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Thanks!
Yeah, we know.
Race Traits was made with vanilla in mind, considering FU already has their own system. I have zero plans to make any sort of further compatibility. I won't even touch FU races.
Sorry!
Races that are in both (ex: standard races, mod races that have FU patch and integration in RT based on the excel sheet) are getting double-stacked on their race mods.
Ex: Floran end up with 103.5, but 115 when disabled instead of flat 100. But "disabling" RT in the race mod window does return the Floran to expected stats.
So yeah, I guess you could just disable on each player character as necessary.
However, if you're using the NPC patch mod, then this is still problematic. Since the RT NPC pulls from this RT (per RT NPC comment), then the affected race NPCs are probably still getting double-stacked...
I didn't see a RT FU patch or version (and to be clear, I'm not expecting to), but I still thought it worth mentioning.
Even if you crash once but can still enter the game after that, I don't consider that uninstall friendly. Just because of the sheer amount of NPCs that can be affected. The answer isn't so black or white.
I mean, if you want to try and mitigate it by deleting all NPCs yourself, I guess that's how you could prevent the crash. But after the initial crash, you can play again, it's just that all those NPCs will be gone.
That's great to know, thank you!
I can't say for certain either, since the other mod is the one adding new features, while RT stays in its own lane.
RT doesn't patch any FU races so they won't get any stats, but it shouldn't cause any issues with FU.
@Face
This pulls stats from RT directly - so any changes in that mod will automatically translate over to NPCs!
im asking because I have a modified version of race traits and just want to make sure the stats will be the same.
Yes, a while ago!
This issue has been brought up! Silver and I are working on an update. The Defense actually used to be +15%, which was probably the problem. I have decreased it to +5%, but it is not in the official mod yet. So you'll have to wait for the update for now, sorry!
It also causes certain glitch to be completely invulnerable to all weapons, except for the "Cronus" from "Project Knightfall". I'm guessing is has some sort of armor penetration/defense bypass?
The ones I encountered were on a T7 Sanguine planet from Arcana, so it probably has something to do with planet scaling and the +5% defense effect causing their defense to go above 100%, granting them 100% damage reduction- rendering them invincible. Installing "Alternative Armor Scale" fixes the issue, but it kind of a band-aid fix atm.
As of right now, crewmembers are not affected by this mod. In a future update, they may get the stats. Still thinking about it.
I mean.. I guess? I don't know much about FU, but it just adds the status effect to NPCs. Race Traits is not recommended with FU though, just in case FU also adds stats to their NPCs as well.
Mhm!
You're welcome! Have a good one!
Now that makes me wonder if there's a option to have certain NPC to benefit it or not via from settings or a special item just like Player's side. (As weird it sounds or countering whole point of this mod, haha...)
Once more, thank you replying so early and such!
That's a good question. I think if you respawn an NPC, that'll give them the Traits, but if you never respawn an NPC, they'll continue to be old and not gonna any benefits. It's not like it hurts them to not have Traits, though! The only problem is if you uninstall the mod, really.
You're welcome! Thank you as well for being interested!
And lastly, thanks for the addition of Race Traits! It's quite cool seeing various differences of Player's side of various races!