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Trapper expertise (modifies damage for traps built)
Sanity expertise (Vanilla Insanity Expanded)
Additionally, as a separate balance question. I'm not sure how often you expect a pawn to naturally generate with more than one synergistic/critical/obsessive passion. Currently they seem to be multiplicative with each other. so a synergistic and an obsessive passion result in 1.1*.9 = .99 final modifier for other skills. or critical + synergistic give 0.275 for skills other than the critical or synergistic. Would it be possible to have an option to have these combinations for "other skills effects" calculated additively, before being applied multiplicatively against the rest of the modifiers?
After diving in a bit, it looks like the "impacting other skills" behavior you implemented is tied to the same "Critical affects passions" toggle from VSE. I'm guessing the same also goes for "obsessive" passions
Is there any plan to later separate the configuration, such that "synergistic", "dedicated", and "critical" can individually be toggled to affect other skills with a passion? 1/2
if not that would be neat otherwise the dedicated one seems indifferent form vanilla
I assume that this is A bug / Broken ...
Any chance for a romance related one? Like when a pawn gets a new lover or gets married, there's a chance for them to gain a temporary passion for a skill their partner has a passion for?
Not a modder, so no idea if that's possible or if it'd be easy or a pain to implement, but it'd be a nice touch.
I dont know if it would be feedback for this mod or Skills expanded itself:
I am not a fan of getting critical passions from growth moments.
It feels very one-dimensional. Making pawns into one-trick ponies.
Ironicaly this is especialy true for pawns born with several Skill genes,
especialy especialy if they manage to get max Gmoments,
making them far less useful than they should be.
Ive had several children now that HAD to take one or more critical passions
because everything else was already taken.
And while i could turn of the penalty for learning from criticals
that in turn has other issues, like making "Great memory" a joke.
Turning off "multiple critical passions" does not change any of this.
Children with criticals can still get more during growth.
Its waaay to strong for something that can be gained this quickly.
Is basicaly another tough trait for every melee fighter.
It ought to be turned into a multipler first and
likely also nerfed to 4 or even 3% per level, not 5.
a pawn (out of about 40) turn up with several. No error messages but im also using
a pretty large modlist (317). If i get more information i will come back to this.
Its possible i fixed this myself since i had to remove a bit of pawn spawn code,
it didnt want to cooperate with too many other mods.
Weighted the same as bodypart coverage.
Bloat makes Rimworld great
Disagreement is okay
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