X4: Foundations

X4: Foundations

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Research Blueprints Mod
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Apr 11, 2023 @ 9:11am
May 1, 2024 @ 3:51am
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Research Blueprints Mod

Description
Research Blueprints
Tired of playing the "good guy" with other factions to improve relation and unlock the possibility to buy blueprints? Tired of farming credits to be able to actually buy the blueprints from other factions? Check this mod out!

This mod adds an option to research blueprints using the usual research system. Initiated by talking to the manager in player HQ. You need to have research unlocked already. Calling the manager from afar also possible.

The mod generally seems to not work in a new game until you save it and load the save.

Reported incompatibilities with other mods
  • Classic Mode: while running these mods together won't break your game, some blueprint research (for expensive stuff like ship fabs and XL ships) won't work as expected since classic mode increases prices of modules/ships/equipment by a factor around 1000 and this mod selects the needed amount of resources for research based exactly on this price. So trying to research a blueprint which normally costs over 1b at faction representative will give you a comparably cheap research and will feel like a cheat to you.
  • FOCW Corporations REVISED: It seems to disable "extended conversations" mod, which this mod also uses if it is installed, if you have both of these you won't see the conversation menu for this mod. Don't know what happens if you have this + FOCWCR but no extended conversations. -> FOCWCR fixed it in V 2.5
  • Player Restock Subordinates seems to break extended conversations mod as well thus this wont show up either -> Reported workaround is to initiate coms to get access to the conversation options.
  • SWI: Saving, unsubbing/untoggling, reloading, saving, and resubbing/retoggling seems to help
  • Free Research No Cost No Time: does not work.
  • reverse engineering or the equipment modification redone (some report no problems though)
Known Issues
nothing currently
204 Comments
Daan 11 hours ago 
Way ahead of you. Tried everything. Then started a new game where I didnt change the manager, and everything worked out again. by process of deduction I came the below mentioned conclusion
Andro  [author] Sep 17 @ 11:46am 
really? try saving and reloading.
Daan Sep 17 @ 6:30am 
Quick note:
If you change the manager of the PHQ, this mod will stop functioning.
FinaL Aug 18 @ 11:12am 
no, the only mod I had was reverse engineering.

I now just cheated myself all the blueprints... in the next run, I will delete reverse engineering and try again. But for now I'm content haha ^^' thank you anyways :) great mod!
Andro  [author] Aug 18 @ 10:57am 
are you using unlock all research mod or some other related mod?
FinaL Aug 17 @ 4:14am 
hmmm, I have a bug that gives me a lot of "Blueprint: Weapon"... etc research option even before I contacted my Manager. I broke something, right ?
Andro  [author] Aug 10 @ 8:55am 
Yeah might be that xenon is available, I don't remember anymore if it should or shouldn't by default.
Virkful Aug 9 @ 9:51pm 
@Quantum Projects
1. I was incorrect, deleted the previous message and am sorry for misinformation.
2. Mod will start functioning after you load a save.
3. The author is correct, research projects are dynamic and will work with other mod's contents if it runs in general categories. (Uncertain if it'll work if ship's tag is outside the original factions)
4. Xenon tech can be researched. (Might be due to other mod's enabling this mod to roll the researches in, I got like over 70 mods on so am uncertain)
Andro  [author] Aug 9 @ 12:51pm 
Research projects are added dynamically, so it should work if the ships added by the other mod were added correctly (don't know how to explain what correctly is here), so just try it, the chances are high.

No, xenon is not available afairc
Quantum Projects Aug 9 @ 11:04am 
@Virkful, considering your answer, am I correctly assuming that SVE ships are not available through research using this mod?