Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)
A great addition would be adding fleetwide player skills - e.g. Flux Regulation as an option. Maybe a special hullmod like the officers?
Just a heads up. Not sure if this will be useful. SCVariantEditor_saveVariant is being used by NPCs in the campaign. My save file contains about 40+ instances of it on NPCs. Might be an issue if players want to remove the mod in the middle of a campaign.
This tool is going to consume countless hours of my life. It was a mistake and I should never have been allowed anywhere near it. I fear the godless abominations I will create.
Sorry if I'm missing something but how do I get my saved variant from the editor to my save?
Worked like a charm! Thanks a lot. I have to say this mod helps me a TON as a new player. Able to browse all the weapons and mods. Absolute game changer!
Not sure if it'd be possible or not, but would be nice to have stations be available, whether in a seperate mission for them or not. Considering alot of faction mods which use new stations don't have a mission to test their stations in, by default. Currently, I kind of just use the performance test to hopefully randomly get them to get an idea of how they work.
This mod is so handy, cheers for making it I have a small request if it is possible. Would it be possible to have a "load variant" option in the refit hull mod selection (kind of like the save variant option)?Not sure if that would be possible though.Thanks again for this mod.