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Did want to ask though, is the armor crafting tech only available via blueprint on Walker 87? I have an ongoing game and everything seems to be working, but I already have Walker 87, and I'm not sure where else to acquire the crafting tech.
If so, would it maybe be possible to research it without the blueprint at tech level 6 or something? Would make it easier for ongoing saves.
I've toyed with the idea of making all tech available via secondary means (either different loot sources or tech tree unlocks). However i was unsure how that would factor into the overall balance (why kill Savant to get the "quest" item when you can be at tech level 6 much faster?), so i skipped it for now. However, i don't like the fact that people now get locked out of their current playthroughs if they want the new gear. I will push a short patch later today that makes the new stuff temporarily available at tech level 6 (and will probably remove it in two weeks again). Hope that helps!
I do think that instead of removing it entirely in a few weeks, you could probably make it a small patch submod that just contains that change. Depending on playstyle one may be more difficult than the other (Savant vs Tech Lvl 6). It still requires quite a lot of research material to get to that point, and maybe you could make the cost somewhat high like require a few AI cores to balance it?
If you aren't grinding a base up in tech level as fast as possible you will probably run through quite a lot of research materials which generally ends up with having to take on difficult locations before you get to the point you can get to that research, so I'd say that still puts into into similar pacing. And, if you're running a more peaceful base-focused playthrough, it still gives you an option for the armor without giving you a cheesy way to get 87.
Just throwing out ideas here.
Although i think it is unlikely, i want to introduce "safety checks" that allow players different ways to acquire all the tech from the mod without having to recruit the walkers if they don't want them (or just attack and rob them). Having just generic research would work in a pinch, but ideally all the tech would be stored at secondary locations (think specific oldworld workshops, maybe stored inside the machinist HQ, etc).
I eventually want to get back to that, but it's a lot of tedious FCS work that i honestly don't enjoy very much. Hence, the temporary solution will stay until i decide on specifics and integrate them. If you or anybody else feels like it, you can also create a patch that tackles the issue in any way you like, and i will list in the patch list.