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Cpecific's Traits Manager  

Upload: 02 May 2022, 19:10
Created by: Cpecific [X]
Uploaded by: Aqxaro
Cpecific's Traits Manager

You can set trait level with double click, or remove trait by double-clicking on an active level.
⚠️*IMPORTANT* - Area with lords is scrollable.
✔️Compatible with any mod.
✔️Savegame compatible.
✔️Multiplayer compatible.
⚠️Wiki filters are currently meh. Will write a better code using memreader at a later date.
🤔*Have a problem?* Try to re-subscribe. Steam sometimes doesn't download the latest version of the mods.

Trait limit is 40. It is hardcoded in the game, not moddable.

What are "inactive" traits?

Traits have levels, each level has a threshold point. You acquire traits throughout your campaign by doing certain actions. When those actions are done, game will add (usually) 1 point to a trait. When trait has accumulated enough points to have 1st level, it will become active (its' effects are now working). When trait is still inactive, all it does is occupy your 40 traits cap.

Why are some traits duplicated

You would think that traits, that have negative and positive parts, should be the whole thingy. But nope, CA decided to go the hard way. You could, technically, compose even 100 different traits into one blob.
In vanilla negative and positive parts are separated into different traits. They can be composed by linking them together as trait-antitrait pair. You can even link antitrait in one direction. Vanilla even has 2 of such traits (WH2 example).
Antitrait is not what you would expect it to be. It doesn't mean that it is negative or opposite. It means, that when you (with scripts) add point to that antitrait, then the game will first remove points from all other linked traits.
So, all the traits should be printed separately, as each could have a completely different antitrait configuration. It is even possible to have points in both antitraits at the same time (if they are one-directional).
For example, vanilla (WH2) has such configuration (trait -> antitrait):

  • trait_corrupted_chaos -> trait_non_corrupted
  • trait_corrupted_vampire -> trait_non_corrupted

And that would be the output:

  • trait_corrupted_chaos = [trait_corrupted_chaos, trait_non_corrupted]
  • trait_corrupted_vampire = [trait_corrupted_vampire, trait_non_corrupted]
  • trait_non_corrupted = [trait_non_corrupted]

When adding points to:

  • trait_corrupted_chaos, game won't delete points from other traits.
  • trait_corrupted_vampire, game won't delete points from other traits.
  • trait_non_corrupted, game will delete points from trait_corrupted_chaos AND trait_corrupted_vampire.
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