Exigent Circumstances: Forsaken

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Current Version info is located in Debug Tools in the AI terminal menu. PH/Pointer Handle/Reference total == 2458. Detailed info at bottom of page

If you are coming from Exigent Circumstances: Starborn, you MUST uninstall that mod before installing Forsaken. It is recommended to uninstall Starborn in the Unity, make a clean save, then install Forsaken and go through the Unity.

Current Version 1.5 (See changelog at bottom)

EC: Forsaken is a complete end-game overhaul with new gear, enemies, powers, ships, vehicles, skills, space battle encounters, and much more! Forsaken has new content all the way up to NG+20, but the majority of the content is available at NG+1!

You start your journey at NG+1, where you get a quest to go to the Lodge Roof and pick up a mysterious slate (this can be done at any time — mid-save, old save, etc.). Picking up this slate immediately summons a ship that looks very similar to a Starborn ship! Upon boarding, you immediately realize this is NOT a typical Starborn ship. There's a vehicle inside, workbenches, a kitchen, a crate full of resources, and finally, a note from... yourself?

After reading the data slate (from yourself!) on top of the pilot's chair and making Scimitar your home ship, you're directed to the AI terminal next to the workbenches to create a remote device. This mysterious device creates a link between you and Scimitar unlike anything you've ever imagined.

You're now tasked with defeating The Forsaken — who are they, what are they? They look like Starborn but are much more dangerous! Fortunately, by hunting these new enemies, you're able to gather Forsaken Essence, which lets you craft unique tools and grow more powerful as you strive to defeat this new foe entirely focused on your destruction!

What you get with EC: Forsaken: -Full gear compatibility and synergy with the new X-Tech systems (see screenshots) -High-level Forsaken ship encounters, including battles against capital ships! -Runtime-injected, high-level enemies -Completely new resource and economy -Increased offensive powers and lock auto-hacking -Alternate skill-leveling system / ability to disable standard leveling -AI terminal + remote device -Death effects with auto-loot -Three new Starborn themed ships -Two new vehicles -Adjustable height landing pad with shipbuilder functions that uses scaffolding for support, so you can actually build it ABOVE your outpost buildings! -Many quality-of-life adjustment --Patchless Integration with several popular mods to keep your game trophy friendly!

EC: Forsaken can work anywhere in your load order — personally, I keep it near the very top! For more detailed differences between EC: Starborn and EC: Forsaken, or for a full breakdown of what Forsaken offers, please find my channel in the DarkStar Discord @Khylarin.

1.5 Changelog --New NG+20 content! There is now a chance to get a new ship as your starting ship after going through Unity--Misericorde (configured at the AI Terminal). This is the only way to get this ship. Additionally, after reaching NG+20 new enemies (Forsaken Acolytes) can be added to the game via a new terminal menu, "Advanced Functions". This menu lets you upgrade Forsaken Vengeance, Blade of Light, and Graviton Hammer to more powerful versions. Additionally, new X-Tech conversion options are available, as well as unlocked Dreadnought parts (this is a "just for fun/experimental" feature--class M parts aren't supposed to be used in game and require experimentation...but if you have jumped through Unity 20x or more, you already know this!).

--Roskilde is back! After unlocking Scimitar Omega and reaching NG+10, Roskilde can be added to your fleet. Roskilde has cargo space that can be accessed when it is not your home ship, and as long as it is not your home ship it can be called down from space to function as an outpost.

--Limited access to QED from the Scimitar AI terminal as long as it has previously been built. This is access only; to upgrade you must go to the Lodge and interact with the QED.

--A very basic function has been added to the Scimitar Remote Device to enable or disable module overlap with ship services for ship building.

--Forsaken Variant weapon base damage greatly increased, and missing workbench icons added.

--Fixed an issue that would prevent Scimitar from being awarded if another mod made changes to or altered the way spaceship registration works.

--Runtime enemy injection has been removed from the startup quest sequence and moved to a terminal menu function at the AI terminal. This reduces the complexity of the startup quest script. Terran Armada injection removed due to faction conflicts. Terran Armada integration can be done via a separate patch

--Miscellaneous spelling error corrections.

--Removed the NG+5 check for "Faction Battle" under Forsaken Enemies/Battle Forsaken in Space/Faction Battle. it is now like all the other space battles, only requiring NG+1.

--Fixed issue that caused some Forsaken not to benefit from the 2x or 5x damage multipliers...watch out!

--If Terran Armada is installed, a new recharging sniper rifle can be crafted at NG+15 and higher.

PH info detailed -> Master: khy_exi_circ_af.esm -> Reference Counts: -> Number of loaded References originate from the plugin: 2458 (of which 1827 are editor defined; 175 are persistent) -> Number of loaded References that have this plugin as Source Plugin: 8 -> Number of loaded References whose Base Objects have this plugin as Source Plugin: 630 -> Number of loaded References whose Original Base Objects have this plugin as Source Plugin: 1 -> Number of loaded References located in Pack-In Cells that have this plugin as Source Plugin: 1819 -> Cell Count: 34 (and they contain 1821 References in total)

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