![]() ![]() Moves rather fast, but on long, fragile limbs with less than perfect control. Likes fall and is happy that time of year. Likes spring and is happy that time of year. Likes winter and is happy that time of year. Likes summer and is happy that time of year. Huge (and very strong!), but pretty slow in two different ways. A little more violent enforcer of the faith. Wakes up early every day, always with a smile on their faces. A positive person, but takes extra damage from everything. Boosts to health, immunity and resting rate. Eats a ton, but has a healthy and strong body to show for it. Escpecially to intellectual and medical stuff. Lots of small boost to pretty much everything. Not great for guarding prisoners or slaves. Mood boosts and has a tendency to rub off on people. Does everything a little slower, but mitigates some risks here and there because of it. Not great around slaves - but an asset at the dinner table. Pretty much the opposite of an 'Edgy' person. Skilled melee fighter with different boosts including a big boost to sharp damage. Likes things that has to do with hiking and being outdoors (packing stuff, hunting, plants, animals). Great to have in a colony (especially if you're playing with 'Ideology'), except they won't do manual labor. High pain threshold and low mental break threshold. Incapable of pretty much anything except fighting, mining and dumb labor. Traits in the mod right now (names subject to change details will come later): Grown up in terms of years, but will never not be a child. A bit scarred from it and won't risk it again. Not very interested in much except their own job at the moment. Very fast tending speed to go with being able to get around the battlefield in a rush. Incapable of fighting, mining and crafting. Enthusiastic researcher, crafter and builder. And so on and so forth.īackstories in the mod right now (names subject to change details will come later): Just drop a comment if you spot any weird things (I'm absolutely certain there will be plenty of small things to tweak) or if you use a different trait mod and think I should make sure contradicting traits from the mods don't clash. I'm releasing it now, hoping there are some other trait friendly people who can lend me a hand in completing it. I'd love some help with play testing! From what I've seen so far the mod works in it's current state. Some of the things I want to do will need a lot of C# coding to work. Making the traits are pretty simple (although it takes a hell of a lot of time), but there is thoughts, mood and other stuff I want to bind to them. I'm looking at 'Consolidated Traits', 'Fallout Traits' and 'Vanilla Traits Expanded' at the moment. But all the traits need to co-exist in a decent way. When it comes to traits I'm 'the more, the merrier' kind of guy. I love having lots of diversity in my games. Patching and 'balance' with other popular trait mods. Some traits are locked in for now, some are still in the works and some are perhaps on their way out. ![]() Adding new traits, reworking existing ones and removing redundancy. 'Trait rate' on pawns, balance within the single trait and between them. There is a lot more work to get this mod to full release.Īs of right now I'm looking into this (information on the actual mod a little further down): I'd be very happy if you help me with it, if you like more traits in your game as much as I do! I'm in the middle of playing with it myself so I can get the balancing right. This is all very much a work in progress. I also focus a a lot on making the social aspects intertwine better with the traits, so people with similar interests or jobs are more positive towards each other and moody people have a harder time making friends. Jobs, skills, stats, thoughts and mood are all changed in different ways. From rarer stuff with a lot of impact to a pawn, to smaller traits boosting or nerfing a stat. Adds about 15 new backstories with connected traits and another about 40 regular traits to the pool (more coming all the time). Hopefully I will eventually get all of it working again. Most traits works, but the backstories and thoughts part of the mod is disabled for now. I've made a simple version for 1.4 for now. Some parts of this mod was therefore not easily updated to work with 1.4. There was a lot of changes made to backstories with 1.4, as part of the introduction of children etc with the Biotech expansion. ![]()
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