Just giving an update post: The mods still being worked on, but other things going on right now has made it difficult to tell when exactly its going to be ready, along with a few other things. While at first I was just going to be fixing things, I decided to add a couple more traits - one that's perfect for the lone wanderer types, and another for those that prefer indoors, I'm also trying to think up some more passive traits for those who would rather use their tongue than a gun to solve problems. There's also some slight changes to the menu, since I had to add a reset thing so you won't have to do a clean install, I'm still ironing it out - but hopefully it should be ready soon.
Well, one of the items - the debugger - always brings up an error, since it doesn't have an equip slot set to it (as to not unequip your gear on you) from what I understand though, is that it doesn't affect the game. I'll take a look into it. I didn't know there were any other errors though.
Also, I should be posting the patch version sometime soon. I've been deciding if I want the Kamikaze to affect unarmed damage (since I'm changing the increase to a percentage and unarmed damage doesn't seem to have that multiplier so it would have like +5 damage) or if I should make a new trait for more unarmed damage at the cost of weapon damage (I already have it set, but I haven't tested it yet due to computer issues.)
Yeah, I remember you told me that before. I just tried downloading the file and see what you mean. I have no idea whats causing it though - the file on my computer is only 30kb. Hopefully it won't happen in the next patch.
Thanks! I really think that the whole message system for FO3 is a god send when compared to Oblivion's. I have had a lot of practice with menus in Oblivion from all those creature mods. The traits should be a bit more balanced hopefully, I've decided to go ahead and keep the new unarmed perk, for anyone who wants to Fist of the North Star their way through the wasteland.
Maybe once that's done I can get working on the Wild Wasteland add-on, since I wasn't to fond that you had to give up a trait slot for it in New Vegas. So instead, you can choose to download it or not as its own esp. I have to start over with the stuff though since I deleted it before releasing the version - but I have the scripts down so it shouldn't take to long, just need to think up some more events...maybe I should start a thread about it.
Yeah, I remember that fast shot had a few problems, I don't think I updated it yet to fix it, but I think the file on my computer changes it to give you more action points instead. I think I should be able balance out Kamikaze by having the damage increase by a percent rather than an actual number, that way it shouldn't let pistols and rapid fire guns get to over-powered.
I'll also check out to see if I got the defense reduction working right.
I'm not sure that Kamikaze is working correctly; it doesn't seem to lower my defense at all. In any case it is perhaps too powerful. I mean you get a TON of bang out of the early weapons and it unbalances them a bit.
I think you commented on this before, but I'm not sure that Fast Shot properly reduces VATS cost.
Thanks for the tips. I haven't really tested it out during the introduction quests, I didn't really think it would cause any problems like that but looks like I was wrong. Also, Sturdy not working right is my fault, I thought the effect I gave it modified healing with items, but it was actually the recovery rate - so you it takes you four times as long to recover health over time.
I'm also adding a bit of code so it doesn't pop-up until your at least child (so about the time of the birthday party). That may cause some complications for alternate starting mods since I have the code set to work only when the player has gotten past a certain point in those quests.
I have several alternate start mods and am currently using CMT. I have to use CloseAllMenus to exit the menu if I do not select the number of traits I want to use properly (it reopens when I change cells). It would be better to be able to select your traits (max of four) and exit rather than guess how many you will use before even seeing the trait menu.
You need to have the option to select 'none at this time' so that you can go back and change the number of traits you wish to select at the start and/or delay the selection of any traits.
Hi ,your mod work fine, but if i install and start it with a new character it make crash the game when must be open the book of special (i think it's happen cause i choose the trait "gifted") when i active mod after the character creation ended all works fine! it's just for report. Thank for your work and sorry for my bad english
Edit: the trait sturdy don't work correctly, cause the medicines effects don't be halved
Enjoying the mod, haven't come across any problems yet, though I've only had it on for a couple hours. Something to consider though would be rather than making the player choose two traits would be to let the player take the number they want, be it only one, or more than two.
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From my own testing, you can only use it once - and then never again. Which is a problem if you want to remove your new traits.
The mods still being worked on, but other things going on right now has made it difficult to tell when exactly its going to be ready, along with a few other things. While at first I was just going to be fixing things, I decided to add a couple more traits - one that's perfect for the lone wanderer types, and another for those that prefer indoors, I'm also trying to think up some more passive traits for those who would rather use their tongue than a gun to solve problems. There's also some slight changes to the menu, since I had to add a reset thing so you won't have to do a clean install, I'm still ironing it out - but hopefully it should be ready soon.
Also, I should be posting the patch version sometime soon. I've been deciding if I want the Kamikaze to affect unarmed damage (since I'm changing the increase to a percentage and unarmed damage doesn't seem to have that multiplier so it would have like +5 damage) or if I should make a new trait for more unarmed damage at the cost of weapon damage (I already have it set, but I haven't tested it yet due to computer issues.)
Looking forward to seeing how you finish implementing some of the traits.Your menuing is nicely done.
Maybe once that's done I can get working on the Wild Wasteland add-on, since I wasn't to fond that you had to give up a trait slot for it in New Vegas. So instead, you can choose to download it or not as its own esp. I have to start over with the stuff though since I deleted it before releasing the version - but I have the scripts down so it shouldn't take to long, just need to think up some more events...maybe I should start a thread about it.
I'll also check out to see if I got the defense reduction working right.
Hopefully I'll have the next update out soon.
I think you commented on this before, but I'm not sure that Fast Shot properly reduces VATS cost.
In any case, looking forward to the next update.
I'm also adding a bit of code so it doesn't pop-up until your at least child (so about the time of the birthday party). That may cause some complications for alternate starting mods since I have the code set to work only when the player has gotten past a certain point in those quests.
Edit: the trait sturdy don't work correctly, cause the medicines effects don't be halved
Ok, as soon as I grumble about my inability to DL, it lets me download it. Figures.