Quick Question: Is there a way to change the limit of 21 Attribute increases from reading the SPIFSAL books in the beginning by editing?
Where would I find this in the files? Thx Guys.
I can appreciate the reason you are considering this action to possibly increase availability. I'm guessing it's not to lower the limit.
I posted this elsewhere to a reasonable comment, and just overlooked others as they were a 'touch' unfair relating to the SPIFSAL update. I hope you'll read it and consider it, and if it doesn't work out, I'll be the first to assist you with your request.
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This is a very fair and understandable comment. The first release candidate of SPIFSAL was tested thoroughly over a prolonged period of time to check the impact on a wide range of dynamics (logical progression linked to GS, overall challenge and core needs, fun factor, ability to play solo, existing additional Wasteland gains beyond Vanilla, etc). The feedback was that there were a few primary areas that could do with placing a little earlier on the SPIFSAL list to allow them to be more accessible. This was in consideration of fundamental activities that are critical to survival, particularly in early GS.
However, adding ALL of what we have become accustomed to as being fundamental in the Vanilla build, into the 21 would make SPIFSAL redundant and go against where it can be most appealing, especially because a number of these suggested 'fundamentals' compound (Miner 69er-Motherlode / Master Chef-The Huntman-Living off the Land). This current release is a balanced compromise.
After testing this current build with a variety of trade-offs, there are 3 clear modes of play that stand out:
- A balanced load out. This was carefully calculated to available SPIFSAL and gives the player access to most, but not all key survival elements. Players can thrive from very early GS. In fact, they can reach Skill levels quicker than in Vanilla for many traits and this may come as a surprise. Players new to the Wasteland Mod will recognize these choices when choosing SPIFSAL and this can provide them with a sense of security and familiarity to ease them in. More experienced players may also prefer this load out for what it offers.
- Semi-balanced load out. This still offers many primary survival features, but players will need to be more considerate of where they will need to put in a bit more work. The trade-off will be that specialization that can make all the difference in certain situations. And players can manipulate their game-play to increase these certain situations.
- Specialized load out. Players who really want to be a master of some very specialized feature(s) will feel the challenge in primary survival activities early on and will need to adapt. However, once established, those specializations will be clearly useful, and some may say excessively useful.
On top of the SPIFSAL 21, we are going to find the additional statues to give a permanent +1 to each attribute. As players test a few load outs, they may reconsider that initial SPIFSAL 21 in the knowledge that these statues are to come, and possibly at a time when they are more relevant. In addition, 'time' sensitive or 'inventory' sensitive items will also provide those attributes, as players have become accustomed to in Vanilla, as well as the unique ones we can find in the Wasteland, such as 'Happy-go-Lucky', 'Braintats', and their cousins which I won't mention so as not to spoil the surprises. Players will see how these additions can be used at the right time and for the right purpose when they are most needed.
And with all the Wasteland 'health' drinks from Nuka, customized items, custom general weapons and ammo, abundance of Wasteland food choices to offset the change in Vanilla farming, supplementary Wasteland books also integrating skill features that are fundamental to survival, Power Armor and the abundance of mods, and last but certainly not least 'Legendary Weapons', life will remain pretty good out there for players who are getting their quests complete, looking out for those high value looting opportunities, and making considered choices.
The update is very new. Subjective and impulsive concerns are noted but given very limited consideration. However, constructive feedback based on objective tangible observations based on putting in some time to test things out are not only welcome but will be acted on where re-balancing may be appropriate. Give it a chance
@bdubyah I wanna add your vehicle mod to the wasteland, how do I go about it?
The Wasteland Mod and Bdub's Vehicles run together without any issues at all. I have been using them both since the first release of The Wasteland. It's as convenient as placing 'Bdubs Vehicles' mod in your 'Mods' folder in your 7 Days to Die main directory.