[WIP/RELz] Traits Project

Post » Sat Feb 19, 2011 6:48 am

TRAITS PROJECT
A Fallout 3 Mod Project


Download at :http://fallout3nexus.com/downloads/file.php?id=15939

Author: ZenshinZenrei
Version: 0.15 BETA

Description:
Traits Project is a Fallout 3 modification project that adds the Trait game mechanic from previous Fallout games.

Traits are Perks that are only available to the player character (PC) during the character creation process. Traits are meant to represent a PC's innate characteristics. Like Perks, Traits may boost a PC's Attribute, Skill, or other condition. But unlike Perks, Traits give a penalty to offest the bonus.

Requirements:

Fallout 3 version 1.7 (Latest patch)

Features:
Traits Project adds Traits featured in: Fallout 1, Fallout 2, Fallout Tactics, and Fallout New Vegas

Bruiser - A little slower, but a little bigger. You may not hit as often, but they will feel it when you do! Your total action points are lowered, but your Strength is increased.
Strength +2, Agility -1, AP -20
Must have a Base Strength of 8 or lower. Must not have the Small Frame Trait.

Chem Reliant - You are more easily addicted to chems. Your chance to be addicted by chem use is twice normal, but their effects last three times as long.
Addiction Chance x 2, Chem Effects duration x 3
Must not have the Chem Resistant Trait.

Four Eyes - When wearing any type of eyewear, you gain a +2 bonus to your Perception. However, since your vision isn't exactly perfect, you naturally lose 1 Perception without eyewear.
Perception -1, Perception +2 with equipped eyewear
Must have a Base Perception of 2 or higher.

Gifted - You have more innate abilities than most, so you have not spent as much time honing your skills.
All Attributes + 1, All Skills -10, Skill Points -5.
Must not have an Attribute higher than 10. Must not have the Skilled Trait.

Good Natured - You studied less-combative skills as you were growing up. Your combat skills start at a lower level, but other skills are substantially improved.
Barter, Medicine, Repair, Science, Speech + 10, Combat Skills -10

Heavy Handed - You swing harder, not better. Your attacks are very brutal, but lack finesse. You rarely cause a good critical hit, but you always do more melee damage.
Melee and Unarmed Damage + 20%, Melee and Unarmed Critical Chance -60%

Kamikaze - By not paying attention to any threats, you can move faster and act more frequently than normal. However, this lowers your Damage Resistance by 10.
AP +20, Movement Speed +35%, Damage Resistance -10

Skilled - Since you spent more time improving your skills than a normal person, you gain more skill points. The tradeoff is that your innate abilities are lower than normal.
All Attributes - 1, All Skills +10
Must not have an Attribute lower than 2. Must not have the Gifted Trait.

Small Frame - You are not quite as big as other people, but that never slowed you down. You can't carry as much, but you are more agile.
Agility +1, Carry Weight -25
Must have a Base Agility of 9 or lower. Must not have the Bruiser Trait.


Modified Perks:
Some Perks were once considered Traits in the Fallout series. These Perks, in addition to some new ones are modified to fit the criteria of Traits and are no longer considered "playable".

Bloody Mess - With the Bloody Mess perk, characters and creatures you kill will often explode into a red, gut-ridden, eyeball-strewn paste. Fun!
Removed the 5% damage modifier but retains the increased chance of gory death animations.
NOTE: By default, dismemberment chance is set to 50 and with Bloody Mess at 15. Traits Project sets the dismemberment chance to 25 and Bloody Mess at 35.

Chem Resistant - Chems only affect you half as long as normal, but your chance to be addicted is also only 50% of normal.
Addiction Chance x 0.5, Chem Effects duration x 0.5
Must not have the Chem Reliant Trait.

Child at Heart - Your interactions with children are greatly improved, however, like a child the value of items do not mean much to you.
Unique dialogue choices, Barter -10

Fast Metabolism - Your metabolic rate is increased. This means that you are much less resistant to radiation and poison, but your body heals faster.
Stimpak heal rate +50%, Starting Radiation and Poison Resistance at 0%

Finesse - Your attacks show a lot of finesse. You don't do as much damage, but you cause more critical hits.
Attack Damage -30%, Critical Chance +10%

Night Person - As a night-time person, you are more awake when the sun goes down. Your Intelligence and Perception are improved at night, but dulled during the day.
Intelligence and Perception +2 from 6:00 PM to 6:00 AM, -1 during daylight hours


Installation:
Extract all the contents of the .zip file into the Fallout 3\Data folder.
Enable ZZ_TP.esp through the Fallout 3 launcher or Fallout Mod Manager (FOMM).
* It is highly recommended to start a new game when using this mod. Problems may occur when loaded with an existing game. See Incompatibilies/ Known Issues for details.
* It is recommended to load ZZ_TP.esp after mods that alter Perks.

A menu will appear immediately after the conversation with James during the "Future Imperfect" quest, or any point afterwards. Up to two (2) Traits may be chosen but is not required.

Click on any of the "Select Trait" buttons to open a list of traits. Each listed Trait has a small description of bonuses and/or penalties. Click on "NEXT PAGE" to see more Traits. Click on "MAIN MENU" to return to the main Traits menu.

Click on a Trait to select it. Once a Trait is selected the main Traits menu will reappear. This time, the button that was selected for assigning a Trait will now be labeled "Remove Trait" Only click on the button to reset the selected Trait.

Click on "DONE" to exit the Traits main menu.

Uninstallation:

Disable ZZ_TP.esp through the Fallout 3 launcher or Fallout Mod Manager (FOMM).
Make a clean game save.

Incompatibilies/ Known Issues:

May conlfict with mods altering Perks.

When loaded with an existing game:
If existing characters have already one or more of the Modified Perks, the Perks will not be converted into Traits. They will still be available in the Trait Selection menu. However, selecting an already existing Trait will not properly add the Trait Project version to the character. To fix this, select the pre-existing Trait. Second, remove the Trait as this will remove the default Perk version. Reselect the Trait so the Traits Project version will be added. Be careful as turning a pre-existing Perk into a Trait will make you lose a Perk.

Credits:
Thanks to Bethesda Softworks for developing Fallout 3.
Thanks to Interplay/Black Isle for creating the Fallout series.

Legal/ Disclaimer:
Traits Project may NOT be uploaded anywhere but Fallout3Nexus.com, and uploads to Fallout3Nexus.com.com may only be done by me (ZenshinZenrei) or anyone I have given written permission to do so.
Traits Project may NOT be used in any mod compilation without my consent.
Traits Project may only be updated and/or patched by me (ZenshinZenrei). However, Traits Project may be edited or merged with other mods but ONLY for personal and private use. Personally edited versions of Traits Project may not be distributed.
I,(ZenshinZenrei), am not responsible for any damage Traits Project may do to your computer, operating system, or your game/mod setup. Traits Project is distributed for free just like all of Fallout 3's community mods. I am also not responsible if you somehow paid for this mod and you demand your money back. Once again, Traits Project is distributed for free and should only be available for download at Fallout3Nexus.com.

Contact:
If you have any issues and/or comments, please visit the Traits Project forum thread or send a message at the Official Fallout 3 forums or at the TES Alliance forums.

History and Changes:
0.15 - BETA release
User avatar
butterfly
 
Posts: 3467
Joined: Wed Aug 16, 2006 8:20 pm

Post » Sat Feb 19, 2011 9:21 am

Sounds interesting...will DL.
User avatar
Emily Jeffs
 
Posts: 3335
Joined: Thu Nov 02, 2006 10:27 pm

Post » Fri Feb 18, 2011 9:10 pm

IS interesting, already downloaded and loving it. I finally get to have my high AG, high LK, Small Framed, Finessefull thiefy that I've always loved playing from every fallout from FO1 to modern day. Only now on FO3 she's in 3d and actually looks Asian ;)

Thank you for this.

So far my only gripe is that it doesn't work with FWE's roleplayer starts... which is sad :(
User avatar
Evaa
 
Posts: 3502
Joined: Mon Dec 18, 2006 9:11 am

Post » Sat Feb 19, 2011 9:18 am

You know, I never did try this out, and if what Jeoshua mentioned can be cleared up, I'd pretty much be required to try it out.
User avatar
Trevi
 
Posts: 3404
Joined: Fri Apr 06, 2007 8:26 pm

Post » Sat Feb 19, 2011 9:49 am

The only reason it doesn't work right with roleplayer starts is that the traits are added during the initial medical exam your father gives you during the vault, right before the GOAT. If it used a different hook, it would be fine.
User avatar
Andrew Tarango
 
Posts: 3454
Joined: Wed Oct 17, 2007 10:07 am

Post » Sat Feb 19, 2011 4:26 am

I should have thought and/or tested before I spoke.

I assumed the script ran during the doctor scene, but that is not the case. I just tried this with Roleplayer starts and Quick Start mods... It works as soon as your age is that of one with an advlt body, meaning that the pre-goat medical exam was when it triggered in the base game.

It seems to work reguardless. This is deffinitely a wonderful thing.

Load after FWE and/or anything that changes traits, otherwise their changes will overwrite these and instead of being traits they will become free perks.
User avatar
x_JeNnY_x
 
Posts: 3493
Joined: Wed Jul 05, 2006 3:52 pm

Post » Sat Feb 19, 2011 7:13 am

Fair enough, was planning on tossing this in anyways on my next install and giving it a go (but just relenting back to a Vault start), but if it works across the board, then that is even better news.

Looking forward to my next build now - should really bring back in the tone of the originals again in the newly updated 3D first person perspective world - gonna be great.
User avatar
Tasha Clifford
 
Posts: 3295
Joined: Fri Jul 21, 2006 7:08 am

Post » Sat Feb 19, 2011 7:15 am

Sorry for the late replies. I've been busy with my other project lately.

I will try and make a fix for alternate starts mods. I actually have a working version (integrated into my current project) but I need to tweak it a bit more so the traits menu does not pop up immediately when the alt-start scenario begins. I will integrate the working code into the standalone version once it's done.

May take a bit though since I'm taking a very short modding break.
User avatar
Brian LeHury
 
Posts: 3416
Joined: Tue May 22, 2007 6:54 am

Post » Sat Feb 19, 2011 1:54 am

Hey, sounds like a plan to me. Now that my gaming rig is back up and running, I have decided I am going to get a nice install of Morrowind setup and then hop back over and setup a nice Fallout 3 install as well. Enjoy the break though, we all need them sometimes
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Strawberry
 
Posts: 3446
Joined: Thu Jul 05, 2007 11:08 am


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