RimWorld

RimWorld

Impactful Skills Mod Support!
66 Comments
Qingzhao 24 Oct @ 10:32am 
can't find the stat which affects the energy shield max value, any help
KeiChan0215 12 Oct @ 1:22am 
Is there any way to cap combat stats? Having all pawns and enemies 80% dodge chance is just absurd. The post process curve is just plainly bad
Toxic Yui  [author] 10 Sep @ 10:49am 
oh yes I remember that.
The issue is: both mods give a bonus, being unlimited reborn the first then impactful.

That being said, accuracy is 99% but it's limited by the weappons stats, that being said the only way you can prevent from accuracy being constantly stuck at 99 is removing the accuracy def from the settings in impactful skills mod (you can do this in edit mode)
imuri 10 Sep @ 8:45am 
here to report un-limited reborn isn't compatible. Haven't checked the rest but shooting accuracy stuck at 99.9% even with or without uncap in config for impactful skills.
Vulkandrache 9 Sep @ 12:33pm 
Works with the sex skill aswell. Great mod.
Hood 9 Sep @ 10:55am 
Perfect mod
Vulkandrache 9 Sep @ 10:51am 
Ok, let my start the game and see.
Toxic Yui  [author] 9 Sep @ 10:42am 
yes. I tried with vanilla expanded skills and cognitive skills.
If the mod doesn't recognize them let me know
Vulkandrache 9 Sep @ 10:12am 
Does this automaticaly include modded skills?
Toxic Yui  [author] 9 Sep @ 9:52am 
Thank you for your comment. I just released a fix, check if performance issues are solved now, thank you!
Greysion 9 Sep @ 8:18am 
I’m getting something similar, in particular the shooting accuracy patch is showing to be the problem child. Not sure the validity of that, but it's certainly topping my performance inspector.
Toxic Yui  [author] 7 Sep @ 6:24pm 
I'll be looking into that tomorrow, thanks!
Cal 7 Sep @ 5:52pm 
Hopefully this gets another performance pass in the future. Fresh game, single pawn, and this averages ~.3ms with my mod list. I haven’t tried it alone to see how it runs so it could be just me.
Toxic Yui  [author] 5 Sep @ 6:43pm 
no worries hhahaha
KeiChan0215 5 Sep @ 6:31pm 
Nevermind, it wasn't your fault T-T sorryyy
KeiChan0215 5 Sep @ 6:13pm 
I don't know why but after the update, when any creatures do work, the work sounds (e.g., smithing, cutting trees) keep duplicating like heck.
Toxic Yui  [author] 5 Sep @ 8:14am 
Yes and it's annoying. I've been dealing with it from a while I'm not 100% sure what causes it because when I release a fix. The bug seems like "fixed" but it appears after a while.

I'm now trying to see if I didn't messed up with anything in my code instead of releasing a hotfix patch, that's why this bug is still active for this long period of time. However I hope today I have a fix
Grootloops33 5 Sep @ 1:04am 
As someone asked recently regarding the melee dodging, how does it work? My colonist goes from 17% capped to 1506% uncapped just by flicking enabling/disabling the setting.
Uncapping something shouldn't increase my dodge chance by 100x unless it really skews the math.

That still seems like a bug to me, no?
Toxic Yui  [author] 2 Sep @ 9:49am 
Thank you for this. I'll be working in another optimization patch, thank you!
Guineatown20806 2 Sep @ 7:52am 
This increases Loadtime by a lot when creating a new colony. Because it also generates stats for pawns from both mods like VE-Emire (The hirachy) and warrants (colonists that are warrantable). The mod for whatever reason generates every stat of those generated pawns when starting a new colony, even though they aren't in your colony, therefore increasing the load time.
KeiChan0215 2 Sep @ 3:41am 
Oh I see! Thank you for the work!
Toxic Yui  [author] 1 Sep @ 9:30am 
hi keichan, I believe in my most recent patch I added the option "only cap combat stats"

If you add a manual cap, a new option would pop up, only cap combat stats, so that way, you only cap combat stats
KeiChan0215 1 Sep @ 4:02am 
Can we have uncapped all stats but with limit bonus for combat stats? It feels annoying having your mechs' dodge chance set to 1183%
Toxic Yui  [author] 31 Aug @ 3:16pm 
I just released a small fix, it should be good for now
Void Clown 31 Aug @ 8:54am 
well it does, ticks a lot
Toxic Yui  [author] 31 Aug @ 8:41am 
I didn't make much test after the last recent update, it should not impact performance in a bad way. However I can release an optimization patch later on
Cal 31 Aug @ 7:41am 
Have you profiled this at all? Perhaps its just my large mod list, but this seems to have a rather large performance hit.
Toxic Yui  [author] 30 Aug @ 8:24pm 
Hi there everybody, 2 good ones:
- fix released, and if your gameplay is affected by another mod bugs now you can disable those unlimited caps with this update. (check patch notes)
- New mod released as well. It's a compliment to Adrenal Override mod ;)

Please if you still having issues with melee compat make sure to post on discussions with further details alright? For now, if you are playing with "unlimited caps" try using "safety floor" that option should stop the bug entirely.

(bug was: cooldown was able to get so low that hits 0 and game takes as: oh, no hit, instead of infinite. Everyday we learn something new lol)
KeiChan0215 30 Aug @ 7:08pm 
That melee dodge bug is insane too! But thanks for the fix! But is it possible to give caps to specific stats only? Like having only Global Learning capped on Intellectual or something like that?
Fenrir 30 Aug @ 2:20pm 
Thanks for the heads up! Great Mod otherwise REALLY enyoing it :D
Toxic Yui  [author] 30 Aug @ 1:31pm 
Thank you Astra and Fenrir for let me know this issues, today i'll post a new mod, after releas i'll be researching and check what's going on and how I can solve this.

My next biggest update for this mod is to add personal cap for each def, let me do a research after release and i'll be addressing those issues! :Deacon_Binoculars:
Fenrir 30 Aug @ 12:05pm 
With "Uncap" Melee becomens impossible since pawns with any dodge trait have over a thousand percent dodge chance. Maybe make the uncap for combat an extra option?
✪ AstraZeneca 30 Aug @ 11:49am 
I recently discovered this mod has a weird interaction with Dynamic Weapon Cooldown.
With the uncapped bonuses option enabled, pawns with manipulation more than 200% will be incapable of melee combat. Ranged weapons works just fine. But all melee weapons including fist just does not work. I isolated the modlist to just:

Harmony
Core
Royalty
Ideology
Biotech
Anomaly
Odyssey
Vanilla Expanded Framework (Required for Dynamic Weapon Cooldown)
Dynamic Weapon Cooldown
Impactful Skills Mod Support!

I tried changing the load order but that didn't work.
Only fix I found so far is not enabling the uncapped bonuses option.

Keep in mind, I'm not blaming this mod or demanding you to fix it or anything like that, just notifying in case some people is experiencing the same thing as me. Great mod.
Toxic Yui  [author] 29 Aug @ 8:16pm 
Yeah is normal. I left the log on while was trying to repair it, i'll be posting an update to disable it for you. So sorry!
Scrambled 29 Aug @ 5:33pm 
Is it normal for ISMS to spam the Debug log with TransformValue:pawn?

I keep getting 10 a second for each pawn I have:
TransformValue: pawn=Oscar stat =MentalBreakThreshold base=0.35 delta=-0.1 final=0.25
KeiChan0215 29 Aug @ 4:40pm 
No need to apologize!
Toxic Yui  [author] 29 Aug @ 8:35am 
Appreciate you! fr, maybe this is why I got the error trying to do the VEF compatibility patch. I spent the whole previous day in this mod and I did not realize this, I'm ashamed, I do apologize :NZA2_Eagle:
KeiChan0215 29 Aug @ 8:31am 
Thank you for your work!
Toxic Yui  [author] 29 Aug @ 8:27am 
Damn it you are right, lastest release broke the mod. No worries Im working in a fix right now, thank you man!
KeiChan0215 29 Aug @ 8:15am 
I don't know why but after the update last Aug 27, it won't work at all
Bez. 28 Aug @ 9:42pm 
No worries! Thanks for looking into it

I'll see if I can find anything in the mean time :)
Toxic Yui  [author] 28 Aug @ 3:11pm 
Hotfix released guys! Im so sorry Bez, I'll add a discussion to submit requests, I tried my best with VEF and wasn't successfull I think I'll have to make a separate mod or addon to adress it, I'm so sorry! but in this discussion if you figure out another mod that affects bodysize and have a def, let me know!
Bez. 28 Aug @ 6:28am 
I also have RimBody installed, but that's its own thing separate from literal body size
Bez. 28 Aug @ 6:28am 
You're the GOAT.

Literally bigger in size. My idea for my insect colony is to have my worker ants (miners, builders, melee) scale bigger dependent on skill, and my skilled labour ants scale smaller. I'll use the mod settings found in "Varied body sizes" to apply health and damage scaling for those pawns! :)
Toxic Yui  [author] 27 Aug @ 8:38pm 
Alr vez i'll try to made a compatibility patch tomorrow with the fix as well. However I'm quite curious about it, so you want pawns go literally bigger in size or is something more like Rimbody?
Bez. 27 Aug @ 8:35pm 
@Toxic Yui much appreciated!

From what I've seen, "Vanilla Expanded Framework" is the only mod I've tried that adds a tangible bodysize stat def, but I imagine other mods SHOULD be adding them somewhere.

"Varied body sizes" and "Big and small framework" are two others I've tested with
Toxic Yui  [author] 27 Aug @ 8:08pm 
It had a manual cap, but I just realized I messed up and broke the option. However keep on mind any cap will limit the bonus given by Impactful skills and not the Rimworld stat. If I limit the rimworld stat would conflict with several mods as the previous version. I'll try to release a fix tomorrow
Dervalanana 27 Aug @ 7:34pm 
Is there a plan to introduce manual caps as well as caps per stat? I just had a level 5 melee raider who was showing 400% melee accuracy and 400% melee dodge
Toxic Yui  [author] 27 Aug @ 8:07am 
@Bez. If you tell me wich mods actually add something to the def list on impactful skills I could figure out and make a compatibility patch!

@Boatt I'm not gonna make an excuse, my english isn't perfect so I use AI to correct grammar errors, I'll try to improve the description, thank you!
Boatt 27 Aug @ 4:49am 
sorry if this isn't true but the description reads so much like AI. This isn't an accusation, nor do I care if you used AI to write your description, it just reads like AI