About this mod
Now with 10 new Perks and 10 new traits. Make your next FNV play-through different from all the rest.
- Permissions and credits
***Load this mod after any other mods that effect perks/traits or some aspects of it may not work!!!***
Installation
Extract the .esp and texture files in the .rar to the /Data folder in your Fallout New Vegas Directory. Select .esp at next launch and enjoy.
Fallout New Vegas Trait and Perk Mod Pack
Description
This mod adds 5 Traits and 10 Perks to the game. Most of the traits are
simply reproductions of traits from past Fallout games. The Perks are
mostly original, and focus on aspects of military science.
NEXT RELEASE
Version 0.8 fixes the way the Sodbuster trait appears in-game, and fixes the requirements for several perks, such as Guerilla Tactics and Combat Arms Guru that had an issue with their requirements not showing up in-game. This issue is now fixed and all perks and traits now work in-game.
New Traits This Release
1.) Sodbuster
You grew up on a desolate family farm west of the Mojave. You spent your youth working in the parched fields [+1 STR, +2 END] and learned how to fight off raiders with whatever was at hand [Melee/Unarmed: +10 skill, +15% AP Cost, +30% critical damage .] However, you had no interaction with the outside world except for people trying to shoot you. As a consequence you are terrified of firearms [-60% to hit with Guns]
2.) Pyscopath
When you were a child you broke your leg in a terrible accident. Your addict parents ignored you completely and lifelong injuries were the result. [-1 END, -10% Speed] However, this turned you into a sociopath, savage, cold and manipulative. [+3% Crit. Chance, 5% Attack Speed, +2 CHA]
3.) Arsonist
You like fire. No, you LOVE fire! Fire fire fire! You were always picked on as a kid for being scrawny (-1 Strength and -1 Endurance) but you showed them! You studied explosives (+20 Explosives, +1 Intellegence) and you burned their homes! Burned them to the ground! Ha ha! Then you ran away from home and became a courier for the Mojave Express.
4.)Nietzschean Fate
Nietzsche said "That which does not kill me, only makes me stronger", and he may have been referring to you. All your life you have been making mistakes, but you always seem to come out better afterwards. Enemies critically hit more than normal (+7%), however you gain skills more quickly (+3 Skill/LvL) and are resistant to addiction (+25%)
5.) Healthy Leper
You are Ugly. There is just no other word for it, unless you consider extemely hideous as better. Children flee from you in terror and even the kindest of souls finds it difficult to stand your presence for long. As a result, you take an extreme penalty to Charisma [-5], but, because you have to defend yourself from frequent attacks, you gain a bonus to Strength [+2], Agility [+2] and all of your Combat Skills [+10]
Older Traits
1.) Bruiser
A little slower, but a little bigger. You may not hit as often, but they will feel it when you do! Your size has given you freakish strength [+2 STR], however you are clumsy [-1 AGL] and tire easily [-10% AP Regeneration]
2.) Big Boned
You have a frame that would make a caveman jealous. You hit like a gorilla [+10% Unarmed/Melee DAM], and your massive bones and thick muscle tissue act as a form of natural armor [+3 DT]. As well as that, the more injured you become the more adrenaline courses through your veins, making you even more dangerous [ > 50% health, +1 STR. >25% +20% DAM]. Unfortunately your skull is so thick there isn't much room for the braincase [-3 INT].
3.) Strong, Silent Type
You mostly keep to yourself, living out in the wastes or up in the high country. You've seldom needed help from others, being more than capable physically and mentally [+1 INT, END, STR], but somewhat less than suave [-2 CHR].
4.) Gifted
You were born with above-average abilities, gaining +1 to all SPECIAL attributes, however your arrogance has negatively effected your motivation and work ethic, preventing you from reaching your full potential [-4 Skill/LvL] and making you a hedonist [+5% Addiction]5.)
5.) One-Hander
One of your hands is very dominant. You excel with single-handed weapons [+20% chance to hit], but two-handed weapons throw you into spastic fits of thrashing about [-20% chance to hit] .
Perks
1.) Shock Trooper Lvl 16 -- REQ 60 in Guns OR Energy Weapons
You always stay mobile and look for ways to achieve maximum penetration.
You gain a 10% increase in attack speed, a +4 bonus to unarmed and
melee damage, and 5% damage resistance.
2.) Combat Readiness Lvl 20 -- REQ 6 PER and 75 Guns OR Energy Weapons
You are always prepared for contact with the enemy, and when it does
occur you react with speed and composure. You equip weapons 25% faster
and reload 15% faster than you did before.
3.) Command and Control Lvl 26 -- REQ CHR 7, Speech 50 and 80 Guns or Energy Weapons
Due to your strong personality and extensive combat experience your
party operates with the efficiency of a military unit. Your followers
gain significant bonuses to damage and damage resistance.
4.) Guerilla Tactics Lvl 24 -- REQ 80 Sneak + 80 Guns OR Eneergy Weapons
You fight by your own rules. Your willigness to play dirty gives you
a 25% bonus to limb damage, a 15% bonus to critical damage and a
3% increase in critical chance as well as increasing your
movement speed.
5.) Cult of the Offense Lvl 18 -- REQ 7 AGL
Attack, attack, attack--you're obsessed with offensive action.
You gain a 10% increase in weapon damage and a 10% reduction in
weapon AP costs, but suffer a 5 point penalty in damage threshold.
6.) Survivability Lvl 18 -- REQ 45 Medicine & 45 Survival
Some bastards just refuse to die. You gain a 5% resistance to all
damage as well as a 10% bonus to your energy, radiation and
fire resistances.
7.) Weapons Nerd Lvl 14 -- REQ 60 Repair
You can take apart, clean, oil, and reassemble any weapon in
seconds--blindfolded. Your obsession for maintenance and
cleaning means that all weapons degrade 20% slower than normal.
8.) Combat Arms Guru Lvl 28 -- REQ "Guerilla Tactics" + 80 in Guns OR Energy Weapons
Your mastery of infantry weaponry and tactics is so complete it
has become second nature. You recieve bonuses to critical chance
and damage, accuracy, attack speed and reloading speed.
9.) Cyborg Lvl 18 -- REQ 60 Science
You've made permanent cybernetic enhancements to your body!
The Cyborg perk instantly adds +10% to your Damage, Poison,
and Radiation Resistances, and 10 points to the Energy Weapons skill.
10.) Wired Reflexes Lvl 26 -- REQ 80 Science
Advanced cybernetics have been implanted into your nervous system,
increasing your precision with guns and energy weapons.
(Reduced weapons spread)
Credit:
-Several new traits in this release are inspired by/based upon Background from the Sierra/Troikia game Arcanum: Of Steamworks and Magic Obscura.
-Thanks to majinsinsha for helping with the Arcanum-based traits.
Changelog
v 0.78 :
- Added six more traits.
- Rebalanced Bruiser trait, instead of losing two AP the player now loses 15% of their AP regeneration.
0.76 :
- Fixed bug where Traits did not show up during character selection and/or their effects were not applied in-game
Credits
-Several new traits in this release are inspired by/based upon Background from the Sierra/Troikia game Arcanum: Of Steamworks and Magic Obscura.
-Thanks to majinsinsha for helping with the Arcanum-based traits