RimWorld

RimWorld

33 ratings
Vanilla Skills Rexamined
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Mod, 1.5
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Apr 30, 2024 @ 12:45am
May 2, 2024 @ 8:39pm
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Vanilla Skills Rexamined

Description
Patch for VSE. Individual expertise have been nerfed, but are merged together. Each skill has 2 expertise to choose between.

[Notice: I am chronically ill and am on an extended modding vacation. If my insurance decides to cover my autoimmune treatment again I will resume modding. Any user updates / edits of any of my mods have my blessing. Please contact me on steam or discord if you want advice on how to update these mods]

All values below are per-expertise-level. For most situations this means being either 50% or 100% faster/better. Many of these are multipliers, rather than additive meaning it impacts the game less than it appears.

Expertise
Shooting
Sharpshooter
Accuracy: 0.05
Stealth: 0.05
Ranged Weapon Max Range: 1.25% Once I figure out how to do this I will add it

Commando
Weapon Warmup: -2.5%
Weapon Cooldown: -2.5%

A 100% reduction in either aiming or reloading time was far too weapon dependent and breaks many modded weapons, including Vanilla Weapons Expanded! You could literally get a minigun repeating rifle.

Melee
Enforcer
Incoming Damage: -1.25%
Armor Penetration: 5%
Stagger Duration: -5%

Duelist
Melee Cooldown: -2.5%
Melee Dodge: 0.5
Movement Speed: 0.01

Represents the physique one would build up by reaching mastery in a martial art. Melee needs the most help among all skills.

Animals
Handler
Tame Chance: 5%
Train Chance: 5%
Attack on Failed Tame Multiplier: -5%

Rancher
Animal Gather Yield: 5%
Animal Gather Speed: 5%

Work speed and gathering yield are tied to the same expertise IRL. Check out a NZ sheep shearing competition some time. Animal gather yield will likely be reduced in the future, skill can improve how much wool you can shear off a sheep but there is a finite amount of wool to acquire and a 20 skill in animals pawn only getting half of the potential wool on a sheep pre-expertise is absurd.

Artistic
Artist
Art Quality: 5%
Art Work Speed: 5%

Creative
Global Work Speed: 1.25%

Artistic is a weird skill in vanilla with few use cases. Its the perfect spot for a wild card.

Construction
Architect
Construction Success Chance: 5%
Construction Quality: 5%
Repair Chance: 5%
Repair Quality: 5%

Foreman
Construction Speed: 5%
Floor Construction Speed: 5%

Cooking
Butcher
Butchery Speed: 5%
Butchery Yield: 5%

Chef
Cooking Speed: 5%
Food Poisoning Chance: -5%

Food poisoning chance needs testing, I believe it is bugged/OP in VSE where 1 point in the expertise provides 0% chance of food poisoning, the problem is food poisoning is so rare at that skill that it is very difficult to test. Here I swapped from % to flat values as that is what vanilla does for poisoning modifiers.

Crafting
Processor
Mechanoid Butcher Speed: 5%
Mechanoid Butcher Yield: 5%
Component Crafting Speed: 5%

Crafter
Work Bench Speed: 5%

Medical
Surgeon
Surgery Success Chance: 5%
Surgery Speed: 5%

Medic
Medical Tend Speed: 5%
Medical Tend Quality: 5%

Mining
Tunneler
Drilling Speed: 5%
Mining Speed: 5%

Mining speed is only valid while you still have ore on your map. This results in you either spending 50% of your playthrough with no expertise, or losing your expertise in the last 50%

Prospector
Mining Yield: 5%
Stone Chunk Yield: 5%
Deep Drilling Yield: 5% Added!

Intellectual
Pharmacist
Drug Work Speed: 5%

Intellectual
Hacking Speed: 5%
Research Speed: 5%

Same deal as tunneler
41 Comments
[C|⦿] Typical Lama [✚] Apr 24 @ 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 Mar 28 @ 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] Mar 15 @ 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 Mar 14 @ 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] Mar 7 @ 10:43pm 
@Paco Wallo III Thank you for the kind words <3
Paco Wallo III Feb 25 @ 1:57pm 
Not related to the mod, but I saw your message about your autoimmune stuff, hope you're doing well!
Turkwise Jan 13 @ 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 Dec 17, 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 Dec 16, 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