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https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2526236489
when enabling mod game shit out many errors and cant toggle it to play
Though all the custom roles don't have talents. There are a few possibilities regarding this:
1. Create new talents for them (Not possible at this time for me, this is a huge task)
2. Copy paste the vanilla talents (eg. HoS, Diver and Guard would have all the same trees)
3. Split the trees, so each role has only one or two trees (eg. Skipper tree only for Navigator)
You can easily build them in the editor. Just define tags in the spawnpoint of a job and use these tags in the properties from the doors. If you need an example you can download the submarine linked above and load it in the editor.
Jokes aside, it's not a big deal but giving players the option to not have any responsibilities, generally goes bad for everyone, in both SS13 and Barotrauma. On the gameplay side, "jobless" wander looking for something to do and most heads will ignore them - eventually they grief or annoy people. On the RP side, "jobless" end up asking to help positions they should have chosen to begin with - but have to jump through hoops to do so because of door access and starter items - or again they just grief or annoy people. This isn't SS13 so it may be less of an issue, and having the option to just ride along does sound kinda fun. But it also means higher likelihood of people not helping, if that makes sense.
Should be fixed now.
I'll set you as a contributor (considering I am still using your icons);You'll be able to see what it does & uses, and be able to let me know if you want any of your stuff removed from it.
My intention is to override the jobs to use the weapons/equipment from EK Armoury, as well as adding a Marine job, and removing some superfluous jobs. I say superfluous not as an insult to your wonderful mod, but because my file's sole purpose will be for Station Roleplay servers (IE, removing the navigator)