Neutron
Adjustment and QOL Mod
Game-Version: 1.188
Mod Version 2.78
:::: 2.0: Highlights of Changes
These changes can all be controlled or disabled – please see the full listing for control settings.
Full Listing of Changes can be found in the discussion threads:
English: https://steamcommunity.com/workshop/filedetails/discussion/2022553676/3150808675345583689/
:::: 2.1: Adjusted ability cost and points gained from leveling
Ability Cost and Ability points per level are now fixed, instead of scaling and per difficulty.
:::: 2.2: Characteristic Growth at level up
Ability to gain characteristic points during level-up for the player and/or teammates.
:::: 2.3: Starting Distinctions
Dropped Distinctions: Ascetic, Cannibal, Glutton, Technophobe, Slick Dealer, and Unlucky Optimist
Anabolics: +3 Str; +20 Carry Weight; -1 Int; -8 Dodge; -5 Radiation and Toxic Resistance.
Blackbelt: +1 End; +15 Martial Arts and Melee weapons; +5 to Dodge; +2 Melee Damage; -20 to Gun-Related Skills.
Circus Education: +1 Dex; +10 Sneak, Lock Picking, Pickpocket, and Throwing; +10 Dodge; -5 Carry Weight; -20 Technology.
Child Prodigy: +1 All Characteristics; -25% EXP gain.
Cursed Sniper: +3 Attention; +10% to aimed shot hit and critical chance; -2 Luck; -10% to ordinary shot hit chance.
Diplomat: +3 Per; +20 Speechcraft; +15 Barter; -1 Dex; -10 to all Combat Skills.
(New) Fast Shot: All weapon attacks cost 1 less Action Point; Unable to use aim attacks; No Inherent Critical Chance.
(New) Hoarder: +2 End; You often find extra items in containers; +16 Carry Capacity; You become hungry twice as fast; -25% to resist knockdown.
Hobby Engineer: +1 Int; You start off with basic crafting recipes; +20 Tinkering and Technology; +20% to Crafted Weapon damage; -1 Attention.
(New) Immortal One: +10 Health and Regeneration; +5 Health per level; -2 Action Point; -5 Sequence.
(New) Jinx: +1 Agi; +1 End; +3% Critical Chance; Your Critical Effects Increased; Everyone around you often have their effects increased as well!
Leader: (When accompanied – Everyone:) +20% XP earned; (When accompanied – You:) -1 Action Points; -5 Sequence; (Followers:) +1 End; +1 Dex; +1 Att.
Lone Wolf: (When alone) +2 Att; +5 Damage Resistance; +1 Damage Threshold; +10 Carry Weight; (When accompanied) -2 Attention; -20 Survival; -7 Sequence.
Morphine Doctor: Effects stack up to 3 times; +1 Int; +10 First aid; +50% addiction chance.
(New) Motion Economy: Increases Action Points based off your Dexterity; It takes twice as long to get hungry; -1 Str.
Lucky: +3 Luck; +2 Per; +20 Gambling; -1 End; -10 to all skill except Barter, Gambling, and Speechcraft.
Savage Hunter: +1 Att; +15% to damage; you can skin animals without a knife; More violent deaths; -2 Per; -10 Speechcraft and Barter.
Sex Appeal: +1 Luck; +2 Per and +15 Barter with the opposite gender.n-2 Per and -15 Barter with your own gender.
Shooting Gallery Fun: +1 Str; +15 to Gun-Related Skills; +4 single shot ranged damage; Faster Reload and Jam Clearer; -1 End; -15 to Martial Arts; -15 to Melee Weapons; -15 Survival.
(New) Spray and Pray: +1 Str; +1 End; +14 Critical Chance (Burst Mode only); -5 Critical Chance; -4 Skill Learning Rate
:::: 2.4: Adjust abilities Tree
Shield Bearer and Think Like the Enemy now requires Oaken Skin
Dropped Perks: Fisherman (Slippery as a Fish in Water) and Master of Unlocking (Master of Thievery)
Feeling Good: Modified fixed health bonus to be +1 Health per level instead.
Good Immune System: Increased Rad Resistance and Toxic Resistance to 25%.
Hands of Gold: Added +1 Int.
Hunting: Added +5% Critical Chance, +10 Stealth.
Liver of Steel: Added +3 Per while drunk.
Lover of Healthy Foods: Added +5 Sequence.
Lubricator: Added +10 Technology and Tinkering.
(New) Master of Thievery: Old Master of Unlocking benefits plus added automatic success on pickpocket attempts if pickpocket skill is at least twice the target’s alertness level.
Nurse: Added +10 Health.
Poison Ivy: Added +1 End.
Self-Sufficient: Added +2 Att while under the effects of a drug.
(New) Slippery as a Fish in Water: Added +10 to Dodge.
Supplier: Added +10 Speechcraft.
Throwing: Added +10 Throwing.
Quick Reload: Added +1 Dex.
:::: 2.5: Adjusted difficulty
Many common creatures have their speed adjusted by debuffing their sequence and action points a bit.
Lowers the count of healing items random encountered spawned enemies will have in their inventory.
Lowers the actual amount healing items will heal enemies.
:::: 2.6: Fishing Master
Adjusted chance to catch fish, including the Golden Fish. Luck requirement for Golden Fish removed.
:::: 2.7: Small Adjustments
- Show needed value, skill or characteristic, to pass checks in Dialog
- Display log will show the lock level of a locked container or door when you attempt to open it
- Looser Camera Control allowing lower angles, closer and farther away views, disabled by default
- Teammates will be healed as well as the player by medics in the village and towns
- Teammates will now get the same non-battle XP as the player
- A newly joined Teammate will receive XP to bring them up to within 90% of the players XP
- Love the scaling UI, did not like the game defaults – allows overriding of game settings
- Greatly increased chances that random encounters caves and mines will have enemies
- Display log will now show attacker and defender during combat
- Display log will now show shield block information during combat
- Display log will list all wounded teammates "Current HP / Max HP" after a battle is over
- In combat added the name of the target you are currently hovering over
- Dead Bodies will now highlight in yellow, if they have no items in inventory after you first search them
- Item name with simple mouse hover – no need for hold and navigate to the Information sub menu
- Barter and Pocket Inventory HUD double clicking will automatically move it to the next panel without manually dragging the item
- Auto succeed on pickpocket attempts if pickpocket skill and luck are maxed, disabled by default
- Alertness level of a pickpocket target will be shown on the display log
- Trader’s Barter level will be shown on the display log
- Nikolay "Red Fighter" can craft different ammo types, overriding his 12g slug ammo creation
- Added option to stop hunger level increasing for people that find eating annoying, disabled by default
- Added option to allow the "Geiger Counter" and "Scanner" to function while in the player’s inventory
- Added option to cap toxic and radiation zone damage
- Added ability to adjust colors used for highlights for colorblind players
- Locked containers will highlight a different color
- Ability to forcing on global public events regardless of date.
- Fast looting where dead enemies inventory will be combined for easier pickup
:::: 2.8: Melee Weapon Balancing – Melee Weapons seem to fall behind Martial Weapons in terms of usefulness
Melee has been enhanced by adding a base damage bonus based off the melee skill a user has, this is the same magnitude that Martial Weapons currently get from Martial Arts.
Melee Weapons have also been adjusted – for the most part this is just a reduction of Action Point cost to put them on a more even footing.
:::: 2.9: Teammate Controls
F1: Makes all teammates equip a ranged weapon if they have one.
F2: Makes all teammates equip a closed weapon if they have one.
:::: 3.0: Cheats – Disabled by default
F7: Heals the player and all teammates
F8: Kills all enemies
Revisions:
Old revisions of this mod are available below. Click the link to download.