Jump to content

Handling tech tree with a mod


Recommended Posts

Hello.

I'm totally new to modding (I just know how to tune things in cfg files basically).

I have a mod idea that would require the following actions :

Remove or change science points from experiences, contracts, milestone and crafts recovery (I am not sure milestones have science points but....). I know how to do a MM patch for parts, but I never handled contracts/milestones/recoveries.

Have the mod unlock tree node under certain conditions

Use milestones as a trigger.

Could some one help me with the following : where can I find documentation and can I do this using common existing mods (CTT, CC) and config files or do I need to code things in C or a derivative.

Thanks for your input.

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...