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I have thought about adding a selection for a "Left" or "Right" handed trait before. This would impact a few things such as weapon damage/speed and such, but its negative impacts would decrease overtime based on skill. Choosing "Left" would make equipping "Primary" items put the item in the left hand and whatnot, or taking another "Ambidextrous" trait for like -3 or something (just spit-balling here) has no negatives. etc. There's a lot I can do here, and we'll see how far I take it.
When Unarmed is fleshed out more, there will definitely be more disadvantages to Unarmed. Depending on your Traits, taking on 3 zombies or so as unarmed could mean you win at the cost of broken hands; stuff like that.
Unarmed will be getting its own skill as well.
Current Weapon skills we be expanded to add some additional perks and things too.
All of this would be configurable in the Sandbox settings as well, so you can tweak it how you want.
This is a good idea, but is not something I am looking to do. Each weapon is defined in a script file, and you can't make them "on the fly" in code. So, I would need to create a copy of every weapon, change stats to make it melee, fix holding placements to make it a club, etc. This would also need to be done manually for modded weapons too, no method to simply make it compatible with everything.
There are some mods out there that can turn guns into melee weapons by defining this, and then "swapping" the weapon to the melee version. Brita's guns can do this when you activate CQC mode, though I think that may just be using a bayonet if available. Can also check out the mod "Gun Stock Attack", which replaces the push with an attack.
It'd still make Martial Artist a unique trait, in that it lets you use your unarmed damage for punching AND shoving.
I've wanted to use this mod for a long time, but the "Modifier Key" part din't allow me to properly get the right gameplay experience. Using any other key for the Modifier Key din't felt right.