# Adding and using additional skills (yet more questions)

**URL:** <https://discourse.cataclysmdda.org/t/adding-and-using-additional-skills-yet-more-questions/10265>\
**Category:** The Toolbox\
**Created:** [August 5, 2015, 5:00pm UTC](https://discourse.cataclysmdda.org/t/adding-and-using-additional-skills-yet-more-questions/10265 "2015-08-05T17:00:07Z")\
**Posts on this page:** 5\
**Page:** 1

<div class="post-metadata">

**Author:** ![Random\_dragon](https://avatars.discourse-cdn.com/v4/letter/r/4da419/32.png) [@Random\_dragon](https://discourse.cataclysmdda.org/u/Random_dragon)\
**Post date:** [August 5, 2015, 5:00pm UTC](https://discourse.cataclysmdda.org/t/adding-and-using-additional-skills-yet-more-questions/10265/1 "2015-08-05T17:00:07Z")

</div>

Is there any way to implement the addition of a new skill via a mod? It seems that while I’ve been able to add a new skill and make it available for investing points, recipes fail to acknowledge that the skill exists.

EDIT: Now that I got that sorted out…any way to disable the "why is firing this weapon using that skill "message that results in making a gun use an oddball skill? Even setting in the skill definition that it’s a gun type and a combat skill isn’t doing any good.

---

<div class="post-metadata">

**Author:** ![Coolthulhu](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/coolthulhu/32/2446_2.png) [@Coolthulhu](https://discourse.cataclysmdda.org/u/Coolthulhu)\
**Post date:** [August 5, 2015, 5:58pm UTC](https://discourse.cataclysmdda.org/t/adding-and-using-additional-skills-yet-more-questions/10265/2 "2015-08-05T17:58:07Z")

</div>

Might be the load order. To test if it is, you could temporarily put the skill in the core game files and the recipes in a mod.

---

<div class="post-metadata">

**Author:** ![Random\_dragon](https://avatars.discourse-cdn.com/v4/letter/r/4da419/32.png) [@Random\_dragon](https://discourse.cataclysmdda.org/u/Random_dragon)\
**Post date:** [August 5, 2015, 6:00pm UTC](https://discourse.cataclysmdda.org/t/adding-and-using-additional-skills-yet-more-questions/10265/3 "2015-08-05T18:00:52Z")

</div>

Testing…if it is, this might not be feasible to fix.

EDIT: Nope. The fix was LITERALLY as easy as renaming the mod’s “skills” file to “arcana” so it’s treated as alphabetically before the added “recipe\_others” file.

![](http://i810.photobucket.com/albums/zz27/Chaosvolt/Assorted%20Cataclysm%20screenshots/it%20liiiives_zpsnyknmjx4.png)

---

<div class="post-metadata">

**Author:** ![kevin.granade](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/kevin.granade/32/1316_2.png) [@kevin.granade](https://discourse.cataclysmdda.org/u/kevin.granade)\
**Post date:** [August 6, 2015, 3:14am UTC](https://discourse.cataclysmdda.org/t/adding-and-using-additional-skills-yet-more-questions/10265/4 "2015-08-06T03:14:57Z")

</div>

If that’s the case it’s a bug, the only ordering shat should be happening is that mods overwrite base objects.

---

<div class="post-metadata">

**Author:** ![Random\_dragon](https://avatars.discourse-cdn.com/v4/letter/r/4da419/32.png) [@Random\_dragon](https://discourse.cataclysmdda.org/u/Random_dragon)\
**Post date:** [August 6, 2015, 3:16am UTC](https://discourse.cataclysmdda.org/t/adding-and-using-additional-skills-yet-more-questions/10265/5 "2015-08-06T03:16:34Z")

</div>

I figured out how to make the arcana skill exist, but now my symbol of judgement pukes up debug messages demanding to know why firing it involves the arcana skill. :V
