RimWorld

RimWorld

240 ratings
Fallout Traits Continued
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
524.810 KB
4 Jun, 2024 @ 1:41pm
13 Jun @ 5:51pm
8 Change Notes ( view )

Subscribe to download
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.

Latest Update - Changed traits using MeleeDodgeChance to integers, similar to the vanilla Nimble trait. Thank you to Supergob for pointing that out.

Previous 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.

Original Mod Here

Github Link[github.com]

Click here to join my discord to discuss this and other mods that I have created (or maintaining!)[discord.gg]

You can find the traits in the readme on Github or in the discord.
39 Comments
Kenny Dave 20 Aug @ 2:03pm 
Thanks for this, some great stuff in here that I was missing.
Atlas  [author] 22 Jul @ 3:12am 
@Richard - Currently I don’t have any plans to expand this mod beyond what it has. I’m trying to mostly maintain it. However, I’ll never say never.

If you want to see other traits, feel free to hop in my discord and make some suggestions under this mod’s section.
Richard 21 Jul @ 2:06pm 
any chance of adding traits from other fallout games to the list to make it even more diverse?
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]
girk 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!
girk 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!