RimWorld

RimWorld

1,505 ratings
Vanilla Skills Expanded
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Mod, 1.4, 1.5, 1.6
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Jan 4 @ 4:15am
Sep 19 @ 11:05am
9 Change Notes ( view )

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Vanilla Skills Expanded

In 1 collection by Oskar Potocki
Vanilla Expanded
111 items
Description
This is the up-to-date Vanilla Skills Expanded. Please remove any other versions of this mod.

Since the mod was previously uploaded by Legodude17, who is no longer around, we were unable to update this mod with critical bugfixes. This reupload is uploaded under my account and will allow us to bug fix it when necessary.



Check Change Notes for details.



Vanilla Skills Expanded is a new mod that expands on the vanilla skills system by introducing expertise to the extremely broad skill categories that vanilla has. Only 1 expertise per pawn can be gained. Expertise can only be gained in skills with both a passion and more than 15 levels. In addition, other mods can add more to account for their own additions of tasks.

Expertise will allow your pawns to truly excel in specific skills that fit their abilities and backstories. From planet-known farmers and architects to professional chefs and master duelists, this mod aims to add much more character to all the pawns.

Expertise is a permanent choice, so be careful what you pick!

This mod also introduces three new passion types - critical passion, natural passion and apathy!






















































A: Can I add it mid-playthrough to an existing save?
A: Yep!

Q: I don’t like certain expertise. Can I remove it?
A: No, simply don’t unlock it.

Q: Do NPC pawns spawn with expertise?
A: No, this aspect of the game is exclusive to the player colony. It makes no sense to force expertise on NPC. They don’t have their own simulated bases where an expert architect would come in handy.

Q: Does this mod work with EDB Prepare Carefully and Character Editor?
A: Yes!

Q: Is it compatible with another mod that adds passions?
A: Most likely not.

Q: Can I change the expertise?
A: No, expertise is a permanent choice.

Q: Does this work with Combat Extended?
A: It should!

Q: Does this work with Duck's Insane Skills?
A: Yes!

Q: Does this work with Mad Skills?
A: It should!

Q: Does this work with mods that transfer passions?
A: Most likely.



- Incompatible with Madder Skills. I have contacted the author of that mod and they are working on a fix.
- Incompatible with Static Quality Plus. Use Static Quality Stripped and Mad Skills instead.

No other issues are currently being tracked.

[forms.gle]




Authors:
Oskar Potocki, an artist responsible for passion icons and creative writing
Legodude17, a programmer responsible for mod design and programming
Rimworld is owned by Tynan Sylvester.
(CC BY-NC-SA 4.0)[creativecommons.org]
432 Comments
asurtain 2 hours ago 
hey i think something up with this mod, I tried to load in and i either get a error and it closes my game or my game freezes. fix plz
Ben 12 hours ago 
@Sarg Bjornson
A sub-mod by Gravenwitch that changes the skills in the OG Vanilla Skills Expanded.
Now that I know that it's this mod that's screwing everything, I will comment on this in that sub-mod's page.
Sorry for stirring up stuff if you thought so.
Sarg Bjornson  [author] 15 hours ago 
No idea what that Rexamined mod is
Ben Dec 16 @ 1:20pm 
OK, found the culprit. It's the Rexamined sub-mod that is responsible for pawns suddenly being so damn slow with skill improving.
Ben Dec 16 @ 1:05pm 
Alright. Tested the game without the mod (and without the Rexamined sub-mod) now on a fresh game and as I suspected.
The mod, for some bizarre reason (along with Rexamined), slows learning to a insane crawl. So much so that after an hour my pawns only got 1 point into their skills. Without the mod everything is fine. Will check how this works with this mod but without the Rexamined sub-mod.
Ben Dec 16 @ 10:14am 
Hey dudes. Have a question here. Is it me only, or are the skills suddenly being gained at the speed of a snail? Because for some reason the skills don't increase.
This or the display is somehow screwed.
Igrockgames Dec 13 @ 1:27am 
I want to use this mod for expertise only, what number should i set for interest and burning passion so it would be close to vanilla.Without apathy/critical/natural passions.
igotskiz Dec 12 @ 5:37pm 
Does the 'Tailoring' expertise increase armor-crafting speeds? Or is that not a function of the mod?

If not, would be extremely handy to have an "Armorsmithing" expertise. Late-game when you're outfitting every single colonist with Marine Armor and Marine Helmets, that would come in handy!

Also, I can't brag on this mod enough. It makes the vanilla game so much more in-depth, and it's honestly one that should be baked into the vanilla game.
Sarg Bjornson  [author] Dec 12 @ 8:24am 
Patience with that one. This mod was coded by someone who is no longer modding
Darkz Dec 12 @ 8:24am 
Same. The message about colonists can gain expertise wont go away after that same colonist has already selected the available expertises and has no skill needed or passion to get the other expertises.