Merging skills... A way to dramatically change Tactics

nadeauhugo

Author of FOT mod THE SUM
Modder
Hi guys! I received recently a very very long and interesting post on my Mod DB page of a certain AmagnonX that suggested a huge amount of things to change in Tactics. He didn't know precisely how things works, but that was really fascinating anyways.

A thing he told me and I was totally sure was not possible was to merge skills. But I tried to play a little bit with that idea and it works for all weapons skills, even throwing! So! I merged together throwing and unarmed skills (using only unarmed) to have a better value skill and make the choice a little bit harder between melee and unarmed. That could help later if you feel bad about giving low damage attributes to unarmed weapons. This can be done by tagging all throwing weapons to unarmed instead (but leave all throwing other attributes). This is great because throwing is always lower than unarmed at start but there are no reason for that (anyone can throw something, it is even easier than attacking someone bare-hands!). It makes also the skill more useful as it can (at least) be used at the beginning of the game when you have nothing else.

You can, of course, do that with any other melee skills (merge big guns with melee, small guns with heavy, or assign of course your own gun category, like primitive, distruptive, chemical weapons or whatever.

The only setback is that you will have a blank Combat skill to manage in another way (but also that could be a very fabulous situation to make your mod more unique). I solved this by inventing a non-combat new skill instead of the former Throwing skill. This is great because Throwing is the last combat skill, so it can be a Combat or Non-combat skill at it is still well sorted in the list.
 
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