边缘世界 RimWorld

边缘世界 RimWorld

Vanilla Skills Expanded
418 条留言
PapaFenn 11 月 21 日 上午 10:30 
True, thanks again for that, the simplest solution is the best solution
Sarg Bjornson  [作者] 11 月 21 日 上午 10:22 
Yeah... Steam sucks. It has caused us a lot of problems. It is absurd you can't update a workshop item if you are a collaborator
PapaFenn 11 月 21 日 上午 10:12 
I figured out the issue, I feel stupid for this. My laptop still had both the outdated and updated vanilla skills expanded but the game was not registering the new one because of the outdated one. Unsubscribed to the outdated and the updated one appeared in the menu.
Sarg Bjornson  [作者] 11 月 21 日 上午 9:44 
Make sure you are subscribed to this mod, and not the old one. Besides that, I can't tell you much without a proper bug report
PapaFenn 11 月 21 日 上午 9:26 
Anyone know how to fix this? I have this mod on both my laptop and desktop. On my desktop the mod works fine but on my laptop, the mod no longer exists on my mod options and i no longer have passions on my characters. I've done a reinstall twice now but no luck.
Kyle 11 月 17 日 下午 12:18 
A critical passion paired with a neanderthal is HARSH. The learning speed for anything that isn't that passion is like 10% or something (not home to check). Would be great if there was a way to make that not stack on them as it makes them almost entirely useless unless they spawned with other relevant good skills (excluding that singular work type).
ComputerEasy 11 月 4 日 下午 12:21 
Hello, I found out that Critical Passions prevent skill gain but any other passions (Natural and Doubles) works fine, is anyone else experiencing that?
TrollofReason 10 月 25 日 下午 9:44 
Can confirm using a custom xenotype. Only pawns that expertise in cooking, & if the settings allow for more expertise picks than the cooking category allows for.

It's fairly easy to replicate.
✪ Homura 10 月 21 日 下午 11:19 
After assigning all Cooking Expertise, the game still notifies that colonists have available Expertise. This issue only occurs with the Cooking skill.
B4TD4DDY 10 月 20 日 上午 9:47 
I seem to be having an issue where pawn's with a Critical passion are still experiencing skill decay. I'm currently looking through my modlist, but if anyone has answers in the meantime that would be neat :)
EMP 10 月 18 日 下午 10:47 
I have Cooking Expanded and select 5 cooking expertise, 3 from here and 2 from VCE, but the notification still tells me to select expertise, only cooking expertise have this issue
mephi 10 月 18 日 上午 9:24 
Would be cool if this would work with mad skills to go beyond lvl 20
Iceobeasty 10 月 16 日 下午 7:58 
lol Oskar man i applaud you for your patience answering questions through your heap of mods. must be exhausting
Oskar Potocki  [作者] 10 月 16 日 上午 10:39 
Every mod makes the game easier or harder, or easier and harder at the same time. You need to be the judge of that, everything the mod offers is explained in the mod description.
Tentakuru 10 月 16 日 上午 8:36 
How balanced this mod is? How much does it make the game easier?
moh605 10 月 14 日 下午 1:30 
I just unsubscribed and resubscribed and sure enough it works great. Thank you! Sorry about that - for some reason steam didn't update my version.
Sarg Bjornson  [作者] 10 月 14 日 下午 1:24 
This mod was updated to reflect that
moh605 10 月 14 日 下午 12:56 
It looks like Vanilla Expanded Framework removed the VEF_VerbCooldownFactor stat that the Reloading skill modifies causing an error and not loading any specializations after that one.
sashaeconomic 10 月 14 日 上午 8:02 
and what if I have 15+ in start of a game?
sashaeconomic 10 月 14 日 上午 8:01 
it is one expertise per pawn or per stat?
Sarg Bjornson  [作者] 10 月 9 日 下午 11:51 
The ♥♥♥♥ you mean
Blood 10 月 9 日 下午 11:46 
I'm ♥♥♥♥♥♥ pissed this wasn't base game and that it hasn't been updated to 1.6 PALEASEEEE
Sarg Bjornson  [作者] 10 月 9 日 上午 12:56 
You should learn to walk before you attempt to run a marathon hehe
Hemito 10 月 9 日 上午 12:27 
Maybe I'd try making it based on your mod or my own addon, but I'm scared that I'm a complete novice. I only do localizations, mostly for the sake of getting things done :D
Dragonmaster Cale 10 月 8 日 下午 8:54 
@Hemito - Not that I'm aware of. I think I'm the only one who has made an "addon" mod to this mod. Sorry.
Sarg Bjornson  [作者] 10 月 8 日 上午 10:10 
Intended
MeroyLiren 10 月 8 日 上午 9:31 
Hey, I noticed that when I turn off the setting "Critical affects passions" in the mod settings it all works well with other skills, except for the ones which don't have any passions. What I mean by this is that eg. when you have a skill with the "Interested" passion it all works well and critical doesn't affect it and it is set to 100% learning speed. But in case of a skill without any passions, the learning speed is multiplied by the regular learning speed without any passions of 35%, but then it also gets multiplied by 25% from the "Critical" passion, despite it being set to not affect other passions, which gives a snail-like 8.8% learning speed. I wonder if that is intended or just a bug?
Hemito 10 月 8 日 上午 8:48 
Dragonmaster Cale, Is there a mod that allows you to adjust the power multiplier for each perk separately? It's not very cool to change everything at once, since combat OP is felt even at a multiplier of 1, and for some I want more, without turning my snipers into machine gunners.
bidiguilo 9 月 30 日 下午 4:13 
I got an idea: What if, when a pawn attained level 20 expertise, they were able to pick another one?
Sarg Bjornson  [作者] 9 月 28 日 下午 11:07 
Base game for skills without passion in 35%
felipedobri 9 月 28 日 下午 6:58 
Why have the "Allow multiple critical passions" on by default?, it just makes pawns have rocks for brains, setting the maximum learning speed for any of their skills as 25%
DanZinagri 9 月 27 日 下午 2:54 
Likely beyond the scope, but i always thought this would be pretty cool if you could get some sort of progression to this if you allow more than one, even if it was in the form of having to find rare skilltrainers to go beyond the cap.

Mostly thought about it because 1 always felt too low, but raising the cap feels a little cheesy as obviously when doing more than one you have to reduce the effectiveness as well (as some of them get a little silly otherwise when you have multiple). But at the same time there's some generally "best" choices for each so when limited to one certain options tend to become auto-picks (this isn't to say they're unbalanced in themselves, not every stat is equally as important at a base game level)

But primarily I always thought it would be a cooler system that if you had more than one allowed you couldn't just go "and i'm gonna grab all of them at once" you had to work your way up to them, giving the overall system even more longevity.
Sarg Bjornson  [作者] 9 月 23 日 上午 11:29 
Alpha Skills
ligniantations 9 月 23 日 上午 11:03 
i see operating as an expertise in game but i don't see it listed here
Sarg Bjornson  [作者] 9 月 21 日 下午 10:45 
Depends on the stat. Taming is additive
BeastofMSU 9 月 21 日 下午 6:25 
Oh wait...are the stats additive or multiplicative? Taming for example says +100% success chance, does that mean I will always have 100% chance of taming or if i have a 5% chance it becomes a 10% chance?
123123123123 9 月 21 日 上午 10:17 
Yep, and just so that you know (I wouldn't want you to think this mod set randomly passion commonalities to 0) it was a problem I caused on my own.

I added Alpha Skills to the mod list for the new expertises but, as I didn't want the new kinds of passions, I went to the mod settings and mindlessly set to zero the passion commonalities, not realizing that both mods commonalities appeared merged in the same list. So instead of just setting Alpha's to 0, I set them all to 0.

That's it, again thank you, both for your time here and for the work you do.

Regards
Sarg Bjornson  [作者] 9 月 21 日 上午 10:05 
haha, that makes sense, it was probably trying to get a random passion... from an empty list!
123123123123 9 月 21 日 上午 10:02 
Well, I think I found the issue.

Looking at the mod options I found that the passion commonalities were all set to 0.

By resetting to defaults, the problem has gone away.

Thanks for your time.
123123123123 9 月 21 日 上午 9:36 
There you have a log: Log [gist.github.com]

I didn't attach a log earlier because I couldn't create a log while the game was stuck in the infinite creating map/world screen.

This log is just after the game loads.
Sarg Bjornson  [作者] 9 月 21 日 上午 9:21 
If you got no logs, I'm not sure how you'd want me to help. It's obviously a problem with your setup
123123123123 9 月 21 日 上午 9:03 
Hi, first of all thank for your work. I'm having a problem with this mod.

I can't generate a world/map, it happens both if I try a regular new game or if I use the dev option "Dev quicktest", the game gets stuck infinitely in the generate world screen (or generate map for the "Dev quicktest").

It happens even if this mod and its dependencies are the only things loaded. I have even tried dissabling the DLCs.

No console log appears, just an infinite loading screen.

The moment I remove this mod, world/map generation works.

Regards.
Sarg Bjornson  [作者] 9 月 19 日 下午 2:00 
v2.01:

Added mod options to add expertises and set them to a given level
Fixed the taming expertise, which wasn't applying revenge on tame fail stat modifiers
Hidden the Food Hygiene expertise, as it wasn't doing anything (cooking 15 already lowers food poison chance to 0.5%, which is negligible). It will just be hidden from being chosen, not removed from existing pawns that have it, for compatibility reasons.
Buffed the Striking expertise, as the bonus it was giving to melee hit chance was negligible
Swapped VEF_VerbCooldownFactor for the vanilla RangedCooldownFactor
We are aware of the problems with Sniping in 1.6, but those will take longer to address
Sarg Bjornson  [作者] 9 月 19 日 上午 6:42 
Yes, something wonky going on with it
Caustic buff when 9 月 19 日 上午 4:21 
It seems that the "Sniping" expertise is not functioning as intended. From my understanding, it is supposed to increase the held weapon's range up to 120% from base. However, despite my pawn having expertise at 11 and holding a rifle with base range of 41, which supposedly should be increasing the range by 11%, to ~45, still has it at 41. Please, clarify.
Sarg Bjornson  [作者] 9 月 18 日 上午 12:32 
Yes
Shin 9 月 18 日 上午 12:06 
What do the "Edit passion commonalities" settings in the mod options for this do?

Are they rarity chance?
Dragonmaster Cale 9 月 13 日 下午 3:46 
I have made an addon mod for this mod that allows you to hide or expand the expertise skills underneath the main skills they are tied to! Now the Bio panel won't get super long no matter how many expertise you have!
https://steamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3567691007
Please enjoy your OP colonists without worrying about the Bio panel scrolling off the screen!
Also, thank you to the Vanilla Expanded team for making such an awesome mod in the first place!
Hemito 9 月 13 日 下午 12:35 
It really suffocates me that it appears in the general list, maybe there is an option to hide them, even completely if necessary.
In terms of, it really annoys me that this thing spoils the order of skills, it is unreadable because of this.
I'm generally ready to get into the mod files or something like that to remove the display of this.
But I want to hope that they will show me a specific place in the code that needs to be changed
In general, it wouldn’t be bad, these things already have a separate menu, let them hang out there. :D