RimWorld

RimWorld

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

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Vanilla Skills Expanded

In 1 collection by Oskar Potocki
Vanilla Expanded
109 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]
300 Comments
Shade 13 hours ago 
Potentially a silly question......but, does the Research Expertise affect the research based long-distance resource scanning speed too?
Peluceus Donmian 24 Jul @ 8:16pm 
Does anyone know of a version of this mod that allows you to pick multiple perks as you level up a skill? Something to make leveling in general have more impactful progression IE skill trees for each pawn or something?
Anubis 24 Jul @ 10:55am 
@boldface it allows you to define how common each of the passion types are - "commonality" is a term used by vanilla, mainly in traits, it's used as a weight to fulfill the purpose indicated by it's name.

@Falc already possible via "Allow expertise overlap" on mod settings.
Falc 21 Jul @ 12:50am 
Would it be possible to add an option so that, if I allow more than one expertise, it does remain limited to one per skill? I can impose that limit on myself, but then I need to allow like 5 expertises per pawn, and then the alert keeps showing.
boldface 20 Jul @ 11:59pm 
Can someone explain the setting sliders labeled "Edit passion commonalities, groups are separate?" There's no tooltip on hover, and I've seen a number of contradictory explanations in this thread for what that setting actually does.
Kuukuna 20 Jul @ 12:57pm 
It is multiplicative, not additive. So for the first question, it would add 1% to the damage penetration, making it 21%, not 25% and at skill level 20 40% and not 120%.
Sarg Bjornson  [author] 20 Jul @ 10:18am 
5*20 is 100
Kuukuna 20 Jul @ 10:12am 
Yes, that's what I'm asking. Would it be 40% or 120% total for a weapon with 20% armor penetration at skill level 20?
Sarg Bjornson  [author] 20 Jul @ 9:57am 
5% per level
Kuukuna 20 Jul @ 9:55am 
Does piercing melee specialization increase armor penetration for a weapon with 20% armor piercing by 1% or 5% per skill level? So at level 20 would it be 40% or 120% armor penetration?