边缘世界 RimWorld

边缘世界 RimWorld

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Vanilla Skills Expanded
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Mod, 1.4, 1.5, 1.6
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836.303 KB
1 月 4 日 上午 4:15
9 月 19 日 上午 11:05
9 项改动说明 ( 查看 )

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Vanilla Skills Expanded

在 Oskar Potocki 的 1 个合集中
Vanilla Expanded
110 件物品
描述
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]
389 条留言
bidiguilo 9 月 30 日 下午 4:13 
I got an idea: What if, when a pawn attained level 20 expertise, they were able to pick another one?
Sarg Bjornson  [作者] 9 月 28 日 下午 11:07 
Base game for skills without passion in 35%
felipedobri 9 月 28 日 下午 6:58 
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 9 月 27 日 下午 2:54 
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.
Sarg Bjornson  [作者] 9 月 23 日 上午 11:29 
Alpha Skills
ligniantations 9 月 23 日 上午 11:03 
i see operating as an expertise in game but i don't see it listed here
Sarg Bjornson  [作者] 9 月 21 日 下午 10:45 
Depends on the stat. Taming is additive
BeastofMSU 9 月 21 日 下午 6:25 
Oh wait...are the stats additive or multiplicative? Taming for example says +100% success chance, does that mean I will always have 100% chance of taming or if i have a 5% chance it becomes a 10% chance?
123123123123 9 月 21 日 上午 10:17 
Yep, and just so that you know (I wouldn't want you to think this mod set randomly passion commonalities to 0) it was a problem I caused on my own.

I added Alpha Skills to the mod list for the new expertises but, as I didn't want the new kinds of passions, I went to the mod settings and mindlessly set to zero the passion commonalities, not realizing that both mods commonalities appeared merged in the same list. So instead of just setting Alpha's to 0, I set them all to 0.

That's it, again thank you, both for your time here and for the work you do.

Regards
Sarg Bjornson  [作者] 9 月 21 日 上午 10:05 
haha, that makes sense, it was probably trying to get a random passion... from an empty list!