RimWorld

RimWorld

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Vanilla Skills Expanded
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Mod, 1.4, 1.5, 1.6
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4. Jan. um 4:15
19. Sep. um 11:05
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Vanilla Skills Expanded

In 1 Kollektion von Oskar Potocki
Vanilla Expanded
110 Inhalte
Beschreibung
This is the up-to-date Vanilla Skills Expanded. Please remove any other versions of this mod.

Since the mod was previously uploaded by Legodude17, who is no longer around, we were unable to update this mod with critical bugfixes. This reupload is uploaded under my account and will allow us to bug fix it when necessary.



Check Change Notes for details.



Vanilla Skills Expanded is a new mod that expands on the vanilla skills system by introducing expertise to the extremely broad skill categories that vanilla has. Only 1 expertise per pawn can be gained. Expertise can only be gained in skills with both a passion and more than 15 levels. In addition, other mods can add more to account for their own additions of tasks.

Expertise will allow your pawns to truly excel in specific skills that fit their abilities and backstories. From planet-known farmers and architects to professional chefs and master duelists, this mod aims to add much more character to all the pawns.

Expertise is a permanent choice, so be careful what you pick!

This mod also introduces three new passion types - critical passion, natural passion and apathy!






















































A: Can I add it mid-playthrough to an existing save?
A: Yep!

Q: I don’t like certain expertise. Can I remove it?
A: No, simply don’t unlock it.

Q: Do NPC pawns spawn with expertise?
A: No, this aspect of the game is exclusive to the player colony. It makes no sense to force expertise on NPC. They don’t have their own simulated bases where an expert architect would come in handy.

Q: Does this mod work with EDB Prepare Carefully and Character Editor?
A: Yes!

Q: Is it compatible with another mod that adds passions?
A: Most likely not.

Q: Can I change the expertise?
A: No, expertise is a permanent choice.

Q: Does this work with Combat Extended?
A: It should!

Q: Does this work with Duck's Insane Skills?
A: Yes!

Q: Does this work with Mad Skills?
A: It should!

Q: Does this work with mods that transfer passions?
A: Most likely.



- Incompatible with Madder Skills. I have contacted the author of that mod and they are working on a fix.
- Incompatible with Static Quality Plus. Use Static Quality Stripped and Mad Skills instead.

No other issues are currently being tracked.

[forms.gle]




Authors:
Oskar Potocki, an artist responsible for passion icons and creative writing
Legodude17, a programmer responsible for mod design and programming
Rimworld is owned by Tynan Sylvester.
(CC BY-NC-SA 4.0)[creativecommons.org]
395 Kommentare
Sarg Bjornson  [Autor] Vor 18 Stunden 
You should learn to walk before you attempt to run a marathon hehe
Hemito Vor 18 Stunden 
Maybe I'd try making it based on your mod or my own addon, but I'm scared that I'm a complete novice. I only do localizations, mostly for the sake of getting things done :D
Dragonmaster Cale Vor 22 Stunden 
@Hemito - Not that I'm aware of. I think I'm the only one who has made an "addon" mod to this mod. Sorry.
Sarg Bjornson  [Autor] 8. Okt. um 10:10 
Intended
MeroyLiren 8. Okt. um 9:31 
Hey, I noticed that when I turn off the setting "Critical affects passions" in the mod settings it all works well with other skills, except for the ones which don't have any passions. What I mean by this is that eg. when you have a skill with the "Interested" passion it all works well and critical doesn't affect it and it is set to 100% learning speed. But in case of a skill without any passions, the learning speed is multiplied by the regular learning speed without any passions of 35%, but then it also gets multiplied by 25% from the "Critical" passion, despite it being set to not affect other passions, which gives a snail-like 8.8% learning speed. I wonder if that is intended or just a bug?
Hemito 8. Okt. um 8:48 
Dragonmaster Cale, Is there a mod that allows you to adjust the power multiplier for each perk separately? It's not very cool to change everything at once, since combat OP is felt even at a multiplier of 1, and for some I want more, without turning my snipers into machine gunners.
bidiguilo 30. Sep. um 16:13 
I got an idea: What if, when a pawn attained level 20 expertise, they were able to pick another one?
Sarg Bjornson  [Autor] 28. Sep. um 23:07 
Base game for skills without passion in 35%
felipedobri 28. Sep. um 18:58 
Why have the "Allow multiple critical passions" on by default?, it just makes pawns have rocks for brains, setting the maximum learning speed for any of their skills as 25%
DanZinagri 27. Sep. um 14:54 
Likely beyond the scope, but i always thought this would be pretty cool if you could get some sort of progression to this if you allow more than one, even if it was in the form of having to find rare skilltrainers to go beyond the cap.

Mostly thought about it because 1 always felt too low, but raising the cap feels a little cheesy as obviously when doing more than one you have to reduce the effectiveness as well (as some of them get a little silly otherwise when you have multiple). But at the same time there's some generally "best" choices for each so when limited to one certain options tend to become auto-picks (this isn't to say they're unbalanced in themselves, not every stat is equally as important at a base game level)

But primarily I always thought it would be a cooler system that if you had more than one allowed you couldn't just go "and i'm gonna grab all of them at once" you had to work your way up to them, giving the overall system even more longevity.