor and global values (and searched in-game using console for possible values that might control the chance) and haven't found the value that controls baseline breakthrough chance to mod this, I don't suppose you've encountered it?
Looking at making my own custom module for increased research costs and I'm thinking I think I might increase the resource costs to variable degrees depending on the rarity of the research.. I.e. very large increase in amounts of common/uncommon resources needed, a large increase in rare resources needed, a middling increase in exotic resources needed, and a small increase in unique resources needed...
I share that line of thought very much. The research cost is a one time cost and there are not too many research projects. Therefore I found the cost soooooo low. The whole outpost system - minus abusing it as xp farm - is tying into this research (and the crafting of the products resulting from this). This made me consider something like a 2x increase a bit pointless, as it would not really make the player build outposts but instead buy or loot gather a bit more stuff.
There are two perks that modify research cost as well as research critical chance: Perk_Chem_ReducedResearchCost (000738AC) and Perk_Chem_ImprovedResearchCritChance (000738AD). They have as entry point: Mod Research Cost and Mod Research crit Chance. Assiging similar perks to the player (00000007) might be a nice way to achieve what you are looking for (and a quicker way of research cost modding than setting up all the individual entries like I did here, sigh :-)).
Having the resoruce cost increase less harsh for the more rare resources mitgh be a good idea indeed, but I lack the experience to evaluate this better.
I did indeed find the perks and effect archetype that apply the modifiers from chems and such - the Mod Research Crit Chance - but couldn't find the baseline value that this effect actually modifies in order to be able to re-define the default value either for new run-throughs or to change it via console in a given playthrough, unfortunately.
On the up side, if one wanted like me to have proportion scaling of research costs for different rarities of research, but also have different 'difficulty' levels, you could then use Mod Research Cost to then generate the different 'difficulty' levels from a single set of edited values without having to produce a whole new set of individual research project entries for each difficulty level.
13 comments
I suppose future dlc will have a workshop workflow overhaul.
Just a bit of a suggestion if I may - breaking these down into separate files for the options may increase user convenience as for vortex installation this will autoselect one of them at random and some people may miss that and end up playing with the incorrect option.
Also - does anyone know how multiple choice mods work with creations? If I download this mod via creations do I get some sort of a popup or a choice or does it autoselect whichever (or moreso puts all of them in there).
It seems in vanilla that projects can be completed practically instantaneously in all cases just from whatever loot items you find lying around from even casual mission completion, let alone if the player wanders around any planets into RNG bases/encounters... It never comes even vaguely close to actually having to build bases, extract resources, manufacture components for research (or anything else)...
That said, an equally big problem I find is the ridiculously high 'research breakthrough' chance which seems to trigger (without using any chems or research boosting apparel) extremely frequently, conveniently filling in any gaps in rare resources you might ever have for free. I've had a look through actor and global values (and searched in-game using console for possible values that might control the chance) and haven't found the value that controls baseline breakthrough chance to mod this, I don't suppose you've encountered it?
Looking at making my own custom module for increased research costs and I'm thinking I think I might increase the resource costs to variable degrees depending on the rarity of the research.. I.e. very large increase in amounts of common/uncommon resources needed, a large increase in rare resources needed, a middling increase in exotic resources needed, and a small increase in unique resources needed...
There are two perks that modify research cost as well as research critical chance: Perk_Chem_ReducedResearchCost (000738AC) and Perk_Chem_ImprovedResearchCritChance (000738AD). They have as entry point: Mod Research Cost and Mod Research crit Chance. Assiging similar perks to the player (00000007) might be a nice way to achieve what you are looking for (and a quicker way of research cost modding than setting up all the individual entries like I did here, sigh :-)).
Having the resoruce cost increase less harsh for the more rare resources mitgh be a good idea indeed, but I lack the experience to evaluate this better.
I did indeed find the perks and effect archetype that apply the modifiers from chems and such - the Mod Research Crit Chance - but couldn't find the baseline value that this effect actually modifies in order to be able to re-define the default value either for new run-throughs or to change it via console in a given playthrough, unfortunately.
On the up side, if one wanted like me to have proportion scaling of research costs for different rarities of research, but also have different 'difficulty' levels, you could then use Mod Research Cost to then generate the different 'difficulty' levels from a single set of edited values without having to produce a whole new set of individual research project entries for each difficulty level.