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Have also read up on the comments of late and fixed the errors pointed out.
As every time I look at the mod after some time, there's hope for a bigger update with new traits and such. Might happen, might not. But I will absolutely try to at least make it work as is.
Writing the XML patches for it is not really hard, it's just it's A LOT. I've had it on my list since I first made this mod years ago, but just doing it for the other trait mods I use is a hell of a lot of work. And then, once we are in that spot, it's really annoying that the other mods aren't doing it in relation to one another either (as in you can get a 'love animals' trait from Consolidated Traits at the same time as a 'hate animals' from Vanilla Traits Expanded').
I'd love to add the patches to this mod, absolutely. But I always have other tasks I rather focus on, hence it hasn't happened yet...
What if a discussion was created where we could list trait combos that we feel might be classed as a soft 'incompatability'. Designed primarily, but not restricted to traits from your mod. Who knows, one of us might even make a patch mod if there is enough demand for one.
But, that said, I will put it on my non-critical fix list and look at it as part of a future update!
Needless to say he was quite useless in the fight except to get shot at
Things have progressed well. The 1.5 update will include balancing and other changes to the current traits, having the social dynamics back (thoughts about life and other people) and most likely a batch of new stuff as well. As of now, I think I will wait to push the update until the 1.5 patch is officially released.
I hope the 1.4 version will continue to work as well, but without the improvements.
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I also spend a lot of time working on a separate mod; sort of a fork for 'More Trait Slots' but with a bigger scope. Since, you know, traits is my jam. And I want them to work the way I want. It will incude settings for allowed traits as well as being able to disable randomly generated traits for newborn/babies and for children on growth moments.
By the way, I really like your use of forced passions to help them align with the things a pawn is good at.
I'm gonna re-balance some stats for sure. Though, I want to have traits in a very wide range - simply because it makes for a lot of randomness as well as more interesting gameplay. So I'm not gonna tune everything down to be in line with vanilla or 'non-OP'. In many cases I really want the traits to differ from vanilla and to create outlier pawns. And that goes for both good and bad and my favorite traits; those with huge benefits as well as obvious drawbacks.
That said: I will take a look on every single suggestion you made!
Edgy: "Dont" should be "Don't".
Healthy routines: "Healty" should be "Healthy".
Authoritarian: Seems OP. Reduced Social Impact to .5 from .6 and Social to 4 from 6.
Small talker: Feels OP for "small talk". Reduced Social Impact to .2 from .5.
Cheerful: Was very OP. Reduced Social Impact to .33 (from a whopping 0.75), Mental Break Threshold to -0.08 from -0.15 (compare to Iron Will at -0.18) and Social to 2 from 6. Added forced passion for Social. It's still quite strong.
All out of fucks: Wording changes only to match the style of the other traits. Renamed to Beyond Caring, with description "... just doesn't care about anything. Incapable of pretty much anything except fighting, mining, and dumb labor."
So, I felt it was in order to take a look at updating to 1.5 at the same time. They made a few changes related to traits, but it wasn't anything major. Will have an update ready within a week or so, I hope.
I've also fixed a few minor errors (thank you for commenting on typos and the like!). I might spend some more time on it going forward and in that case I will also make some changes (balancing) as well as put in a few new traits I've been shortlisting for a while now.
If any of you have any new neat ideas for a trait, let me know and I'll look into it at the same time!
Social Impact reduced from .75 to .33. Note that Authoritarian only gets 0.6 (which might need to be reduced too).
Mental Break Threshold reduced from -.15 to -.08. The best vanilla buff, Iron-Willed, is -.18. Nervous is +0.08. I made it the opposite of Nervous.
Social skill boost reduced from 6 to 2, but added Social as a forced passion. I think this fits better than a huge bump to the skill level.
@brucethemoose: Well, yes. As of right now! Up until today it wasn't only XML (1.3), but changes made with 1.4 made it so. For now. I'll update it properly eventually, and then it's not gonna be only XML. Though, it's been stable for years now even if it wasn't only XML before.
Translation: probably not buggy/laggy! Definitely a massive plus for a trait mod.
There's been a lot of changes to the backstory stuff because of the introduction of children with Biotech. Hopefully I'll get all of it working again down the line, but for now it's just a nice collection of traits for character diversion! :)
Gonna look a little more at it, but I'm afraid it's not gonna be as quick updating as I was hoping.
is the trait Wild Child locked to a back story by chance?
So I guess it's some sort of mod conflict causing it.
Could also be some sort of mod conflict or similar, I guess. But it works as far as this mod goes, so to speak.