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Trait Expansion Addon [TEA] - TTW

Boschpiper
Posts: 102
Joined: Tue Nov 06, 2018 12:11 pm

Trait Expansion Addon [TEA] - TTW

Post by Boschpiper » Fri Nov 30, 2018 3:45 pm

Note: This is no longer supported. New mod will be released soon. Will succeed TEA.
Last edited by Boschpiper on Sat Jan 12, 2019 4:48 pm, edited 70 times in total.

Boschpiper
Posts: 102
Joined: Tue Nov 06, 2018 12:11 pm

Re: Restored Original Traits [ROT]

Post by Boschpiper » Fri Nov 30, 2018 3:48 pm

I plan to eventually add to this mod by adding my own new traits / perks in the future. Any suggestions for trait ideas / perk ideas will be most welcome.

Basically I want this to end up being a perk addon for TTW that replaces traditional addons like More Perks.

Ambitious, and possibly rubbish, but I live in hope.
Last edited by Boschpiper on Sat Jan 12, 2019 4:48 pm, edited 1 time in total.

theicedevil
Posts: 20
Joined: Wed Sep 26, 2018 10:45 pm

Re: Restored Original Traits - TTW

Post by theicedevil » Wed Dec 05, 2018 1:39 am

Bruiser should be reworked. Rather than it effecting Action Points, it should slow down the PC's melee attack speed by 20%. Make it the melee version of Trigger Discipline. 20% more melee damage but melee attack speed is also reduced by 20%. And, it still fits in line with the traits description, even more so. The Action Points use makes sense in the original two games, because those two games follow Table Top RPG rules which are entirely based on dice roles and action points determined how many dice roles the player was allowed per turn. FO3/NV is an action RPG and attacks are real time based a lot more on the players reaction time and the dice roles only importance is to determine if the attack is a critical hit rather than how much DPS the player is given. Many players don't even like using VATS so a trait that only negatively effects VATS will not be a negative for any non-VATS build.

Keats
Posts: 35
Joined: Sat Oct 27, 2018 12:59 pm

Re: Restored Original Traits - TTW

Post by Keats » Wed Dec 05, 2018 8:48 am

Jinxed means fewer criticals? Isn't making things more predictable the complete opposite of what it should do? It's not that you don't have good things happen to you, it's that bad things randomly occur near you. As per http://fallout.wikia.com/wiki/Jinxed I'd probably make it work something along the lines of this mod: https://www.nexusmods.com/newvegas/mods/45003

theicedevil
Posts: 20
Joined: Wed Sep 26, 2018 10:45 pm

Re: Restored Original Traits - TTW

Post by theicedevil » Wed Dec 05, 2018 10:01 pm

One In A Million - Here is another suggestion. Add another benefit for the crap weapons in the game. Make this trait apply an instant kill to the .22 silent pistol, BB Gun, Varmint Rifle, Rolling Pin and the Boxing Gloves. Utterly useless weapons that can potentially be useful, even if it's only 1% better. Imagine killing a Deathclaw with a single shot from a BB Gun. What are odds in that? One in a million people would say, even though technically it's one in a hundred.

Boschpiper
Posts: 102
Joined: Tue Nov 06, 2018 12:11 pm

Re: Restored Original Traits - TTW

Post by Boschpiper » Sun Dec 09, 2018 7:42 am

Keats wrote:
Wed Dec 05, 2018 8:48 am
Jinxed means fewer criticals? Isn't making things more predictable the complete opposite of what it should do? It's not that you don't have good things happen to you, it's that bad things randomly occur near you. As per http://fallout.wikia.com/wiki/Jinxed I'd probably make it work something along the lines of this mod: https://www.nexusmods.com/newvegas/mods/45003
The original games made jinxed give you a higher chance for something called a critical fail, basically like a super bad miss. But it also gave your enemies the same debuff. FO3 and FNV don't use this system, so the closest is the lower critical chance - but I do really like the idea of a gun jamming. It's currently probably above my own modding abilities so I'll see what I can do to learn more about using it / maybe ask that author if I could use his system. Thanks!

Boschpiper

Boschpiper
Posts: 102
Joined: Tue Nov 06, 2018 12:11 pm

Re: Restored Original Traits - TTW

Post by Boschpiper » Sun Dec 09, 2018 7:45 am

theicedevil wrote:
Wed Dec 05, 2018 10:01 pm
One In A Million - Here is another suggestion. Add another benefit for the crap weapons in the game. Make this trait apply an instant kill to the .22 silent pistol, BB Gun, Varmint Rifle, Rolling Pin and the Boxing Gloves. Utterly useless weapons that can potentially be useful, even if it's only 1% better. Imagine killing a Deathclaw with a single shot from a BB Gun. What are odds in that? One in a million people would say, even though technically it's one in a hundred.
So the way I've set it up currently is as close as I could have it to the original - Where you could score basically a type of in game super critical hit - which isn't really in FO3 and FNV. So I made a multiplier of like 3 - might increase it to make it more wow.

But this would be an awesome idea for a new perk - thank you :D !!

Boschpiper.

Boschpiper
Posts: 102
Joined: Tue Nov 06, 2018 12:11 pm

Re: Restored Original Traits - TTW

Post by Boschpiper » Sun Dec 09, 2018 7:46 am

theicedevil wrote:
Wed Dec 05, 2018 1:39 am
Bruiser should be reworked. Rather than it effecting Action Points, it should slow down the PC's melee attack speed by 20%. Make it the melee version of Trigger Discipline. 20% more melee damage but melee attack speed is also reduced by 20%. And, it still fits in line with the traits description, even more so. The Action Points use makes sense in the original two games, because those two games follow Table Top RPG rules which are entirely based on dice roles and action points determined how many dice roles the player was allowed per turn. FO3/NV is an action RPG and attacks are real time based a lot more on the players reaction time and the dice roles only importance is to determine if the attack is a critical hit rather than how much DPS the player is given. Many players don't even like using VATS so a trait that only negatively effects VATS will not be a negative for any non-VATS build.
This is a good point and I agree - will look into it. I'm currently writing exams so it may take a while for a new version, but thanks for the input - it is much appreciated! :D

Boschpiper.

Boschpiper
Posts: 102
Joined: Tue Nov 06, 2018 12:11 pm

Re: Restored Original Traits - TTW

Post by Boschpiper » Sun Dec 09, 2018 8:32 am

Sorry for the late replies - Studying and exams have been hectic.
Still taking perk suggestions though - all have been noted and are appreciated - thank you :D

Boschpiper.

Boschpiper
Posts: 102
Joined: Tue Nov 06, 2018 12:11 pm

Re: Trait Expansion Addon - TTW

Post by Boschpiper » Sun Dec 09, 2018 5:41 pm

Updated - See original post

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