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2. I hear ya, my goal wasnt to give every item a purpose with the research/base progression concept, so many still have no purpose. But yeah the construction set doesnt allow things like scripting to create new mechanics unfortunately. It's not hard though to make wrenches and tools be ingredients in other buildings if it adds to the concept of base/research progression. I just need to take stock of the more common items and see how they could be incorporated like I did for gears in a way that makes the game more fun and interesting, versus just more item requirements for that sake.
3. Yup I would love this, but not doable right now given the modding limitations.
4. Totally agree. I'm honestly contemplating just removing them being buildable given how high tech they are. Then just balance things around the price you pay at NPC beds.
5. You can adjust race stats to some extent. I would need to study this more and if done implement them in conjunction with some other balances for skels.
6. Stealth and assassination are another thing that is hardcoded in, so hard to change. The only thing I cant think of would be to give EVERY armor a significant scaled stealth penalty, like heavy armors have, then only the cloth ones with no armor would be stealth friendly. What are you referring to with "CON" assassination resist?
Anyway I work on the mod in my spare time usually in a cycle. A ton when I get super motivated then don't do a whole lot for months. There are def good ideas here so will keep them in play during my next mod work upswing. Appreciate the thoughtful feedback.