oasis1701 wrote: ↑Thu, 30. Dec 21, 19:10
Hi there
Do we need to complete the player hq story to be able to make stations?
if so do you think it's possible to make the accessibility mod compatible with the story?
hey oasis, happy NY.
i'm sorry i missed this message. i've been busy re: modding in the last weeks of last year - trying to get mod stuff out before NY.
but, as xant replied, you can ignore the plot and story missions and build stations wherever - except that that portion of the game, along with shipbuilding, are not accessible.
i have ideas on how to make them accessible and planned* to incorporate them in this accessible mod.
time is the only consideration.
re: plots and story missions:
tldr: you can't do them
long version:
most of the plot and story missions require usual player activities. modt you can currently do now (e.g. repair, talk to, etc.).
when ship building and station building becomes accessible (via this mod), then you you'll be able to do 90% to 99% of the plot and story missions.
SOME may need adjustments.
but at this time, i can only think of one. there could be a handful more, or none more.
Mods: RPG: Reputations and Professions, Social Standings and Citizenships, Crime has Consequences, Alternatives to Death. Missions/NPCs: Emergent Missions, NPC Reactions, Mod Parts Trader, High-sec Rooms are Locked, Hacking Outcomes, More Generic Missions, Waypoint Fields for Deployment. Others: Auto-cam, Friendly Fire Tweaks, Teleport From Transporter Room, Wear and Tear. QoL: Trade Analytics, Loot Mining, Ship Scanner, Signal Leak Hunter, Station Scanner, Surface Element Targeting, etc.