X4: Foundations

X4: Foundations

Skills Matter Less
19 Komentar
Kelp  [pembuat] 3 Okt @ 10:09am 
This mod can be added and removed mid save with no issues.
AzoorFox 2 Okt @ 3:02pm 
Is it safe to remove mid game?
QuietMan 25 Sep @ 2:14pm 
@Kelp very well observed :)
Kelp  [pembuat] 24 Sep @ 5:03pm 
To be fair; even the most basic crew member in vanilla is able to do their defined role.

A pilot can control their ship's flight controls. A mechanic can fix leaks. A marine... well, the marines are really bad but that's not related to this mod anyway. Nor are Managers.

I don't even entirely mind how long it takes pilots to get good at their defined roles. What really kills it, and is beyond my ability to attempt to fix, is how difficult it is to redistribute skilled pilots to new ships. The management part of the crew system is why you see so many mods that bypass various parts of skill checks.

People who play this game don't mind long term gameplay loops, just look at how long the supply chains are for Wharfs/Shipyards. But crew management in particular is an uphill battle beyond the early game, with the hill only getting steeper.
VaeliusNoctu 23 Sep @ 9:41am 
This is a typical system that indicates laziness (Vanilla not this Mod).

Honestly, in real life, no commander would let an ♥♥♥♥♥ who has no clue on their warship. That's why they have training, and personnel who are still learning are given appropriate tasks. But the majority of a crew knows what they're doing. Of course, there are better and worse crew members, as with any job.

But in the game, they send a McDonald's worker to a split warship and let him work on the weapons and navigation, which is ridiculous.

I'm not against working at McDonald's; I've had many jobs, and every honest job is equally valuable and important. But you don't put a "what do I have to press again" crewman on a warship. They have to go through training first.

So, a zero-star marine/service worker has to have quite a bit of skill.
Kelp  [pembuat] 22 Sep @ 7:47am 
There are a few mods that went that route I believe, though I am unsure if they are updated or not. They should work alongside this one as well for all intents and purposes as they would be modifying different parts of the code.
QuietMan 22 Sep @ 5:00am 
like the mod. But isn't a large issue the fact that most crew starts practicly from 0. You can buy or build a battleship and it will be crewed with x00 crew with noone who knows where the "ON" buttom is :o).
So maybe have higher starting skills with 0 value being (more or less) an seldom exception would fix some issues while keeping some random component?
Kelp  [pembuat] 21 Sep @ 3:06pm 
Walked back the plan of an in-game configuration menu due to a general decrease in free time. Can nab the Nexusmods version for an extracted and editable version of the mod if you wanted to take a crack at adjusting it for your own use. I apologize for this being a deal-breaker for anybody looking forward to the update.
Rin 9 Feb @ 6:37am 
Appreciated, Kelp! Honestly such a nice QOL mod as is.
Kelp  [pembuat] 8 Feb @ 7:28am 
As there's a non-zero number of people asking for it, I'll look into adding an Extension Option to change the minimum skill effect after 7.5 releases. There's a relatively good chance the mod will need updated for it anyway and that will be a good time to solve two birds with one stone.
Rin 8 Feb @ 5:49am 
I would also love a "lite" version of this if possible! This is great for now but yeah, would love a little bit more between bottom and top
Amduskas 31 Jan @ 9:12pm 
Great mod!

Any chance of getting something like a "Lite" version, with the 0 star modded equivalent starting at 3, rather than 4?
I do like the idea of more dynamic AI behavior, so I don't want to totally gut it, but vanilla AI behavior isn't dynamic, it's just frustrating lol.
Kelp  [pembuat] 25 Jan @ 1:07pm 
@Sig (Von Luck WT)
A quick glance at Interworlds seems to imply they should be compatible. Interworlds looks to make some minor changes to AI code in many places but we don't seem to directly touch the same thing. At worst some of my changes won't apply.
Sig (Von Luck WT) 25 Jan @ 12:13pm 
Hi this looks promising, does it work okay with Interworlds?
Zeromentor 11 Jan @ 7:00pm 
This is the kind of mod I've wanted for a very long time +1
Kelp  [pembuat] 6 Jan @ 12:39pm 
@DiedDueToFallDmg It does not modify skill requirements. It does slightly-to-moderately increase mining speeds and makes miners more likely to prefer selling to higher buy price stations.
Wurl 5 Jan @ 5:11pm 
so does this not effect auto mineing?
Howdoyoupurr 5 Jan @ 1:12pm 
This is likely to become a must on mod lists
Troubleshooter 18 Des 2024 @ 10:40am 
Seems like a good mod lad, i'll give it a try. Appreciate you uploading it.