Not sure if this works anymore, every time I go to my workshop I don't see the enclave mod. Am I doing something wrong? I saw you say that you needed a community mod or somewhat and I'm not sure where that is. Please help if you don't mind.
Let me know if this snippet from the mod description page helps?
You can find the Enclave Transceiver facility mod under the Communication Mods section of a Workshop 3 Craft Facility Mods category. It requires the building (or the base) to have power, and costs 5 scraps of circuitry and 150 parts to craft. Once crafted you can place it into any facility mod slot and a new menu will appear to request knowledge.
any chance you can add bartending to this? I'm tired of spending hours rerolling thousands upon thousands of survivors just to get this skill. and I haven't even gotten it yet.
That's a Quirk, slightly different, not a "Community Skill". Sounds like a "Call For Quirks" mod, hilarious name! But to answer your question; I didn't quite find the need for that myself as for rare cases where I couldn't roll a "perfect" survivor I'd just use a character editor. See if that works for you?
Thank you! And glad to hear it is still working even after all this time! \ /
As for an alternative version, I feel that'd be outside of the scope of this mod since it heavily relies on the current crafting framework to offer that many options in an easy to use manner. If there was an easy enough way to implement it I'd happily do so, but I haven't found one (yet).
This is great! Thanks! I like to think of it as less your survivors asking for new knowledge on something and more you are asking someone "Hey, walk me through a few things about fixing cars, would ya?" That's my headcannon anyway.
Ummm i manually installed the mods and it didn't work nothing appear in work shop, cant craft the facility mod, does it require that I have a teammate that has the skill to be able to craft facility mods?
This mod works great. There are times when you need a specific community skill, but the skill lacks good enough passives to warrant filling a community slot. Then you have to figure out what to do when you need a Chemist for 3 minutes so you can build/upgrade something.
I am also in the position where I have a pimped-out team, but I still need this mod for a few things. Most of my team (7/10) are Red Talon, and some of their specs lack the core skill. For example, Demolitions has Munitions but lacks Chemistry, and has Electronics but lacks Computers. If you need the core skill for something, like building/upgrading, you're SOL. This mod fixes that lapse in core skill, by offering the knowledge for just a few minutes that it's needed.
I do like the fact that for each skill/spec, you can select which you want instead of being handed a "cheat mode" of all knowledges at once. My only "complaints" are:
1) The duration of the radio usage to activate the knowledge seems too short. Based on my current community, the call duration is 43s for the basic skill and 1m26s for either of the specializations. You're calling someone and trying to get detailed instructions over a radio, in my opinion it should take quite a bit longer. For comparison, Drone Hacking (use of CLEO drones) takes 8m35s activation time. I would like to see the call duration increased so the mod doesn't feel like a "cheat". Maybe 5m for the basic knowledge, and something like 10-12m for the specialized knowledge. People (players) need to understand just how powerful this capability can be, and having to wait a while to get such benefit isn't that bad.
2) The actual duration of the active effect (1 Hour) seems very long, that's 1 hour of real time and not game time. The only reason I can see needing to use this mod is because you need to upgrade or build something, craft an item, activate a facility buff, etc and you lack the necessary skill in your community. In such cases, you should only need this temp knowledge for a few minutes. Having the knowledge offered through this mod isn't going to give you the benefits you'd get from having a community member with the skill (you don't get +20 Max Stam for the community if you radio in for Plumbing knowledge), so 1 hour seems like it's a little too much. Even 30 minutes is more than enough time, especially considering the minimal "cost" to activate it.
But other than those suggestions, I can see this mod being extremely useful in the future. I can start planning out communities without having to fill a slot with a gimp just because I needed their skill for one building upgrade, and I don't have to play the Legacy Pool Shuffle (at a heavy cost to influence).
Thanks for the wonderful feedback! If I get enough of it, I may look at enhancing/adding updates. The main reason for the 1 hour IRL timer is that it spanned a full day/night cycle in-game more or less. So the idea was you'd gather information, which would take around ~1 hour or so in-game to retain the knowledge for a day (goldfish much?!).
As for the duration, as far as I could see, there wasn't really a way to work around the hardcoded timers, as that goes into modifiers of the facility action speed. So if I set it to a high static value, it may work for someone who is maxed out, but for the average player it'd be quite harsh.
This was just meant as simple to not be an outright cheat, still require manpower, and it had the potential risk of attracting a horde depending on how much you had going on and what skills you called in (specialised having a harsher penalty).
34 comments
Would you consider making a version that dosn't require you to be in the base to use it (so more in line with the other radio commands)?
As for an alternative version, I feel that'd be outside of the scope of this mod since it heavily relies on the current crafting framework to offer that many options in an easy to use manner. If there was an easy enough way to implement it I'd happily do so, but I haven't found one (yet).
I thank the author of this MOD for releasing it.
It works correctly on my game.
I am also in the position where I have a pimped-out team, but I still need this mod for a few things. Most of my team (7/10) are Red Talon, and some of their specs lack the core skill. For example, Demolitions has Munitions but lacks Chemistry, and has Electronics but lacks Computers. If you need the core skill for something, like building/upgrading, you're SOL. This mod fixes that lapse in core skill, by offering the knowledge for just a few minutes that it's needed.
I do like the fact that for each skill/spec, you can select which you want instead of being handed a "cheat mode" of all knowledges at once. My only "complaints" are:
1) The duration of the radio usage to activate the knowledge seems too short. Based on my current community, the call duration is 43s for the basic skill and 1m26s for either of the specializations. You're calling someone and trying to get detailed instructions over a radio, in my opinion it should take quite a bit longer. For comparison, Drone Hacking (use of CLEO drones) takes 8m35s activation time. I would like to see the call duration increased so the mod doesn't feel like a "cheat". Maybe 5m for the basic knowledge, and something like 10-12m for the specialized knowledge. People (players) need to understand just how powerful this capability can be, and having to wait a while to get such benefit isn't that bad.
2) The actual duration of the active effect (1 Hour) seems very long, that's 1 hour of real time and not game time. The only reason I can see needing to use this mod is because you need to upgrade or build something, craft an item, activate a facility buff, etc and you lack the necessary skill in your community. In such cases, you should only need this temp knowledge for a few minutes. Having the knowledge offered through this mod isn't going to give you the benefits you'd get from having a community member with the skill (you don't get +20 Max Stam for the community if you radio in for Plumbing knowledge), so 1 hour seems like it's a little too much. Even 30 minutes is more than enough time, especially considering the minimal "cost" to activate it.
But other than those suggestions, I can see this mod being extremely useful in the future. I can start planning out communities without having to fill a slot with a gimp just because I needed their skill for one building upgrade, and I don't have to play the Legacy Pool Shuffle (at a heavy cost to influence).
Thank you for the great QoL addition.
As for the duration, as far as I could see, there wasn't really a way to work around the hardcoded timers, as that goes into modifiers of the facility action speed. So if I set it to a high static value, it may work for someone who is maxed out, but for the average player it'd be quite harsh.
This was just meant as simple to not be an outright cheat, still require manpower, and it had the potential risk of attracting a horde depending on how much you had going on and what skills you called in (specialised having a harsher penalty).