Late reply but I believe you will need to use the Community Editor.
Addendum: The skills seem to be set up so that in Heartland each survivor already has at least 0 in their specialties. There seems to be no way to add them organically in game by advancing the base skill and then selecting them as a specialty, even if you have the appropriate trait (i.e. Bioengineering Professor for Plague Pathology). This means that you will need to use the Community Editor to add Medicine of 7 and then Plague Pathology of at least 0 and from there on you can raise the skill with Medicine use. You would do the same with any of the other Heartland Specialties.
Drill Instruction seems to be the exception. It is a base skill of its own and it seems impossible to raise in the normal campaigns without the facility associated with it so it's probably best to start with Drill Instruction at max, again with the Community Editor.
I hope someone finds this helpful and if any of this is incorrect, please feel free to chime in. This is just what I've observed and experienced in my own game, but I hope it can help others.
This is a good mod for utilizing Heartland-specific 5th Skills. I read linhvu278's comment. Some ideas I have thought up:
The 'Drill Instruction' skill could impact community-related action speeds, such as 1. Boost to Influence Gain, 2. Build Action Speed, and 3. Facility Action Speed, or something in relation to this. - Reason: A drill instructor would increase the community's overall effectiveness.
There are two Campaign-friendly Skills that could be added (which is what I think linhvu278's comment was asking about): 1. Chemistry, and 2. Munitions. - Reason: A drill instructor would likely have skills to keep the soldiers going. Therefore, the ability to produce ammunition sounds in line with someone in the armed forces.
That's just a few ideas on what could be done to make Cpt. Logan's 5th skill more viable in a Campaign playthrough. I hope this helps!
Edit: An example of the boost to Build Action Speed and Facility Action speed could be similar, or decreased in percentage, to the Quirk Skill 'Design', which has a +50% Build Action Speed and +50% Facility Action Speed. Also, I know that some skills have a +15% Influence Gain. Which is where I got the ideas for these.
Oh, wow. That sounds pretty cool! I can't wait to check it out in-game. Also, don't think I said this before, but this mod is super useful and cool. Awesome work, Teleost!
Thank you and I'm working on a mod that adds the heartland buildings like the utilities complex and the fabrication shop. I tried to add the drone uplink but I couldn't get the supply drop working
Understandable. Idk much about modding SOD2. Have you tried making the Drone Uplink a variant of the CLEO Relay? If I knew how to mod SOD2, I'd probably make an apparel set that has a sort of futuristic style to combat the updated Zed threat. Keep up the awesome work, though!
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Addendum: The skills seem to be set up so that in Heartland each survivor already has at least 0 in their specialties. There seems to be no way to add them organically in game by advancing the base skill and then selecting them as a specialty, even if you have the appropriate trait (i.e. Bioengineering Professor for Plague Pathology). This means that you will need to use the Community Editor to add Medicine of 7 and then Plague Pathology of at least 0 and from there on you can raise the skill with Medicine use. You would do the same with any of the other Heartland Specialties.
Drill Instruction seems to be the exception. It is a base skill of its own and it seems impossible to raise in the normal campaigns without the facility associated with it so it's probably best to start with Drill Instruction at max, again with the Community Editor.
I hope someone finds this helpful and if any of this is incorrect, please feel free to chime in. This is just what I've observed and experienced in my own game, but I hope it can help others.
The 'Drill Instruction' skill could impact community-related action speeds, such as 1. Boost to Influence Gain, 2. Build Action Speed, and 3. Facility Action Speed, or something in relation to this. - Reason: A drill instructor would increase the community's overall effectiveness.
There are two Campaign-friendly Skills that could be added (which is what I think linhvu278's comment was asking about): 1. Chemistry, and 2. Munitions. - Reason: A drill instructor would likely have skills to keep the soldiers going. Therefore, the ability to produce ammunition sounds in line with someone in the armed forces.
That's just a few ideas on what could be done to make Cpt. Logan's 5th skill more viable in a Campaign playthrough. I hope this helps!
Edit: An example of the boost to Build Action Speed and Facility Action speed could be similar, or decreased in percentage, to the Quirk Skill 'Design', which has a +50% Build Action Speed and +50% Facility Action Speed. Also, I know that some skills have a +15% Influence Gain. Which is where I got the ideas for these.
I tried to add the drone uplink but I couldn't get the supply drop working
But if you have any suggestions I could add them :)