FALLOUT NEW VEGAS
ST Traits and Perks by SmileyTops
New Vegas » Gameplay Effects and Changes
Added: 29/10/2010 - 04:22PM
Updated: 13/08/2011 - 08:42AM

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Description

Last updated at 8:42, 13 Aug 2011 Uploaded at 16:22, 29 Oct 2010

Description:

Update v4 2

This was a fix and small tweak update.

Fear The Reaper, and other perks that had scripts somehow get unassigned are now fixed.
Onehander/ Sharpshooter/ Bonus Ranged Damage/ Bonus Rate of fire, are now governed by weapon animation type, so will work with any ranged weapon added by mods or dlc.
Gill-Boy/Gill-Girl, for compatibility issues removed food penalties, now has a -5% poison resist.
Beastlord, shortened its' description length again to help avoid crashes.
Protean, no longer uses ShowRaceMenu (because it sometimes messes with perks), now broken down to three choices Face, Hair, and Sex.
Crunch Teamplayer/Loner, bonus increased to 5%.

New Perk (Meant for those action science characters)
lvl 8
Force Field Emitter - You have created a device that emits a protective field of energy.

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ST Traits and Perks:
Adds 21 traits, 32 new perks, and makes tweaks to 9 perks. Most are classic oldies, but there are one or two new ones.

The tweaks fall under two categories: 1) Altering perks as effects/names got shifted into new perks and traits, and 2) Weapon equality in Perk conditions, ex. melee OR unarmed rather than both.

The Crunch Edition:
An alternate version of ST Traits and Perks. It has more subdued effects and may provide a more mechanically balanced alternative.

NVSE Editions:
These require the New Vegas Script Extender ( http://nvse.silverlock.org ). They are similar to the original versions except where noted below or in the included readmes.


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Below are the mechanical effects of each item (But have no fear, in game they do have the usual lead-in text.)

Items marked with a " * " are simply altered/tweaked entries, rather than a new one.
Lines marked with a " # " are the Crunch Edition effects.
Lines marked with a " NVSE " are the NVSE Edition effects.

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ST Traits and Perks:

Traits:

*Bloody Mess; Enables Bloody Mess / Enables Bloody Mess.

Bruiser; +2 Strength / Melee Attacks are 20% slower.

Cautious; 20% Weapon Range / -10% penalty to hit.
(A combination of the Cautious Nature Perk and the Red Scare Trait)

Chem Reliant; 50% Addiction Duration / 2x Addiction chance.

*Chem Resistant; 50% Addiction Chance / 50% Positive Effect Duration.

Family History; +15% Limb resistance / -10 Speech
(Once I heard that line from Doc Mitchell, I had to make it.)

Fast Metabolism; +10% Healing bonus / -10% Radiation and Poison Resistance.
(Fast Metabolsim perk became Medic)

Feral Child; +5 Survival, Sneak, Guns, Melee, and Unarmed / -5 Barter, Speech, Science, Energy Weapons, and Repair.


*Finesse; +10 Critical Chance / -25% damage.
(Finesse perk replaced with More Criticals)

Gifted; +1 to all stats / -5 to all skills, -2 skill points at level up.

*NightPerson; +1 to both Intelligence and Perception at night / -1 during the day.

One Hander; +20% to hit with One Handed Weapons / -40% to hit with Two-Handers

One in a Million; An extremely rare chance to gain a guaranteed Critical Hit that deals devastating Critical Damage. / It is an extremely rare chance.
(Short version: On the frame Critical Hit Chance/Damage is rolled, you have a 1% chance to deal 500x critical damage.)

Skilled; +5 to all Skills, +2 Skill Points at level Up / -20% XP gained.
# +5 to all Skills, +2 Skill Points at level Up / -30% XP gained.
NVSE +5 to all Skills, +2 Skill Points at level Up / Increase Perk Rate by 1

Fear The Reaper; +20% Experience Rate / When you level up you are left at 10% of your current Health
NVSE Decreases Perk Rate by 1 / When you level up you are left at 10% of your current Health

Ghoulish Glow; You emit a green glow / You emit a green glow
(GlowingOneFXshader is also applied)

Ghoul Kin; Your Radiation Level can't exceed Deadly Radiaton Poisoning / -2 Charisma
(Whenever your rads hit 900, they are bounced back to 800. I felt this would be more compatible than altering the Radiation Level effects)

Gill-Boy/Girl; You can breath underwater / -5% poison resist

Glowing One; Ghoul Only, +30 Radiation Resistance, you emit a green glow / You Irradiate yourself and everyone around you, you emit a green glow
(Felt like including this one to mix up those Ghoul playthroughs. The Radiation bursts have a regular gap between them, so you can still Wait or perform other actions that can't take place while being irradiated. GlowingOneFXshader is also applied)

Protean; You can Activate any mirror to bring up the Plastic Surgeon Menu, the Barber Menu, or change your sex.
(This one was really more of an RP choice that I might want to play with)

Strange Case; At Night, 10% Faster AP recovery, 25% More addiction chance. During Day, -10% Damage, +5 Medicine and Science

Wasteland Pacifist: You deal 60% less damage, but if your target is knocked unconcious they don't get back up while you're still around. ( If you need to wake someone up that you have knocked unconcious; Activate the target, while crouching)

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Perks:

Level 2

Awareness; Req - Perception 5,
You can see Health and Damage Threshold of target and hostile targets are highlighted whenever the player is actively aiming.

Bonus HtH Damage; Req - Strength 6, Agility 6,
3 ranks, +5 damage added to unarmed/melee attacks with each rank.
# 3 ranks, +2 damage added to unarmed/melee attacks with each rank.

Die Hard; Req - Endurance 6, Medicine 40,
+5 Damage Threshold when Health is <=20%.
# +3 Damage Threshold when Health is <=20%.

Healer; Req - Intelligence 5, Medicine 40,
3 ranks, Each rank grants +10% to healing received.
# 3 ranks, Each rank grants +5% to healing received.

*Heave Ho; Req - 5 Strength,
Effect is unchanged.

*Rapid Reload; Req - Agility 5, Guns OR Energy Weapons 30,
Effect is unchanged.

Fork Sensitive;
If you're carrying 10 forks, you can negate 1 point of Damage Threshold on your target. You will negate 1 additional point of Damage Threshold, for every additional 50 forks you carry.
(There are 270 forks placed in game, not including ones randomly generated as container clutter. Gather all 270 and you will gain Fork Mastery. Are you up to the challenge?)

Quest ~ Fork Mastery; Conditions - Fork Sensitive, Carry 270 Forks on yourself
Once you are carrying 270 or more forks you will get this perk. You will lose Fork Sensitive, BUT you now negate 8 Damage Threshold and you only need to carry a single Fork.


Level 4

Drunken Master; Req - Unarmed 50,
While under the effects of alcohol you gain +5 Unarmed Damage, +5 Damage Threshold.
# While under the effects of alcohol you gain +3 Unarmed Damage, +3 Damage Threshold.

Loner; Req - Charisma <5, Survival 40,
When you are alone you gain a 10% bonus to Weapon Range, Damage, To Hit Chance, Critical Hit Chance, Critical Damage.and Attack Speed.
# When you are alone you gain a 5% bonus to Weapon Range, Damage, To Hit Chance, Critical Hit Chance, Critical Damage.and Attack Speed.

Team Player; Req - Charisma 5
When your teammate is nearby you gain a 10% bonus to Weapon Range, Damage, To Hit Chance, Critical Hit Chance, Critical Damage, and Attack Speed.
# When your teammate is nearby you gain a 5% bonus to Weapon Range, Damage, To Hit Chance, Critical Hit Chance, Critical Damage, and Attack Speed.
(Nearby=Close enough together to all be hit with a frag grenade; Also if you have multiple companions they all need to be nearby to get the bonus)


Blind as a Bat; REQ - Perception <=3
Enemies will appear on the player's compass and can be targeted in V.A.T.S. even when cloaked.

Level 6

Adrenaline Rush;
When Health is <=50, +1 Strength, +20% Run Speed.
# When Health is <=50, +1 Strength, +10% Run Speed.

Bonus HtH Attacks; Req - Agility 6,
+15% Attack Speed with Melee/Unarmed attacks.
# +8% Attack Speed with Melee/Unarmed attacks.

Bonus Move; Req - Agility 5,
3 Ranks, +10% Run Speed with each rank.
# 3 Ranks, +5% Run Speed with each rank.

Bonus Ranged Damage; Req - Agility 6, Luck 6,
2 Ranks, +15% ranged damage with each rank.
# 2 Ranks, +5% ranged damage with each rank.

Ghost; Req - Sneak 60,
+10 Sneak, Chameleon effect at night when sneaking.
(Took Night Person`s Perk Slot)

Scorpion Eater; Req - Endurance 3, Survival 20,
+30% Poison Resistance.

Sharpshooter; Req - Intelligence 6, Perception 7,
+30% weapon range, with ranged weapons.
# +15% weapon range, with ranged weapons

Hive Mind; REQ - Charimsa <=4, Survival >= 45
2 ranks, At first rank mutated insects will not attack you. Radscorpions still do. At second rank, mutated insects will come to your aid, and radscorpions will stop attacking you.
(Creepy crawly version of Animal Friend. Had to be done.)

Level 8

*Living Anatomy; Req - Medicine 60,
+20% damage against living creatures.
# +10% damage against living creatures.
(Boosted damage and target list, to make up for what Awareness stole.)

*Super Slam; Req - Strength 6, Melee OR Unarmed 45,
Effect is unchanged.

EM Field; REQ - Science 45
Works only against Robot Type. Your Combat Target has a chance to be set Passive, where they will no longer attack or to be set Frenzied where they will attack anything nearby.
(DLC03TelsaShader is also periodically applied.)

Cancerous Growth; REQ - Endurance <= 6
Your limbs will regenerate at 1 point every 4 seconds

Carrion Call; REQ - Lord of Death Perk OR Cannibal Perk OR Hive Mind Perk
When in combat there is a chance for a swarm of hungry radroaches to appear and help you fight.
(Applied random scaling to them, so they are less uniform and more swarm like - they will disappear once you are a good distance away.)

Force Field Emitter; REQ - Intelligence >=9
Puts an armor piece in your inventory, equip to activate. You and all allies in the field gain DT equal to your Science Skill/10. Takes 1 small energy cell every 3 seconds to keep active. Chance to return drained energy cells. Vigilant Recylcer perk increases said chance.

Level 10

Bonus Rate of Fire; Req - Agility 6, Intelligence 6, Perception 6,
+15% Attack Speed with Ranged Weapons.
# +8% Attack Speed with Ranged Weapons.

Lord of your Domain; Req - Medicine 60,
+75% resistance to addiction. (Took Chem Resistant`s perk slot.)


Master Trader; Req- Charisma 7, Barter 70,
+25% better Buy Prices.

More Criticals; Req - Luck 6,
3 Ranks, +3 Critical Hit Chance per rank. (Took Finesse`s perk slot)

One of Them; REQ - Charisma <= 3 OR Race Ghoul OR Trait Ghoul Kin
2 ranks, At first rank Feral Ghouls will no longer attack you. At second rank they will aid you in combat.
Level 12

*Medic;
Perk Fast Metabolism renamed. No effect change.

*Piercing Strike; Req - Melee OR Unarmed 70,
No effect change.

*Pyromaniac; Req - Explosives OR Energy Weapons 60,
No effect changes.

*Unstoppable Force; Strength 7, Melee OR Unarmed 90,
No effect change.

Saboteur;
+5 to Sneak, Lockpick, and Explosives.
(Essentially Master Thief, from previous games. But with Stealing and Traps rolled into other skills, I felt a new name was worth it.)

Level 14

*Flower Child; Req - Medicine 60,
Perk Chemist renamed, Chem Positive Effect Duration lasts twice as long, Addiction duration reduced by 25%.

*Purifier;
Added flame weapons to the list. No effect change.

Level 20

*Ninja; Req - Sneak 80, Melee OR Unarmed 80
No effect change.

Veteran Negotiator: Req - Speech 90
After dialog finishes you gain a 20% bonus to Equip Speed, Damage, and Accuracy. The effect lasts for a brief period (approximately your Charisma in seconds).

Level 22

Use Your Head!; REQ - Intelligence <= 3, Strenght >= 7
Instead of trying to pick the lock of a Door or Container you may smash your face against it, thereby opening it at the cost of Head condition.
Locklevel 25 == 20 Damage
Locklevel 26 to 50 == 30 Damage
Lock Level 51 to 75 == 40 Damage
Lock Level 76+ == 50 Damage
Broken Lock == 75 Damage.

Level 24

Beast Lord: Req - Perk Animal Friend OR Hive Mind
You may command any creature that is your ally to follow you; by crouching near the creature and activating it. You may control 2 creatures plus 1 additional creature for every 10 Points of your Survival Skill. You will gain a Beastlord Command Item, that will let you order your beasts to follow, wait, or be released from your sway.
(Note some creatures will exhibit odd behaviours, some do not enter buildings and Big Horners regularly stop to eat grass)

*Slayer; Req - Agility 7, Melee OR Unarmed 90
No Effect Change.

Install:
Select which version of the mod you'd like to use and extract it and the textures folder to your Data folder in your Fallout New Vegas Directory
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Note:
If you care to incorporate this mod or parts of it into your own work, feel free. Just give credit =)