[MOD] Traits

quetzilla

First time out of the vault
QZ Traits v1
by qzilla

Download here for now (will upload to NMA soon):
http://www.fallout3nexus.com/downloads/file.php?id=593

Traits are effectively Perks which are only selectable at level 2. The effects have mostly been carried over from Fallout 1 and Fallout 2. Where possible they replace existing Perks which were based on Traits (such as Chemist, Finesse, etc.). Since Gunslinger has become One Hander, Commando has been made unselectable (this will NOT cause problems with existing characters).

The 12 Traits are:
  • Bloody Mess
  • Bruiser
  • Clean Living
  • Fast Shot
  • Finesse
  • Good Natured
  • Heavy Handed
  • Junkie
  • Kamikaze
  • Night Person
  • One Hander
  • Small Frame
I left Fast Metabolism as a Perk because the Trait version was always terrible. I left Gifted out because it was always unbalanced. I left out Skilled and Jinxed because they don't really fit into the new game mechanics (no critical failures, etc.) Sex Appeal was left out as it's basically accounted for by Black Widow/Ladykiller. Chem Resistant became Clean Living because that was the new name for Van Buren. I then changed Chem Reliant to Junkie to better fit in with the other names.

Details on exactly what the Traits do (as compared to the originals) are in the included readme file. I've done my best to make the numbers balanced while staying true to the spirit of the originals, but if you find one that is unbalanced, please let me know and I'll take a look at fixing it for the next version.

In the future I'll be changing this so that you can select up to 2 perks at the start of the game (probably after the SPECIAL book is read, and then again before leaving). For now you just have to pick one at level 2 instead of another perk.

Note: I have included .dds icons for all the Traits... except they're all the same image. If anyone wants to convert the original icons for these over to .dds for me, that would be great (it's why I gave them all their own files).
 
good stuff, but do you now miss a level 2 perk or do u get a trait and a perk at level 2?
 
Right now you miss a perk although there is a way around that. Open the console and type:

player.setlevel 0
advlevel

Which will let you pick a perk at level 1. The problem with that is you get +15 skill points.

In the future I will fix it to work separately from the Perk Select screen, but that requires scripting which I can't quite do yet :P.
 
i think it might be fixed if you merge with the F3C in which case you don't get the +15 but do get the fallouty skill bonuses, which if i recall correctly you were able to give yourself points at char creation (lvl1)
 
Yep, actually I remember you mentioning traits you were working on qzilla, glad to see you release them here too ^_^

I also know how to make the .dds files for the perk/traits, but they do require some... peculiar editing.

But with the no perks at level 2 thing, i -think- i might know how to actually fix that. You know the -here and now- perk? have you thought about messing with the "level advancement" it provides to make it work in reverse, to "take away" a level?
 
Dubby said:
Yep, actually I remember you mentioning traits you were working on qzilla, glad to see you release them here too ^_^

I also know how to make the .dds files for the perk/traits, but they do require some... peculiar editing.

But with the no perks at level 2 thing, i -think- i might know how to actually fix that. You know the -here and now- perk? have you thought about messing with the "level advancement" it provides to make it work in reverse, to "take away" a level?

The here and now perk works by activating a quest stage result script which adds exactly enough XP to get you to the next level. I could probably make a perk to take away XP, but it probably wouldn't make the game lower your level, and it still wouldn't solve the extra skillpoints. Once I get better scripting I can just set the base skillpoints per level to 0, advance the level, then reset the skillpoint number to whatever it was before, and subtract a level.

But I should also be able to script a custom MESG which would allow you to just select 2 traits at the start of the game (including the option for 1 or no traits.
 
easiest way to solve the issue is to pick a skill you had put points into and call

player.setAV -skill- -15 less-
 
quetzilla said:
(this will NOT cause problems with existing characters)

actually it does. I used this on my game, was level 8 when I installed it, on the next level up I didn't recieve no level up, perk or trait. disabled the plugin and loaded the autosave right before the level up - recieved it!
 
quetzilla said:
Dubby said:
Yep, actually I remember you mentioning traits you were working on qzilla, glad to see you release them here too ^_^

I also know how to make the .dds files for the perk/traits, but they do require some... peculiar editing.

But with the no perks at level 2 thing, i -think- i might know how to actually fix that. You know the -here and now- perk? have you thought about messing with the "level advancement" it provides to make it work in reverse, to "take away" a level?

The here and now perk works by activating a quest stage result script which adds exactly enough XP to get you to the next level. I could probably make a perk to take away XP, but it probably wouldn't make the game lower your level, and it still wouldn't solve the extra skillpoints. Once I get better scripting I can just set the base skillpoints per level to 0, advance the level, then reset the skillpoint number to whatever it was before, and subtract a level.

But I should also be able to script a custom MESG which would allow you to just select 2 traits at the start of the game (including the option for 1 or no traits.

Well you should also investigate modding the vault 101 exit door then, where a player gets to change their stats one last time. That to me makes the most sense for putting a traits dialogue at. Also, these are some concept traits I was planning on working on that were taken from Arcanum:

Lunatic --- Add 20% to All Resistances, Lose 4 to Charisma
Foppish --- Add 1 to Perception, Lose 2 to Agility, Add 20 to Barter & Lockpick
Hyperactive --- Add 10% to Movement Speed, Lose 2 to Charisma
Bookworm --- Lose 1 to Strength & Perception, Add 1 to Intelligence, Gain 1 Extra Skill Point whenever Skill Book is Read
Beat /w Ugly Stick --- Add 2 to Strength & Agility, Add 10 to Melee Weapons & Unarmed, Lose 4 to Charisma & NPCs always respond with the minimum disposition possible
Wildchild --- Add 2 to Agility & Endurance, Lose 3 to Intelligence & Charisma, Add 25 to Sneak & Unarmed.
 
imho your traits are too severe..the negative effects gratly outweight the positive, for example lunatic 20% presistance but 4 cha loss, at most imho it should be 2 cha loss, or wild child u get 4 total but lose 6!
 
Roflcore said:
quetzilla said:
(this will NOT cause problems with existing characters)

actually it does. I used this on my game, was level 8 when I installed it, on the next level up I didn't recieve no level up, perk or trait. disabled the plugin and loaded the autosave right before the level up - recieved it!

That specific comment is about Commando being made unselectable. I have used the mod on my own characters and had no problems -- are you using other mods that modifiy perks?
 
Necro- said:
imho your traits are too severe..the negative effects gratly outweight the positive, for example lunatic 20% presistance but 4 cha loss, at most imho it should be 2 cha loss, or wild child u get 4 total but lose 6!

Maybe, arcanum used a very different stat system - but were made by the same folks and many of the traits they had were... very creative and nice.

and quetzilla, if I may, just how much do you know about coding perks? Do you know what is and is not possible for a perk? And what about restricting perk gain to certain level intervals? (Every level is too much, but once every 3 levels is too little, I think even-numbered levels only would work very well with fallout 3)
 
i like even level, but the biggest problem is the lack of perks FORCING one to take levels in intense training.

personally though id like stuff that give +stat either have a really high lvl/other requirement or to be removed all together

take for example default fo3, you generally are forced to take intense training at lvl 2 and 3 since there arent enough perks that are worth getting.
 
Necro- said:
i like even level, but the biggest problem is the lack of perks FORCING one to take levels in intense training.

personally though id like stuff that give +stat either have a really high lvl/other requirement or to be removed all together

take for example default fo3, you generally are forced to take intense training at lvl 2 and 3 since there arent enough perks that are worth getting.

While I like that sentiment, I think it's better that Intense Training be limited to 3 ranks, and require an upper-middle to high-end level to obtain. Then to compliment that, have the Gain (statistic) perks (all 7 of them) back in action at level 9.
 
the real problem for me has been early game perks, with educated out in f3c there arent really many good early level perks to get, generally the ones u waited for was educated and comprehension, educated is out and comprehension is so so..
 
educated should still be there - and anyways, comments for f3c should be in the f3c thread.
 
found a flaw, the whole set lvl 0 doesnt work because the level requirement on the traits is lvl 1 not 0 therefor you need to be level to get it and therefor must lose out on a perk :*(
 
@Necro-: It works for me, did you actually try it? Remember, if a perk says it requires level 6 (for example), then it will be selectable when you are lvl 5 and have just earned level 6. Therefore, if the perk has req: level 1, it should be selectable when you are level 0 turning level 1. I'll double check later but it was working fine for me.

On the note of perks needing higher requirements etc, I realize thats an issue and have a WIP to remedy that. I realize F3C already does some of that but I kind of have my own vision for things so I'll have a version out too.

And yes, I do have a (relatively) extensive knowledge of how to code perks and what they can do. Without scripting there is still a lot you can do, and with scripting (which is coming soon) the only limits are things hard-coded into the game engine.

Also, I do have a possible method for changing the Perk Rate, but it involves changing the .xml and right now my focus is more on adding new content rather than changing the Perk Rate (personally I like having a perk every level, Perks were always my favorite part of leveling up in F2)
 
yea i did try it, my exact steps were, after amata comes wake you up, i went to the console player.setlevel 0 then advlevel

all the perks and traits were greyed out.

edit:

although this is personal perference (not just limited to traits) i'd like to see the exact effects listed for example the text for finesse says you gain critical chance at the cost of normal damage but like most perks its actually really vague.

it should be like the fo3 perks where under it says like

Chance to crit: +10%
Damage: -30%
 
Oh, I did change it so they're only selectable at level 2. The fix is simple:

advlevel
player.setlevel 1

Then subtract out whatever skillpoints you added.

As for specific descriptions, I won't be adding exact details. The original descriptions for Traits never had the exact details, so neither do these. If you want to know you can just look it up in the readme.
 
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