RimWorld

RimWorld

Vanilla Skills Expanded
432 Comments
asurtain Dec 17 @ 12:02pm 
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 Dec 17 @ 1:37am 
@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] Dec 16 @ 11:10pm 
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
Tsukumogami 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.
IAmNotMalaysian Dec 12 @ 5:01am 
Made a video for the Cooking Skills Expertise bug, `Colonist can gain expertise` message not disappearing after choosing the expertise

Bug video [drive.google.com]
Todeshund Dec 7 @ 7:23pm 
Having an issue where pawns have skill decay even with a critical passion. Any suggestions?
FrankTank145 Dec 3 @ 6:15pm 
I'm also having the same problem as Homura where it still says that message saying that my colonist has expertise after assigning all the cooking expertises
chancho Nov 29 @ 4:25pm 
nerf "Arquitect" expertise's x% quality increase. Too OP, should be 1/5 of what it is now, otherwise you make legendary furniture extremely easily without even leveling the expertise much
PapaFenn Nov 21 @ 10:30am 
True, thanks again for that, the simplest solution is the best solution
Sarg Bjornson  [author] Nov 21 @ 10:22am 
Yeah... Steam sucks. It has caused us a lot of problems. It is absurd you can't update a workshop item if you are a collaborator
PapaFenn Nov 21 @ 10:12am 
I figured out the issue, I feel stupid for this. My laptop still had both the outdated and updated vanilla skills expanded but the game was not registering the new one because of the outdated one. Unsubscribed to the outdated and the updated one appeared in the menu.
Sarg Bjornson  [author] Nov 21 @ 9:44am 
Make sure you are subscribed to this mod, and not the old one. Besides that, I can't tell you much without a proper bug report
PapaFenn Nov 21 @ 9:26am 
Anyone know how to fix this? I have this mod on both my laptop and desktop. On my desktop the mod works fine but on my laptop, the mod no longer exists on my mod options and i no longer have passions on my characters. I've done a reinstall twice now but no luck.
Kyle Nov 17 @ 12:18pm 
A critical passion paired with a neanderthal is HARSH. The learning speed for anything that isn't that passion is like 10% or something (not home to check). Would be great if there was a way to make that not stack on them as it makes them almost entirely useless unless they spawned with other relevant good skills (excluding that singular work type).
ComputerEasy Nov 4 @ 12:21pm 
Hello, I found out that Critical Passions prevent skill gain but any other passions (Natural and Doubles) works fine, is anyone else experiencing that?
TrollofReason Oct 25 @ 9:44pm 
Can confirm using a custom xenotype. Only pawns that expertise in cooking, & if the settings allow for more expertise picks than the cooking category allows for.

It's fairly easy to replicate.
✪ Homura Oct 21 @ 11:19pm 
After assigning all Cooking Expertise, the game still notifies that colonists have available Expertise. This issue only occurs with the Cooking skill.
B4TD4DDY Oct 20 @ 9:47am 
I seem to be having an issue where pawn's with a Critical passion are still experiencing skill decay. I'm currently looking through my modlist, but if anyone has answers in the meantime that would be neat :)
EMP Oct 18 @ 10:47pm 
I have Cooking Expanded and select 5 cooking expertise, 3 from here and 2 from VCE, but the notification still tells me to select expertise, only cooking expertise have this issue
mephi Oct 18 @ 9:24am 
Would be cool if this would work with mad skills to go beyond lvl 20
Iceobeasty Oct 16 @ 7:58pm 
lol Oskar man i applaud you for your patience answering questions through your heap of mods. must be exhausting
Oskar Potocki  [author] Oct 16 @ 10:39am 
Every mod makes the game easier or harder, or easier and harder at the same time. You need to be the judge of that, everything the mod offers is explained in the mod description.
Tentakuru Oct 16 @ 8:36am 
How balanced this mod is? How much does it make the game easier?
moh605 Oct 14 @ 1:30pm 
I just unsubscribed and resubscribed and sure enough it works great. Thank you! Sorry about that - for some reason steam didn't update my version.
Sarg Bjornson  [author] Oct 14 @ 1:24pm 
This mod was updated to reflect that
moh605 Oct 14 @ 12:56pm 
It looks like Vanilla Expanded Framework removed the VEF_VerbCooldownFactor stat that the Reloading skill modifies causing an error and not loading any specializations after that one.
sashaeconomic Oct 14 @ 8:02am 
and what if I have 15+ in start of a game?
sashaeconomic Oct 14 @ 8:01am 
it is one expertise per pawn or per stat?
Sarg Bjornson  [author] Oct 9 @ 11:51pm 
The ♥♥♥♥ you mean
Blood Oct 9 @ 11:46pm 
I'm ♥♥♥♥♥♥ pissed this wasn't base game and that it hasn't been updated to 1.6 PALEASEEEE
Sarg Bjornson  [author] Oct 9 @ 12:56am 
You should learn to walk before you attempt to run a marathon hehe
Hemito Oct 9 @ 12:27am 
Maybe I'd try making it based on your mod or my own addon, but I'm scared that I'm a complete novice. I only do localizations, mostly for the sake of getting things done :D
Dragonmaster Cale Oct 8 @ 8:54pm 
@Hemito - Not that I'm aware of. I think I'm the only one who has made an "addon" mod to this mod. Sorry.
Sarg Bjornson  [author] Oct 8 @ 10:10am 
Intended
MeroyLiren Oct 8 @ 9:31am 
Hey, I noticed that when I turn off the setting "Critical affects passions" in the mod settings it all works well with other skills, except for the ones which don't have any passions. What I mean by this is that eg. when you have a skill with the "Interested" passion it all works well and critical doesn't affect it and it is set to 100% learning speed. But in case of a skill without any passions, the learning speed is multiplied by the regular learning speed without any passions of 35%, but then it also gets multiplied by 25% from the "Critical" passion, despite it being set to not affect other passions, which gives a snail-like 8.8% learning speed. I wonder if that is intended or just a bug?
Hemito Oct 8 @ 8:48am 
Dragonmaster Cale, Is there a mod that allows you to adjust the power multiplier for each perk separately? It's not very cool to change everything at once, since combat OP is felt even at a multiplier of 1, and for some I want more, without turning my snipers into machine gunners.
bidiguilo Sep 30 @ 4:13pm 
I got an idea: What if, when a pawn attained level 20 expertise, they were able to pick another one?
Sarg Bjornson  [author] Sep 28 @ 11:07pm 
Base game for skills without passion in 35%
felipedobri Sep 28 @ 6:58pm 
Why have the "Allow multiple critical passions" on by default?, it just makes pawns have rocks for brains, setting the maximum learning speed for any of their skills as 25%
DanZinagri Sep 27 @ 2:54pm 
Likely beyond the scope, but i always thought this would be pretty cool if you could get some sort of progression to this if you allow more than one, even if it was in the form of having to find rare skilltrainers to go beyond the cap.

Mostly thought about it because 1 always felt too low, but raising the cap feels a little cheesy as obviously when doing more than one you have to reduce the effectiveness as well (as some of them get a little silly otherwise when you have multiple). But at the same time there's some generally "best" choices for each so when limited to one certain options tend to become auto-picks (this isn't to say they're unbalanced in themselves, not every stat is equally as important at a base game level)

But primarily I always thought it would be a cooler system that if you had more than one allowed you couldn't just go "and i'm gonna grab all of them at once" you had to work your way up to them, giving the overall system even more longevity.
Sarg Bjornson  [author] Sep 23 @ 11:29am 
Alpha Skills
ligniantations Sep 23 @ 11:03am 
i see operating as an expertise in game but i don't see it listed here
Sarg Bjornson  [author] Sep 21 @ 10:45pm 
Depends on the stat. Taming is additive