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Hello everyone!

I know it may seem like we're blasting out new mods every day, and quite frankly this is exactly what we're doing!

Legodude and I spent some time working on Vanilla Skills Expanded, and it is now coming closer to release! As such, I've prepared the infographics for you all to see what the mod has to offer.

So yeah, that's it for Skills Expanded. The mod is entering testing now. Hopefully you will find it great, as it adds a lot more depth to late game pawns.

See you soon with another cool announcement!

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Comments

Drudok

The image for nursing lists increased component crafting speed

TheFalseKing

Surgery increases succes chance but does this negate the minimum 2% failure rate?otherwise this is really only useful when no proper hospital is available

Ethan Wortzman

You either have a typo or nursing is a very poorly named expertise

Sauergesicht

Love the concept of this! Roofing seems like a meme tho. It's fast, costs no resources, cannot fail and is not critical in any way. Maybe a combination of roofing& flooring could bring it on par with the other options

Jack Whitby

Can Pawns have more than one expertise? Across 2 different skills they are passionate about.

Hoosfoos McCave

This is great stuff. I am super looking forward to playing with it. I have to say, the new passion stuff really surprised me. It’s just so brilliant for mimicking how people are in real life. Nicely done!

Scott Dockery

Am I underestimating Hacking? It's obviously very good if you've got VFE Ancients, but it seems to be marginal if you have Ideology and useless otherwise. Maybe if it influenced scanning as well?

Jason McGinn

This sounds really cool but I'm curious: If I have say a ranching colony with a group of skilled animal workers, achieving several DIFFERENT expertises within that category, will there be a way to make just my taming expert will go after the new animals, or will ALL the animal workers continue to run off and try to tame things?

ACHR Warner

Please make sure that this works with EDB Prepare Carefully. I love the idea of this but it sounds like it might not work with the EDB:PC UI and I know that will burn a bunch of people on it if they are not compatible.

Testitesto

Unrelated question; if there is mod support for the xbox version, are you planning to port your mods to console. I’m not really techy so unsure if even possible.

Victor Hamacek

do expertises still have skill loss?

Victor Hamacek

and any plans for expertise for other ve things like a fishing one or genetic?

Mark

I love this. Can‘t wait for this and psycasts extended

mrlee123456

Dueling expertise + VE persona weapons plasma sword + psycasts expanded… we can make a snobby Jedi!

noddistVitae

Any plans for a throne speech/leader speech expertise?

Artemis Martin

Choosing between the more general expertise that will come-up daily and the more specific ones for jobs will be a tough choice for me, personally. Noticed just a few gaps in potential, however. Would a ranged/melee dodge chance for shooting/melee be possible? They are some of the few stats that aren't easily increased, and greatly help with longevity. Seeing the new kinds of passions is terrific as well, they might help me break-out of my habit of assigning purely on passion alone! The now-deprecated 'Interests' mod had a great idea with special passions that had a greater impact on other factors than just skills: like reducing rest loss while in use, complaining to nearby pawns while using the skill, or assigning a need bar to the skill like an addiction or hunger. It'd be cool to see some bridging of the trait and skill systems in future updates.

yarilla

Would be so cool to have skill-related quests. Maybe a request from another faction for a masterwork bed / parka / statue / rifle, etc. made by one of your Expert colonists. Or a proposal to purchase a legendary item, since it's immediately so famous.

1Sopel6

Just wanted to raise you some topic - many people use RimHUD and taken from the experience of running it alongside Interests (other mod that added new passions) it had some problems with displaying new passions on the HUD- RimHUD highlights the vanilla passionate skills, but the new ones added were also highlighted, even when they were "negative" (like yours Apathy) and the skills affected by the new passions had many "+++" displayed by their names. Do you know if this would be the same case with this mod?