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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
Impactful Skills with Mod Support!
Since, I cannot make a compat patch of this mod :p
I gonna look further to see what I can do to check this later on (I have a couple fixes planed)
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
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3554124215
Looking forward to your harmony version !
Thanks for the fix , the cooldown of shooting skills is now working fine now .
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.
The cooldown on shooting skills and the suppression on social skills don't seem to be working .
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)
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.
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.
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!
https://gist.github.com/HugsLibRecordKeeper/ed2ae640f8f779ab074065b95cde61d8
https://gist.github.com/HugsLibRecordKeeper/6b1015f7b7b3db9c7d48a3b50d489423
Next step on the list is making a DLC update (for Biotech, Ideology and Odissey), I'm open to suggestions tho