Adds more talent gear blueprints.
Additionally, makes certain vanilla blueprints findable (even with a small chance) in abandoned structures, instead of being exclusively hidden behind faction affiliation.
Trivia
When that rather controversial (judging by the community reaction) blueprint update just landed, I was like:
"So, the developers have added this new blueprint thing that unlocks talent gear? Let's take a closer look at it, then..."
Pros: Now, any recipe-related thing can be unlocked as soon as you have the appropriate blueprint (vanilla or modded).
Cons: OF COURSE the devs had to "balance" it in their own contrived measure.
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What do I mean?
The game suggests that you can buy those from faction merchants (if your reputation is good enough) or find them while exploring.
BUT.
The ones you can "find" are rather useless, like a clown crate or a machine pistol. Seriously, devs?
And if we look at, say, Advanced Gene Splicer, or HMG - no, those are reputation-only. Convenient, isn't it?
Besides, I didn't see any other really useful items among the blueprints, like my much-loved slipsuit, or backpack.
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Thankfully, the «pros» are way more significant than «cons», as the latter can now be easily "fixed" - because the mechanic is there for us modders to use and tinker with.
Actual useful blueprints hidden behind a reputation wall? Wrong. No blueprints for other useful talent gear? Also wrong - and now, thanks to this new mechanic, easily and painlessly fixed.
Overridden Blueprints
> HMG
> Separatists' Explosives
> Scrap Cannon
> Advanced Gene Splicer
> Cymbals
All of them have been edited to have a tiny (1-2%) chance of spawning inside abandoned containers.
New Blueprints
> "Underwater Hunting Kit" - Slipsuit, Harpoon Coil Rifle
> Exosuit
> "Hull Fix Solution" - Fixfoam Grenade
> Assault Rifle
> "Protective Universal Crisis Suit" - PUCS
> "Nuclear Gun" - Rapid Fissile Accelerator
> Thermal Goggles
> Cargo Scooter
> Backpack
> "Heavy Revolver" - Handcannon
> "Corrosive Explosives" - Acid hand grenade, Acid 40mm grenade
> Multi-tool
> Boarding axe
> Ceremonial sword
> SMG + ammo
> Riot shotgun + ammo (standard and explosives)
> Revolver + ammo
> Depleted fuel + Hardened tools + Depleted fuel ammunition
> Pressure Stabilizer
> Europabrew
> Crimson Acid
> Combat Stimulant
All new blueprints can be bought from faction traders or found during world exploration (chances aren't big: around 1-3% - we don't want to make it too easy, do we?)
Compatibility
Overridden blueprints are listed above. All new blueprints are standalone items and shouldn't cause any compatibility issues.
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Let me know which items you would also like to have available via blueprints - I'll see what I can do.
However, I will be only including:
> Vanilla items. No modded stuff, to prevent any further dependencies.
> Those items that have an actual fabrication recipe in vanilla game. Example given:
Shotgun (normally unlocked with one of Security Officer's talents),
but not Boomstick (unique variation of a shotgun; is has no crafting recipe and can only be found).
I'm not overriding vanilla items (except for the blueprints mentioned above) to keep this mod as compatible as possible.