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Description jonathan7 brings us a mod which tweaks the class starting feats and skills for KotOR. To start, jon has made Persuade a class skill for all three starting classes, since only the player can use this skill. The next thing the mod does is to remove all the preset feats the player is given on startup, and replaces them with freely selectable feats.
The number is differs between the classes: soldiers get the most, followed by Scouts and then scoundrels. In effect, the player ends up with the same number of feats as they would with the unmodded game, but now has a free choice of which feats they get. The only preset feats still remaining are Implant Level 1 for Scouts, Scoundrels Luck, and others of that kind which are either automatically granted to the player or are added as bonuses as the player levels up. jonathan strongly suggests that the user selects either melee or ranged specialisation at startup, if you want to be able to use weapons in combat. The mod uses the TSLPatcher, for ease of compatibility.
The changes this mod makes are pretty small-scale in all, and perhaps not the most taxing in terms of modding skill. But what they do exemplify is carefully thought-through modding, and their effect on gameplay should not be underestimated. They won\'t turn the game\'s mechanics on their head, but they do increase the ability to personalise and specialise when building a character, which is a major part of what RPGs are about, after all. If there\'s anything to disagree with, granting Persuade as a class skill to all classes might be seen to run counter to the idea of specialisation, but this is a small part of the mod in all. If you\'ve ever felt that KotOR needed more specialisation, or were frustrated by being lumbered with feats at startup that were of no use to you, this mod will be a must-have.