Because tailoring and smithing are totally different skills
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Description:
1.1 lumped SculptingSpeed, SmithingSpeed, and TailorSpeed into one stat (GeneralLaborSpeed), unfortunately this change is a huge blow to trait mods (including my own Additional Traits mod) that used those stats to give the game just a little bit more depth. As such, this mod adds those stats back as dependents of GeneralLaborSpeed, this means that changes to GeneralLaborSpeed will be passed down to SculptingSpeed, SmeltingSpeed, SmithingSpeed and TailorSpeed, thus (hopefully) ensuring compatibility.
Incompatibilities & Interactions:
Vanilla Skills Expanded - also adds stats for Tailoring and Sculpting, this mod is configured with patch mods for handling these duplicates:[list]
[*] Light touch mode will keep duplicate stats (adjusting them to fall under the De-generalized stats instead of Global Work Speed) and only target recipes that VS skills hasn't touched.
[*] Best guess mode is will remove the duplicate stats and attempt to supplant them with the stats with the ones defined by this mod (how the mod was configured in previous versions). This should almost always work, but may throw errors if another mod attempts to use one of the removed VE stats (if this occurs, please let me know which mod and I'll make a patch for it)
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FrozenSnowFox's Vanilla Bionics Expansion and Advanced Bionics Expansion (with VE Skills)[list]
[*] Adjusts FSFBionicsCraftingSpeed to fall under SmithingSpeed
[*] Replaces VSE_TailoringSpeed and VSE_ArtSpeed with De-generalized stats when VE Skills is in Best Guess mode
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Modders
For a full write up on how to use this mod for your project, see the De-generalize Work [url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fgithub.com%2FAlias44%2FDegeneralize-Work%2Fwiki%2FModding-usage]github wiki[/url][github.com]
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FAQ
Q: Is it save game compatible?
A: On it's own this mod is saved game compatible it can safely be added and removed on a whim, [b]however[/b] other mods that rely on this mod may not be, so exercise caution when removing things (or don't, it's your life).
Q: I found a bug/issue/problem, where should I report that?
A: I have a discussions page just for that, it's pinned, but here's the link anyway:
[url=https://steamcommunity.com/workshop/filedetails/discussion/2011655761/1750150188483791427/]Bug Reports[/url].
Q: What if I want to leave my bug/issue/problem in the comments section?
A: Bug reports in the comments section will be ignored, deleted, or I might just make fun of you for not reading the FAQ. In any case, until your issue is properly reported in the bug reports discussion, I [b]WILL NOT[/b] investigate it.
Q: Is it compatible with XYZ mod?
A: I've done my best to make this mod as compatible as possible, but I have no idea, I'm going to guess probably, maybe, possibly. As I don't have time to test every mod for the game, I would appreciate if you would test that for me, if it works fantastic! If not drop me a bug report and I'll look into it.
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Links:
[url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fgithub.com%2FAlias44%2FDegeneralize-Work%2Freleases%2Flatest]Github link for non-steam users[/url][github.com]