RimWorld

RimWorld

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Vanilla Skills Expanded
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Mod, 1.4, 1.5, 1.6
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830.659 KB
Jan 4 @ 4:15am
Jul 4 @ 1:52pm
8 Change Notes ( view )

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Vanilla Skills Expanded

In 1 collection by Oskar Potocki
Vanilla Expanded
110 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]
366 Comments
Naucetaaq 11 hours ago 
Would it be possible to add a setting that allows you to add and/or adjust a timer that delays when skill decay starts? So rather then being a constant drain, I can say, if you don't use this skill for exactly 24 hours then have the decay start. For balance reasons it would make sense to also be able to adjust the rate of decay to be significantly faster when it does occur. It's just a suggestion and I love the work you guys do!
Naucetaaq 11 hours ago 
@fallen_one_84 there is a setting for that in the mod settings if you are talking about the critical passions penalty to all other skills. You can also restrict it to just one critical passions at most per pawn.
fallen_one_84 21 hours ago 
can you add a way to disable the learning speed x.25% from critical passion

or have it only stack one time instead of stacking 3-4 times. when playing with multiple passions.

my artist only gains 1 point on a grand sculpture.

gonna have to give every one all passions at this speed.

because that's the only disable setting in options.
Sarg Bjornson  [author] Sep 6 @ 7:14am 
Yeah, above level 10 they decay, but if the colonist uses the skill regularly it will be less than the points they get to learn it
jevanni Sep 6 @ 6:56am 
I figured out my problem. and it turns out that in the vanilla game there is such a mechanic as Decay of a skill.
the funniest thing is that I have been playing Rimworld for quite a long time and only now I found out about it :)
Sarg Bjornson  [author] Sep 6 @ 5:45am 
No, AS depends on this mod
jevanni Sep 6 @ 5:20am 
could it conflict with the "Alpha Skills" mod (although I think not)?
I don't have any other mods installed that change the skill system
jevanni Sep 6 @ 5:14am 
and what mods can conflict, any ideas?
Sarg Bjornson  [author] Sep 5 @ 11:26am 
No, you may have mod conflicts
jevanni Sep 5 @ 10:11am 
as well as those skills that do not develop, do not have passions, do not cause apathy, etc.