I see that modded skills have 3-4 specializations. But in game I am allowed to choose only between 2 of them after i get leveled up enough. Is it okay or it is a bug on my side?
It might be the case that the specializations are (un)locked by some character traits. Might want to check the wiki for traits and their corresponding specializations.
Sorry for the late response, but that is currently intended. As @PhantomAtom pointed out, its because my new skills replace the old ones. So if your character has a trait that allows or doesn't allow a skill one of the new ones may not appear.
Here are all the skills and their replacement: Cardio/Movement Marathon/Survivalist Acrobatics/Parkour Backpacking/Hunter Powerhouse/Mule Training/Prowess/Hunter2 Gymnastics/Parkour2 Wits/Awareness Discipline/Survivor Scouting/Scout Resourceful/Looter Stealth/Scout2 Veterancy/Tactics/Scout3 FieldTesting/Survivor2 Obsession/Survivor3 Scavenging/Looter2 Vigilance/Scout4 Fighting/Melee CC/Knife Fighter Striking/Fighter Swordplay/Swordsman Endurance/Brute Heroism/Knife Fighter2 Butchery/Swordsman2 Shooting/Ranged Hunting/Commando Gunslinging/Commando2 Sharpshooting/Marksman Assault/Specialist Warfighting/Commando3
So some of the skills only have 3 new ones but all 4 are replaced, and some skills have 4 and all are replaced. Special ones from Heartland and Red Talon are also replaced but Daybreak characters are not changed yet.
Down the line I may change up how things are replaced and or edit it all from the traits file, but the traits file is huge so that's why I just simply replaced all the skills currently. I am not sure which way is better but editing the traits file would be "cleaner" and best practice imho so I am probably going to do that for 1.0.
At first I believe so, but not after a level or two, this seems potentially unintentional. Working on a balance pass and more planning now so I will take a look.
Sorry for the late response, it sure does. I am working on some updates for the mod and using the new update 37 files but it doesn't look like update 37 changed anything about my mod so it should be working as intended. I just played some with my daughter and it seems to be working just the same as on update 36.
Seems to be working in Update 38 as well but I am going to refresh everything now that 38 is out and no more updates are going to throw a wrench into this.
I just try the vehicle mod, it's strange that military truck has 8 trunk space & miragra has 9, also the miragra it's too easy destroyed than normal, maybe it's 50℅ easier, can you change it it slightly buffed than normal maybe 35℅ buffed
Dang, I am sorry to hear that is what is happening with the vehicle mod, what you are describing is not intended at all.
I will check out the Vehicle mod later today, I think maybe I packaged it incorrectly because in KOTM (which includes the Vehicle mod) the Military Truck is a bit stronger and has 51 trunk slots which is the intended change.
What you are describing sounds like vanilla trunk settings and potentially a mod conflict. I am intending on a balance pass for all the mods this weekend so I will add integration when I do that, it's possible that the Vehicle mod isn't working for you because it's not integrated, potentially conflicting with another mod. Regardless, I will get this sorted ASAP, thanks for the feedback!
EDIT: Did a quick check, I believe it is packaged properly but I think there may be some sort of conflict, I will add integration and triple check this later, I think maybe the mod number is being used by another mod essentially invalidating the mod, though I could be wrong.
No problemo, the good news is, the Vehicle mod works for me, the bad news is I think it's an integration issue, the mod number for Vehicles is 087. I am pretty sure that you have something also set at 087 either through the manager or just a regular pak mod with the same number. Because the trunk size you described is the vanilla value. I am going to release a version of all the mods with integration ASAP, hopefully tonight (7/14/24).
Side Note: I set all the mod numbers to be different from each other so even if you downloaded all of them they shouldn't override each other, this does give them a better chance to conflict with other mods though.
Edit: I have never used the mod manager before, so I will test everything before releasing them with integration.
thank you sir, in my game Miragra trunk increased to 9, it should be 4 in vanilla, but the military truck is vanilla that's the problem and I don't have 087 mod's name
I will be honest, I am not sure why that is happening. I have updated all the mods to support integration with the mod manager, hopefully the new releases will fix this issue. I would recommend making KTOM or KTVehicles low on the mod list aka first or 0.
Most likely some other mod is conflicting with it, if you still have issues please give me a list of all the mods you are using. If the issue is not resolved feel free to DM me or make another comment.
Note: The integration I implemented probably won't know about conflicts because you have to add every file to the integration file, which would take forever. I will add all the files to that integration file at a 1.0 but right now it will just halt progress on the mods.
Hello sir the Miragra from your mod has 9 inventory, but why the Wichita ES just has 10, maybe it shoulbe 12, coz in vanilla Miragra has 4 and Wichita has 7, I hope you can change it
I have looked into this matter and you are correct. I gave the wrong value to the Wichita ES based on my additional trunk size formula/theories. As a basic rule I added an additional 3 slots to all upgraded vehicles (except the fuel tank ones). But in this case the Wichita ES has a luggage carrier as well. For the hatchback with the luggage carrier I added an additional 3. So in the next update I will change the Wichita ES to have 15. Thank you very, very much, for bringing this to my attention, this was not intentional.
Edit: Also, since you brought this to my attention, I found a few other issues with some of the trunk sizes. I am going to fix this asap.
Edit2: Affected Vehicles: Wichita ES, Lengendre, Impaler, Road Mangler, and Mega Max.
Edit3: Should be fixed now in all three mods: KTOM, KTVehicles and KTVehiclesVanilla
This is all still very WIP but you are correct. The reason for the Morale modifier is because I am planning on completely gutting how Morale works in SOD2, so right now, it's sort of a placeholder and all the skills include Morale at max, with Wits having 2 instead of just the 1.
You do bring up a good point though, without all the other changes I intend on making, it may be best if I create a CSO for vanilla SOD2 that doesn't include the stuff I intend on needing for my other Overhaul mod.
I think that's what I will do. After I get all the skills straightened out and remove all the other unmodded skills, I will create a slimmed down version of CSO that doesn't have the additions I will need in my planned Overhaul.
Thanks for the input! Exactly why I put these WIP files up here :)
I am currently removing Morale from all the Skills. I may add it to Wits later on but I don't think I will. Your comment has been living rent free in my head since you made it and since I couldn't justify the Morale boost, without significant Community changes, there is 0 point of having it in right now. As you suggested though, I still plan to release a "Vanilla" version of CSO which includes the things you want like injury, fatigue, etc. modifiers. Those modifiers I will be adding in a big way to community skills (5th) and facilities which is the only reason they aren't in the CSO mod at the moment. Luckily I think I will be able to make those base/community changes sooner than I originally thought.
Hi there, I've been doing some testing with a new community using this mod and I've got to say that it's very interesting/enjoyable, sure some stuff might be a bit work in progress but I do think this has potential, cheers for your work!
I got carried away, that's why I published it. It also motivated me to get a lot of the tedious stuff done and get to Version 0.50. However, I did want to remove that line but couldn't in good conscience until I changed up the Shooting Skills. Luckily, I got those done today and now I can safely recommend this mod. I would also recommend playing it on a Fresh Community, but it still technically works without one. Thanks for checking out the page and I hope you have fun if you decide to check it out! Let me know if you have any more feedback, everything is still WIP.
45 comments
Here are all the skills and their replacement:
Cardio/Movement
Marathon/Survivalist
Acrobatics/Parkour
Backpacking/Hunter
Powerhouse/Mule
Training/Prowess/Hunter2
Gymnastics/Parkour2
Wits/Awareness
Discipline/Survivor
Scouting/Scout
Resourceful/Looter
Stealth/Scout2
Veterancy/Tactics/Scout3
FieldTesting/Survivor2
Obsession/Survivor3
Scavenging/Looter2
Vigilance/Scout4
Fighting/Melee
CC/Knife Fighter
Striking/Fighter
Swordplay/Swordsman
Endurance/Brute
Heroism/Knife Fighter2
Butchery/Swordsman2
Shooting/Ranged
Hunting/Commando
Gunslinging/Commando2
Sharpshooting/Marksman
Assault/Specialist
Warfighting/Commando3
So some of the skills only have 3 new ones but all 4 are replaced, and some skills have 4 and all are replaced. Special ones from Heartland and Red Talon are also replaced but Daybreak characters are not changed yet.
Down the line I may change up how things are replaced and or edit it all from the traits file, but the traits file is huge so that's why I just simply replaced all the skills currently. I am not sure which way is better but editing the traits file would be "cleaner" and best practice imho so I am probably going to do that for 1.0.
Seems to be working in Update 38 as well but I am going to refresh everything now that 38 is out and no more updates are going to throw a wrench into this.
I will check out the Vehicle mod later today, I think maybe I packaged it incorrectly because in KOTM (which includes the Vehicle mod) the Military Truck is a bit stronger and has 51 trunk slots which is the intended change.
What you are describing sounds like vanilla trunk settings and potentially a mod conflict. I am intending on a balance pass for all the mods this weekend so I will add integration when I do that, it's possible that the Vehicle mod isn't working for you because it's not integrated, potentially conflicting with another mod. Regardless, I will get this sorted ASAP, thanks for the feedback!
EDIT: Did a quick check, I believe it is packaged properly but I think there may be some sort of conflict, I will add integration and triple check this later, I think maybe the mod number is being used by another mod essentially invalidating the mod, though I could be wrong.
Side Note: I set all the mod numbers to be different from each other so even if you downloaded all of them they shouldn't override each other, this does give them a better chance to conflict with other mods though.
Edit: I have never used the mod manager before, so I will test everything before releasing them with integration.
I will be honest, I am not sure why that is happening. I have updated all the mods to support integration with the mod manager, hopefully the new releases will fix this issue. I would recommend making KTOM or KTVehicles low on the mod list aka first or 0.
Most likely some other mod is conflicting with it, if you still have issues please give me a list of all the mods you are using. If the issue is not resolved feel free to DM me or make another comment.
Note: The integration I implemented probably won't know about conflicts because you have to add every file to the integration file, which would take forever. I will add all the files to that integration file at a 1.0 but right now it will just halt progress on the mods.
Edit: Also, since you brought this to my attention, I found a few other issues with some of the trunk sizes. I am going to fix this asap.
Edit2: Affected Vehicles: Wichita ES, Lengendre, Impaler, Road Mangler, and Mega Max.
Edit3: Should be fixed now in all three mods: KTOM, KTVehicles and KTVehiclesVanilla
You do bring up a good point though, without all the other changes I intend on making, it may be best if I create a CSO for vanilla SOD2 that doesn't include the stuff I intend on needing for my other Overhaul mod.
I think that's what I will do. After I get all the skills straightened out and remove all the other unmodded skills, I will create a slimmed down version of CSO that doesn't have the additions I will need in my planned Overhaul.
Thanks for the input! Exactly why I put these WIP files up here :)
If you have any feedback, suggestions, bugs, etc. feel free to let me know!
I got carried away, that's why I published it. It also motivated me to get a lot of the tedious stuff done and get to Version 0.50. However, I did want to remove that line but couldn't in good conscience until I changed up the Shooting Skills. Luckily, I got those done today and now I can safely recommend this mod. I would also recommend playing it on a Fresh Community, but it still technically works without one. Thanks for checking out the page and I hope you have fun if you decide to check it out! Let me know if you have any more feedback, everything is still WIP.