RimWorld

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
4 Jan @ 4:15am
19 Sep @ 11:05am
9 Change Notes ( view )

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Vanilla Skills Expanded

In 1 collection by Oskar Potocki
Vanilla Expanded
110 items
Description
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]
381 Comments
123123123123 54 minutes ago 
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  [author] 1 hour ago 
haha, that makes sense, it was probably trying to get a random passion... from an empty list!
123123123123 1 hour ago 
Well, I think I found the issue.

Looking at the mod options I found that the passion commonalities were all set to 0.

By resetting to defaults, the problem has gone away.

Thanks for your time.
123123123123 1 hour ago 
There you have a log: Log [gist.github.com]

I didn't attach a log earlier because I couldn't create a log while the game was stuck in the infinite creating map/world screen.

This log is just after the game loads.
Sarg Bjornson  [author] 1 hour ago 
If you got no logs, I'm not sure how you'd want me to help. It's obviously a problem with your setup
123123123123 2 hours ago 
Hi, first of all thank for your work. I'm having a problem with this mod.

I can't generate a world/map, it happens both if I try a regular new game or if I use the dev option "Dev quicktest", the game gets stuck infinitely in the generate world screen (or generate map for the "Dev quicktest").

It happens even if this mod and its dependencies are the only things loaded. I have even tried dissabling the DLCs.

No console log appears, just an infinite loading screen.

The moment I remove this mod, world/map generation works.

Regards.
Sarg Bjornson  [author] 19 Sep @ 2:00pm 
v2.01:

Added mod options to add expertises and set them to a given level
Fixed the taming expertise, which wasn't applying revenge on tame fail stat modifiers
Hidden the Food Hygiene expertise, as it wasn't doing anything (cooking 15 already lowers food poison chance to 0.5%, which is negligible). It will just be hidden from being chosen, not removed from existing pawns that have it, for compatibility reasons.
Buffed the Striking expertise, as the bonus it was giving to melee hit chance was negligible
Swapped VEF_VerbCooldownFactor for the vanilla RangedCooldownFactor
We are aware of the problems with Sniping in 1.6, but those will take longer to address
Sarg Bjornson  [author] 19 Sep @ 6:42am 
Yes, something wonky going on with it
Caustic buff when 19 Sep @ 4:21am 
It seems that the "Sniping" expertise is not functioning as intended. From my understanding, it is supposed to increase the held weapon's range up to 120% from base. However, despite my pawn having expertise at 11 and holding a rifle with base range of 41, which supposedly should be increasing the range by 11%, to ~45, still has it at 41. Please, clarify.
Sarg Bjornson  [author] 18 Sep @ 12:32am 
Yes