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Possible, yes, but why would you want to do that? =p You'd have to update the "_QualityUtility.cs" and insert a clause like the following before every "return (QualityCategory)rv;" statement and then recompile the code.
if (rv > 5)
{
rv = 5;
}
return (QualityCategory)rv;
Done
Firstly, some options for customizing passion gain. For my personal playthrough, I edited the passion gain chance of the mod to be level based and cap out at around 20% at level 18. I made level 19-20 have 50% in my game because honestly, if a pawn is a level 20 godlike leader in a skill, they're probably passionate about it.
To make sure the options menu doesn't get too crowded, I suggest 4-5 integer entry options pertaining to skill level ranges (1-4, 5-8, etc.), and using those values for the passion gain chance. Also, perhaps a scalar modifier or even fixed value for the chance to gain burning passion, so it's easy to get one flame but harder for two.
Second, an option to modify chance to get legendaries. In my playthrough I did this by simply performing a second roll at 25% (configurable) if rv==6, and if that roll fails setting rv=5. This makes the actual chance of legendaries about 8% at level 18-19 and 16% at 20 with quality set to +/-1 (what I normally play with). At +/-2 or 3, the 25% would probably need to be increased to maintain balance. In my opinion, this makes legendaries feel much more rewarding.
Lastly, I attempted to improve compatibility by making each detour only happen if the mod option in question is different from vanilla behavior. This way, if I want say passion gain functionality, but want a different mod to handle crafting quality, all I have to do is set that mod option to vanilla. There were no errors thrown from the mod when I did this, but it made it so that changing that particular mod option to non-vanilla again would require a reset. To me, this is a worthwhile compromise.
Anyway, that's all I had to say. As always, thanks for all your hard work.
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IF that is vanilla behaviour (i am using many many mods), have you thought about
including a feature to prevent that, similar to preventing colonists skills from degrading?
@Yrol, off the top of my head i would say thats "vanilla", pretty sure animals do not use the same subroutines for xp gain/loss as pawns.
@Sparkle, possible, yes, but see above note to Silent ;)