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It builds on a massive overhaul of the original Supersoldiers mod that rebalances all of the classes and even adds in some new ones. In my Amalgamation mod for it, I actually split up the N7 specs way more, so maybe it's just what you're looking for.
Ghosts are 100% awesome, Spartan II's wreck face, and I love the N7 soldier even though it is finicky.
One request would be to split up the N7 soldier specs (infiltrator, engineer, soldier) into their own space.
Unrestricted Customization -Wotc is a bit outdated, so I recommend using Unrestricted Customization Redux or Project Dollhouse.
That's the Bridge Mod I mentioned before.
Do you use Ability to Slot Reassignment? That one normally auto-detects weapon types and assigns some basic abilities to them, Slash for primary swords included. If you do, maybe it clashes with other mods that change swords or melee abilities.
As for the Cyborg: None of the tertiary specs allow any more weapons. These come from the primary and secondary specs.
Only thing I have in mind is maybe an alternative to the Ninja. Nothing substantial yet, but I think a standalone, weaker Ninja variant with a focus on only the kunai perks or something in that direction could be interesting.
They're already there, but only soldiers with the SuperSoldier spec can equip them.
Also added the same restrictions for pistol skills, simply because there was no reason not to do that.
If anyone still runs into that issue, please tell me.
so adding the blademaster skills to be used with primary as well like for example
+AbilityRestrictions=(AbilityName="Blademaster", WeaponCat="sword", InvSlot=eInvSlot_PrimaryWeapon)
Maybe other mods like Ability to Slot Reassignment from Musashi can fix this.
Chances should hover around 0.5% per spec when running everything on the workshop, and 1-2% when running a setup with just base Amalgamation. You'll probably see only a few at most each run. Everything's configurable to taste, and comments are provided to show how things work.
Let us know if you come across any particularly weird spec combinations.
If you used an older version of this mod, soldiers using these specs will likely break with the new update! Please see the changelog for a way to fix them.
(also... feel free to ask if you happen to have any questions related to specs or dev stuff, always happy to help!)
If you (or anyone else) wants to add to my mods, feel free to do so. I'd gladly appreciate the help of some more experienced modders.
Any plans for adding more spec exclusions? As things stand, these specs are waaaaaaay too common, especially when also running other custom spec mods. Might be fun to have these (and the Puella ones) be very rare to match their power, a bit like how Stukov did his Richard's Classes spec mod.
(and if not, would you mind if I tried my hand at a patch mod? I've got the setup for it, and doing it through a separate mod would allow people to pick whether they want those changes or not)