RimWorld

RimWorld

Vanilla Skills Rexamined
72 Comments
NeedMoreDakka 20 Oct @ 6:16pm 
I must have done something wrong because I am unable to see the UI and pawns just stand still. Current save has been ran for a while now and pawns already have expertise selected. Could this be the cause or there is some other way I could keep the save?
infected07 8 Sep @ 4:08pm 
Makes sense and keeps it relevant. Could it Technician, as in Radar technician. Thanks!
Gravenwitch  [author] 8 Sep @ 10:36am 
@Endlle Oh I didn't even think about the fishing ones. Those are currently part of fishing expanded (but might move to the main VSE now that fishing is baseline) When I get some free time I'll add that.

@infected07 For pilot expertise I think I'll make it scanning speed / piloting. Not sure what to call it but both are adept at using sensors and thinking in 3d so it makes sense in my brain at least.
Endlle 5 Sep @ 7:26am 
Can you combine fishing skills? Not sure if its a part of the Vanilla Skills Expanded or Vanilla Fishing Expanded?
infected07 14 Aug @ 1:57am 
I found myself here while looking for info on VSE, gota say I appreciate your re-examining.

there is a way to reset pawn expertise using the dev menu for anyone wanting to switch to this version mid save

and I saw a comment on the VSE page, asking to do a ship pilot expertise. though it was a neat idea, should you be interested in having one for your mod.
Gravenwitch  [author] 1 Aug @ 3:34am 
no worries, ive been there lol. Updated again
Turambar 31 Jul @ 11:28pm 
@Gravenwitch, you're welcome, especially as I got the solution backwards (I shouldn't expect to be smart at 1am). It's a loadBefore you should use instead of a loadAfter to get the desired load order :steamfacepalm:
Sorry!
Gravenwitch  [author] 31 Jul @ 10:38pm 
@Turambar wow I really appreciate you discovering this! The update is uploading rn.
Turambar 31 Jul @ 3:53pm 
@Gravenwitch: Here is the result of my investigation and a proposal for fix: https://gtm.steamproxy.vip/workshop/filedetails/discussion/3235834179/600785448933156271/
Gravenwitch  [author] 31 Jul @ 12:51pm 
@Turambar what does you error log look like when you mouse over stuff on the minimal modlist mentioned earlier? Post it in a discussion and I'll see what I can do. Its very hard to fix stuff like this when I can't recreate it on my end.
Gravenwitch  [author] 31 Jul @ 12:49pm 
@Mich it should be fine, I use xml extensions to safely remove and replace stuff. All specializations are just edited versions of the VSE specializations. The only thing I am not certain about is removing the mod after choosing the mechcommander / machinist specs as those two use new statdefs.
Turambar 31 Jul @ 10:26am 
In fact the tooltip seems to be displayed correctly but under the window for some milliseconds, then only its shadow stays: https://i.imgur.com/6BQiu1g.png
Turambar 31 Jul @ 10:24am 
Indeed, I also have the issue with missing tooltips. In addition:
- for Crafting I only have Crafter and Machinist, not Processor
- do you plan to add support for Alpha Skills specializations?
Turambar 31 Jul @ 10:23am 
It seems to work when adding midsave. If you got a specialization patched by this mod (duelist for example), you'll get the new one.
If you got one that is removed by the mod, you still get its old effect.
Mich 31 Jul @ 6:22am 
Is it safe to add mid save? or will it break pawns who already have expertises?
Turambar 31 Jul @ 2:12am 
Love the changes, I was just think VSE is completely OP and unbalanced (in Melee the cooldown reduction was by far the best choice)

I assume it's not safe to add midgame if I already have specializations?
Gravenwitch  [author] 30 Jul @ 8:27pm 
@tolaburke Interesting, I remember people mentioning this happening occasionally a year or two back. Does it happen when you are only using this mod and its dependencies?
tolaburke 30 Jul @ 8:19pm 
There's only one thing troubling me.

The tooltips for Expertises on the select expertise screen,. with this added, don't work. No, I don't know why.
Naraxa 30 Jul @ 7:08pm 
Oh this is sick! Loving the new stuff, thanks for making it!
Gravenwitch  [author] 30 Jul @ 6:28pm 
@Naraxa Just added the mechanitor stuff! Theres a combat specialization (intellectual w/ scaling off combat skills) and a work / utility specialization. Sadly to get control radius to work I needed to rely on another (admittedly extremely good) mod: integrated implants. Its not a hard requirement though. Once I can get my harmony patch to work I can remove the soft requirement.

@Anyone please give feedback on the new additions, I am pretty sure I made them too OP, I am guilty of loving my lil' bots. I may start splitting some of my future additions off into sub-mods or finally get around to adding a mod options menu.

The next (minor) update is either adding or expanding the handler specialization with some of the new odyssey animal training stuff.
Naraxa 25 Jul @ 10:26am 
Work speed modifier works, as that's a more reasonable multiplier to attach, and makes sense that a more skilled mechanitor would do better at administrating their mechs, so perhaps control range and/or workspeed could be attached to intellectual
Gravenwitch  [author] 24 Jul @ 9:14pm 
@Naraxa thanks for the suggestion! I may just end up adding t1 subcore crafting / mech gestating / repairing to the processing specialization as it fits the mass production vibe imho. I am torn between including anything bandwidth related as multipliers are crazy op and flat bonuses are kinda meh, but I for sure like control radius, and might have a mech work speed modifier attached to it.

I forgot to add social specs to the list, that and a few minor issues (one base specialization slipped through my proof read) will be addressed in an update tomorrow-ish.

Expertise are warden and negotiator. Wardens deal with arrests, slaves, and prisoners, negotiators do peace talks, trade, conversion, etc.
Naraxa 24 Jul @ 8:57pm 
Perhaps you could divide mechanitor specializations into repair/gestation speed for crafting, and bandwidth/command radius for intellectual, that way there's more customization ability. That and is there no change to the social expertises?
Gravenwitch  [author] 23 Jul @ 4:31pm 
yeah I use it myself
apadilla124us 23 Jul @ 2:29pm 
thank you i will check it out. is that mod compatible with your mod?
Gravenwitch  [author] 23 Jul @ 12:59pm 
@apadilla124us I might, the thing is you have maxed crafting quality at that level of skill anyways, not counting legendary. Afaik crafting quality modifiers wont take it to legendary without harmony patching the vanilla crafting code but its been a while since i've researched this so I could be wrong. In the meantime I highly recommend you use a mod such as https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1542004942&searchtext=quality
to address this.
[C|◇] Typical Lama [✚] 23 Jul @ 10:57am 
Thank you <3
apadilla124us 23 Jul @ 9:16am 
any chance you can add a a quality for crafter?
Gravenwitch  [author] 23 Jul @ 12:05am 
@[C|⦿] Typical Lama [✚] Updated to 1.6. I integrated the new specializations added since the mod's release, and implemented a few long-term goals I had. Still no clue what is happening with some users reporting issues with the specialization screen but if I can get it to happen on my end I'll try and address it. No promises I will keep updating it in 1.7 and beyond.
Gravenwitch  [author] 12 Jul @ 7:42am 
I'd love it if someone else took it over lol. Otherwise I'll take a look in a few weeks when I start playing the new dlc. No promises though, sorry!
[C|◇] Typical Lama [✚] 12 Jul @ 6:54am 
Hey, how are you feeling? Are you up to update this to 1.6 or should someone else try?
[C|◇] Typical Lama [✚] 24 Apr @ 6:06am 
Man If I found this series earlier I'd definetely use it in my current playthrough. The VSE crafting expertises are so underpowered and yours actually make sense.
Nev 28 Mar @ 11:00pm 
Appreciate your willingness to keep your mod up to date. One thing I noticed that may have been overlooked is the description of Farmer & Sowing seem to be switched. Best of luck with your finals!
Gravenwitch  [author] 15 Mar @ 3:42am 
@Gentlemanne Digby fixed

I'll try and fix some of the issues with the mod as soon as finals end in a week or two
Gentlemanne Digby 14 Mar @ 9:22am 
It appears this mod has the old version of Vanilla skills expanded as its requirement, Could we move it over to the reupload?
Gravenwitch  [author] 7 Mar @ 10:43pm 
@Paco Wallo III Thank you for the kind words <3
Paco Wallo III 25 Feb @ 1:57pm 
Not related to the mod, but I saw your message about your autoimmune stuff, hope you're doing well!
Turkwise 13 Jan @ 5:19am 
It sounds like you wanted to nerf the ridiculously op reloading and aiming expertise but the one you made is WAY stronger. The normal aiming expertise gives -100% aim time but it was still weaker than the cooldown expertise which gave -50% cooldown. So yours essentially just makes it twice as overpowered.
1.5% or even 1% aiming and cooldown speed per level would be a lot more reasonable while still being strong enough that i'd always pick it on a combat pawn.
hi! i tried adding this mod and the XML extension into an existing save and when i load up the game it throws an insane amount of errors and none of my colonists are under my control except one who is now dead.
Prinz Meini 17 Dec, 2024 @ 1:23pm 
Hi,
I noticed a problem with the Enforcer expertise in my game:
The changes don't work, exept for the name and the description.
It still adds critical hit chance per level (Piercing).

I added the mod midgame, but removed all expertises first.
Skullcrusher 16 Dec, 2024 @ 4:16pm 
it is possible to add this mid save, however you will need to use dev mode to reset all pawns expertise before adding it
Xander 16 Nov, 2024 @ 6:18am 
@belisarius bless you
Rainbowtacos 6 Nov, 2024 @ 11:59am 
@Belisarius Can confirm that this needs to be the loading order. Had it auto-sorted and I couldn't even view what the expertise did because it would fill my error log. After making the rule in RIMPY my game works fine now. Thanks for the tip.
Futstub 28 Oct, 2024 @ 12:30pm 
Found this by pure chance in a comment under MysticalFawx video, instant download! :)
Gravenwitch  [author] 26 Oct, 2024 @ 11:47pm 
@Belisarius thanks for the info! I am on a modding sabbatical for my health but if/when I return I'll do my best to fix some of the issues here.
Beliar 24 Oct, 2024 @ 6:59pm 
P.S. If you have a big modpack (I have slight vannila QoL 300 mods :D), and you used to modify it a lot, you can set a rule in RimPy for autosorting, so you woudn't need to sort these two 'by hand' every time. Just Right click on one of them -> advanced operations -> Modify and share sorting rule. Then put the sorthing order on the right side of UI.
Beliar 24 Oct, 2024 @ 6:56pm 
I found this mod to be a really better version of default VSE expertise, but got a HUGE UI bug with it. Mannualy found out that the conflict was with De-generalized Work. Changing the order fixed that error - the first one you need to load is THIS mod, just then De-generalized work. hope it might help someone!
tolaburke 28 Jul, 2024 @ 6:22pm 
The tooltips on the expertises don't display properly.
Sacred 14 Jun, 2024 @ 7:57am 
Hihi, I noticed you were looking at increasing weapon range. Idk how to do it but maybe looking at Growth Weapons may help? It might be different cause that mod is weapons that can increase the weapon range with kills, instead of a skill affecting all weapons. But maybe you'll glean something from it??
Delmain 11 Jun, 2024 @ 6:50pm 
Hello, thank you for this mod, I am appreciating the merged expertises. I am also using the mod "De-generalize Work" which splits up "GeneralLaborSpeed" stat into the base stats that used to exist before 1.0 and re-works some of the VSE stats. Could you integrate support for that mod. I believe all that's needed is for this mod to load before that one, so that your changes to Expertises are made via patching before that mod's patches replace the stats.

I have made that change manually by moving the mods and that fixed the errors I was getting (crashing when opening the expertise window if the pawn is eligible for the Artistic expertise because the stat was removed by De-generalize Work).