RimWorld

RimWorld

Impactful Skills
30 Comments
纸齿轮 6 Sep @ 12:47am 
Thank you for your reply. I completely understand — I can imagine the workload must be heavy, even though I don’t know programming myself.
My intention was only to let other CE players who want to use Impactful Skills know about this incompatibility, so they don’t have to spend time troubleshooting like I did with 500+ mods.

From translation
Toxic Yui  [author] 5 Sep @ 9:14am 
Thank you, let me finish some fixes planed for today (2 mods) and then i'll check what is going on with CE alr? I want to let you know this is the mod that would contain the compat patch:

Impactful Skills with Mod Support!


Since, I cannot make a compat patch of this mod :p
纸齿轮 5 Sep @ 8:37am 
I’ve also tried the latest version, and the issue still exists. TAT
Toxic Yui  [author] 4 Sep @ 8:48am 
Thank you! have you tested our newest version? we have a new mod & DLC compat version!
I gonna look further to see what I can do to check this later on (I have a couple fixes planed)
纸齿轮 4 Sep @ 4:08am 
Hi, I encountered a compatibility issue between Impactful Skills and Combat Extended (CE).
When this mod is active, the “Targeted Area” aiming button from CE (used to aim at specific body parts) disappears completely.

From what I tested:

In CE, this button normally requires the pawn’s Shooting skill to be level 8 or higher.

With Impactful Skills enabled, it seems the Shooting skill value or its recognition is altered, so CE cannot detect it correctly.

As a result, the button never appears, even if the pawn should qualify.

Could you please take a look at this compatibility problem?
Thank you for your work on this mod!

From translation
Toxic Yui  [author] 22 Aug @ 5:50pm 
New mod released! Impactful skills now supports modded and DLC skills and attributes!

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3554124215
Toxic Yui  [author] 22 Aug @ 1:17pm 
Could be! Mods like EPOE and other bionics that boost aiming/accuracy can interfere with this mod’s calculations. Don’t worry—I’m releasing a new version as a separate mod later today. It’s 2:17 PM here, so I expect to publish it by around 4:00 PM.
joe2_4 22 Aug @ 11:12am 
experiencing same problem as bwuh, my best sharpshooter with bionic implants that increased accuracy suddenly got their accuracy reduced to 91%- could bionic mods like epoe that let your pawns aim better fuck with this mods code?
狼雨歌 22 Aug @ 2:35am 
What great news !
Looking forward to your harmony version !
Thanks for the fix , the cooldown of shooting skills is now working fine now .
Toxic Yui  [author] 21 Aug @ 9:12pm 
Yup! so sorry about that! :NZA2_Eagle:
KeiChan0215 21 Aug @ 9:06pm 
Finally the Melee Cooldown works now as intended
bwuh 21 Aug @ 4:35pm 
Oh okay! I'll wait for that one then because the mod looks really fun
Toxic Yui  [author] 21 Aug @ 4:00pm 
I'm sorry bwuh! This mod has not mod compatibility with several mods (is not using harmony) I'm still working on a harmony version to fix that! (probably a separate mod)
bwuh 21 Aug @ 3:58pm 
This mod completely broke the shooting accuracy for me. Character's shooting accuracy was 91% yet they only hit ~3% of their shots with a unique sniper rifle, even after gaining the VSE sharpshooting expertise it didn't increase at all. Went back to hitting all their shots when I removed the mod
Toxic Yui  [author] 21 Aug @ 9:01am 
Update: The issue with shooting cooldown not applying is fixed in the latest version.
Please update and test with a weapon equipped on a pawn—your rule for RangedWeapon_Cooldown (Multiplicative + Reducer) should now show up and affect the value.

About suppression (Social): That’s an Ideology stat, so it’s not changed by this base mod (no DLC dependency here). I’ll handle DLC stats in a separate add-on.

If cooldown still looks wrong after updating, please share your mod list + log and I’ll check it.
Toxic Yui  [author] 21 Aug @ 7:48am 
I'll take a look, the issue that I detected yesterday was the game hard capping the mod. I'll release a fix in about an hour or less, if the issue is the vanilla caps I'll notify. Thank you!
狼雨歌 21 Aug @ 5:52am 
I'm not sure if it's a bug or something else .
The cooldown on shooting skills and the suppression on social skills don't seem to be working .
Toxic Yui  [author] 18 Aug @ 7:40pm 
I opened a dedicated feedback forum. If you don’t mind, please include your full mod list on it. This helps me identify compatibility issues and create XML patches to ensure proper reading and scaling for modded skills.
Toxic Yui  [author] 18 Aug @ 7:36pm 
1) Difference from Endless Growth
This mod doesn’t change leveling. It converts skill levels into StatDef bonuses via XML/UI rules. Endless Growth (EG) only raises/removes skill caps or changes XP. I built this mod with EG in mind: if you use it, bonuses keep scaling linearly beyond 20. Do you need EG? Only if you want uncapped skills. Otherwise, this mod works standalone.

2) StatDefs & Modded Skills
Yes — any StatDef can link to any skill.
[code]Additive01 → 0–1 stats (accuracy, etc.)
MultiplicativePct → % multipliers
Flat → flat-value stats[/code]
Modded skills work too: just use their defName .
Reload XML clears overrides by design. To keep UI edits: enable Use per-stat overrides . For XML edits: save → Reload XML.

3) Docs
I’ll post sample XMLs and a short guide soon (Probably tomorrow after another update so I can make sure everything works properly, please submit the mods you want to test the skills for)
ElsaTheHobo 18 Aug @ 7:15pm 
1) Whats the difference between this mod and Endless Growth? Do I still need the latter for uncapped skills?
2) Can I use any StatDef for any skill? Can I use modded skills with the same format? I tried both of these and used the reload button in the mod settings and it reverted my changes.
3) If 2 is supposed to work, then can there be a forum post or wiki for custom xml examples? Like a custom XML that reverts the Artistic skill to vanilla-like behavior, or a wacky example that links melee to body size or something. Or even just documentation on how to write the XML for dummies and common StatDefs that the skills use.
Lives2DieAgain 16 Aug @ 6:57pm 
@ Toxic Yui It's actually called dark study [rimworldwiki.com], not dark research, so that's my bad. It's the 'research speed' used to study the monolith in the anomaly DLC like bioferrite harvesting, entity containment, summon fleshbeasts, and so forth.
Victor 16 Aug @ 4:06pm 
Thanks for fixing, No errors on my 327 mods modlist, time to test it out then :auimp:
Toxic Yui  [author] 16 Aug @ 3:51pm 
Victor, thank you for your feedback!
I Removed the Harmony dependencies and fixed the code. You should no longer see these errors.
If the issue persists, please submit a report in the Bug Reporting forum so I can investigate further.
Toxic Yui  [author] 16 Aug @ 3:08pm 
Lives2DieAgain
Great suggestions! For **Biotech**, you’re right: *Mech Gestation Speed* is already tied to Crafting (base 75% + 2.5% per level), so it could fit perfectly. For **Anomaly**, there’s no “dark research” stat, but it likely maps best to **Research Speed (Intellectual)**. **Odyssey** with a small crafting chance to grant weapon traits is both thematic and fun. For **Royalty**, neural cooling is reasonable, but maybe something linked to *honor* or a social/artistic angle could also work. I’ll look into these more this week — thanks a lot for the ideas!
Victor 16 Aug @ 3:08pm 
Ok, seems like this mod requires Harmony but doesn't list it as a dependency? With Harmony, there are still errors:
https://gist.github.com/HugsLibRecordKeeper/ed2ae640f8f779ab074065b95cde61d8
Victor 16 Aug @ 3:04pm 
loading only this mod logs several errors on startup:
https://gist.github.com/HugsLibRecordKeeper/6b1015f7b7b3db9c7d48a3b50d489423
Lives2DieAgain 16 Aug @ 12:00pm 
For Biotech, give crafting mech gestation speed. Anomaly has dark research, so probably put that in intellectual. Odyssey, maybe a very small chance of crafting giving weapon traits. Royalty is harder, but maybe something with neural cooling. I wanted to say Intellectual, but that might make it too loaded. Probably either social or artistic as you're taking your mind off of things.
Toxic Yui  [author] 16 Aug @ 9:49am 
@Reishe Thank you! I was thinking in add more configs and stats related to the skills but I don't wanna kill some mods that aim to do that so.

Next step on the list is making a DLC update (for Biotech, Ideology and Odissey), I'm open to suggestions tho
Reishe 16 Aug @ 9:40am 
Artistic lowering mental break threshold is a cool touch.
Yuka 16 Aug @ 12:34am 
nice