RimWorld

RimWorld

64 ratings
Fallout Traits Continued
   
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Mod, 1.4, 1.5
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1.251 MB
4 Jun @ 1:41pm
15 Jul @ 5:36pm
5 Change Notes ( view )

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Fallout Traits Continued

Description
Adds 71 new perks to Rimworld based on the theme from fallout games. Updated to 1.5. I updated the traits XML and updated the required mods in the about XML, but the rest of the work on the traits and patching XML goes to FuglyPump.

Update - Removed the requirements for Carry Capacity Fixed (Continued). If you do not run CCF then it will not add in the traits that are required to use it.

Those traits are:
Strong Back
Very Strong Back
Packin' Light
Pack Rat
Traveler
Explorer
Bandolier
Adventurer
Sturdy Frame
Bear Arms

Original Mod Here

Github Link[github.com]

Traits
Strong Back: +50 carry capacity
Very Strong Back: +75 carry capacity
Charismatic: +2 social, +10% social impact/negotiation and +5% trade+drug prices
Very Charismatic: +4 social, +20% social impact/negotiation and +10% trade+drug prices
Intimidating: +1 social, +10% social impact/negotiation/arrest and +5% trade+drug prices
Very Intimidating: +2 social, +20% social impact/negotiation/arrest and +10% trade+drug prices
Poor Aim: -2 shooting, -10% shooting accuracy and melee hit
Steady Aim: +2 shooting, +10% shooting accuracy
Great Aim: +4 shooting, +15% shooting accuracy
Artisan: +3 crafting/construction, +5 artistic, +25% smoothing speed, +10% labor/construction speed and construct/repair success rate
Iron Stomach: -30% hunger rate, +10% pain threshold and immunity
Packin' Light: +0.15 move speed, -15 carry capacity
Pack Rat: +30 carry capacity
Agile: +2 melee, +0.2 move speed, +5% melee hit, +10% melee dodge, +20% hunting stealth, -20% trap spring
Ninja: +4 melee, +0.4 move speed, +10% melee hit, +20% melee dodge, +40% hunting stealth, -40% trap spring
Intelligent: +3 intellectual, +1 medicine, +10% learning speed, +5% research speed/negotiation/trade+drug prices
Very Intelligent: +4 intellectual, +2 medicine, +20% learning speed, +10% research speed/negotiation/trade+drug prices
Perceptive: +1 intellectual/medicine/social, +5% social impact/negotiation/trade+drug prices and -5% food poison chance
Very Perceptive: +2 intellectual/medicine/social, +10% social impact/negotiation/trade+drug prices and -10% food poison chance
Dodgy: +0.1 move speed, +10% melee dodge, -20% trap spring
Evasive: +0.2 move speed, +20% melee dodge, -40% trap spring
Traveler: +1 social, +0.1 move speed, +10 carry capacity, -10% hunger rate, +0.5 foraging
Explorer: +2 social, +0.15 move speed, +25 carry capacity, -15% hunger rate, +0.75 foraging
Adventurer: +3 social, +0.2 move speed, +50 carry capacity, -20% hunger rate, +1 foraging
Bandolier: +2 shooting, +25 carry capacity. -10% aiming time
Scientific: +2 intellectual, +1 medicine, +15% learning speed, +10% research speed
Very Scientific: +3 intellectual, +2 medicine, +30% learning speed, +20% research speed
Enduring: -10% incoming damage/mental threshold and +10% pain threshold/immunity
Very Enduring: -20% incoming damage/mental threshold and +20% pain threshold/immunity
Bargainer: +3 social, +5% negotiation and +10% trade+drug prices
Hard Bargainer: +4 social, +10% negotiation and +15% trade+drug prices
Uninspiring: -1 social, -10% learning speed/social impact/negotiation
Inspirational: +2 social, +1 intellectual, +10% learning speed/social impact/negotiation
Very Inspirational: +3 social, +2 intellectual, +20% learning speed/social impact/negotiation
Generous: +2 social, +10% social impact/negotiation and -5% trade+drug prices
Overly Generous: +3 social, +15% social impact/negotiation and -10% trade+drug prices
Scrapper: +2 construction/crafting, +25% construction/smelting/mechanoid butchery speed, +10% construct/repair success rate and mechanoid butchery yield
Natural Leader: +5 social, +15% social impact/negotiation and -10% mental threshold
Rad Resistant: 0.7 toxic sensitivity factor and +10% immunity
Rad Tolerant: 0.4 toxic sensitivity factor and +10% immunity
Action Boy: +0.2 move speed, +20% work/eating speed and +10% rest rate
Action Girl: +0.2 move speed, +20% work/eating speed and +10% rest rate
Quick Hands: +2 melee, +20% work speed, -10% aiming time, +5% melee hit
Gun Nut: +3 shooting, -10% aiming time, +5% shooting accuracy
Scrounger: +20% mining/drilling/plant/animal gather+butchery speeds and +50% to eating speed
Sturdy Frame: -10% incoming damage, +10% pain threshold and +25 carry capacity
Survivalist: +2 plants, -10% incoming damage, +10% immunity/healing factor/plant yield and +0.5 foraging
Blitz: +2 melee, +0.25 move speed, +25% work speed, +10% melee hit
Philanthropist: +3 social, +15% social impact/negotiation and +5% trade price
Healing Hands: +5 medicine, +2 cooking, +10% tending speed+quality/operation speed+success, -10% food poison chance
Rooted: +2 melee, -0.2 move speed, -10% incoming damage, +10% pain threshold and plant work speed
Lead Belly: -30% hunger rate, -20% toxic sensitivity, +10% immunity
Bear Arms: +3 melee/mining, +25 carry capacity, +10% work/mining/drilling speed
Serendipitous: +8 mood, 0.5 trap spring factor, +10% melee dodge/shooting accuracy
Green Thumb: +4 plants, +10% plant work speed/yield, +1 foraging
Tenderizer: +4 melee, +2 melee dps, +1 beauty, +20% arrest success/animal gather+butchery speed
Fortune Finder: +10% mining+animal+plant+drug+butchery yields, +1 foraging
Bountiful Butcher: +4 cooking, +20% animal gather+butchery speed, +10% animal gather+butchery yield
Animal Friend: +4 animals, +1% animal bond chance, +25% animal gather speed, +10% animal gather yield, +5% animal train/tame chance
Magnetic: +2 social/crafting, +2 beauty, +10% social impact/negotiation, +20% smelting/mining/drilling speed, +10% arrest success
Lifegiver: +5 medicine, +2 plants, +10% tending speed+quality/operation speed/immunity, +5% operation success rate
Spritual healer: +3 medicine/plants, +2 social, +10% tending speed+quality/drug synthesizing speed+harvest yield/social impact
Frail back: -25 carry capacity
Ghoulish: -3 social/animals, 0 toxic sensitivity factor, -25% incoming damage, +25% immunity/healing speed, -3 beauty, -20% social impact, -25% animal tame/train chance
Idiot Savant: +150% learning speed, -25% work speed, incapable of caring/intellectual/social tasks
Stupid: -2 intellectual/medicine, -10% research speed, -20% learning speed, -5% construct/repair success rate
Oblivious: -1 intellectual/medicine/social/animals -20% learning speed, -10% melee dodge, -5% animal tame/train chance
Woodchucker: +3 plants/construction/artistic, +30% construction+plant work speed, +10% plant yield, -1 beauty, -10% social impact
Wrecking ball: +3 melee/mining, +1 construction, +50% construction speed, +20% mining/drilling speed, +20% arrest success, -10% construct/repair success rate
Perfectionist: +4 construction/artistic, +20% construct/repair success rate, -20% construction speed, -10% general labor speed, -10% smoothing speed
Iron fist: +4 melee, -4 shooting, +3 melee dps, +10% melee hit, +20% arrest success

Supported mods
- Combat Extended
- Rimatomics
- Trait Value

Supported Languages
- German -Pandalaria
- Russian -Toca Dor
- Japanese -proxyer
19 Comments
Aegis J Hyena 20 Jul @ 10:02pm 
Just saw this now. Glad to see that it works.
Atlas  [author] 13 Jul @ 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 @ 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 @ 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 @ 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 @ 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 @ 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 @ 10:48am 
@Atlas it says something about XML loader
Atlas  [author] 5 Jul @ 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 @ 8:08pm 
sounds like a great mod but can you please make it 1.4 compatible