Hey Kon! Really appreciate the mod, thank you.
I just had a question about the faction intel description tab. You know the line that displays the illegal commodities, ranging from drugs to AI cores? What exactly do I need to edit to actually change what is illegal or not for my faction whilst using this mod pack?
I've gone into world/factions and edited all the player-related files to just have drugs/organs to be illegal, not heavy armaments and ai cores. Is there anything else that I'm missing? Great mod again by the way - love that I can customise my own faction description now from the get go, along with the ships!
So this one gets a bit tricky, first things first, I'll start with this.
The Illegal commodities seem to be set at the beginning of a save, they don't seem to be able to changed after you start your save. Other things edited in the player.faction file change too, but not all of them switch after you've already started. One such example would be the illegal commodities.
Now, you've changed the illegal commodities in your player.faction file. You're wondering why it didn't change anything. The answer to that one is actually quite simple. While you can specify what illegal commodies *ARE* illegal, you cannot specify what *AREN'T*. Why is that a problem? Because even though we remove them from ours, there's actually one more player.faction file that is messing with that.
In Starsector/starsector-core/data/world/factions/
There is the original player.faction file.
While ours does overwrite it, it's probably more correct to say that it merges it. That's why other mods can add portraits to the player faction without overwriting the rest of our changes. Since all we did was erase some illegal commodities, the other player faction, since it still had them merged the information in there with ours and that doesn't help us at all.
That player faction file we mentioned earlier, you can rename it, overwrite it, or delete it, and that should get rid of other issues. As long as you're using a player faction file, for instance, my mod's player faction file, the game will still run as intended.