How many of you play with Skill / Game Overhaul mods?
Hello everyone,
I hope you're enjoying the new update! The reception have been majorly positive across all fronts with a few exceptions here and there.
I'm doing a poll here to see how many people play with such quality of life additions to the mod. Don't worry, I'm not shaming you for having them. It just seems that people are making a fuss about how my latest quests are ruining their experience. I used to play with one before but here's the thing... it become rather problematic only to a modder, not the player. You can't anticipate every player's mod list and actions in-game. The line between useful feedback and verbal noise become blurry the more you read into these things. It's.. confusing.
I tried to provide some flavors, benefits and opportunities to earn bonus dialogues or interaction by having several branching options. Things that are meant to be experienced through multiple playthroughs but it seems that I'm getting punished for it.
So like last time, I'd like to ask you all a decisive question because this will determine the future of UAF once and for all. There's no going back after the Automata patch as I am finally settling things down now.. and these kinda stuff. They take serious amount of time and effort to make it happen.
Time is a limited resource that can't be gained back after all. So please consider your answer and points before posting.
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Do you think I should stick to vanilla for the quests or do I have to care about every external mods out there?
Comments (65)
TBH, compatibilty is awsome but never should hinder your desire how to let this mod grow, if its in the way, stay vanilla, if you can afford to provide support for other "mayjor" mods of your choosing then do it :3 Btw your Mod is AMAZING, its such a fantastic work and so much passasion has flown into it ! thanks for this amazing work of yours
I use a lot of mods to enrich the experience of Star Sector. So yes compatibility is something important from my perspective. Come the end of the day though it's up to you if you really willing to put in the extra work and I could understand if that gets too annoying to deal with.
Running with a lot of faction mod, QoL mod, but mostly mod that help make my ship stronger after numerous battle (i have a tendency to collect ship, mainly capital, with a unique feature like a unique weapon and when the ship is unique himself) : Starship Legend, Exotica Technology, Special hullmod, Hullmod Specialization and Progressive S-mod. So far no crash / bugs, everything works fine. Tought i would love to see a UAF IBB :D.
I'd say you should. UAF exists within a modding ecosystem, and your team consists of other modders as well. You should strive to be part of the ecosystem, rather than above it.
We're already working together internally as part of our ecosystem.
Honestly just stick to vanilla if people really want UAF to work with another mod they can just ask you for permission.
Personal preference but for most games I have never been a fan of mods that overhaul skill trees. But if an update didn't play nice with my mod list I would dig into the code to make mods work together the best I could, wouldn't be the first time wouldn't be the first time. Also your mod stands on its own and is default for me at this point. If it was just UAF and Ashes of The Domains in my load order I would still play Starsector.
I wont lie. I didnt even notice one of the rescue yimie options needed a specific skill(I use SIC) cause i had the contact Alexandria option available. But, as someone who uses TONS of qol and several overhauls(SIC, Indevo, AOTD, RAT, Starpocalypse, Ruthless Sector, etc...), I think you should focus on making your experience work with the lowest common denominator first. It just makes sense from a dev-time and dev-stress perspective. Maybe if a mod integration is easy while having a good impact you can notch it in for a quick win but thats fully optional. In the end, mod integrations are a luxury for the player and should be treated as such, where they come in after the main goals of the dev team are complete. That being said, perhaps a middle-ground could be opening up the idea of people reaching out to make mod integrations for UAF on their own time and working with them(As time allows, with priority to yall's own dev to-dos) to have a set of sub-mods that offer integration with other mods. Edit: saw a good point I wanted to agree with. There is a small set of major mods out there that are very popular. When, or if, mod integration comes up on your team's tasks yall can definitely narrow it down to a selection of very popular mods to focus on. Or even just do it for ones the team likes, its your mod!
I don't think caring about every external mod out there is quite the right way to phrase the concerns that have been raised. There are a few very popular mods a lot of people use. I admit for me, it's always a bit jarring when I use a faction/ship mod that doesn't play nicely with one of the most common mods. That said, I do think UAF's focus should be on the vanilla experience during development, or your team will go crazy trying to keep everything compatible with whatever's popular. But perhaps providing support for extremely popular mods could be somewhere on the roadmap? In the meantime, perhaps a compromise could be adjusting quest requirements to not need specific skills. I don't want you to water down your vision for the game because of other peoples' mods, but I'd also hate for players' experiences with UAF to be ruined because of a relatively minor thing. Whatever your team decides, I love the mod and support you.
Though I do use Second in Comand, I believe it's not the developer's priority to support all mod lists, especially when there's still much work need to be finished. Also, according to my experience in modding community of games like Rimworld, people may make the patch themselves if the mods are popular enough. So I think you should stick to the vanilla at least for now.
I don't play game changing mods like AOTD, Industrial Evolution, RAT, SiC, Exotica and similar. I mainly add factions, utilities and content packs despite having 83 mods in my list myself so I vote for vanilla.
If you're going to provide crossmod support, I would wait until development is finished personally. UAF is such a big mod already that you'll drive yourself crazy trying to support skill overhauls and such. That said I'd probably also let people make compatibility patches if they wanted to. I imagine adding the requisite hooks is something that could be done via a patch mod.
Indeed, that seems to be the only path that works the best for both me and the player. I didn't need to worry about each bumps along the road while the player still have the ability to enjoy what they want with their mod list. Everyone wins.
I chose stay vanilla. Beyond mod dependencies (nexerelin etc), I believe that development should be from the perspective that players should have a full and complete experience based on vanilla mechanics. That being said, I also don't think there is anything wrong with having "extra" compatibility with external mods. Ultimately, your update has had resounding positive feedback. Keep doing what you're doing if YOU like the mod your team is creating. Trying to satisfy a few naysayers over extra external mod compatibility seems unnecessary and something you can consider addressing once the project is complete.
I for one am quite grateful that nexerelin is no longer a required dependency.
It was more of an inconvenience, but i could not choose one of the options during the quest to rescue yimie, since i use Second in command(i never play without it since it released), but like some else said, we can't expect to support all those mods we use, it would be nice but those additions should be an afterthought with a big maybe from you.
Despite the inconvenience, there are still routes and paths that you can choose without going for that one. It is a big 'maybe' for me because it'll be a logistical issue for my team and I to manage in the future.
There's no way to anticipate everyones mod list. I would focus on vanilla and add support for others as time allows. As for the external mods you support, I would maybe choose a short list of mods you like and/or popular in the community. If, after you decide on mods you'll definitely support, there is room in your schedule for more, you could put it to a vote which additional mods you'll support. One suggestion I'd put forward that seems to mesh well with your style/aesthetic is Aarma Armatura. I tend to use it and Diable to add piloted mecha to my UAF carrier fleet.
I'm willing to bet most of us are here because of second in command (one of Lukas04 fantastic mods). And while all of my playthroughs are with it and RAT you can't and shouldn't be expected to support everything out there. You might just consider picking a few of the most common asks if you decided it was worth the effort.
That would be a good compromise but I guess I just have to play SIC and familiarize myself with it.
I know I voted support for external mods but I want to clarify on that, first priority should be working in vanilla as it makes the process like many others have said, easier and you can't please everyone it's a losing battle almost all the time. Also, mods you enjoy or the top commonly used mods can be made compatible or collaborated with after the UAF mod is finished and polished for base game.
Im not entirely sure if going backwards to do compatibility after finishing the entire mod in vanilla might cause complications. Not a coder but Ive been a part of my fair share of digital products, ive seen many projects fail to gain traction and only retain a very niche user base because the systems they end up making are so different to other platforms that compatibility becomes way more costly. I think there should be a middle ground here. I suggest compatibility for a set of most commonly used mods out there; like just a list of community suggested mods to be considered for compatibility as part of key development. Nexerilen, AoTD etc etc. 👀👀👀. Helps to retain interest as many people almost only play modded. Slight hot take here i feel.
I would also like to add as u know compatibility is not purely something that can be accomplished by one party, so working with those “key” mods to ensure compatibility might ease the workload here.
I really love Second in Command, AotD and the QoL mods. But I could live without the rest. Either way, totally understand that you do this for free and appreciate everything!
Honestly i would actually pay for modded content like these just to ensure creators like this can feel stable working on this without worrying about irl logistics.
There's so many mods out there that honestly, it would be a absolute nightmare trying to patch and make integrations with them basing on how the mod authors code things. I would say keep it on vanilla side and iron out everything for the base game alone until it's in a good, stable, and possibly close to finished state for quests and storyline if that is what you're pursuing to do. Only after that is satisfied, then I believe going into providing support for commonly used mods would be viable to use the limited time resources to work on that.
1. Focus on vanilla for now to make it simple for you, but integrate any mods you think help make yours better. 2. Once youre done, make a big poll here and on reddit, and start adding from most to least used. 3. Make it super clear which mods its compatible with or have been integrated (no bad surprises).. 4. You dont need to integrate most mods as the functionality of yours hinges on others maintaining theirs. 5. IMPORTANT if anything, id like this mod to interact in some shape or form with the vanilla storyline or side quests that change the core worlds a bit by advancing the uaf questlines.
to be honest id stay vanilla cause thats alot of work to put urself under whenever another mod is released
I think it is important to acknowledge that there aren’t many ‘overhaul’ mods that actually change vanilla systems rather than just adding new ones. (And that the combat layer ones are inherently incompatible with all faction and ship mods, so irrelevant to the discussion.) It is largely just Second In Command and the various Ashes of the Domain modules. You don’t need to care about every mod out there. Just the few that make vanilla elements inaccessible.
While mod compatibility would be nice there are too many to try and make everything work. I would say during development only integrate compatibility if such an integration does something for your mod, makes something easier, or lets you do something you really wanted. Everything else can wait for if you feel like it after you are done with your own content. Maybe add a little warning that the story may not be compatible with mods that change xyz in the description or something
stay vanilla, for now but i love using starship lengends. ever since base game got rid of crew gaining experience, its been something i always liked to have. from my understanding starship lengends is easy to add things to on your end inside uaf if you ever did. but mod works great as is
Honestly, I've removed Starships Legend from my list in favor of Ship Mastery System because its far less punishing and doesn't screw you over just because your ships did something stupid or unwanted. Its still a fun mod though!
As a coder: DO NOT TRY TO PLEASE EVERYONE. Keep things simple for yourself, then expand mod support later ONLY if you think it's a good idea.
While I'd like support for the external mods, rather than trying to support every single mod out there, I think it's more reasonable to do so for "staple" mods that a lot of people use like Second-in-Command, or to at least give alternative quest paths that do not rely on things that can be broken by having them installed.
Honestly, i dont think cross-mod compatibility is a priority, mods dont always mesh well with each other and thats fine, you cant account for every little (or big) change a mod might make.
Well yes you are correct you cannot anticipate every mod list ever. So I think you should initially stay with Vanilla and only branch out later if it makes sense. OR if YOU really think some mods do add something to your mod, only then you should consider supporting them. Personally I would really love if UAF would integrate with Second-In-Command mod, since it changes the way skills work a lot. You have to specialize your fleets, so some UAF themed commanders would be cool... Although the Strikecraft Commanders already kinda cover it. So I'm not sure where UAF would fit in.
I think that compatibility with Vanilla is very important in establishing a solid framework to expand into cross-mod compatibility. In that sense, I believe that the mod should hit 1.0 before any offshoots happen just so that the core experience of the mod is completed without issue. For that matter, I greatly appreciate mods that balance well with vanilla content and the Automata update feels fantastic in that regard. I feel that future updates should always keep vanilla in mind.
This is my second playthrough trying out 63 mods, highest so far. Despite having fun with a richer environment, I do agree to stay vanilla before accommodating other mods. It is said in the Mod Index regarding compatibility issues and I think it is the player that has to remember the consequences; and to know how to work around or thinker around issues when it comes. Therefore, also notifying the player in the original post or any other posts regarding development policy is understandable to do and whether they should report the bug to help others using similar mods, but to not expect fixes soon. Or, if there is downtime and willing, cherry picking a mod interaction to fix is good, but not more than that. In-universe, the idea of not supporting external mods ties in to the isolationist policy of the UAF-- which is pretty neat. Also, before the mods, there is also interaction with the Core worlds which is like another "mod pack" to deal with as well if story plan goes for it, but I digress.
For the time being, an interaction to the core worlds ( not the modiverse ) is a much higher priority. So yes, we'll need time to understand the vanilla lore and see how can we integrate ourselves into the setting.
Main compatibility I would love to see is SFC, given all the UAF compatibility with it, I thought it would be fun to see more integration of my favorite fuel fiends
That's a hard no. Sorry.
I love the new quests, and yes I do use SiC normally. That said I think the take that this is "ruining the experience" is hot garbage. Would I like compatability? Sure at some point. IMO I think its reasonable to expect some inter-mod compatability with the major overhauls like AotD, Nex and SiC but all of that takes a back seat to the mod development. I get that I won't be able to use the infiltration option on tilted dagger, and I'm not mad about it. Is it slightly disappointing? Yes, but thats the risk I take insalling overhaul mods. TLDR: anyone complaining about a ruined experience needs to get over themselves. THey chose to insall an overhaul mod. They all have compatability disclaimers.
I would stick with vanilla during dev. It's going to be very difficult juggling vanilla dev work and cross mod functionality at the same time (esp with new vanilla updates and mod updates). I would consider crossmod content after vanilla development completion.
Your mod always fits perfectly into my 40 mod modlist. In pre automata, I had a UAF+Diable+Daemons(from the black hole) sweep the sector. If I had to say- id settle for minor additions. A commissioned crew, maybe some alternate pain jobs, maybe one unique bounty? Yknow, the ones that would take relatively little to actually dev on, but would add some nice flavour. My fav of UAF tho are unique captains, id rather see that become its own standalone than you adding to other mods
Also, to leave one suggestion - captains seriously lack carrier skills since the overhaul a while ago. If there's one thing you could add, id be for sure that - outside of the three captains i get from your quest, I can never put together proper carrier spec captains
Definitely go vanilla during dev. The mod is ambitious as it is and crossmod content is a luxury currently
As someone who started playing starsector because of your mod I would always like to see cross mod interactions as they are neat and cool. But they are not needed and in the end of the day it is your mod and your vision for what to do is up to you in the end. I voted for option 3 as that should be done if you want and after everything else is good and finished but only if you want too and not because you need to as that dose make sense to try and anticipate every person's mod list and it's also impossible to make everyone happy. You do what you want and I'll be happy with the direction you want to take your mod is a guaranteed addicition to my game and if there are more cross mod stuff then great but if not that's also fine.
As long as we get even a little bit of Sierra interactions, even if it's post development, I will be very happy. Your mod, your workflow lad.
That requires the teamwork and agreement between two mod authors to ensure stability and smooth process. We shall see in the future.
The quest are great I’m enjoying the story so far very interesting. 🧐. Having engaged more time with the mod I’m excited to do the automata stuff. I have a very extensive mod collection and I mention some issues with weapon damage and starting to realize that it’s Me 😂 lol. Ships are designed to work together , sure I like my punchy daka guns , but some weapons are design for long range engagement, I’ve had to adapt and that’s been fun. Now about 30 hours in the new swarm rockets and torpedo are hella fun. Got some new elite captains and my fighters are going nuts. And I’m excited for more.
Yea mods should be kept to assuming people aren't using overhauls. Cross-mod compatibility and interactions can be done by others who want to contribute afterwards, please keep the mod pure first. Trying to accommodate all the different possible overhauls is a task with no end. Finally, compared to the entire playerbase of Starsector, those who use overhauls are not a majority, just a loud vocal minority because they have invested enough hours into the game to want other things. Those people will always be louder.
I do use extended version of skill mods, but at that point it was nearly every skill player could earn from mods. And mod being mods; you couldn't really expect them to seamlessly able to plug and play except they was designed that way
I'd probably say the only overhaul I use is Second In Command, then Nexarelin. As far as preferences for development, it's impossible to keep up with the QoL mods and major overhauls in the long run. This is also on top of major release branch updates of the main game. I would much rather have a tailored experience with UAF as a standalone mod with these choices than to cater to certain overhauls.
Is the mod largely meant to be played vanilla? I didnt realize honestly. I play with quite a few mods though
No actually, I won't dictate you on how to play your game. Its a beautiful sandbox and my mod is just another toy you can add into the mix.
Hey, it’s your mod, your effort. I’ll gladly throw out a mod and shrug if it isn’t meant to be. If anything, simply make yours first, and work with others to make “patches” that people can download to adjust for certain things, if you have the time or care for it. What you’ve made is its own stand alone thing with its own vision in mind. If it conflicts, that’s just how the cookie crumbles. I’d rather you focus on enhancing, filling, and making this mod and universe greater than pausing all of that to painstakingly add on thirteen or fourty patches to make things line up with what others want, halting whatever process you’ve got going.
I find that a lot of the vocal complaints about 'ruined experiences' are the people who can't handle not managing a 'perfect' run through their game. Everything has to go their way, or it's bad. Saw it on reddit earlier about how there's no way to know what the right options are for a quest, and that's... Kinda stupid. You make a call and live with it or reload the save, if you can't handle that, then that's a you problem, not a mod problem.
That's what I needed to hear, to be honest. I reckon I could guess which post you're talking about. Its making me feel things, not in a good way.
While I'm always delighted about cross-mod interaction, they are not the reason i download a mod. I'd rather have multiple mods that do not interact but have a lot of thought put into them as individual mods than less in-depth mods with cross-mod interaction. Been loving the patch so far, it has clearly cemented this as my favorite Starsector mod!
Wise words, Niko. Those are the words to live-by for a modder. I hope the upcoming modders can see this and learn from this, not everything have to follow the trend and expect things to be successful always.
I dont really use skill overhaul stuff, tried second in command and its kinda eh to my playstyle. As far as other mods, as long as they aren't causing crashes I don't really care for compat. Like, yeah seeing character dialogue options between mods would be nice, but its not required/
I voted for [Vanilla during Dev but only do so after things are finished.] Because you already have a lot of stuff and pressure on you, mate. Other people's mods are constantly in development as well, so you'll be doing a lot of work with each update to make sure that the supports you put in place work. So I'd rather see it all done first and then have support come in later so that you can have your core completed first. FYI - I run a 120+ modlist (with public, private, pirated, and user altered mods) and I have not yet had ANY problems with mod interactions.
I play with a large mod list, but I don't expect interactions between mods. At most, making sure it is compatible with Nex and AoTD (as in doesn't crash).
I tend to use mods for these things, but personally I have not had any issues integrating these mods with UAF. I don't think you should worry about this.
The only mod that really comes to mind where Support could be considered is Second In Command
