[MOD] Traits

yea, i know the originals didn't which always annoyed me, as it means you kind of have to research a character before making it since you won't find the info ingame.
 
Are you planning on letting players select 0-2 traits, or a set number? What perks (from F1/F2/Tactics) are you planning to add?
 
I personally would just like to see all the traits verbatim from FO and FO2 as much as possible.

I'd like to see the Gifted and Skilled Traits back. Back in the day when I'd play Fallout, when I made a character, I'd always pick one of those.

Perhaps you could use the Black Widow/Lady Killer perk as a Trait?
 
Necro- said:
yea, i know the originals didn't which always annoyed me, as it means you kind of have to research a character before making it since you won't find the info ingame.
Or you could just trust that a Trait does something vaguely along the lines of what it says it will, and not worry so much about exact details :).

Dubby said:
Are you planning on letting players select 0-2 traits, or a set number? What perks (from F1/F2/Tactics) are you planning to add?
This version only lets you select 1 or 0 (you're still free to pick a normal level 2 perk instead of a Trait). In the future I will fix it to allow 0-2 in addition to the normal Perk selection.

Perks from F1/F2/Tactics that I am adding in my perks revamp:
More ranks of Strong Back
Pack Rat
More ranks of Better Criticals
More Criticals (instead of Finesse, which is now a Trait, obv)
Dodger (different than the original since AC doesn't exist)
Smooth Talker (doesn't work right now because Menumode doesn't work in CTDAs)

I've also added a perk called Outdoorsman which was a skill in the originals, but I've tried to caputre the 'flavor' of the skill but implemented it as a perk.

I also split the Ninja perk up into Melee and Unarmed versions, since it seemed dumb that it gave bonuses to both Melee and Unarmed, but you HAD to have 80 in melee to get it.

Most perks have had their reqs changed to match the originals where possible, as well as their levels. For example, Educated now requires Level 6 and INT 6 (like the original).
 
what about isntead of splitting the ninja perk, having it as one but requiring 80 in melee OR unarmed?
 
Wouldn't it be possible to make a "No Perk" perk available on odd-numbered levels (so the player can hit the "continue" button and finish the levelup process), and have the real perks available on even-numbered levels with CTDAs?
 
quetzilla said:
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?

Not that I am aware of. Your mod was also pretty low in my list, meaning it was loaded. I reuse it when I start a new game I guess
 
Dubby said:
Wouldn't it be possible to make a "No Perk" perk available on odd-numbered levels (so the player can hit the "continue" button and finish the levelup process), and have the real perks available on even-numbered levels with CTDAs?
If you want to add 18 CTDAs to every existing perk, then be my guest :P Not mention adding the CTDAs for perks that change the Perk Rate, which just becomes nutso. When FOSE gets online this will be a doable thing because it can (likely) mess with UI elements dynamically like OBSE can for Oblivion, and they said most of the code can be ported over. Until then, I'm not messing with it.


Roflcore said:
Not that I am aware of. Your mod was also pretty low in my list, meaning it was loaded. I reuse it when I start a new game I guess
It is kind of intended for a new game. The next version won't overwrite the existing Perks, just make the old ones unselectable and add the new ones back as Traits. One question -- did you have Commando on your existing character? Or did it just not work for you in general?
 
quetzilla said:
Dubby said:
Wouldn't it be possible to make a "No Perk" perk available on odd-numbered levels (so the player can hit the "continue" button and finish the levelup process), and have the real perks available on even-numbered levels with CTDAs?
If you want to add 18 CTDAs to every existing perk, then be my guest :P Not mention adding the CTDAs for perks that change the Perk Rate, which just becomes nutso. When FOSE gets online this will be a doable thing because it can (likely) mess with UI elements dynamically like OBSE can for Oblivion, and they said most of the code can be ported over. Until then, I'm not messing with it.

Lol, I'm real patient and have WAY too much time on my hands. So, yes, I can do that lol. But I'll need to know precisely what to do.
 
just wanted to say, that when u leave the vault theres a select traits button but doesnt do anything
 
Necro- said:
just wanted to say, that when u leave the vault theres a select traits button but doesnt do anything

Uh what? I see no such button, and there is none in the code either.
 
that's...odd maybe it was incorparated in the new f3c? cause thats the only mod i saw and the text was there but did nothing ;p
 
Necro- said:
that's...odd maybe it was incorparated in the new f3c? cause thats the only mod i saw and the text was there but did nothing ;p

Yeah, I added that for future reference. The line/data is simple enough it could probably be hexed from similar scripts through dialogue. Though, I don't know enough to do that myself. I just thought I'd add the traits button there for future reference.
 
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