Ludeon Forums

RimWorld => Releases => Mods => Outdated => Topic started by: TheFlameTouched on May 14, 2016, 03:06:03 AM

Poll
Question: Are the Trait rolls about right?
Option 1: No, Higher tier traits barely ever roll for me. votes: 5
Option 2: No, I have too many Higher tier traits. votes: 0
Option 3: Yes, It's just right votes: 7
Option 4: Yes, I have lots of higher tier traits votes: 0
Option 5: Whole system needs redoing votes: 5
Title: [A15] Expanded Traits and Misc Mods
Post by: TheFlameTouched on May 14, 2016, 03:06:03 AM
Just a small mod that introduces 35 48 49? 53 (May of miscounted) new traits into the game. The new traits are aimed mostly at making your pawns more interesting and more capable, all at once. The traits are a mixture of traits and mini backstories but they all fall under the trait section. For now they mostly add skill bonuses and de-buffs according to their classes but a few do have other effects. (I'm still learning.) All traits will appear on all pawns, however quite a few traits cancel each other out, and others are rare enough to have a relatively low spawn rate.

Included on this page are other small mods of mine, such as the Grenade fix (updated to A15 by Dingo) and a Stun turret mod (which will soon become a full set of "non-lethal" weapons.)

Stun Turret: Adds a single turret, that will knock enemies out. Due to limitations with the hediff's stun turrets can in fact be lethal and can kill instead of stunning. However, my own testing has shown a roughly 60% chance to stun instead of kill. Mileage may vary since damage resistance, previous consciousness levels and the amount of times hit with a stun bullet can vary the chances of death.

Stun turrets have limited range and fire in single shots. Two stun rounds should incapacitate a target, and anymore will result in a kill. It is not recommended to use these against your own pawns, due to the inconsistencies caused by numerous features.

Grenade fix has been removed and a link to Grenade Fix Reloaded by Dingo has been provided.

Downloads:  Expanded Traits (https://www.dropbox.com/s/p8e0in5g7yirxsd/%5BA15%5D%20Expanded%20Traits%201.4.1.rar?dl=0)
                  Grenade Fix (https://ludeon.com/forums/index.php?topic=26077.0)
                  Stun Turret (https://www.dropbox.com/s/hl9mk9hkh0ffhkn/%5BA15%5D%20Non-Lethal%20Turret.rar?dl=0)

Compatibility: The Expanded Traits Pack will work with any other mod, except if they introduce a trait, mental state or related Def with the exact same name as mine. The Grenade and Launchers Fix will work
with any mod that doesn't change the same lines they do. And finally the Stun turret mod will be compatible with absolutely every mod, unless they completely redo the way turrets and hediffs are treated by the game.

License: Feel free to include it in any mod-packs and mods that you want to as long as you give credit. No monetization in any way please.

Credit
: TheFlameTouched, RazorHed, Dingo and Peppson for the wikipage (http://rimworldwiki.com/wiki/More_Traits_%28mod%29). Special thanks to everyone who has made suggestions!

Change log: Expanded Traits
v.1 - Initial Release.
v.1.1 -  Typo fixes and slight rebalancing, fixed errors.
v.1.2 - Added more traits (Total added comes to 48, there are 46 traits in vanilla, therefore there are now 94 traits) Rebalanced the roll rates on most traits, Rarest traits now have a 5% chance instead of 1% chance. Fixed a few bugs (no more +50% paranoid mental break :o).
v.1.2a - Fixed grammar mistakes and allowed for the survivor trait to roll naturally. Fixed Cultist giving both happy and sad reactions from Psychic Drones.
v.1.3 - Updated for A14. Reworked Roll Rates, Rebuilt several traits, Fully Implemented 4 special traits (hopefully).
v.1.3.1 - Fixed Religious and Cultist trait(hopefully)
v.1.3.1.1 - Actually Fixed Religious, Numb, Naive, Fanatic and Cultist traits.
v.1.4 - Official A15 Update. Added Mental State Traits. Standardized naming scheme, Post, Folder and Directory are all Expanded Traits now.
v.1.4.1 - Fully Implemented new traits.

Change log: Grenade Fix
v.1 - Official A15 Release by Dingo

Change log: Stun Turret
v.1 - Official A15 Release
Title: Re: [A13] Small Trait Pack
Post by: viperwasp on May 14, 2016, 03:39:03 AM
I am putting together a new personal mod pack for my next game/colony. This one may end up in the package. But none the less it's interesting. Thanks.

Title: Re: [A13] Small Trait Pack
Post by: Nanao-kun on May 14, 2016, 07:40:08 PM
Sounds pretty interesting.
Title: Re: [A13] Small Trait Pack
Post by: vteam on May 15, 2016, 02:08:16 AM
Savegame friendly? Will like to try it out.  :)
Title: Re: [A13] Small Trait Pack
Post by: RazorHed on May 15, 2016, 02:32:59 AM
Yes  , unless there's already a mod that modifies Thoughts_SocialConditional or Thoughts_Memories. Even then it shouldn't cause too much trouble
Title: Re: [A13] Small Trait Pack
Post by: TheFlameTouched on May 15, 2016, 06:54:46 AM
Quote from: RazorHed on May 15, 2016, 02:32:59 AM
Yes  , unless there's already a mod that modifies Thoughts_SocialConditional or Thoughts_Memories. Even then it shouldn't cause too much trouble

As Razor said, and they should occur frequently in terms of if you look at a trade caravan, at least one will have a new trait.
Title: Re: [A13] Small Trait Pack
Post by: lost_RD on May 15, 2016, 07:23:18 PM
How about this one:

Insomniac: Needs less sleep but is always tired and works a bit slower as a result (+20% rest efficiency, -10% work efficiency)
Title: Re: [A13] Small Trait Pack
Post by: TheFlameTouched on May 15, 2016, 08:54:08 PM
Quote from: lost_RD on May 15, 2016, 07:23:18 PM
How about this one:

Insomniac: Needs less sleep but is always tired and works a bit slower as a result (+20% rest efficiency, -10% work efficiency)

Believe it or not but I've already considered something like that, however I can't do C# coding which would be required for that. Maybe later when I've had time to learn
Title: Re: [A13] Small Trait Pack
Post by: Clibanarius on May 16, 2016, 12:28:59 AM
Quote from: lost_RD on May 15, 2016, 07:23:18 PM
How about this one:

Insomniac: Needs less sleep but is always tired and works a bit slower as a result (+20% rest efficiency, -10% work efficiency)
What the HELL, I just came to this thread to post this exact idea. Although my thought was have them TIRE less, rather than sleep more efficiently/effectively. I just want something that makes my pawns less reliant on sleep and food. Going back home to sleep interrupts their mining too much! :P
Title: Re: [A13] Small Trait Pack
Post by: TheFlameTouched on May 16, 2016, 12:42:37 AM
Quote from: Clibanarius on May 16, 2016, 12:28:59 AM
Quote from: lost_RD on May 15, 2016, 07:23:18 PM
How about this one:

Insomniac: Needs less sleep but is always tired and works a bit slower as a result (+20% rest efficiency, -10% work efficiency)
What the HELL, I just came to this thread to post this exact idea. Although my thought was have them TIRE less, rather than sleep more efficiently/effectively. I just want something that makes my pawns less reliant on sleep and food. Going back home to sleep interrupts their mining too much! :P

I'll definitely be taking a crack at attempting to do something with insomnia, seeing as everyone suggests it :p
Title: Re: [A13] Small Trait Pack
Post by: Clibanarius on May 16, 2016, 12:44:54 AM
Seeing as how traits matter way more than backgrounds, I say this mod'll be important in the future. Just keep thinking up creative things to throw in there. Ask for help from some of the more experienced modders if you need to, if implementation isn't at your current skill/knowledge level. This community is pretty open and awesome, in my experience.
Title: Re: [A13] Small Trait Pack
Post by: TheFlameTouched on May 16, 2016, 12:51:46 AM
Quote from: Clibanarius on May 16, 2016, 12:44:54 AM
Seeing as how traits matter way more than backgrounds, I say this mod'll be important in the future. Just keep thinking up creative things to throw in there. Ask for help from some of the more experienced modders if you need to, if implementation isn't at your current skill/knowledge level. This community is pretty open and awesome, in my experience.

Yea they are pretty helpful and friendly. I actually started this so I could learn more about the coding and implementing. I should (if nothing breaks) have at least 20 or so new traits available later today.
Title: Re: [A13] Small Trait Pack
Post by: Clibanarius on May 16, 2016, 01:39:01 AM
Later today? Damn, that's some good turn-around time.
Title: Re: [A13] Small Trait Pack
Post by: TheFlameTouched on May 16, 2016, 02:36:52 AM
This is why I'm asking for suggestions, I have a bit of time on my hands and I don't need sleep either :p.
Title: Re: [A13] Small Trait Pack
Post by: joaonunes on May 16, 2016, 11:33:36 AM
Quote from: TheFlameTouched on May 16, 2016, 02:36:52 AM
This is why I'm asking for suggestions, I have a bit of time on my hands and I don't need sleep either :p.

Give me your life please, I need it for school ;_;
Title: Re: [A13] Small Trait Pack
Post by: Clibanarius on May 16, 2016, 12:21:24 PM
I wish I knew how to do something modding-wise. I'm currently on sabbatical from work due to depression and chronic pain, so modding would be right up my alley. As it stands, I'm just dicking around with Rimworld a whole lot without it actually contributing to the community. :(
Title: Re: [A13] Small Trait Pack
Post by: TheFlameTouched on May 16, 2016, 01:20:22 PM
Quote from: joaonunes on May 16, 2016, 11:33:36 AM
Quote from: TheFlameTouched on May 16, 2016, 02:36:52 AM
This is why I'm asking for suggestions, I have a bit of time on my hands and I don't need sleep either :p.

Give me your life please, I need it for school ;_;

You don't want my life :P I have an extremely active Giant Schnauzer cross husky puppy. Theres no such thing as rest.

Quote from: Clibanarius on May 16, 2016, 12:21:24 PM
I wish I knew how to do something modding-wise. I'm currently on sabbatical from work due to depression and chronic pain, so modding would be right up my alley. As it stands, I'm just dicking around with Rimworld a whole lot without it actually contributing to the community. :(

Thats perfectly fine :P at least you're having fun. If you want to try learn modding we can do it together :D

Title: Re: [A13] Small Trait Pack
Post by: joaonunes on May 16, 2016, 01:27:23 PM
just saying because of the "I don't need sleep either" xD

By the way, what are those 20 new traits you are creating?
I kinda got interested in this mod because of adding new traits but have not installed it yet because although the ones available right now are mostly great for a militarized colony they seem to put crafting, etc a bit back, plus I don't really know how the rates will be, kinda afraid of having half my colony having a debuff for the "essential" jobs...

Can we have a sneak peek on how the new traits will be? ;) Probably will install this mod after finishing my current save :D
Title: Re: [A13] More Traits v1
Post by: joaonunes on May 16, 2016, 02:19:16 PM
Ummmm... no download links? o_O
Title: Re: [A13] More Traits v1
Post by: TheFlameTouched on May 16, 2016, 02:25:36 PM
Quote from: joaonunes on May 16, 2016, 02:19:16 PM
Ummmm... no download links? o_O

You lurker! You caught me while I was setting up the page. xD
Title: Re: [A13] More Traits v1
Post by: joaonunes on May 16, 2016, 02:28:59 PM
Quote from: TheFlameTouched on May 16, 2016, 02:25:36 PM
Quote from: joaonunes on May 16, 2016, 02:19:16 PM
Ummmm... no download links? o_O

You lurker! You caught me while I was setting up the page. xD

Ahahahah nahh I just came back to see if you had answered my question but then I saw the name of the post was different and there were new download links, but no links :P Just got lucky :D :D

As I said, I am interested in this mod xD
Title: Re: [A13] More Traits v1
Post by: TheFlameTouched on May 16, 2016, 02:31:15 PM
You still want a preview of the traits or does the first post cover it?
Title: Re: [A13] More Traits v1
Post by: joaonunes on May 16, 2016, 02:33:58 PM
To describe all 35 traits is a bit extensive, maybe letting the user discover the traits is more exciting.

Just one question, the More Traits + Experimental includes all traits + the "Special" ones, right?

EDIT: nvm, didn't read the whole post :P

EDIT 2: Jesus Christ, Agoraphobia? Photophobia???
Title: Re: [A13] More Traits v1
Post by: TheFlameTouched on May 16, 2016, 02:39:51 PM
Quote from: joaonunes on May 16, 2016, 02:33:58 PM
To describe all 35 traits is a bit extensive, maybe letting the user discover the traits is more exciting.

Just one question, the More Traits + Experimental includes all traits + the "Special" ones, right?

EDIT: nvm, didn't read the whole post :P

The specials "should" be working properly, but for some reason I can't get them to do exactly what I want them to do. Either they'll work perfectly, or they won't or they'll give everyone the stat change.
Title: Re: [A13] More Traits v1
Post by: joaonunes on May 16, 2016, 03:15:14 PM
any chance on having your traits available on the BrainMod from cuproPanda? That would be awesome :D
Title: Re: [A13] More Traits v1
Post by: TheFlameTouched on May 16, 2016, 03:21:10 PM
Quote from: joaonunes on May 16, 2016, 03:15:14 PM
any chance on having your traits available on the BrainMod from cuproPanda? That would be awesome :D

I wouldn't have a problem with it, but I don't think its my current ability to do. If you feel like indoctrinating your pawns till something happens that you can use the devtool menu >add trait.
Title: Re: [A13] More Traits v1
Post by: Peppsen on May 16, 2016, 03:36:07 PM
Someone just suggested a few more traits in suggestions
https://ludeon.com/forums/index.php?topic=20229.0
Title: Re: [A13] More Traits v1
Post by: joaonunes on May 16, 2016, 03:47:15 PM
Some quick feedback on the new traits:

The rarest ones are really rare. Spawned about 50 colonists and got some rare traits but none of the 2 rarest ones. Looks good though :P it'll probably show up eventually when raids start appearing.

They seem to work on an existing save. :D Great :D

When spawning hordes of pawns pretty much all the traits except the 2 rarest ones appeared (no names to keep the spoilers away ;) ). The frequency of them all seems good and balanced. Not a huge amount of great soldiers with super stats like would be to expect and the same to horrible pawns in both combat and "work" jobs.

The BrainMod sugestion was given because both mods affect traits, and that mod is most useful to remove bad traits like the vanilla's "Nervous" or "Ugly". A compatibility patch seemed logical, just like High Caliber or Rimfire have patches for Combat Realism :)

This is a great mod, it became instantly part of my "Necessary Mods List" xD
Title: Re: [A13] More Traits v1
Post by: joaonunes on May 16, 2016, 03:48:28 PM
Quote from: Peppsen on May 16, 2016, 03:36:07 PM
Someone just suggested a few more traits in suggestions
https://ludeon.com/forums/index.php?topic=20229.0

Some of them are already present in this mod, but the others could easily be fitted, right?

EDIT: nvm, TheFlameTouched already noticed it :P
Title: Re: [A13] More Traits v1
Post by: TheFlameTouched on May 16, 2016, 03:50:46 PM
Quote from: joaonunes on May 16, 2016, 03:48:28 PM
Quote from: Peppsen on May 16, 2016, 03:36:07 PM
Someone just suggested a few more traits in suggestions
https://ludeon.com/forums/index.php?topic=20229.0

Some of them are already present in this mod, but the others could easily be fitted, right?

EDIT: nvm, TheFlameTouched already noticed it :P

Yep, have already looked at the thread and said I'll start on it in the morning, (6month holiday with 2 months left = pure bliss)
Title: Re: [A13] More Traits v1
Post by: Sinitell on May 16, 2016, 06:43:15 PM
This looks awesome! Gonna try it out right now. Thanks!  :D Hope to see this grow as well.
Title: Re: [A13] More Traits v1
Post by: TheFlameTouched on May 17, 2016, 01:38:48 AM
Hey guys, can you let me know what you think so far please? What problems are there, is the balance right or is it broken. Would like to know what to work on.
Title: Re: [A13] More Traits v1
Post by: vteam on May 17, 2016, 03:35:29 AM
Umm... so what has changed from 2 days ago? Lol, I just began playing with it so can't comment much yet. But will like to know if I need to download the new one?
Title: Re: [A13] More Traits v1
Post by: joaonunes on May 17, 2016, 04:50:27 AM
Quote from: vteam on May 17, 2016, 03:35:29 AM
Umm... so what has changed from 2 days ago? Lol, I just began playing with it so can't comment much yet. But will like to know if I need to download the new one?

Two days ago you only had about 15 traits. Now you can have 35 traits from this pack
Title: Re: [A13] More Traits v1
Post by: joaonunes on May 17, 2016, 08:51:04 AM
I found a bug!!! :D

In Defs\TraitDefs\More Traits.xml
look for:
<AimingDelayFactor>=0.05</AimingDelayFactor>

replace with:
<AimingDelayFactor>-0.05</AimingDelayFactor>

the game throws an exception because of the "=" :P
Title: Re: [A13] More Traits v1
Post by: TheFlameTouched on May 17, 2016, 10:04:55 AM
Quote from: joaonunes on May 17, 2016, 08:51:04 AM
I found a bug!!! :D

In Defs\TraitDefs\More Traits.xml
look for:
<AimingDelayFactor>=0.05</AimingDelayFactor>

replace with:
<AimingDelayFactor>-0.05</AimingDelayFactor>

the game throws an exception because of the "=" :P

I'm willing to bet its the killer trait. Will try upload the fixed version later, don't have a PC with me ATM. But your fix will work just fine till then :p
Title: Re: [A13] More Traits v1
Post by: joaonunes on May 17, 2016, 10:41:15 AM
Quote from: TheFlameTouched on May 17, 2016, 10:04:55 AM

I'm willing to bet its the killer trait. Will try upload the fixed version later, don't have a PC with me ATM. But your fix will work just fine till then :p

Actually no... It is the "Rookie" trait :P I used -0.05 because of reasons xD
Title: Re: [A13] More Traits v1
Post by: TheFlameTouched on May 17, 2016, 10:58:17 AM
I must of switched rookie and killers stats :/
Title: Re: [A13] More Traits v1
Post by: joaonunes on May 17, 2016, 11:06:18 AM
Quote from: TheFlameTouched on May 17, 2016, 10:58:17 AM
I must of switched rookie and killers stats :/

Dont think you have... the killer has double the stats of the rookie plus some more melee combat bonus

The killer is like a buffed rookie
Title: Re: [A13] More Traits v1
Post by: TheFlameTouched on May 17, 2016, 11:40:16 AM
Yea, but originally I was gonna make them equal with the aim speed stuff. Oh and for anyone looking, ATM the confident trait is broken giving a -50% mental break threshold as opposed to -5%. Paranoid is working tho, so don't worry about people breaking within moments of starting.
Title: Re: [A13] More Traits v1
Post by: joaonunes on May 17, 2016, 12:29:32 PM
so what would be the difference between them then?
Title: Re: [A13] More Traits v1
Post by: TheFlameTouched on May 17, 2016, 12:47:49 PM
Instead of lowering your mental break threshold. (The point at which a break can happen) by 5% it will lower it to 1% the maximum lowest its allowed to be
Title: Re: [A13] More Traits v1
Post by: joaonunes on May 17, 2016, 01:25:00 PM
ahah no I mean between Killer and Rookie xD
Title: Re: [A13] More Traits v1
Post by: TheFlameTouched on May 17, 2016, 01:34:57 PM
No its right as it is :p
Title: Re: [A13] More Traits v1
Post by: Peppsen on May 18, 2016, 02:59:12 PM
If anyone wants to know the traits and the effect of these new traits, well now you can do it "easily".
I've made a wiki page where you can check out all the traits, it's not completely finished yet though..
More Traits (http://rimworldwiki.com/wiki/More_Traits_(mod))
Title: Re: [A13] More Traits v1
Post by: macked901 on May 19, 2016, 05:57:20 AM
I haven't been able to get this mod to work or the traits are so rare I haven't seen them yet. I removed all mods but this one and still nothing. What am I doing wrong?
Title: Re: [A13] More Traits v1
Post by: crusader2010 on May 19, 2016, 06:06:58 AM
You need to make a new colony/world. For me it works with 80+ other mods,so it's ok.
Title: Re: [A13] More Traits v1
Post by: macked901 on May 19, 2016, 06:50:24 AM
Does it require CCL
Title: Re: [A13] More Traits v1
Post by: joaonunes on May 19, 2016, 06:56:51 AM
Quote from: macked901 on May 19, 2016, 06:50:24 AM
Does it require CCL

Why would you not install CCL anyways? Now it has a minimap :D
Title: Re: [A13] More Traits v1
Post by: macked901 on May 19, 2016, 07:01:31 AM
Quote from: joaonunes on May 19, 2016, 06:56:51 AM
Quote from: macked901 on May 19, 2016, 06:50:24 AM
Does it require CCL

Why would you not install CCL anyways? Now it has a minimap :D
was just reading that
Title: Re: [A13] More Traits v1
Post by: TheFlameTouched on May 19, 2016, 07:42:28 AM
It doesn't need CCL but as has been said, use it anyways :p. Some of the traits are rare, but most are common, so its likely in need of a new colony at the very least. I'll check if I can reproduce it on myside to figure out exactly why.
Title: Re: [A13] More Traits v1
Post by: joaonunes on May 19, 2016, 08:01:35 AM
The two rarest traits I've never seen them so far. Rare is rare :D 1 out of 5 is not rare xD

"TL":DR - Good trait rates!
Title: Re: [A13] More Traits v1
Post by: TheFlameTouched on May 19, 2016, 08:15:11 AM
Well I'd hope you're not seeing commando on every other pawn, that would be a tragic way to die. The rimworlder one is a nod at the forums here where every other quote references the things we do to our pawns :p
Title: Re: [A13] More Traits v1
Post by: joaonunes on May 19, 2016, 08:22:54 AM
And you hoped well :) I wouldnt like to be raided by 10 commandos xD even being attacked by one would be hard enough :P Good thing I never found any xD if I did I'd probably end up recruiting him/her anyways
Title: Re: [A13] More Traits v1
Post by: deathstar on May 19, 2016, 09:13:18 AM
Can we get a list with all traits currently implemented?
Title: Re: [A13] More Traits v1
Post by: Peppsen on May 19, 2016, 09:16:53 AM
I've actually just finished the Wiki page for this mod
More Traits (http://rimworldwiki.com/wiki/More_Traits_(mod))
Title: Re: [A13] More Traits v1
Post by: Near on May 19, 2016, 10:13:56 AM
I feel like some of the traits are more like backstory (namely Born Leader, Hero, Animal Lover). If you want to make something that change how skillful the pawn is, backstory is more suitable imo. trait is something that make you different among the others. Backstory is something that indicate how well you should be when you perform specific task because you have done sth related to it in the past.
Take a look at the animal lover trait. it makes pawn have +4 handling and -2 social. If you want to make a pawn who really love animal different from pawns who don't, i suggest you can make sth like this
Animal Lover
- +200% learning speed in handling
- Nuzzling animal give greater mood boost
- Have Negative Thought when eating meat
- When bonded animal die, pawn instantly go berserk. more severe mood drop and it takes longer to get over it
Title: Re: [A13] More Traits v1
Post by: TheFlameTouched on May 19, 2016, 10:50:52 AM
In my original post I did say that some of them were more back stories than traits. This is due to me not being able to edit back stories. When I figure out how I will change it. However I do thank you for the suggestion!
Title: Re: [A13] More Traits v1
Post by: joaonunes on May 19, 2016, 10:56:10 AM
Quote from: TheFlameTouched on May 19, 2016, 10:50:52 AM
In my original post I did say that some of them were more back stories than traits. This is due to me not being able to edit back stories. When I figure out how I will change it. However I do thank you for the suggestion!

SOME of them, yes. For example, Born Hero and Animal Lover aren't really backstories... People don't say "when I was young I decided to work as an animal lover/born hero" :P Not really part of the history of the person, more part of the person's characteristics, or traits.
Title: Re: [A13] More Traits v1
Post by: Near on May 19, 2016, 11:41:10 AM
Quote from: TheFlameTouched on May 19, 2016, 10:50:52 AM
In my original post I did say that some of them were more back stories than traits. This is due to me not being able to edit back stories. When I figure out how I will change it. However I do thank you for the suggestion!
This mod will make your life easier  https://ludeon.com/forums/index.php?topic=18615.0 :P. sorry, didn't read your original post, usually when i go to the mod thread i just jump straight to the download link  ::)

Quote from: joaonunes on May 19, 2016, 10:56:10 AM
Quote from: TheFlameTouched on May 19, 2016, 10:50:52 AM
In my original post I did say that some of them were more back stories than traits. This is due to me not being able to edit back stories. When I figure out how I will change it. However I do thank you for the suggestion!

SOME of them, yes. For example, Born Hero and Animal Lover aren't really backstories... People don't say "when I was young I decided to work as an animal lover/born hero" :P Not really part of the history of the person, more part of the person's characteristics, or traits.

it's just a label. if you change to animal volunteer then it would look more like a backstory :)
Title: Re: [A13] More Traits v1.1
Post by: TheFlameTouched on May 19, 2016, 11:47:37 AM
Update 1.1 is up.

Fixes a few typo's and should no longer throw up any exceptions.

Rookie has been rebalanced lightly, with a -10% aiming time instead of a -5%.
Title: Re: [A13] More Traits v1.1
Post by: crusader2010 on May 19, 2016, 11:54:49 AM
Hi! thank you for this mod! could you please write a changelog in the first post? it makes it easier to know which is the latest version compared to what we have installed. Have a great day!
Title: Re: [A13] More Traits v1.1
Post by: joaonunes on May 19, 2016, 12:00:54 PM
a changelog sounds good :) having the version next to the file name would also be great, although not really necessary.

PS: I don't want to be a pain in the ass but....

<defName>Rookie</defName>
...
<AimingDelayFactor>-0.05</AimingDelayFactor>
<ShootingAccuracy>0.05</ShootingAccuracy>
...

Still -5% instead of -10%?
Title: Re: [A13] More Traits v1.1
Post by: TheFlameTouched on May 19, 2016, 12:26:47 PM
Seems I forgot to update the normal pack :/ will fix now. Also changelog incoming.
Title: Re: [A13] More Traits v1.1
Post by: joaonunes on May 19, 2016, 12:30:17 PM
Quote from: TheFlameTouched on May 19, 2016, 12:26:47 PM
Seems I forgot to update the normal pack :/ will fix now. Also changelog incoming.

Sweet :D
Title: Re: [A13] More Traits v1
Post by: lilymortis on May 19, 2016, 01:30:03 PM
I love this mod, some suggestions for you;
Comedian, opposite to abrasive, gives others a mood buff.
Weightlifter; mood boost from hauling
Allergic; mood loss from plants and animals
Outdoorsy; mood boost from being outside, loss when inside +growing skill
Vegetarian; mood loss from eating meat, boost from animals and +animal handling skill
Party Animal; + social skill, bigger mood boost from alcohol, -work speed
Mother Hen; likes to look after people; +social +cooking +medicine
Slob; increased filth rate, cleaning disabled, - cooking, - work speed
Creative; likes to make things, mood boost from making art, +crafting, +art +cooking +research -social -shooting -melee -work speed
Hippy; +growing +animals +art +crafting, shooting and melee disabled
Macabre; unbothered by corpses/ cannibalism,+research -social, mood boost from seeing a corpse
Chatterbox; +social -work speed, bigger mood boost from socialising
Half-assed; rushes through everything and believes fast is better than done right, +work speed +move speed -cooking -construction -art -crafting -research -shooting greater harvest fail chance
Religious, their faith keeps them strong; permanent mood boost, shooting and melee disabled, -mental break chance
Weirdo, no debuff from prisoners sold or harvested, no mood debuff from corpses -social +research +art mental break threshold +50
Lover; +social -shooting -melee big mood boost from social interactions, bigger boost from lovin'

Can you change the relationships? The traits from Lord Fappington's romance mod would be perfect with yours, so, in a similar vein to that mod...
Wandering Eye; greater chance of having affairs/ break ups
Lonely; mood loss when not in a relationship
Bed-hopper; chance of very short relationships
Commitment Phobic; will have relationships but will refuse all marriage proposals
Flirt; woos more often, +social





Title: Re: [A13] More Traits v1
Post by: joaonunes on May 19, 2016, 01:44:29 PM
Quote from: lilymortis on May 19, 2016, 01:30:03 PM
I love this mod, some suggestions for you;
Comedian, opposite to abrasive, gives others a mood buff.
Weightlifter; mood boost from hauling
Allergic; mood loss from plants and animals
Outdoorsy; mood boost from being outside, loss when inside +growing skill
Vegetarian; mood loss from eating meat, boost from animals and +animal handling skill
Party Animal; + social skill, bigger mood boost from alcohol, -work speed
Mother Hen; likes to look after people; +social +cooking +medicine
Slob; increased filth rate, cleaning disabled, - cooking, - work speed
Creative; likes to make things, mood boost from making art, +crafting, +art +cooking +research -social -shooting -melee -work speed
Hippy; +growing +animals +art +crafting, shooting and melee disabled
Macabre; unbothered by corpses/ cannibalism,+research -social, mood boost from seeing a corpse
Chatterbox; +social -work speed, bigger mood boost from socialising
Half-assed; rushes through everything and believes fast is better than done right, +work speed +move speed -cooking -construction -art -crafting -research -shooting greater harvest fail chance
Religious, their faith keeps them strong; permanent mood boost, shooting and melee disabled, -mental break chance
Weirdo, no debuff from prisoners sold or harvested, no mood debuff from corpses -social +research +art mental break threshold +50
Lover; +social -shooting -melee big mood boost from social interactions, bigger boost from lovin'

Can you change the relationships? The traits from Lord Fappington's romance mod would be perfect with yours, so, in a similar vein to that mod...
Wandering Eye; greater chance of having affairs/ break ups
Lonely; mood loss when not in a relationship
Bed-hopper; chance of very short relationships
Commitment Phobic; will have relationships but will refuse all marriage proposals
Flirt; woos more often, +social

+1
Title: Re: [A13] More Traits v1.1
Post by: TheFlameTouched on May 19, 2016, 02:05:02 PM
I'm gonna spend the whole day trying to get at least half of the suggested ones working.
Title: Re: [A13] More Traits v1.1
Post by: lilymortis on May 19, 2016, 02:23:36 PM
And I am going to make a new colony and try the current mod out. :D
Title: Re: [A13] More Traits v1.1
Post by: joaonunes on May 19, 2016, 02:55:21 PM
Quote from: lilymortis on May 19, 2016, 02:23:36 PM
And I am going to make a new colony and try the current mod out. :D

You don't need to, but the already existing colonist won't get the new traits though...
Title: Re: [A13] More Traits v1.1
Post by: lilymortis on May 19, 2016, 03:01:58 PM
Yeah, I know that, I was starting a new colony today anyway and then got sidetracked thinking up new traits...
Title: Re: [A13] More Traits v1
Post by: Dragoon on May 19, 2016, 06:43:21 PM
Quote from: lilymortis on May 19, 2016, 01:30:03 PM
Vegetarian; mood loss from eating meat, boost from animals and +animal handling skill
Creative; likes to make things, mood boost from making art, +crafting, +art +cooking +research -social -shooting -melee -work speed
Religious, their faith keeps them strong; permanent mood boost, shooting and melee disabled, -mental break chance

Being vegetarian does not mean you would have bonus to handling animals, in fact many people who are variegation are that way because it's healthy.

If you are creative why would you work slower, have trouble talking to people, and have trouble shooting/punching things? Being creative would aid to combat if nothing in reality. People can get creative with how they fight.

Just because you are religious does not mean you would not fight in fact crusades are literally because of religion. People fight all the time in hopes god will keep them safe, so the debuff  is like balance for the sake of balance.
Title: Re: [A13] More Traits v1
Post by: macked901 on May 19, 2016, 08:40:13 PM
Quote from: TheFlameTouched on May 19, 2016, 07:42:28 AM
It doesn't need CCL but as has been said, use it anyways :p. Some of the traits are rare, but most are common, so its likely in need of a new colony at the very least. I'll check if I can reproduce it on myside to figure out exactly why.
I've started several new colonies to see if I can figure out what I'm doing wrong. Can your first three colonists have these trait? Will the traits show up if I spawn pawnsin development mode?
Title: Re: [A13] More Traits v1.1
Post by: TheFlameTouched on May 20, 2016, 12:12:45 AM
Your first three colonists can have the traits, as can pawns spawned from dev mode. Perhaps you have installed it wrong? Make sure that the file structure is Trait Pack > About and Defs.
Title: Re: [A13] More Traits v1
Post by: joaonunes on May 20, 2016, 03:16:00 AM
Quote from: macked901 on May 19, 2016, 08:40:13 PM
Quote from: TheFlameTouched on May 19, 2016, 07:42:28 AM
It doesn't need CCL but as has been said, use it anyways :p. Some of the traits are rare, but most are common, so its likely in need of a new colony at the very least. I'll check if I can reproduce it on myside to figure out exactly why.
I've started several new colonies to see if I can figure out what I'm doing wrong. Can your first three colonists have these trait? Will the traits show up if I spawn pawnsin development mode?

Do you have the prepare carefuly mod? If yes, you can see the and select the new traits for your colonists. As has been already said, Yes, your starting colonist can and probably will have the new traits, since there are so many new ones added to the game. Yes you can get traits by spawning pawns with dev console. Raiders and merchants can have the traits. Everybody can have the new traits xD have you unziped the file to your mods directory? Have you enabled it on the mods menu? This mod is compatible with existing savegames and should not have compatibility problems with anything at all...
Title: Re: [A13] More Traits v1.1
Post by: joaonunes on May 20, 2016, 03:31:12 AM
@TheFlameTouched you should give a look at BackstoriesCore
https://ludeon.com/forums/index.php?topic=18615.0
Seems your way to add backstories, maybe this is the tool you need
Title: Re: [A13] More Traits v1.1
Post by: TheFlameTouched on May 20, 2016, 03:35:22 AM
Teaching myself C# for this purpose :)
Title: Re: [A13] More Traits v1
Post by: lilymortis on May 20, 2016, 04:12:37 AM
Quote from: macked901 on May 19, 2016, 08:40:13 PM
I've started several new colonies to see if I can figure out what I'm doing wrong. Can your first three colonists have these trait? Will the traits show up if I spawn pawnsin development mode?

I had this problem when I extracted with winrar. Go into the mods file and click on the traits folder and open it. The folder is called something like "Traits.v2" and inside that is another folder called "Traits". You need to take "Traits" out of the "Traits.v2" folder and put it into the Mods folder. 

I'm not sure I've explained that very well, but it's worth looking at.
Title: Re: [A13] More Traits v1.1
Post by: joaonunes on May 20, 2016, 05:31:58 AM
Here are a couple of trait suggestions. Some of them might not be possible to put ingame due to their mechanics not being present, but I'll post them anyways in case I am wrong.

Name: Barbarian
Description: NAME is afraid of no fight and will fight to the death is HE has to
Stats: +6 Melee, -0.05 MentalBreakThreshold
Other: The more damage he takes the higher his mood is

Name: Martial Arts
Description: Swift and deadly on unnarmed combat, NAME moves like the wind and goes by unnoticed until it's too late
Stats: +0.20 MoveSpeed, 1.20 MeleeHitChance
Other: Bonus damage when unnarmed (if possible, if not +4 Melee)

Name: Caveman
Description: NAME is a true caveman. Some people even say HE never leaves the safety of his shelter
Stats:
Other: Not affected by "Cabin Feever"

Name: Snowman
Description: NAME loves the cold weather and HE acts as if it was HIS natural habitat
Stats: -20/-10 Comfy Temperature Min/Max
Other: +10 mood when in cold environment; Conflicts with "Sand Dweller"

Name: Sand Dweller
Description: NAME loves the desert and HE acts as if it was HIS natural habitat
Stats: +10/+20 Comfy Temperature Min/Max
Other: +10 mood when in hot environment; Conflicts with "Snowman"

Name: Fat Bastard
Description: HECAP likes to eat babies, weights a metric ton and smells horribly bad
Stats: -10 Social, -0.50 MoveSpeed, -0.50 WorkSpeed
Other: Accepts cannibalism and applies a mood debuff of -5 to who he/she speaks to, stacking up to -20; Rarest trait due to it's uniqueness (0.01 rate?)

Name: Anorexic
Description: NAME thinks HECAP is too fat and does not need any more food to survive (Short not entirely accurate description!! Just for game stats to be in agreement with the description)
Stats: -0.10 MoveSpeed and WorkSpeed
Other: Bonus mood when hunger is low, Mood penalty when too fed (opossite of what happens in vanilla)

Name: Duelist
Description: HECAP is a duel expert and anyone who faces HIM is in for a bad time
Stats: -0.40 AimingDelayFactor, +0.40 ShootingAccuracy, +5 Shooting
Other: Bonuses above only apply when wielding a pistol (if possible); Conflicts with "Brawler"?

Name: Drug Addict
Description: HECAP can't live without drugs anymore
Stats:
Other: -1 mood when not using drugs; Effect increases by -1 every day up to -30 mood; Conflicts with "Teetotaler"

Name: War Trauma
Description: NAME faced horror in battle before, and is scarred for the rest of HIS life
Stats:
Other: -30 mood when colony is under attack; Conflicts with "Berserker"

Name: Berserker
Description: NAME does not get scared in battle, HE strikes fear on HIS enemies
Stats:
Other: -10 mood to enemies (does this even exist? xD), +30 mood when colony is under attack; Conflicts with "War Trauma"

Name: Marathonist
Description: NAME is used to run long distances (blank on this description...)
Stats: +0.10 MoveSpeed
Other: Hunger and rest decrease at a slower rate than other (Would say 25% slower); Conflicts with "Slowpoke"

Name: Bookworm
Description: Books are HIS passion and life. HE'd die to save his precious books
Stats: +6 Research, -6 Social
Other:

Name: Cold Hearted
Description: Death means nothing to HIM, not even the fall of HIS loved ones make him react
Stats:
Other: No mood loss from loosing loved ones and watching corpses

Name: Lionheart
Description: A leader loved and followed by all. He strikes fear on his enemies and raises the morale of his troops
Stats: +3 Melee, +3 Shooting, +8 Social
Other: -20 mood on enemies, +10 permanent mood to all colonists, +20 mood on colonists when colony is under attack (stacks with the permanent bonus); RAREST TRAIT

Name: Persuasive
Description: HE knows how to persuade someone by using very subtle but yet effective moves and techniques
Stats: +3 Social
Other: Higher recruiting chance

Name: Ranger
Description: This person has learned to use the terrain to HIS advantage
Stats:
Other: No MoveSpeed loss in any terrain type (Rare)

Name: Womanizer
Description: All women feel attracted to HIM for some reason
Stats:
Other: Women get +10 mood from speaking with ths person, +20 opinion of women (opposite of "Dislikes Women"); MEN ONLY trait, if possible

Name: Night Vision
Description: HECAP can see during the night as well as HE does during the day. HIS eyes must be special
Stats:
Other: No sight/accuracy loss during the night

Name: Nord blood
Description: The strenght of HIS viking ancesters is in HIS blood
Stats: -15/-5 Comfy Temperature Min/Max, +5 Melee
Other:

Name: Demeter's Blessing
Description: NAME follows the teachings of the goddess Demeter
Stats: +8 Growing
Other: +20 mood when it's raining (because rain is good for growing :P)

Name: Claustrophobic (isn't this already somewhere?)
Description: HECAP can't handle tight or closed spaces. HE needs space to breathe comfortably
Stats:
Other: Mood loss from "Crowded" and "Cramped" DOUBLES!!

NOTE: ALL values can, should and probably will be changed, they are not final nor balanced. I tried to give "balancedish" values for you to have something to work from.
Title: Re: [A13] More Traits v1
Post by: macked901 on May 20, 2016, 05:26:49 PM
Quote from: lilymortis on May 20, 2016, 04:12:37 AM
Quote from: macked901 on May 19, 2016, 08:40:13 PM
I've started several new colonies to see if I can figure out what I'm doing wrong. Can your first three colonists have these trait? Will the traits show up if I spawn pawnsin development mode?

I had this problem when I extracted with winrar. Go into the mods file and click on the traits folder and open it. The folder is called something like "Traits.v2" and inside that is another folder called "Traits". You need to take "Traits" out of the "Traits.v2" folder and put it into the Mods folder. 

I'm not sure I've explained that very well, but it's worth looking at.
Yep that fixed it. Thanks!
Title: Re: [A13] More Traits v1
Post by: deathstar on May 20, 2016, 06:00:52 PM
Quote from: Peppsen on May 19, 2016, 09:16:53 AM
I've actually just finished the Wiki page for this mod
More Traits (http://rimworldwiki.com/wiki/More_Traits_(mod))

You're a saint, ta!
Title: Re: [A13] More Traits v1.1
Post by: MrRocket50 on May 20, 2016, 10:53:32 PM
What you guys think about these:

Gothic:
The goths have a different way to see the death. The mood not affected by watching someone die, corpses. Etc. And the penalty for having friends and pets killed is reduced.

Artistic:
The artist have good skill for art creation... but not much skills for anything else.

Materialistic:
Somewhat hard to deal, this guy want to live in luxury, the penalty for eating nutrient paste/raw food and living in a ugly place is higher.

sloppy:
They aren't affected by dirty places.

Childish:
The mind of this dude lives in another world. They don't act like adults and loves fun a lot. The social skill is totally degraded.
Title: Re: [A13] More Traits v1.1
Post by: TheFlameTouched on May 21, 2016, 01:10:16 AM
Sweet suggestions everyone. I'll be working on them today and tomorrow and seeing where my limitations lie. I'm rather enjoying doing this and you can expect an update on Monday or Tuesday :D hopefully with "special" traits working.
Title: Re: [A13] More Traits v1.2
Post by: TheFlameTouched on May 24, 2016, 11:48:37 AM
Shameless update bump.
Title: Re: [A13] More Traits v1.2
Post by: lilymortis on May 24, 2016, 01:43:03 PM
Yippee!
Title: Re: [A13] More Traits v1.2
Post by: Peppsen on May 24, 2016, 01:46:40 PM
I updated the wiki page so you can check out the new traits over here (http://rimworldwiki.com/wiki/More_Traits_(mod))
Let me know if there's any mistakes or you could edit yourself ;D
Title: Re: [A13] More Traits v1.2
Post by: TheFlameTouched on May 24, 2016, 01:48:51 PM
Quote from: Peppsen on May 24, 2016, 01:46:40 PM
I updated the wiki page so you can check out the new traits over here (http://rimworldwiki.com/wiki/More_Traits_(mod))
Let me know if there's any mistakes or you could edit yourself ;D

Wow. You work incredibly fast :/ I'm in awe.
Title: Re: [A13] More Traits v1.2
Post by: Galvenox on May 24, 2016, 01:58:02 PM
installed the mod, started a new game but no new traits appear when I'm randomizing colonists. do they appear only on new people in-game?
Title: Re: [A13] More Traits v1.2
Post by: joaonunes on May 24, 2016, 01:58:45 PM
Quote from: Galvenox on May 24, 2016, 01:58:02 PM
installed the mod, started a new game but no new traits appear when I'm randomizing colonists. do they appear only on new people in-game?

They should appear at all times as soon as you install the mod
Title: Re: [A13] More Traits v1.2
Post by: TheFlameTouched on May 24, 2016, 02:00:58 PM
Quote from: Galvenox on May 24, 2016, 01:58:02 PM
installed the mod, started a new game but no new traits appear when I'm randomizing colonists. do they appear only on new people in-game?

They should be appearing on all colonists, including starting ones. Check that you've installed it correctly, with it being Mods>Trait Pack>About and Defs.

Aside from that, I don't want to insult you by suggesting you forgot to activate it c:
Title: Re: [A13] More Traits v1.2
Post by: Peppsen on May 24, 2016, 02:09:13 PM
Actually inside the "Traits-Experimental 1.2" folder there's another folder called "Traits". This results in RimWorld not finding the defs in the mod, so you need to make sure not to put an extra folder in your mod folder, easy fix though lol.
Title: Re: [A13] More Traits v1.2
Post by: Galvenox on May 24, 2016, 02:09:37 PM
Quote from: TheFlameTouched on May 24, 2016, 02:00:58 PM
Quote from: Galvenox on May 24, 2016, 01:58:02 PM
installed the mod, started a new game but no new traits appear when I'm randomizing colonists. do they appear only on new people in-game?

They should be appearing on all colonists, including starting ones. Check that you've installed it correctly, with it being Mods>Trait Pack>About and Defs.

Aside from that, I don't want to insult you by suggesting you forgot to activate it c:

problem solved, thanks. unpacked the zip file right into mods folder, what resulted in that mod being in another folder named Traits-Experimental 1.2. thanks again, now I can dive right in and enjoy this amazing stuff.
Title: Re: [A13] More Traits v1.2
Post by: Sh4d0w225 on May 24, 2016, 02:47:39 PM
I am trying to download the newest version, however for some reason it says that the file can not be found. Anyone else having similar problems?
Title: Re: [A13] More Traits v1.2
Post by: TheFlameTouched on May 24, 2016, 02:49:29 PM
Quote from: Sh4d0w225 on May 24, 2016, 02:47:39 PM
I am trying to download the newest version, however for some reason it says that the file can not be found. Anyone else having similar problems?

You just happen to be the unlucky guy who tried as I was switching the file links :P Try again now.
Title: Re: [A13] More Traits v1.2
Post by: PeterPredictable on May 25, 2016, 08:40:02 AM
So... I don't get any new traits when starting a new colony...? Even tried making a new world.
Mods: CCL, CR+D, More Traits, Target Practice, Fences and Medical Training in that loading order.
Title: Re: [A13] More Traits v1.2
Post by: joaonunes on May 25, 2016, 08:44:15 AM
Quote from: PeterPredictable on May 25, 2016, 08:40:02 AM
So... I don't get any new traits when starting a new colony...? Even tried making a new world.
Mods: CCL, CR+D, More Traits, Target Practice, Fences and Medical Training in that loading order.

Check if the folder hierarchy is Rimworldxxxx/Mods/Trait Pack- 1.2/About

Try to spawn a few pawns with the development tool, if the mod is installed correctly in 10 pawns about half of them should already have at least one new trait
Title: Re: [A13] More Traits v1.2
Post by: PeterPredictable on May 25, 2016, 08:56:03 AM
I initially tried with the experimental one. Turns out that one just simply doesn't work, cause it works with the normal More Traits. Nevermind!
Title: Re: [A13] More Traits v1.2
Post by: joaonunes on May 25, 2016, 09:25:22 AM
Well, its called experimental for a reason xD
Title: Re: [A13] More Traits v1.2
Post by: PeterPredictable on May 25, 2016, 09:50:59 AM
The reason being it doesn't work?
Title: Re: [A13] More Traits v1.2
Post by: joaonunes on May 25, 2016, 10:09:38 AM
There might be some errors or unbalanced stuff in there. In this case it looks like there was something that made it not work
Title: Re: [A13] More Traits v1.2
Post by: TheFlameTouched on May 25, 2016, 10:22:32 AM
The experimental one is packed with an extra folder, so just make sure you placed it properly. It should be Mods>Traits>traitdefs and about. Not Mods>traits experimental>traits>traitsdef and about. It should be working fine cause that's the source code for the non experimental pack.
Title: Re: [A13] More Traits v1.2
Post by: joaonunes on May 28, 2016, 04:46:37 PM
Any more traits being cooked up? :) If I have a strike of imagination I might come up with more traits xD
Title: Re: [A13] More Traits v1.2
Post by: TheFlameTouched on May 30, 2016, 01:09:46 AM
Metahuman traits :p but its all very hush hush ;)
Title: Re: [A13] More Traits v1.2
Post by: MagicItalian on June 20, 2016, 09:29:16 PM
I have been enjoying this mod quite a bit but I think I have encountered a bug. I`m not certain if it is due to using EPOE (Expanded Prosthetics and Organ Engineering), but I have a RimWorlder colonist who is has a mood debuff due to the removal of a colonist`s organs and due to the removal of a colonist`s organs until death. The colonist with this trait did not preform the surgery. Based on the trait`s description I would think the colonist would be unaffected or even laugh at this rather than being sad. If this has already been reported I am sorry but I only did a light skim of the previous comments.
Title: Re: [A13] More Traits v1.2
Post by: Peppsen on June 21, 2016, 05:24:41 AM
This isn't really a bug, he just haven't changed that thought. This would be more of a suggestion and it's a good one. It can easily be changed.
Title: Re: [A13] More Traits v1.2
Post by: TheFlameTouched on June 21, 2016, 01:13:03 PM
Quote from: MagicItalian2o2 on June 20, 2016, 09:29:16 PM
I have been enjoying this mod quite a bit but I think I have encountered a bug. I`m not certain if it is due to using EPOE (Expanded Prosthetics and Organ Engineering), but I have a RimWorlder colonist who is has a mood debuff due to the removal of a colonist`s organs and due to the removal of a colonist`s organs until death. The colonist with this trait did not preform the surgery. Based on the trait`s description I would think the colonist would be unaffected or even laugh at this rather than being sad. If this has already been reported I am sorry but I only did a light skim of the previous comments.

I'll upload a fix and version 1.3 tomorrow or the next day. Lifes just been a bit busy but I'll get around to it before the end of the week
Title: Re: [A13] More Traits v1.2
Post by: MagicItalian on June 21, 2016, 07:05:32 PM
Thank you very much. This is a great mod that really allows for better defining of colonists, especially with Edb Prepare Carefully.
Title: Re: [A13] More Traits v1.2
Post by: Arcy190 on July 09, 2016, 04:55:45 AM
For some reason, this mod doesn't work with EdB's prepare carefully for me. while it doesn't cause the game to crash or anything, when I start a game that I prepared carefully, it simply starts the game as if I hadn't done that at all. while I could just turn more traits on AFTER my colonists crashed on the rimworld, I find it rather frustrating that I can't easily have good colonists with the new traits. if anyone knows what the problem might be, please let me know

EDIT: actually, the culprit seems to have been another mod I had enabled
https://ludeon.com/forums/index.php?topic=19057.0
this one
Title: Re: [A13] More Traits v1.2
Post by: TheFlameTouched on July 09, 2016, 05:02:40 AM
First I'm going to ask if you've unpacked it properly, iirc one of the packs is two folders deep instead of one folder deep like it should be. Its working fine for my prepare carefully, however I might not be using the latest version of it sue to having been inactive for a while now. Load order shouldn't but might matter in which case just load this up after prepare carefully.
Title: Re: [A13] More Traits v1.2
Post by: lilymortis on July 17, 2016, 07:14:52 PM
Are you doing an A14 version? Pretty please?
Title: Re: [A13] More Traits v1.2
Post by: TheFlameTouched on July 18, 2016, 12:43:15 AM
Is A14 out?
Title: Re: [A13] More Traits v1.2
Post by: Matthew_Kane1 on July 18, 2016, 02:41:10 AM
Yes, A14 is out.
Title: Re: [A13] More Traits v1.2
Post by: TheFlameTouched on July 18, 2016, 02:48:34 AM
Ok, will see if I can update and upload this afternoon
Title: Re: [A13] More Traits v1.2
Post by: 123nick on July 18, 2016, 03:59:55 AM
Quote from: TheFlameTouched on July 18, 2016, 02:48:34 AM
Ok, will see if I can update and upload this afternoon

awesome, i cant wait :D
Title: Re: [A13] More Traits v1.2
Post by: TheFlameTouched on July 18, 2016, 11:59:13 AM
Alright, I've had a chance to look at the def files, and don't quote me on this, but I believe you should be able to run the mod with A14 without a problem. However, Just to be safe I will start working on a new version with more mods and stuff, expect that tomorrow midday-ish.
Title: Re: [A14] More Traits v1.3
Post by: TheFlameTouched on July 18, 2016, 06:50:36 PM
Shameless update bump.
Title: Re: [A14] More Traits v1.3
Post by: lilymortis on July 18, 2016, 07:26:25 PM
Thanking you muchly!
Title: Re: [A14] More Traits v1.3
Post by: Sarelth on July 19, 2016, 05:19:05 AM
Getting a butt-load of errors with Alpha 0.14.1238 today. Just a heads up.

Beyond the errors I could not test it to see if I liked things, but the description looks like something I want to use.
Title: Re: [A14] More Traits v1.3
Post by: TheFlameTouched on July 19, 2016, 05:25:29 AM
I'm willing to bet almost every one of those errors said something like "couldn't cross reference". This is harmless and the mod is basically telling you that I cut a trait or two and forgot to get rid of all the things that restrict the missing trait. Nothing will go wrong with actual gameplay because of it.

That said, I'll probably be uploading an update later today or tomorrow depending on how involved I feel with my stellaris play
Title: Re: [A14] More Traits v1.3
Post by: Sarelth on July 19, 2016, 05:42:50 AM
Very good to know.

There was a couple with something about permathought also, but that seems like all the errors otherwise.
Title: Re: [A14] More Traits v1.3
Post by: 123nick on July 19, 2016, 08:24:14 AM
Quote from: TheFlameTouched on July 19, 2016, 05:25:29 AM
I'm willing to bet almost every one of those errors said something like "couldn't cross reference". This is harmless and the mod is basically telling you that I cut a trait or two and forgot to get rid of all the things that restrict the missing trait. Nothing will go wrong with actual gameplay because of it.

That said, I'll probably be uploading an update later today or tomorrow depending on how involved I feel with my stellaris play

i got the cross-reference errors, but i also got some other errors too:

(http://i.imgur.com/q6TqNBV.png)
Title: Re: [A14] More Traits v1.3
Post by: TheFlameTouched on July 19, 2016, 08:29:33 AM
Hmm, will take a look and fix. Thanks for the display
Title: Re: [A14] More Traits v1.3
Post by: bewby on July 19, 2016, 10:03:50 AM
I am also getting errors.

(https://i.gyazo.com/557dbf1eef28c4880055dae83c57e958.png)

Title: Re: [A14] More Traits v1.3
Post by: TheFlameTouched on July 19, 2016, 10:10:50 AM
Same as above, its playable, and will be fixed with an upload later or tomorrow.
Title: Re: [A14] More Traits v1.3
Post by: 123nick on July 19, 2016, 11:03:52 AM
Quote from: TheFlameTouched on July 19, 2016, 10:10:50 AM
Same as above, its playable, and will be fixed with an upload later or tomorrow.

ok thanks :)
Title: Re: [A14] More Traits v1.3
Post by: Grogfeld on July 19, 2016, 01:36:07 PM
Cool mod, I like more traits it gives more life to game. I have some strange bug (?) all my pawns have mood change for religious trait but they haven't got one. Is it a bug or it's because they are tribesman? Even if it's a bug it quite fit good into the scenario where they, as a tribe, warship some pagan god or just practitioning shamanism.

EDIT: I forgot. I installed this mod and played on old save, so it could be it. If so consider it as an idea to implement ;)
Title: Re: [A14] More Traits v1.3
Post by: sjohne on July 20, 2016, 10:21:58 PM
Hope there will be a fix to this soon :-( most of the traits work just fine but EVERY colonist in my playthrough gets the +6 religious mood bonus and they also get the opposite of every psychic drone debuff. What I mean is that if I have a -21 psychic drone event... they will also have a +21 psychic drone buff so the net effect of psychic drones is always zero :-(.
Title: Re: [A14] More Traits v1.3
Post by: TheFlameTouched on July 21, 2016, 12:19:59 PM
Quote from: sjohne on July 20, 2016, 10:21:58 PM
Hope there will be a fix to this soon :-( most of the traits work just fine but EVERY colonist in my playthrough gets the +6 religious mood bonus and they also get the opposite of every psychic drone debuff. What I mean is that if I have a -21 psychic drone event... they will also have a +21 psychic drone buff so the net effect of psychic drones is always zero :-(.

After much confusion on my part, I finally asked the modding slack to help me figure it out and they pointed out I can't spell for shit. Fixing it now(hopefully)
Title: Re: [A14] More Traits v1.3
Post by: TheFlameTouched on July 21, 2016, 01:30:07 PM
v1.3.1 is up, should hopefully fix the errors and traits that were acting weird.
Title: Re: [A14] More Traits v1.3.1
Post by: sjohne on July 22, 2016, 01:53:07 AM
Thanks for fixing this man! :-)

I added it to a savegame I ran with the previous version. I don't get the religious mood buff anymore so it seems to be working... but I still get an XML error when I start up Rimworld. So seems there is still stuff broken or is it me? o.O
Title: Re: [A14] More Traits v1.3.1
Post by: TheFlameTouched on July 22, 2016, 02:09:42 AM
Turns out I hadn't fixed it, but when I opened the code this morning I saw that I had forgotten to remove a line that isn't used anymore and that was whats causing the problems. Uploading the fix now. Can confirm that on my side religious and all the others are working and the errors are gone. :D
Title: Re: [A14] More Traits v1.3.1
Post by: 123nick on July 22, 2016, 03:06:17 AM
Quote from: TheFlameTouched on July 22, 2016, 02:09:42 AM
Turns out I hadn't fixed it, but when I opened the code this morning I saw that I had forgotten to remove a line that isn't used anymore and that was whats causing the problems. Uploading the fix now. Can confirm that on my side religious and all the others are working and the errors are gone. :D

A
W
E
S
O
M
E

:D i cant wait too use the updated version :)
Title: Re: [A14] More Traits v1.3.1.1
Post by: sjohne on July 22, 2016, 06:16:14 AM
Oh yes 8-) honestly I can't live without your mod anymore. I hope there will be many more fun traits in the future!
Title: Re: [A14] More Traits v1.3.1.1
Post by: TheFlameTouched on July 22, 2016, 08:24:42 AM
I'm racking my brain trying to come up quality new traits, perhaps a superhuman tree?
Title: Re: [A14] More Traits v1.3.1.1
Post by: Sarelth on July 22, 2016, 10:20:43 AM
Gene-spliced traits that give bonuses to 2 or 3 things and 1 or 2 drawbacks?
Title: Re: [A14] More Traits v1.3.1.1
Post by: TheFlameTouched on July 22, 2016, 11:37:42 AM
Interesting line of thought to follow, however I can not into brain right now, got some potential ideas for me to attempt?
Title: Re: [A14] More Traits v1.3.1.1
Post by: Sarelth on July 22, 2016, 12:29:05 PM
Obvious ones would be linking skills that work well together, possibly add a mood modifier to the skill use if possible, then find some equal skill to lower and/or give a mood penalty for use of.

Start with low skill mods.

Battle Senses: +1 Shoot, +1 Melee, -1 social - When in combat they get a +2 Mood boost.
Battle Mind: +3 Shoot, +2 Melee, -2 social - When in Combat they get a +4 Mood boost.

Not sure if the mood boost would work, but its an idea.
Title: Re: [A14] More Traits v1.3.1.1
Post by: TheFlameTouched on July 22, 2016, 12:31:40 PM
Thats actually a great idea. Hang on, give me like... 20min? and I'll throw you something along those lines.
Title: Re: [A14] More Traits v1.3.1.1
Post by: Fluffe on July 22, 2016, 12:42:36 PM
How about some traits that increase the odds of taming a animal or recruiting some one? (if there are already traits like this just ignore me then lol)
Title: Re: [A14] More Traits v1.3.1.1
Post by: TheFlameTouched on July 22, 2016, 12:54:40 PM
Quote from: Fluffe on July 22, 2016, 12:42:36 PM
How about some traits that increase the odds of taming a animal or recruiting some one? (if there are already traits like this just ignore me then lol)

I'm not sure how to do this, however, that doesn't mean I won't give it a try.

Unfortunately to do this I would need to do C# coding, which is not happening at the moment. Perhaps in the future.
Title: Re: [A14] More Traits v1.3.1.1
Post by: Dante King on July 23, 2016, 06:26:29 AM
This is possibly one of my favorite mods, b/c enforcers are glorious!
Title: Re: [A14] More Traits v1.3.1.1
Post by: ithikari on July 23, 2016, 06:41:41 AM
Is it possible to request maybe a less hardcore version? I find Enforcer, commando and other traits have a high bonus which ends up slightly uneven.
Title: Re: [A14] More Traits v1.3.1.1
Post by: TheFlameTouched on July 23, 2016, 06:48:57 AM
The two that you mentioned are supposed to be stronger, You can change the commonality of them if you're seeing them too often
Title: Re: [A14] More Traits v1.3.1.1
Post by: ithikari on July 23, 2016, 09:51:41 AM
Quote from: TheFlameTouched on July 23, 2016, 06:48:57 AM
The two that you mentioned are supposed to be stronger, You can change the commonality of them if you're seeing them too often

It's not that, it's that +8 for both melee and shooting and 50% accuracy and -%50 shooting speed + melee hit chance 125x seems a bit excessive and overpowered to me. I love the mod btw.
Title: Re: [A14] More Traits v1.3.1.1
Post by: TheFlameTouched on July 23, 2016, 10:27:51 AM
The idea behind the stats being the way they are is that they're supposed to be substantially rarer than the other combat related traits. i wanted them strong on purpose, because i enjoy the thought of having to deal with such a strong attacker and the achievement that winning that fight should be, or having a pawn that is so strong and allows you to take a bit more punishment from the AI because of it. I will however see about uploading a slightly weaker version of the two in a separate pack. Thanks for the feedback! :D
Title: Re: [A14] More Traits v1.3.1.1
Post by: ithikari on July 23, 2016, 10:32:46 AM
Quote from: TheFlameTouched on July 23, 2016, 10:27:51 AM
The idea behind the stats being the way they are is that they're supposed to be substantially rarer than the other combat related traits. i wanted them strong on purpose, because i enjoy the thought of having to deal with such a strong attacker and the achievement that winning that fight should be, or having a pawn that is so strong and allows you to take a bit more punishment from the AI because of it. I will however see about uploading a slightly weaker version of the two in a separate pack. Thanks for the feedback! :D

It's not that. I feel that Commando should be shooting while enforcer should purely be melee. As in one compliments the other but not both. That way you still have a strong shooter who may suck at melee that you wanna keep at a distance and have a strong melee who you don't want to own a gun or else he may shoot someone behind him, etc. That way you don't have just some bad ass motherfucker who can do anything, and that limitations are set and strategies are needed to counter what you're weak at/what they're weak at.
Title: Re: [A14] More Traits v1.3.1.1
Post by: TheFlameTouched on July 23, 2016, 10:38:00 AM
Ah I understand what you mean now. To be honest if I did something like this I'd probably rename the commando to better suit a melee role and change that trait, because the enforcers are a references to something else I'm working on and I like the idea of them as is :D
Title: Re: [A14] More Traits v1.3.1.1
Post by: ithikari on July 23, 2016, 11:24:35 AM
Quote from: TheFlameTouched on July 23, 2016, 10:38:00 AM
Ah I understand what you mean now. To be honest if I did something like this I'd probably rename the commando to better suit a melee role and change that trait, because the enforcers are a references to something else I'm working on and I like the idea of them as is :D

If I may ask, why is cannibal a conflicted trait with killer? I might edit the mod around and see what I come up with and send it to you.
Title: Re: [A14] More Traits v1.3.1.1
Post by: TheFlameTouched on July 23, 2016, 12:00:08 PM
Had them conflicting because of similar yet different thoughtdefs that have since been removed. An oversight.
Title: Re: [A14] More Traits v1.3.1.1
Post by: Fluffe on July 23, 2016, 04:01:09 PM
cuproPanda Did it with the amulet mod maby try looking at that from my understanding you dont need to mess with C# Could be wrong though
Title: Re: [A14] More Traits v1.3.1.1
Post by: Sarelth on July 24, 2016, 01:06:19 AM
Just a quick observation, shouldn't the Religious and Fanatic Mental Break modifier be a negative %, to show they are stronger willed or are they meant to break easier?
Title: Re: [A14] More Traits v1.3.1.1
Post by: TheFlameTouched on July 24, 2016, 01:21:14 AM
Should be negative, I must of forgot the minus.
Title: Re: [A14] More Traits v1.3.1.1
Post by: Anrui on July 24, 2016, 12:16:18 PM
Hey flame, great mod. I'm rather newish to modding but I was looking through the XML files and when I saw the Introvert one I got an idea to spice things up and make the mod more interesting.

For example for the Introvert trait you could code it similar to the vanilla Pyro trait and give it random HideinRoom mental breaks like the Pyro starts fires. I feel like the Pyro trait is a great example on how much you could play around with stuff, especially when it comes to the personality traits, I feel like they could use some more to them. Imaging if Killer could randomly go berserk sometimes if they haven't killed in a while? What if Agoraphobia have a chance of randomly having a mental break when they don't have cabin fever? I think some flavor would make this mod awesome.
Title: Re: [A14] More Traits v1.3.1.1
Post by: Sarelth on July 25, 2016, 09:38:29 AM
Thought of another Trait idea, this one being a negative trait.

Weak Stomach
The pawn can not stand the sight of blood or violence. When around blood or forced to fight they get sick to their stomach (Immediate mood penalty and movement penalty). And if possibly get the vomit effect from Gut Worms perhaps.

I am reading through the xml files looking for some way to use the vomit aspect. Or how to make a pawn react a certain way to filth.
Title: Re: [A14] More Traits v1.3.1.1
Post by: Anrui on July 25, 2016, 11:59:56 AM
I think that'll have to be done in the .dll in C# probably instead of just the XMLs
Title: Re: [A14] More Traits v1.3.1.1
Post by: Sarelth on July 25, 2016, 12:03:31 PM
Agreed, I think it would a dll thing. I can't find any way to call the sickness aspect for a trait. But then I am not a gift modder, so there may be a way I just can't see.
Title: Re: [A14] More Traits v1.3.1.1
Post by: justinpatrick1011 on July 26, 2016, 12:50:46 AM
Hey, owner, can I have a download link for version 1.2a? I am staying in Alpha 13 for a while, until later on, where most mods are updated to A14?
Title: Re: [A14] More Traits v1.3.1.1
Post by: TheFlameTouched on July 27, 2016, 01:02:39 AM
I'll see if I have one somewhere still :) no promises though
Title: Re: [A14] More Traits v1.3.1.1
Post by: Father Ted on August 01, 2016, 10:37:52 PM
None of the combat traits appear to be providing a skill increase. I tested efficient worker and that does increase the workspeed so I assume the other effects are still working. I tried disabling all other mods and creating a new colony and the issue persists. I am using the latest version of the mod.
Title: Re: [A14] More Traits v1.3.1.1
Post by: TheFlameTouched on August 01, 2016, 10:45:34 PM
I don't know what to say about that one. I'm using the traits myself and everything works perfectly for me. I assume your help version is correct, and since efficient worker is working you have installed it correctly. Perhaps redownload and try again.
Title: Re: [A14] More Traits v1.3.1.1
Post by: Father Ted on August 02, 2016, 12:00:00 AM
I think that perhaps my math was just off initially. I was using the add trait command from the debug menu but I think that for whatever reason it doesn't cause the skills to change. When I instead spawned a whole bunch of colonists and looked at which ones had the combat traits the skills appear to be correct. So I believe everything is in order.
Title: Re: [A14] More Traits v1.3.1.1
Post by: TheFlameTouched on August 02, 2016, 01:07:39 AM
Ah, I'm glad it's working for you
Title: Re: [A14] More Traits v1.3.1.1
Post by: fidelfc on August 02, 2016, 03:23:23 AM
Just a suggestion:
What if fat/fit got bonus/penalties in the temperature?
As someone who lost some weight i can say that the difference is noticeable.
Title: Re: [A14] More Traits v1.3.1.1
Post by: SpaceDorf on August 21, 2016, 01:51:53 PM
A suggestion to the main thread.
Please add the date of your last version to it. :)
Makes it easier to check.
Title: Re: [A14] More Traits v1.3.1.1
Post by: Adventurer on August 21, 2016, 01:54:29 PM
Can we get consistent naming please?

Thread is named More Traits.

In-game listing is Expanded Traits.

Directory name is Trait Pack.
Title: Re: [A14] More Traits v1.3.1.1
Post by: code99xx on September 19, 2016, 02:17:10 AM
Does this work in A15?
Title: Re: [A14] More Traits v1.3.1.1
Post by: Sugarfree on September 19, 2016, 10:43:39 AM
Code99xx, i tried it with 15-1280 and it works fine. Just do the "about" version trick. (Open about.xml with any xml editor (i used Notepad++) and change the <targetVersion> to 0.15.1280)
Played a 1.5 hrs with it - no problems.   
Title: Re: [A14] More Traits v1.3.1.1
Post by: sjohne on September 20, 2016, 01:54:33 AM
Same here, played with it for hours, no problems. Still hope this will get updated for A15 with even more traits since it's one of my favorite mods :-)...
Title: Re: [A14] More Traits v1.3.1.1
Post by: code99xx on September 20, 2016, 08:22:06 AM
Oh cool, thanks, ill download it now!
Title: Re: [A14] More Traits v1.3.1.1
Post by: TheFlameTouched on November 03, 2016, 12:43:09 PM
Well guys, I've returned, and with me I bring promises of new traits and other cool things!
Title: Re: [A14] More Traits v1.3.1.1
Post by: EldVarg on November 03, 2016, 01:20:30 PM
Whooohoo! :)
Title: Re: [A15 WIP ] Expanded Traits v1.3.1.1
Post by: jayerbayer on November 03, 2016, 05:05:39 PM
I love love love this mod, any more additions is icing on the cake! :D
Title: Re: [A15 WIP ] Expanded Traits v1.3.1.1
Post by: Hydromancerx on November 03, 2016, 06:13:55 PM
Some suggestions based on PZ ...

Positive Traits

Adrenaline Junkie - Boosts when in battle.

Athletic - Boost to Speed

Brave - Higher Mental Break Threshold

Cat's Eyes - Can see better at night.

Dexterous - Better Manipulation

Eagle Eyed - Better ranged accuracy

Fast Healer - Heals from Wounds Faster

Fast Learner - Learns skills faster.

Fast Reader - Can research faster.

Graceful - ?

Inconspicuous - Better cover during battle.

Iron Gut - Throws up less. and More resistant to gut worms.

Keen Hearing - Boost to hearing

Light Eater - Requires less food.

Low Thirst - Rewires less food.

Lucky - +1 to all Skills

Organized - Better work speed.

Outdoorsman - Mood boost from being outside.

Resilient - Gets diseases less.

Stout - Plus to Melee

Thick Skinned - Boost to armor even without wearing armor.

Wakeful - Needs less sleep

Negative Traits

Agoraphobic - Bad mood when outside.

All Thumbs - Worse manipulation

Asthmatic - Slower movement

Claustrophobic - Bad mood when inside.

Clumsy - ?

Conspicuous - Revives less cover when hiding behind stuff.

Cowardly - Lower Mental Break Threshold

Disorganised - Slower work speed.

Feeble - Lower Strength

Hearty Appetite - Consumes more food

Hemophobic - Cannot do Caring/Medical

High Thirst - Consumes more food

Hypochondriac - Shows sickness when not really sick.

Illiterate - Cannot research.

Obese - Slower movement

Overweight - Slower movement

Pacifist - Cannot attack

Prone to Illness - More likely to get a disease.

Restless Sleeper - Requires more sleep to get rested.

Sleepyhead - Need sleep more often.

Slow Healer - Recovers from diseases/wounds slower.

Slow Learner - Penalty to Research skill.

Slow Reader - Penalty to Research skill.

Thin-skinned - Penalty to armor.

Unlucky - -1 to all Skills

Weak - Minus to melee

Weak Stomach - Vomits more often. Even from well cooked food.

Hobby Traits

Angler - Boost to Fishing (with fishing mod)

Baseball Player - Boost to melee

Former Scout - Boost to Healing

Gardener - Boost to Farming Skill

Gymnast - ?

Handy - Boost to Construction and Fixing Skills

Hiker - Boost to movement

Hunter - Boost to ranged.

Runner - Boost to movement

Self Defense Class - Boost to melee

Other Traits

Desensitized - Higher Mental break threshold

Axe Man - Higher melee

I know some don't fit every well but i though i should throw them out there.

https://pzwiki.net/wiki/Traits
Title: Re: [A15 WIP ] Expanded Traits v1.3.1.1
Post by: TheFlameTouched on November 04, 2016, 01:41:38 AM
Should we tell him that a bunch of those were already included? Aside from that however, there should be a new trait pack up on sunday.
Title: Re: [A15 WIP ] Expanded Traits v1.3.1.1
Post by: Hydromancerx on November 04, 2016, 05:57:17 AM
Quote from: TheFlameTouched on November 04, 2016, 01:41:38 AM
Should we tell him that a bunch of those were already included? Aside from that however, there should be a new trait pack up on sunday.

Which ones?
Title: Re: [A15 WIP ] Expanded Traits v1.3.1.1
Post by: hiepbg on November 04, 2016, 09:31:13 AM
Can you make some "troll Traits" ?

Example: Combine of Lucky and All Thumbs
Title: Re: [A15] Expanded Traits and Misc Mods
Post by: TheFlameTouched on November 06, 2016, 05:16:07 AM
Well, A15 version of Expanded Traits is up, and with it comes 4 new Mental State Traits, that are more proof of concept than anything else just yet. (Probably going to be a minor update soon) as well as two other mods of mine. Feedback on all of them is appreciated, and yes I do in fact know that you were expecting more.
Title: Re: [A15] Expanded Traits and Misc Mods
Post by: TheFlameTouched on November 06, 2016, 06:27:26 AM
And Shameless 1.4.1 update.
Title: Re: [A15] Expanded Traits and Misc Mods
Post by: TOWC on November 06, 2016, 08:34:11 AM
What does the stun turret do? Just stuns the target like cougar does just without dealing any damage?
Title: Re: [A15] Expanded Traits and Misc Mods
Post by: TheFlameTouched on November 06, 2016, 08:37:24 AM
It deals a single point of damage and does a hefty amount of consciousness damage, potentially knocking someone out. I wasn't aware the cougar stunned people, I might rebuild stun turrets completely if its a more effective way.
Title: Re: [A15] Expanded Traits and Misc Mods
Post by: Dingo on November 06, 2016, 01:48:01 PM
Looks like you could've used a multi-staged trait to do the Novice/Rookie/Veteran stuff. You can use one generic defName and have different stages/sub-commonalities so that the game can only roll one of them if it rolls the master defName for a pawn.

You sort of did the same thing by having conflictingTraits but it's less elegant. :P

It might be a bit late for that now since removing those defNames and merging them will break existing saves; but if you ever want to refactor the mod and just require a new save for the new version I would definitely merge those.
Title: Re: [A15] Expanded Traits and Misc Mods
Post by: Dragoon on December 12, 2016, 04:12:13 PM
Love the mod  ;D
Title: Re: [A15] Expanded Traits and Misc Mods
Post by: Hydromancerx on January 01, 2017, 10:43:21 PM
Will this be updated to alpha 16?
Title: Re: [A15] Expanded Traits and Misc Mods
Post by: TheFlameTouched on January 02, 2017, 12:08:09 AM
I'm going to assume you tried it on A16 and it didn't work. In that case yes there will be an update either later today or tomorrow. C:
Title: Re: [A15] Expanded Traits and Misc Mods
Post by: DaemonDeathAngel on January 02, 2017, 12:10:13 AM
Flame, you do not mind that I take some inspiration from this mod for my "More Traits" mod, if I credit you, do you?
Title: Re: [A15] Expanded Traits and Misc Mods
Post by: TheFlameTouched on January 02, 2017, 12:14:20 AM
Inspiration is fine, code isn't c:
Title: Re: [A15] Expanded Traits and Misc Mods
Post by: DaemonDeathAngel on January 02, 2017, 12:18:11 AM
Oh, of course not. I dont steal others code. Its pointless when this is a simple vanilla alter.
Title: Re: [A15] Expanded Traits and Misc Mods
Post by: TheFlameTouched on January 02, 2017, 12:23:41 AM
c: the go right ahead man
Title: Re: [A15] Expanded Traits and Misc Mods
Post by: DaemonDeathAngel on January 02, 2017, 12:32:58 AM
Awesome, many thanks
Title: Re: [A15] Expanded Traits and Misc Mods
Post by: joaonunes on January 02, 2017, 03:39:28 AM
Quote from: TheFlameTouched on January 02, 2017, 12:08:09 AM
I'm going to assume you tried it on A16 and it didn't work. In that case yes there will be an update either later today or tomorrow. C:

yayy :D I haven't tried it yet though... :(
Title: Re: [A15] Expanded Traits and Misc Mods
Post by: joaonunes on January 02, 2017, 10:47:15 AM
*Double post for the bump*

The mod is working, just ignore the version warning (or change it yourself before installing the mod)
Title: Re: [A15] Expanded Traits and Misc Mods
Post by: TheFlameTouched on January 02, 2017, 10:54:07 AM
Thanks for the update. Regardless, there will be a new version in the next few days.
Title: Re: [A15] Expanded Traits and Misc Mods
Post by: Sh4d0w225 on January 12, 2017, 12:49:37 PM
This mod in my opinion is a bit of a must have :P Makes things a heck of a lot more interesting, Hows the update going Flametouched? :o
Title: Re: [A15] Expanded Traits and Misc Mods
Post by: TheFlameTouched on January 12, 2017, 12:51:31 PM
It actually works without one, which has caused me to be lazy about it. But ones coming :)
Title: Re: [A15] Expanded Traits and Misc Mods
Post by: joaonunes on January 18, 2017, 08:43:55 PM
Quote from: TheFlameTouched on January 12, 2017, 12:51:31 PM
It actually works without one, which has caused me to be lazy about it. But ones coming :)

"Why fix what's not broken?" ehh? xD

What will the new version bring though? New Traits?
Title: Re: [A15] Expanded Traits and Misc Mods
Post by: TheMinekBolt on November 11, 2019, 09:23:39 AM
I seem to have an issue in compatibility, and I'm unable to determine which mod's the problem, as I'm a noobie in these things. So i installed the More Traits/Traits Expanded by you, where on the post you said that it's normal for the mod to warn you about version incompatibility. I had EdB Prepare Carefully mod installed. So i go aight lezgo, and launch the game. Everything's fine, can normally run the game, as long as I don't press Prepare Carefully. When i do so, everything's normal, but the trait system is broken. You can't add a single trait (there is no 'add' button, and there's only 6 traits, although the mod adds 53 or so) nor am I able to switch traits by the arrows next to the trait name. If i do so a few times, half the screen dissappears (the skills part and the traits part). I believe it's because of incompatibility, and I'm here to inform. My mods are: Dubs Break Mod, EdB Prepare Carefully, While you're up, Aparello 2, Xeva's Rimhair. All was fine until i loaded the Traits Expanded. Please fix or explain. Going on the EdB Prepare Carefully mod to post the same thing, have a nice day :)