i know this may be a little late, but i went through and made an edit of this mod to include the 'Tinkering Adjustments' albeit i only made it cost 1 bit. If i may, is it alright if i post it here, all credit to the real mod authors of course :)
@mrtronik - Aww why did you hide it? I was looking for a 1 bit version of Tinkering Adjustments as well! Could unhide it, mention whatever the issue is and still allow people to download it. Is the issue really that game breaking?
EDIT : Nevermind started playing with Asset Editor and made my own version of Tinkering Adjustments with the 1 bit tinkering cost, and is working fine for me (not sure what issue you were having). I did though added additional LevelAdvancementCost rows (up to row 150, though probably only needed to go to 136) while keeping in mind the offset column went up by 4 each row.
The 2500 cap on 7th level is not working, but the each level 100 cost works (50 for me as I have science skill -50% tinker costs). On GoG edition with DLCs (not spacer's choice) btw.
GoG version. It works: "Lower Tinker Cost - 2500" - the price rises "as usual" to up to the ~7th level of improvement (the price is not important, it can be any, not necessarily 2500), but after that the price increase for each level is very small (a couple dozen, but it rises very slowly).
I extracted the pak file and placed it in the Pak folder (The Outer Worlds\Indiana\Content\Paks), but when i play the game, there's no changes - I tried old saves, and even started a new game to see if that made a difference, but no change. I'm using the 1 bit mod, and I'm about to try one of the others in case it gives me a different result, but I'm really just shooting in the dark here (I so rarely use mods, and I don't really know what I'm looking at when I go through files, so if it's something really obvious that I'm missing, I'm really sorry)
Hi, yes. That's doable. Or at least, it's doable the first tinker is 100, second tinker is 200. If I remove the other parts of the scale, it doesn't do it like the scale appears. It's not that at level 4 to 5 you pay 400, 5 to 6 you pay 500. It's the first tinker is 100, second is 200. I think, anyway, in my limited testing tonight. Sorry if I'm being confusing, I've confused myself lol. At any rate, I'm putting up a file for you.
Thank for evey much for this mod. Would it be possible to get a cheat version that just makes all tinkering cost 1000 bit or 500? Beacuse, in the game, with full science skill, the science weapon tinker cost will be 200 bit all the time. So 1 bit is too cheap, howevet 2500 bit is still too expensive for 1 level to 38 level. I think 1000 or 500, it is still a big cost if the weapon level is very low(1000*38=38000), however this cost is normal players can afford it. And what tool you use to change the .pak?
And I think it is not necessary to change repair costs bits instead of armor or weapon parts. armor and weapon parts is enough in game. In my game armor and weapon parts is too much for use.
The cost can be changed for any or all levels to any number (it might have a limit at extremely high numbers, I don’t know for sure). I’m not sure if it’s a scale by itself, or just has science and I think engineering skill affecting it, but either way it’s not the exact same depending on those. But the short answer is yes, it could be changed to 500 or 1000 at all levels.
I use asset editor to edit these files and make the paks. There’s a link to it in the description.
So I put up two files, 500 and 1000 for all levels. I tried editing the scale too and it seems to have made it the same for all levels, unlike the other versions of this mod. I don't know what it'll do with higher science, I don't have time to test it at the moment sorry.
Thanks so much for this. At one point in order to tinker with one particular assault rifle it was going to cost me 10000 bits to raise it one level. You saved me bits and pieces.
For some reason my files for the 1 bit option are downloaded as tz not pak. When I leave it as a tz extension it does nothing and when I change it to pak my game won't start. Any idea why this is happening?
you have to unzip it. we can't upload pak files directly to the nexus, it's not an allowed file type. all mine are 7z files, made with 7zip. it's free software - https://www.7-zip.org/
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Here it is and all it's glory - https://www.nexusmods.com/theouterworlds/mods/159
EDIT : Nevermind started playing with Asset Editor and made my own version of Tinkering Adjustments with the 1 bit tinkering cost, and is working fine for me (not sure what issue you were having). I did though added additional LevelAdvancementCost rows (up to row 150, though probably only needed to go to 136) while keeping in mind the offset column went up by 4 each row.
It works: "Lower Tinker Cost - 2500" - the price rises "as usual" to up to the ~7th level of improvement (the price is not important, it can be any, not necessarily 2500), but after that the price increase for each level is very small (a couple dozen, but it rises very slowly).
I'm using the 1 bit mod, and I'm about to try one of the others in case it gives me a different result, but I'm really just shooting in the dark here (I so rarely use mods, and I don't really know what I'm looking at when I go through files, so if it's something really obvious that I'm missing, I'm really sorry)
*1 bit mod working after a swapping .pak files*
Is there any way to make the tinker cost 100 scaling every weapon/armor level. e.g. 100 bits for the first tinker, then 200 for the second etc. ?
Beacuse, in the game, with full science skill, the science weapon tinker cost will be 200 bit all the time.
So 1 bit is too cheap, howevet 2500 bit is still too expensive for 1 level to 38 level.
I think 1000 or 500, it is still a big cost if the weapon level is very low(1000*38=38000), however this cost is normal players can afford it.
And what tool you use to change the .pak?
I use asset editor to edit these files and make the paks. There’s a link to it in the description.