The reason I am making these mods modular is because I am super picky. I absolutely hate when a mod does something great but ruins something else for me. I am sure people won't like certain things about these mods so I want to give them the option to pick and choose what they want to use.

A more vanilla focused Core Skills Overhaul will be released at some point after I complete 1.0 of CSO. Also, just because I slap 1.0 on something doesn't mean I won't ever return to it. I am playing with version numbers to remind me how many more iterations/passes I may need to get to a 1.0. And balance and tweaking will likely need done to all of these, hopefully with feedback from the community I can create something many people can enjoy.

I will eventually have a long doc explaining all the changes but for now, feel free to check out their articles which go over most if not all the changes made thus far. Also feel free to provide feedback, suggestions, concerns, or whatever. I plan to update, balance, adjust and go over all of these multiple times before I slap a 1.0 on them.

I believe I finally have this mod page setup in the best way, for me and for players. I am going to change the name of this Mod Page one last time (lie), right after this post, and then I am going to do my best to leave all the naming conventions the same from here on out. If you have an older version of any of the mods I released, I recommend redownloading them. The changes aren't crazy but the naming convention of the pak files isn't great on the older versions and may cause issues down the line.

THE FUTURE
None of my plans have changed for future mods. I had a giant info dump/wish list on the front page about a week ago and moved it to an article and now it's gone. I have gotten way ahead of myself with this page but boy have I been having a great time doing so. I have even been called out for some of this haha which was more than fair. But regardless, here is a "short" list of things I plan to add to KOTM and release as modular mods.

1. Base Building, Facilities, and Community Management Overhaul
There is way too much to say about this, but simply put, I am going to overhaul, rebalance and change the most crucial parts about these three things. There are already a bunch of great mods that tweak or add facilities or change community settings. I have taken a lot of notes and inspiration from those mods and youtube commentary about these subjects and plan to "fix" a lot of things where these features are concerned. 
2. Enclaves, Currency and Weapons
Again, way too much to say about this, lots of inspiring mods and ideas concerning this stuff. Essentially I want to rebalance all the weapons, loot, traders, and how you earn things like Influence and hopefully Prestige. These mods are probably going to get renamed, broken up, added together, and shaken around until I find a good way they can work separately to keep things modular.
3. The Plague and Zombies
I have already found a way to make all zeds (not freaks) give you plague however it makes them all red. This is something I am going to revisit after the spawning changes which are coming in the next major SOD2 update. I have lots of ideas and have been inspired by many a mod in this regard. However, my plan still remains to keep all these mods working and balanced for the STANDARD DIFFICULTY. Almost certainly I will tweak the other difficulties but my main goal is to make the game progression feel better in all modes. The Plague mechanics are awesome in SOD2 but completely under utilized and essentially pointless, I intend on changing this. 

P.S.
I will definitely be using feedback to change and rebalance things. I won't be making any huge changes until after 1.0 but I am definitely open to having my mind changed about how things are balanced and setup.

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KryoTronic

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