Extra traits

Kanhef said:
It would be imbalanced, but Animal Friend could give a +1 for each animal in your party. Might be better to call it 'Dog Walker' if you do that... ;)

That's an interesting idea! It might make K-9 and the rest of the dogs somewhat useful, and Goris too. It would make for a different play-through, even if unbalanced.
 
I've added some extra functions to sfall 1.32 to allow additional traits and perks to be added to the character screen, so I'm not limited to just using the 5 unused perk slots any more. (It also means that the traits will show up in the traits section, instead of with the perks like they do now...) Rather than carrying on with the current hacky method of using the perk level up box, I'd prefer to use the windowing functions to build my own bit of interface. Does anyone have any experience with them? I'm working my way through the mr fixit scripts now, but it's not an example script so there's not many comments or descriptions of which functions do what and it's mostly a slow case of trial and error.

Edit: Actually, I think I've found a slightly different way to do it by modifing the choose a perk box. That will be more convenient for anyone trying to mix extra perks in with the real ones, so I'll stick to doing it that way.
 
ah thats really nice, but i finished my work with lisacs tutorila yet (gvar method) :wink: But i will try this, that sounds really easy to me and very nice.
 
ok, updated to 1.3. You still have to visit the character screen, but you now get a proper pick-a-trait dialog when you're there, instead of being stuck with me just using the 5 empty perk slots.

Other changes/fixes not related to the interface: Jack of all trades now only increases your skills by 10 instead of 20, and its skill cap no longer effects npcs. I removed cautious pickpocket and brazen thief, and replaced them with a semi-related level 6 perk that prevents npc's stealing from you. (Possibly a bit pointless; is there even anything that steals from you except for the den children?) Ironwall was replaced with a level 3 perk that does exactly the same thing, but without the ap cost. There's a level 12 perk that prevents the player knocking back opponents when fighting unarmed. Perfect aim was replaced with a level 18 perk that has no effect on npc's, but which increases your maximum hit chance to 98%. Pathetic aim now causes a slight penelty to hit chances as well as capping them at 50. I also included jog's vile breath perk, because it made me laugh. :P

It's now a heck of a lot easier to add new traits and perks than it was without sfall 1.33, so if anyone wants to add new ideas, go ahead.

Anyone feel like commenting on balance issues? *looks meaningfully at per* (At the least, I'm going to restrict acess to the new perks. pe 8+ for hawkye, pe and ag requirements for perfect aim, some unarmed skill and agility for grappler.)

Edit: Just remembered that I forgot to add images to the new stuff... *makes a note on her to-fix list.*
Edit2: And on a similar note, everything could do with better descriptions. I suck at that sort of thing, but if anyone can think of some better ones I'll replace mine with whatever you come up with.
 
Great work Timeslip.

Does Sfall effectively make it possible to edit the existing perks by removing them and replacing them with identical Sfall controlled new ones? IMO at least 50% of the existing perks are not even worth considering and really need adjusting (lots of people have already said this)

what do you think?
 
Josan12 said:
Great work Timeslip.

Does Sfall effectively make it possible to edit the existing perks by removing them and replacing them with identical Sfall controlled new ones? IMO at least 50% of the existing perks are not even worth considering and really need adjusting (lots of people have already said this)

what do you think?
You could try, but the effects of most of the perks are hardcoded into the engine and couldn't be replicated by scripts. Changing the hardcoded effects is easier done in sfall itself. Which perks were you thinking of specifically?
 
Timeslip said:
Which perks were you thinking of specifically?

Here's some examples, taken mostly from Per's guide:

Pyromaniac: as Per says simply doesn't add enough damage. If memory serves it's something like +5 to fire attacks. Simply needs to be modified to at least +10 IMO
Light step: again, agree with Per it should be at least +80% or even immune to traps to worth considering.
Rad resistance & snakeater: both really need to be at least +50% to be considered. of course poison and rads need to be more prevalent in the game aswell to really make it worth it.

and so on ... It's mostly just upping the bonuses for the crappy perks. there's lots more.
So i don't quite understand: do you think it can be done?
 
jack of all trades: +20 to all skills, can't advance any skill above 150
It would be interesting idea that good nature would make impossible to advance above some level in combat skills. Then this trait would have really significant influence on game style.
 
We should probably go through Fallout Tactics and extract all the different skill dex images into a new FRM pack for easy download.

Timeslip said:
... *makes a note on her to-fix list.*

Timeslip's a chick? I didn't see that coming, here I was thinking that all programmers were guys who lived in their parents basement and train smoked.
 
I like the new traits but they don't seem to display the effects when you select them in the screen. I tried selecting, clicking okay, then re-opening the character screen as well. That's actually how I found this thread, trying to figure out what the traits actually do :P
 
Josan12 said:
Here's some examples, taken mostly from Per's guide:

Pyromaniac: as Per says simply doesn't add enough damage. If memory serves it's something like +5 to fire attacks. Simply needs to be modified to at least +10 IMO
Light step: again, agree with Per it should be at least +80% or even immune to traps to worth considering.
Rad resistance & snakeater: both really need to be at least +50% to be considered. of course poison and rads need to be more prevalent in the game aswell to really make it worth it.

and so on ... It's mostly just upping the bonuses for the crappy perks. there's lots more.
So i don't quite understand: do you think it can be done?
Rad resistance and snake eater could be replicated via scripts easily; just use 'set_pc_extra_stat(poison, get_pc_extra_stat(poison)+50)' or similar.

The effects of pyromaniac and light step couldn't be replicated using the existing script functions, so would require either additional scripting functions to be added to sfall, or an option in sfall itself to change them.

Edit: umm, does light step actually work? Pyromaniac had a hardcoded check in calc_attack_damage, so I've added a set_pyromaniac_mod function to sfall to adjust the bonus it gives. snakeater and rad resist both work via the normal perk system, and so the existing set_perk_stat_mag function is sufficient to alter them. Light step though, afaict, isn't used anywhere, scripts included. (OK, just read the note in per's walkthrough about most of the trap scripts missing light step checks. I don't want to include modified original scripts with this mod though, so that's one perk I'm going to ignore.)

Edit2: In any case, I'll work the way through the rest of the useless perks in per's list, and see if any of the others can be easily altered. I'll alter heave ho to give bonuses above the normal cap on throwing range, at least.

Edit3: And the last edit of the post, 1.4 is out.
Code:
Pyromaniac now increases fire damage by 10
Heave ho will now increase thrown weapon range beyond their usual maximums
Swift learner xp bonus increased to 20%
Snake eater and rad resist perks changed to give +40% resistance each.
New perk: Teacher
Added stat requirements for the new perks

quetzilla said:
I like the new traits but they don't seem to display the effects when you select them in the screen. I tried selecting, clicking okay, then re-opening the character screen as well. That's actually how I found this thread, trying to figure out what the traits actually do :P
Like I said, I could use better descriptions. :)

If you want to know exactly what everything does though, just look at the uncompiled scripts.
 
Timeslip said:
Edit2: In any case, I'll work the way through the rest of the useless perks in per's list, and see if any of the others can be easily altered. I'll alter heave ho to give bonuses above the normal cap on throwing range, at least.

Cool beans. If you can make a list of changeable perks and post it here, we can go through it, get suggestions for how much to improve them by, and bring them up to scratch. It would be great to have more than 10 or so decent perks to choose from, plus some new ones :)

EDIT: @ timeslip: did you see this image?



It would go perfectly with the weather mod when it snows. Maybe something like after it's started snowing on a map, when the player changes maps the game could use these snowy ones .... :wink:
 
Thoughts on perks to fix:

Bonus HtH/Ranged Damage: bonuses should be triple or something. (also Per says HtH bonus gets applied to max damage and should apply to min AND max).

Silent Death: triple or quadruple damage (usually only get this off once per combat anyway)

Mysterious Stranger: Stranger should appear in ALL random encounters

Adrenaline Rush: +2 ST and +2 EN? might be a little much though

Comprehension: should also raise the maximum skill level able to be gained by reading books

Demolition Expert: bonus should be applied to grenades (if it isnt) and should be super humungous :P (or also merge with Light Step for the hell of it)

Empathy: +20 to speech as well?

Earlier Sequence: 1 rank instead of 3, but make the bonus much bigger (if possible would be cool if it could give you an Extra extra bonus round).

Ghost +40 to sneak instead of +20 (and/or merge with Night Vision)

Silent Running: +20 to sneak in addition to being able to run while sneaking.

Educated: 1 rank instead of 3 but gain 5 extra skill points per level rather than 2 (and maybe merge with comprehension?)

Smooth talker: +2 pretend IN but only one rank instead of 3

Quick Recovery/Stonewall = merge into one perk

Cautious nature/pathfinder: merge into one perk

Healer/faster healing: merge into one perk
 
Timeslip said:
Rather than carrying on with the current hacky method of using the perk level up box, I'd prefer to use the windowing functions to build my own bit of interface. Does anyone have any experience with them? I'm working my way through the mr fixit scripts now, but it's not an example script so there's not many comments or descriptions of which functions do what and it's mostly a slow case of trial and error.

Edit: Actually, I think I've found a slightly different way to do it by modifing the choose a perk box. That will be more convenient for anyone trying to mix extra perks in with the real ones, so I'll stick to doing it that way.

Good luck with windowing functions. I tried emulating the elevator window but dropped the whole thing and just named my elevator maps as the in-game ones. It's not worth the effort IMO.
 
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