RimWorld

RimWorld

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Vanilla Skills Rexamined
   
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Mod, 1.5
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Posted
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115.219 KB
30 Apr @ 12:45am
2 May @ 8:39pm
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Vanilla Skills Rexamined

Description
Patch for VSE. Individual expertise have been nerfed, but are merged together. Each skill has 2 expertise to choose between.

[Notice: I am chronically ill and am on an extended modding vacation. If my insurance decides to cover my autoimmune treatment again I will resume modding. Any user updates / edits of any of my mods have my blessing. Please contact me on steam or discord if you want advice on how to update these mods]

All values below are per-expertise-level. For most situations this means being either 50% or 100% faster/better. Many of these are multipliers, rather than additive meaning it impacts the game less than it appears.

Expertise
Shooting
Sharpshooter
Accuracy: 0.05
Stealth: 0.05
Ranged Weapon Max Range: 1.25% Once I figure out how to do this I will add it

Commando
Weapon Warmup: -2.5%
Weapon Cooldown: -2.5%

A 100% reduction in either aiming or reloading time was far too weapon dependent and breaks many modded weapons, including Vanilla Weapons Expanded! You could literally get a minigun repeating rifle.

Melee
Enforcer
Incoming Damage: -1.25%
Armor Penetration: 5%
Stagger Duration: -5%

Duelist
Melee Cooldown: -2.5%
Melee Dodge: 0.5
Movement Speed: 0.01

Represents the physique one would build up by reaching mastery in a martial art. Melee needs the most help among all skills.

Animals
Handler
Tame Chance: 5%
Train Chance: 5%
Attack on Failed Tame Multiplier: -5%

Rancher
Animal Gather Yield: 5%
Animal Gather Speed: 5%

Work speed and gathering yield are tied to the same expertise IRL. Check out a NZ sheep shearing competition some time. Animal gather yield will likely be reduced in the future, skill can improve how much wool you can shear off a sheep but there is a finite amount of wool to acquire and a 20 skill in animals pawn only getting half of the potential wool on a sheep pre-expertise is absurd.

Artistic
Artist
Art Quality: 5%
Art Work Speed: 5%

Creative
Global Work Speed: 1.25%

Artistic is a weird skill in vanilla with few use cases. Its the perfect spot for a wild card.

Construction
Architect
Construction Success Chance: 5%
Construction Quality: 5%
Repair Chance: 5%
Repair Quality: 5%

Foreman
Construction Speed: 5%
Floor Construction Speed: 5%

Cooking
Butcher
Butchery Speed: 5%
Butchery Yield: 5%

Chef
Cooking Speed: 5%
Food Poisoning Chance: -5%

Food poisoning chance needs testing, I believe it is bugged/OP in VSE where 1 point in the expertise provides 0% chance of food poisoning, the problem is food poisoning is so rare at that skill that it is very difficult to test. Here I swapped from % to flat values as that is what vanilla does for poisoning modifiers.

Crafting
Processor
Mechanoid Butcher Speed: 5%
Mechanoid Butcher Yield: 5%
Component Crafting Speed: 5%

Crafter
Work Bench Speed: 5%

Medical
Surgeon
Surgery Success Chance: 5%
Surgery Speed: 5%

Medic
Medical Tend Speed: 5%
Medical Tend Quality: 5%

Mining
Tunneler
Drilling Speed: 5%
Mining Speed: 5%

Mining speed is only valid while you still have ore on your map. This results in you either spending 50% of your playthrough with no expertise, or losing your expertise in the last 50%

Prospector
Mining Yield: 5%
Stone Chunk Yield: 5%
Deep Drilling Yield: 5% Added!

Intellectual
Pharmacist
Drug Work Speed: 5%

Intellectual
Hacking Speed: 5%
Research Speed: 5%

Same deal as tunneler
25 Comments
tolaburke 28 Jul @ 6:22pm 
The tooltips on the expertises don't display properly.
Sacred 14 Jun @ 7:57am 
Hihi, I noticed you were looking at increasing weapon range. Idk how to do it but maybe looking at Growth Weapons may help? It might be different cause that mod is weapons that can increase the weapon range with kills, instead of a skill affecting all weapons. But maybe you'll glean something from it??
Delmain 11 Jun @ 6:50pm 
Hello, thank you for this mod, I am appreciating the merged expertises. I am also using the mod "De-generalize Work" which splits up "GeneralLaborSpeed" stat into the base stats that used to exist before 1.0 and re-works some of the VSE stats. Could you integrate support for that mod. I believe all that's needed is for this mod to load before that one, so that your changes to Expertises are made via patching before that mod's patches replace the stats.

I have made that change manually by moving the mods and that fixed the errors I was getting (crashing when opening the expertise window if the pawn is eligible for the Artistic expertise because the stat was removed by De-generalize Work).
Frank 7 Jun @ 8:51am 
It seems the UI breaks adding to a save-game but seemed to work with a fresh save (not tested beyond loading a fresh save).

Will save this for another play through or possibly add if it's fixed :D
Gravenwitch  [author] 2 Jun @ 11:22pm 
@ZAX <3 thansk for the kind words, no rewards or awards needed. I make all my mods because I want the features in my game, it is nice to hear other people enjoy them as I do.

On the UI issues reported, I am on a modding break for finals (until the 17ish). I have narrowed down the problematic mods to around 10-20 and I am researching how to patch them to remove the UI issues.
ZAX 30 May @ 9:24pm 
Why isnt this in the base mod, and why no one gives you rewards, this fix totally deserves one (sadly i don't have enough points for the better rewards)
Nion 24 May @ 1:35am 
Thank you for your effort
Gravenwitch  [author] 23 May @ 1:41pm 
@Nion I'll compare our mod lists to narrow down the mod causing the conflicts. I may be able to patch it. Thanks for the logs!
Nion 20 May @ 4:07am 
I changed my mod list since my last comment so keep this in mind.
Here are some further finding, VSE alone work properly. running VSR+VSE barebone (only dependencies) work properly. Run with all UI mod seem to work but Im not sure if I missed any. Running my full mod list doesnt work.
Log main menu:
https://gist.github.com/HugsLibRecordKeeper/839301f7fcebe64fe8a4a6e949fdd854
Log when open expertise panel:
https://gist.github.com/HugsLibRecordKeeper/32515bacea9e6581324af64e93b05923
Gravenwitch  [author] 15 May @ 12:04am 
@Nion I'll take a look, thanks for the logs! I am very new to rimworld modding so no promises but if its something I can fix I'll do so.

I would be interested to hear if this error occurs with the default VSE, or only when using VSE with this mod. This mod uses basic XML patches and while it may be behind the errors mentioned it would be very unusual for it to have done so.