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I would announce it being merged and leave this mod up for existing saves, since this mod doesn't save anything there shouldn't be any issues with a mod swap if it ever happens.
You may consider trying to merge your code into Mad Skills. They have an open issue "Consider separate saturation values for passion levels", so they're probably open for a Pull Request.
- If the new passions were acting as if there was no passion (i.e. by default caps at 14), this won't help
- If the new passions were always capping at 20, this will change that somewhat
I'm pretty skeptical on this working, but if it does it should now work based on the passion's learning rate. For instance, apathy with a learn rate of 25% would have a level cap below no passion's 35%, and natural's learn rate of 200% would be above major passion's 150%.
If this does work, based on the learning rates for that mod I would suggest setting the limits to something like 11/12/14. Natural will re-add the gap between minor and major passion (14-12=2, 14+2=16) and critical will add it three times (14+2+2+2=20). Apathy by contrast will be slightly below none, probably 10.
If this doesn't work, the other mod has to either fix it or fully implement what my mod does.
I also had a question regarding mod support. Would it ever be possible for you to add support for the new passion types introduced in Vanilla Skill Expanded? I do not know how difficult that would be or if it would even be possible.
what i mean, can this mod have option that moves what is the highest level reachable (vanilla has max skill lvl. 20)? what i mean by that, you can move the point of highest skill level (to 5, 20, 40 etc.)
this can be partially done with this mod already, but there is always max 20 level skill cap.
thanks.
Having per-pawn limits would be doable as a separate option, and would probably be more interesting, but it's not something I'm looking to add.
If I go down that route, I think I'll instead make it so that 10% of gained xp is permanent with passions improving that, and trainers counting as 100%. Probably with interactions on the existing settings, likely with only permanent xp being cared about so that it's not actually permanent and/or it can't exceed a set level without trainers.
Example: You set passion limit to lv17, above behaviour to no xp gain, and decay above off. You can still hit lv18 from temporary xp and it'll drop back to lv17 (temporary xp always decays), but you can also skill trainer for a permanent boost above lv17.
For the end-user, this will likely just be three options to pick what percentage of xp gain is considered permanent, default 100% for all of them.
aka - if pawn's skill reaches level 18 it would degrade to 16 and if he reaches level 19 it would degrade to 17.
added the behaviour with passions. to tweak the settings how far can degradation happen. no passion can loose 3 levels from it's highest reached, low passion can loose 2, etc.
so no passion pawn that reaches level 17 his skill will degrade to level 14, but no lower. (i guess that could be in the settings)
hope that makes a little sense.
anyway i wanna say great mod, the settings are great (i miss them in some mods).
You can leave the Harmony mod enabled, it doesn't cause issues. I'm probably going to switch over to depending on it.
If this mod has harmony included with it, should I disable normal harmony mod?