RimWorld

RimWorld

Fallout Traits Continued
36 Comments
Atlas  [author] 20 May @ 7:32am 
@BrownWithFluff,

They’re not being used if you don’t have Carry Capacity Fixed (Continued) mod also installed. Check out the Change Notes from July of last year for more information.
BrownWithFluff 20 May @ 1:01am 
Hey, were the Strong Back / Pack Rat type traits removed?
Atlas  [author] 20 Apr @ 9:37am 
@Realm Imp, glad to hear it’s working!

I have looked into it, and with the way the game calculates Carrying Capacity, it changes a lot if you start messing with it. I would recommend using the Carrying Capacity Fixed (Continued) mod to give yourself some options to have higher carrying capacity.

Here is a link to the wiki on how it is calculated (basically all pawns have 75 unless they have manipulation enhancing effects, such as Bionic Arms): Link To Wiki [rimworldwiki.com]
Realm Imp 20 Apr @ 12:20am 
yes it is working too well! thanks for the update! Btw is there a way to edit the base carry weight?
Atlas  [author] 19 Apr @ 3:47pm 
@Realm Imp, I just pushed an update to the workshop for this mod. Hopefully you'll get it soon. It fixes the issue that should have been fixed several months back that somehow reverted. Now, if you don't have the Carrying Capacity Fixed (Continued) mod, then it will not load the Def traits for any trait that uses that mod, including strong back, bandolier, etc.

If you want to keep those traits, you'll need to use the Carrying Capacity Fixed (Continued) mod!

Please give it a try and let me know if its working properly for you now!
Realm Imp 19 Apr @ 1:41am 
Thanks for the heads up man
Atlas  [author] 19 Apr @ 12:55am 
@Realm Imp, thanks for catching this. It looks like one of git commits took out the code that hid traits if you didn’t have Carrying Capacity Fixed (Continued). So, if you don’t have that installed, the trait does nothing. However, what should be happening is that pawns shouldn’t be getting those traits.

I will look at fixing it, however, it will pop up some errors once I have it corrected and you load back into your save as those traits will be missing. You can installed the Carrying Capacity mod and it will keep those traits in and give them the extra carrying weight right now though, and when I make the changes you won’t have any issues.

I’ll work on it tomorrow as it’s about 4am where I am and I need to get some rest!
Atlas  [author] 19 Apr @ 12:39am 
Let me do some testing and I’ll see what’s up with them.
Realm Imp 18 Apr @ 11:30pm 
doesn't change the values when I checked their carry limit, it is still 35kg
Realm Imp 18 Apr @ 11:25pm 
do i need another mod for traits like strong back or bandolier for the carry weight buff to work?
Atlas  [author] 5 Apr @ 9:08pm 
I went ahead and made the updates to those traits @Supergob. Should be showing up once Steam verifies it. Thank you again!
Atlas  [author] 5 Apr @ 8:20pm 
Sorry everyone, Steam sucks at letting me know when people leave comments here.

@Reg, you can probably add it mid save, it would just affect newly generated pawns, not anyone you had already made.

@Supergob, Thank you for bringing this to my attention. I just worked with what was already there for the most part, so I didn't dive too deep into the original creator's number choices. Nimble's MeleeDodgeChance is 15 in the TraitDefs. However, the trait defs in this mod were set as floats for percentage for some reason. I don't believe is correctly translating to what it was intended to be. I'll look at updating the mod soon and change those values to integer values instead and hope that interacts like we are hoping.
Reg 27 Feb @ 3:31am 
Can this and the original mod be added midsave?
Supergob 11 Dec, 2024 @ 2:25am 
Hello, a little problem with the dodge part of traits : they are really low. Nimble give +15 dodge, the mod's traits give bewteen +0.05 or something. It doesn't change the value at all, for better or for worse.
Ancalagon 17 Nov, 2024 @ 4:12pm 
Oh wow, no more outdated carry capacity requirement! Thank you for maintaining this!
Atlas  [author] 21 Aug, 2024 @ 3:27pm 
@Caerbannog, No problem!
Caerbannog 11 Aug, 2024 @ 5:11am 
Thanks for making an update!
Aegis J Hyena 20 Jul, 2024 @ 10:02pm 
Just saw this now. Glad to see that it works.
Atlas  [author] 13 Jul, 2024 @ 6:33pm 
Hey @Aegis,

So I dove a little bit deeper and figured out that the Carrying Capacity attribute is actually vanilla and the only thing that CCF(C) does for the mod is make it so that when a pawn is in a caravan, that they can carry more weight. That trait doesn't use carrying capacity. Therefore, I added the traits back into the game again regardless of having Carrying Capacity Fixed (Continued) active and added some language about it. I'll update the mod again so you should have access to all 71 traits without CCF(C) installed!

Thank you for asking me. Learned some new things!
Aegis J Hyena 12 Jul, 2024 @ 7:39pm 
I use Character Editor for Strong Back, Very Strong Back, and the like -- would those be the ones removed? If they are, then it's not worth applying and I'll look for something else.
Atlas  [author] 11 Jul, 2024 @ 8:26am 
@Aegis - So, with some quick help on the modding discord, I was able to apply a "band-aid" to remove the compatibility that I can upload. However, that band-aid is basically removing the Traits that use Carrying Capacity if Carrying Capacity Fixed (Continued) is not enabled.

There may be a vanilla-ish way to add those back in, but it could impact other things. Carrying capacity, according to the RimWorld wiki, uses Manipulation and Pawn Size to determine carry capacity. Those can be increased, but they will have cascading effects to any other stats that use them. I'm not sure what the best route forward is yet, but I will at least get the mod updated to remove the dependency and I can look at what to do about the other traits.
Atlas  [author] 10 Jul, 2024 @ 3:12pm 
I would have to look into everything that it touches and see if I can only use that code if the mod is in place, otherwise, don't use it. Going to be a little bit as my wife and I have our baby shower this weekend! I'll see what I can do for you though, @Aegis!
Aegis J Hyena 10 Jul, 2024 @ 2:08pm 
Can you make a version that DOESN'T require Carry Capacity Continued? Carry Capacity Continued now breaks a bunch of stuff and I have a sinking feeling the modder is gone, so that'll never be fixed.
Atlas  [author] 5 Jul, 2024 @ 2:13pm 
@JUJU, I just updated it. May take a bit for Steam to catch up and update the latest version, although I did update the Github with the same files. I haven't done any testing but load a game with it and the prerequisites. Looks to load okay for me. Traits "seem" to work properly on Pawns that I spawned in. Let me know if you see the update (the mod folder will have a 1.4 folder in it and it shouldn't be red in the game anymore) and test it out.

Thanks!
JUJU 5 Jul, 2024 @ 10:48am 
@Atlas it says something about XML loader
Atlas  [author] 5 Jul, 2024 @ 8:40am 
@JUJU, I’ll look and see what it takes to make it 1.4 compatible.

Are you getting errors if you try to use it as is (outside of the GUI telling you it isn’t compatible with the version you’re using)?
JUJU 3 Jul, 2024 @ 8:08pm 
sounds like a great mod but can you please make it 1.4 compatible
Thongor 19 Jun, 2024 @ 10:13am 
Thanks for fixing it. The Variety added by this is very needed. :D
alonlystalker 9 Jun, 2024 @ 5:39am 
@Blutdrachen because without it all the mods that change carry capacity doesnt actually work.
Atlas  [author] 8 Jun, 2024 @ 4:46pm 
@Blutdrachen. It did before. If you follow the link to the original, it has the same requirement. I just mirrored it, although I did add the requirement in the About XML file so RimPy would know, and fixed the XML issues. Everything else is as it was before as far as I know.

I hope everyone enjoys it.
Blutdrachen 8 Jun, 2024 @ 12:33am 
Why dose it have a mod requirement now?
it's there 7 Jun, 2024 @ 2:25pm 
this adds an insane amount of variety :steamhappy:
dvdmcwilliams 6 Jun, 2024 @ 8:05am 
Thanks :D
junki823 6 Jun, 2024 @ 12:28am 
Oh~ i was wating~~
galesdeloscien 5 Jun, 2024 @ 4:27pm 
finally, hop the series come back soon.
DeathTomato 5 Jun, 2024 @ 1:47pm 
Fuck yes! Thank you!