Closer to Classics: Traits and Perks

Alexander Strahan

First time out of the vault
Hello,

My name is Alexander Strahan, and I'm known as Finist Brightfalcon at Bethsoft Official Forums. This my Traits and Perks mod.

Without further ado:

Closer to Classics - Traits and Perks
Version 1.0
Author: Alexander Strahan (Finist Brightfalcon)


Download Closer to Classics - Traits and Perks from Fallout 3 Nexus

SUMMARY

This mod adds Traits to Fallout 3, and makes Perk system more like classic Fallout games.

It also alters and replaces some perks whose benefits were utterly, or close to utterly useless.

Please read the detailed description section CAREFULLY for more information.

VERSION HISTORY

1.0 - First Release

INSTALLATION

1. Extract the Textures folder and Closer to Classics - Traits and Perks.esp into your Fallout 3\Data folder. Select Yes if prompted to overwrite.
2. Activate Closer to Classics - Traits and Perks.esp.

REMOVAL


1. Deactivate Closer to Classics - Traits and Perks.esp and delete it.
2. Delete Data\textures\interface\icons\pipboyimages\perks folder.

DESCRIPTION

1. Perk Rate.

Classic Fallout games had a concept of "Perk Rate", meaning that characters did not gain a perk every level. Instead, humans got a perk every third level, dogs got a perk every other level, etc.. This mod implements a "Perk Rate" of 2, meaning that you will gain a perk every even level (2, 4, 6 and so on). On odd levels (3, 5, 7...), you only get skill points, and must pick the "No Perk" perk from the list of perks. All other perks (except Here and Now) are unavailable at odd levels.

2. Traits.

Traits are "special abilities" that make your character unique. Like Perks, they have helpful effects. Unlike Perks, they also have negative effects on your character (except for Bloody Mess). You can pick up to 2 Traits as soon as you LOAD your game and EXIT INTO AN EXTERIOR AREA. Or, if you do not like traits, you do not have to pick them at all.

Traits are based directly on Fallout 1, Fallout 2, Fallout Tactics and Van Buren. Some traits replace vanilla game perks.

Please read the description of each trait CAREFULLY:

- Bloody Mess: With the Bloody Mess trait, characters and creatures you kill will often explode into a red, gut-ridden, eyeball-strewn paste. Fun!

- Bruiser: A little slower, but a little bigger. You may not swing as often, but they will feel it when you nail 'em! Your Strength is +2, but you lose 20 action points.

- Clean Living: Chemicals only affect you half as long as normal, but your chance to be addicted is also only 50% of normal. THIS TRAIT REPLACES "CHEM RESISTANT" PERK.

- Fast Metabolism: Your metabolism is faster than normal, and you have stronger reactions to stimulants... and poisons. You gain a 20% Health bonus when using Stimpaks, but you have 20% less resistance to Radiation and Poison. THIS TRAIT REPLACES "FAST METABOLISM" PERK.

- Fast Shot: You spray bullets like a maniac! All your attacks cost 25% fewer Action Points they normally would and do 10% more damage. However, you have 25% less chance to hit in V.A.T.S. mode, and your ranged weapons suffer from greater shot spread because of your jittery hands.

- Cannibal: You are a cannibal! When in Sneak Mode, you can choose to devour a corpse, and gain some Health from this hideous act. However, every time you feed, you lose Karma, and if the act is witnessed, it is considered a crime against nature. THIS TRAIT REPLACES "CANNIBAL" PERK.

- Finesse: Your hands are delicate precision instruments, making you an excellent marksman. Unfortunately, you are just about worthless in close combat. You score more critical hits with ranged weapons, but deal less damage with Unarmed and Melee Weapon attacks. This trait cannot be selected together with "Heavy Handed". THIS TRAIT REPLACES "FINESSE" PERK.

- Gifted: You are naturally more gifted than those around you, so difficult things come easier. Unfortunately, this made you a bit of a slacker. Your statistics are better than a regular person's, but your starting skills are lacking, and you gain 5 fewer Skill Points each level.

- Good Natured: You're a friendly person and are hesitant to employ violence to solve problems. Your combat skills start at a lower level, but Medicine, Barter and Speech are substantially improved.

- Heavy Handed:
You swing harder, not better. Your attacks are very brutal, but lack finesse. You rarely cause a good critical hit, but you always do more melee and unarmed damage. This trait cannot be selected together with "Finesse".

- Junkie: You are an alcohol and chem junkie. You are more easily addicted to chems, but their positive effects last twice as long. THIS TRAIT REPLACES "CHEMIST" PERK.

- Kamikaze:
By not paying attention to any threats, you can rush in where angels fear to tread. You have 25 more Action Points, but - since you never mastered the art of presenting the smallest target possible - you take 25% more damage from all attacks.

- Night Person: When the sun is down, you feel great! Gain +2 to both Intelligence and Perception (up to a maximum of 10) at night. However, during daytime your senses are dulled and you suffer attribute penalties. This trait directly affects your "internal clock," and remains active both inside and outside. THIS TRAIT REPLACES "NIGHT PERSON" PERK.

- One Hander:
One of your hands is very dominant. You excel with single-handed weapons, but two-handed weapons cause a problem. THIS TRAIT REPLACES "GUNSLINGER" PERK.

- Skilled: You spend time learning additional skills, but it takes you longer to master them. You can tag 1 additional Skill; however, you gain 15% less Experience Points every time Experience is earned.

- Small Frame: You are not quite as big as other people, but that never slowed you down. You can't carry as much, but you are more agile. You have +1 Agility, but your carry capacity is reduced by 25 lbs.

3. Perks.


Some perks in the vanilla Fallout 3 are so pathetically useless that there is absolutely no excuse to pick them. They have been improved or replaced altogether. Some perks have become traits. Below is a list of all perks that were changed or replaced. If a perk is not on this list, then it hasn't been changed at all compared to vanilla Fallout 3.

- Bloody Mess:
Replaced by Trait "Bloody Mess"

- Cannibal: Replaced by Trait "Cannibal"

- Chem Resistant: Replaced by Trait "Clean Living"

- Chemist: Replaced by Trait "Junkie"

- Computer Whiz, Infiltrator: merged, renamed "Ayyyyy!". Requires Lockpick, Science and Repair over 55, and Perception and Luck of 6 or more. Allows bypassing broken locks and locked-out terminals. Fonzie rules!

- Daddy's Boy/Girl
- now grants a 15 point bonus to Science and Medicine per level of perk.

- Educated - Additional 5 Skill Points instead of 3.

- Fast Metabolism
- Replaced by Trait "Fast Metabolism"

- Finesse - Replaced by Trait "Finesse"

- Gun Nut - now grants a 15 point bonus to Small Guns and Repair per level of perk

- Gunslinger - Replaced by Trait "One Hander"

- Commando - Renamed "Sharpshooter". Requires scores of 45 in Small Guns, Big Guns and Energy Weapons. Gives a substantial VATS accuracy bonus, and reduces shot spread.

- Impartial Mediation
- Replaced with Living Anatomy perk. You have a better understanding of living creatures and their strengths and weaknesses. You get a one-time bonus of +15% to Medicine and you do 10% more damage to living creatures.

- Intense Training
- Replaced with "Gain (Statistic)" perks. These seven perks become available at Level 12, and allow you to add a single point into any one of the SPECIAL statistics.

- Lead Belly - Replaced with Steady Arm. Your aim is rock-steady! Any ranged weapon that you fire suffers from only half the bullet spread it normally would, and your concentrated fire causes 5% more damage.

- Little Leaguer - now grants a 15 point bonus to Explosives and Melee Weapons per level of perk.

- Nerd Rage!
- renamed "Adrenaline Rush". Intelligence and Science requirements removed. Strength and Damage Resistance bonuses kick in when your health drops below half (instead of 20%).

- Night Person
- Replaced with trait "Night Person"

- Scoundrel
- Renamed "Smooth Talker". Now grants a 15 point bonus to Speech and Barter per level of perk.

- Size Matters
- Renamed "Weapon Specialist". Requires score of 45 in Big Guns OR score of 45 in Energy Weapons. Grants 15 point bonus to Big Guns and Energy Weapons.

- Strong Back
- now has 3 ranks, each grants an additional 50 lbs carry weight, up to 150 lbs extra!

- Swift Learner
- Now only 1 rank and gives 25% more Experience Points whenever XP is earned.

- Thief - now grants a 15 point bonus to Sneak and Lockpick per level of perk.

- Toughness - now has 3 ranks, each grants an additional 10% damage resistance.

NOTES


- Steady Arm perk will NOT reduce gun spread below the minimum spread value. So, even if you have it, and your corresponding weapon skill is 100, guns will STILL suffer from minimum spread. This perk doesn't help you much if your weapon skill is high - but it helps you fire weapons you are unskilled with with more accuracy. It's not a "be all end all" perk - it is intended to help characters who specialize in one or two weapon types (or no weapons at all) and want to occassionally use guns they are unskilled with.

- Here and Now perk is available on both odd and even levels. Working as intended. It is not a bug.

- Perk Rate 2 only works until level 30. After Level 30, you gain a perk every level again. Not that it matters - at that point, you are a god who walks the Earth. Perk Rate 2 may be extended post-L30 after Bethesda uncaps the level cap.

- This could ostensibly be considered a "hardcore" mod, since it reduces the number of perks you can get. If you don't like it, don't use it.

- I will NOT split this mod in two (Perks and Traits separate from each other). Too much work, too much bug potential, and I'm too lazy. So don't bother asking.

RECOMMENDED COMPANION MODS


I highly recommend using Tag - You're It! (http://www.fallout3nexus.com/downloads/file.php?id=802) or a similar mod to make Tag Skills more meaningful.

KNOWN ISSUES

- Perk Ayyyy! requires Intelligence of 6 or more, Perception of 6 or more, and Lockpick, Science and Repair of 55 or more. Its requirements are displayed incorrectly by the interface. It is an interface bug, not a mod bug.

- Perk Concentrated Fire requires that EITHER Small Guns, OR Big Guns, OR Energy Weapons have a score of 60, not that all three of them have the score of 60 as the interface displays. It is an interface bug, not a mod bug.

- Gain (statistic) perks are listed in the interface as requiring the statistic they affect to be 10. This is an interface bug: apparently FO3 cannot display the "Statistic must be LESS THAN X" condition correctly. Trust me, it works.

- I created some new icons for Perks and Traits using images from Fallout Wiki. But, I'm not a graphic artist, so these icons look somewhat inferior to professionally-made icons. If you can help me make them better, contact me.

Q&A:


Q: I hate all the traits. Do I have to use them?
A: No, not at all - that's why there's a "No Trait" option in trait selection menu.

Q: How do I know what each trait does before I pick them?
A: Read this Readme.

Q: I picked a trait, but I hate it! Can I get rid of it?
A: Yes, reload the game. Or use the console. I did not include the "Mutate" perk. Someday I might.

Q: I think that a trait or a perk is underpowered/overpowered. What do I do?
A: Feel free to make a suggestion. If it makes sense, I'll implement it. Remember that I treat all suggestions as subjective (as in, I hate it because it cramps my style). Your subjective suggestions have to fight against my subjective suggestions, and guess what - yours will probably lose.

Q: I like getting perks every level. I would use this mod if only you made perks available every level. Can you make a special version?
A: No. I always felt that FO3's "perk every level" system was a cop-out and a bone thrown to the impatient. If you don't like it, this mod is not for you. No, I'm not sorry.

Q: Can I make edits to this mod for personal use?
A: No, I'll come to your house and stop you. Just kidding. REALLY I'M JUST KIDDING! Of course you can.

Q: Can I make edits to this mod and release it to public as something like "Perks and Traits - MY UBERL33T VERS1ON !!!!!!!LOLSAUCE!!!1111eleventyone"?
A: Absolutely not.

Q: Can I translate this mod into other languages and/or host it on other websites?
A: Yes you can. Contact me first and let me know. If and when I update the mod, you are responsible for updating it on your sites.

BUG REPORTING

Please contact Finist Brightfalcon on Bethsoft Official Forums with any issues you encounter.


**********************CAVEAT EMPTOR - USE THIS MOD AT YOUR OWN RISK**********************
 
Not a thing.

Level cap is outside the scope for this mod.

There are level-uncappers out there, and with any luck, BS will uncap the level in an upcoming DLC or patch, as they promised.
 
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