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@infected07 For pilot expertise I think I'll make it scanning speed / piloting. Not sure what to call it but both are adept at using sensors and thinking in 3d so it makes sense in my brain at least.
there is a way to reset pawn expertise using the dev menu for anyone wanting to switch to this version mid save
and I saw a comment on the VSE page, asking to do a ship pilot expertise. though it was a neat idea, should you be interested in having one for your mod.
Sorry!
- for Crafting I only have Crafter and Machinist, not Processor
- do you plan to add support for Alpha Skills specializations?
If you got one that is removed by the mod, you still get its old effect.
I assume it's not safe to add midgame if I already have specializations?
The tooltips for Expertises on the select expertise screen,. with this added, don't work. No, I don't know why.
@Anyone please give feedback on the new additions, I am pretty sure I made them too OP, I am guilty of loving my lil' bots. I may start splitting some of my future additions off into sub-mods or finally get around to adding a mod options menu.
The next (minor) update is either adding or expanding the handler specialization with some of the new odyssey animal training stuff.
I forgot to add social specs to the list, that and a few minor issues (one base specialization slipped through my proof read) will be addressed in an update tomorrow-ish.
Expertise are warden and negotiator. Wardens deal with arrests, slaves, and prisoners, negotiators do peace talks, trade, conversion, etc.
to address this.
I'll try and fix some of the issues with the mod as soon as finals end in a week or two
1.5% or even 1% aiming and cooldown speed per level would be a lot more reasonable while still being strong enough that i'd always pick it on a combat pawn.
I noticed a problem with the Enforcer expertise in my game:
The changes don't work, exept for the name and the description.
It still adds critical hit chance per level (Piercing).
I added the mod midgame, but removed all expertises first.
I have made that change manually by moving the mods and that fixed the errors I was getting (crashing when opening the expertise window if the pawn is eligible for the Artistic expertise because the stat was removed by De-generalize Work).