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modDB: https://www.moddb.com/mods/neutron

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* Neutron ATOM-RPG Mod *
****************************************

Game-Version: 1.15

Mod-Version: 2.2

:::: 1.0: Purpose
Makes some personal adjustments to the game

:::: 1.1: Disclaimers
1. This has only been tested by me on the Windows Steam version of the game. It may or may not work on other platforms.

2. I will only upload this mod to www.nexus.com or Steam Workshop. If you acquire it from any other site other than www.nexus.com or Steam Workshop, I did not place the files there.

3. This software is provided "as-is," without any express or implied warranty. In no event shall the author be held liable for any damages arising from the use of this software.

:::: 1.2: Installation

:::: 1.2.1: Steam Workshop
1. Subscribe to the mod
2. Start the game, nagivate to "Mods", and active "Neutron".
3. Restart game

:::: 1.2.1: GOG
1. Download from nexus
2. Unpack the zip and place the contents in "%appdata%\..\LocalLow\AtomTeam\Atom\Mods\"
3. Start the game, nagivate to "Mods", and active "Neutron".
4. Restart game

:::: 1.3: Settings Files - Neutron.txt

This file contains some translation information for changes I made. It also will contain any Neutron settings to allow for adjustment of features. Entries that start with "neutron" are settings. Entires that start with a two character code are localization for text for the game.

:::: 1.4: Third Party Open Source Usage

This mod uses the "0Harmony.dll" to perform its patching operations. Harmony ia "A library for patching, replacing and decorating .NET and Mono methods during runtime." For more information please see the following URLs:

https://www.patreon.com/pardeike
https://github.com/pardeike/Harmony

This will show up as "0Harmony" in the game's Mod UI, but it does not require activation and you can safely ignore it.
Post edited July 08, 2021 by WhatIsSol
OLD - just going to remove it
Post edited April 25, 2020 by WhatIsSol
OLD - Just going to remove it
Post edited April 25, 2020 by WhatIsSol
Verison 2.0 - NOT CURRENT

:::: 2.1: Adjusted ability cost and points gained from leveling [Harmony]
Ability Cost and Ability points per level are now fixed, instead of scaling and per difficulty.

Ability Cost = "neutron.abilityCost" defaults to 2, interger values only

Ability Points Per Level = "neutron.abilityPerLevel" defaults to 1, interger values only

:::: 2.2: Characteristic Growth at level up [Harmony]
Set "neutron.gainAttributes" to "0" to disable

The main player character will automatically gain one characteristic point on every level divisible by seven. So, +1 Characteristic at level 7, 14, 21, etc.

:::: 2.3: Starting Distinctions [Harmony]
Set "neutron.distinction" to "0" to disable

Dropped Distinctions: Ascetic, Cannibal, Glutton, Technophobe, Slick Dealer, and Unlucky Optimist

Anabolics: +3 Strength; +20 Carry Weight; -1 Intellect; -8 Dodge; -5 Radiation and Toxic Resistance.

Blackbelt: +1 Endurance; +15 Martial Arts and Melee weapons; +5 to Dodge; +2 Melee Damage; -20 to Gun-Related Skills.

Circus Education: +1 Dexterity; +10 Sneak, Lock Picking, Pickpocket, and Throwing; +10 Dodge; -5 Carry Weight; -20 Technology.

Child Prodigy: +1 All Characteristics; -50% EXP gain.

Cursed Sniper: +3 Attention; +10% to aimed shot hit and critical chance; -2 Luck; -10% to ordinary shot hit chance.

Diplomat: +3 Personality; +20 Speechcraft; +15 Barter; -1 Dexterity; -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 Endurance; You often find extra items in containers; +12 Carry Capacity; You become hungry twice as fast; -25% to resist knockdown.

Hobby Engineer: 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 Agility; +1 Endurance; 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 Endurance; +1 Dexterity; +1 Attention.

Lone Wolf: (When alone) +2 Attention; +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 Intellect; +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 Strength.

Lucky: +3 Luck; +2 Personality; +20 Gambling; -1 Endurance; -10 to all skill except Barter, Gambling, and Speechcraft.

Savage Hunter: +1 Attention; +15% to damage; you can skin animals without a knife; More violent deaths; -2 Personality; -10 Speechcraft and Barter.

Sex Appeal: +1 Luck; +2 Personality and +15 Barter with the opposite gender.\n-2 Personality and -15 Barter with your own gender.

Shooting Gallery Fun: +1 Strength; +15 to Gun-Related Skills; +4 single shot ranged damage; Faster Reload and Jam Clearer; -1 Endurance; -15 to Martial Arts; -15 to Melee Weapons.

(New) Spray and Pray: +1 Strength; +1 Endurance; +14 Critical Chance (Burst Mode only); -5 Critical Chance; -4 Skill Learning Rate

:::: 2.4: Adjust abilities Tree [Harmony]
Set "neutron.specTree" to "0" to disable

Shield Bearer now requires Oaken Skin

Think Like the Enemy now requires Oaken Skin

:::: 2.5: Adjusted difficulty [Harmony]
Set "neutron.difficulty" to "0" to disable, "1" enable for casual/normal only, "2" enable all difficulty, defaults to "1"

So many creatures have dexterity set to 9-11 for some unknown reason. The following characters/creatures have their speed adjusted by debuffing their sequence and action points a bit:

Bandits, Bear, Boar, Guards, Raiders, Bodyguards, Mycelium Members, Morlock, Dog, Cultists, Giant Spider Strong, Giant Rats, Gorilla, Headhunters, Bloodhound, Bloodroot, Lizards, Shadow, Forest pirates, Thugs, Looters, Slavers, Hunters, Snowman Throwers, Stalkers, and Wolves

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 [Harmony] - I dislike fishing so increases chances
Set "neutron.fishing" to "0" to disable

All chances effected by luck as normal

Catch anything is set to 70%
Catch something good set to 50%
Catch golden fish with normal bait set to 10%
Catch golden fish with special bait set to 100%

Golden fish catch luck requirement removed

:::: 2.7: Small Adjustments [Harmony]

Going to list small changes here with their control values, if applicable. Unless otherwise specified the control values will default to "1". You can disable these by setting that to "0"

Flipped blocking check so better shields will block more often : "neutron.flipBlocking"

Show needed value, skill or characteristic, to pass checks in Dialog : "neutron.showNeeded"

Looser Camera Control allowing lower angles, closer and farther away views: "neutron.cameracontrols", disabled by default

Teammates will be healed as well as the player by medics in the village and towns : "neutron.teamHeal"

Teammates will now get the same non-battle XP as the player : "neutron.teamEXP"

Love the scaling UI, did not like the game defaults - so overriding the last one : "neutron.scaleHUD" set to "2.5" to disable, defaults to "1.15"

Greatly increased chances that random encounters caves and mines will have enemies : "neutron.encounters"

Dead Bodies will now highlight in yellow, if they have no items in inventory after you first search them. : always on

Item name with simple mouse hover - no need for hold and navigate to the Information sub menu : always on

Display log will list all wounded teammates "Current HP / Max HP" after a battle is over : always on

Display log will now show attacker, defender, and hit chance during combat : always on

Display log will now show shield block information during combat : always on
Post edited May 02, 2020 by WhatIsSol
avatar
WhatIsSol: Verison 2.0

:::: 2.1: Adjusted ability cost and points gained from leveling [Harmony]
Ability Cost and Ability points per level are now fixed, instead of scaling and per difficulty.

Ability Cost = "neutron.abilityCost" defaults to 2, interger values only

Ability Points Per Level = "neutron.abilityPerLevel" defaults to 1, interger values only

:::: 2.2: Characteristic Growth at level up [Harmony]
Set "neutron.gainAttributes" to "0" to disable

The main player character will automatically gain one characteristic point on every level divisible by seven. So, +1 Characteristic at level 7, 14, 21, etc.

:::: 2.3: Starting Distinctions [Harmony]
Set "neutron.distinction" to "0" to disable

Dropped Distinctions: Ascetic, Cannibal, Glutton, Technophobe, Slick Dealer, and Unlucky Optimist

Anabolics: +3 Strength; +20 Carry Weight; -1 Intellect; -8 Dodge; -5 Radiation and Toxic Resistance.

Blackbelt: +1 Endurance; +15 Martial Arts and Melee weapons; +5 to Dodge; +2 Melee Damage; -20 to Gun-Related Skills.

Circus Education: +1 Dexterity; +10 Sneak, Lock Picking, Pickpocket, and Throwing; +10 Dodge; -5 Carry Weight; -20 Technology.

Child Prodigy: +1 All Characteristics; -50% EXP gain.

Cursed Sniper: +3 Attention; +10% to aimed shot hit and critical chance; -2 Luck; -10% to ordinary shot hit chance.

Diplomat: +3 Personality; +20 Speechcraft; +15 Barter; -1 Dexterity; -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 Endurance; You often find extra items in containers; +12 Carry Capacity; You become hungry twice as fast; -25% to resist knockdown.

Hobby Engineer: 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 Agility; +1 Endurance; 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 Endurance; +1 Dexterity; +1 Attention.

Lone Wolf: (When alone) +2 Attention; +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 Intellect; +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 Strength.

Lucky: +3 Luck; +2 Personality; +20 Gambling; -1 Endurance; -10 to all skill except Barter, Gambling, and Speechcraft.

Savage Hunter: +1 Attention; +15% to damage; you can skin animals without a knife; More violent deaths; -2 Personality; -10 Speechcraft and Barter.

Sex Appeal: +1 Luck; +2 Personality and +15 Barter with the opposite gender.\n-2 Personality and -15 Barter with your own gender.

Shooting Gallery Fun: +1 Strength; +15 to Gun-Related Skills; +4 single shot ranged damage; Faster Reload and Jam Clearer; -1 Endurance; -15 to Martial Arts; -15 to Melee Weapons.

(New) Spray and Pray: +1 Strength; +1 Endurance; +14 Critical Chance (Burst Mode only); -5 Critical Chance; -4 Skill Learning Rate

:::: 2.4: Adjust abilities Tree [Harmony]
Set "neutron.specTree" to "0" to disable

Shield Bearer now requires Oaken Skin

Think Like the Enemy now requires Oaken Skin

:::: 2.5: Adjusted difficulty [Harmony]
Set "neutron.difficulty" to "0" to disable, "1" enable for casual/normal only, "2" enable all difficulty, defaults to "1"

So many creatures have dexterity set to 9-11 for some unknown reason. The following characters/creatures have their speed adjusted by debuffing their sequence and action points a bit:

Bandits, Bear, Boar, Guards, Raiders, Bodyguards, Mycelium Members, Morlock, Dog, Cultists, Giant Spider Strong, Giant Rats, Gorilla, Headhunters, Bloodhound, Bloodroot, Lizards, Shadow, Forest pirates, Thugs, Looters, Slavers, Hunters, Snowman Throwers, Stalkers, and Wolves

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 [Harmony] - I dislike fishing so increases chances
Set "neutron.fishing" to "0" to disable

All chances effected by luck as normal

Catch anything is set to 70%
Catch something good set to 50%
Catch golden fish with normal bait set to 10%
Catch golden fish with special bait set to 100%

Golden fish catch luck requirement removed

:::: 2.7: Small Adjustments [Harmony]

Going to list small changes here with their control values, if applicable. Unless otherwise specified the control values will default to "1". You can disable these by setting that to "0"

Flipped blocking check so better shields will block more often : "neutron.flipBlocking"

Show needed value, skill or characteristic, to pass checks in Dialog : "neutron.showNeeded"

Looser Camera Control allowing lower angles, closer and farther away views: "neutron.cameracontrols", disabled by default

Teammates will be healed as well as the player by medics in the village and towns : "neutron.teamHeal"

Teammates will now get the same non-battle XP as the player : "neutron.teamEXP"

Love the scaling UI, did not like the game defaults - so overriding the last one : "neutron.scaleHUD" set to "2.5" to disable, defaults to "1.15"

Greatly increased chances that random encounters caves and mines will have enemies : "neutron.encounters"

Dead Bodies will now highlight in yellow, if they have no items in inventory after you first search them. : always on

Item name with simple mouse hover - no need for hold and navigate to the Information sub menu : always on

Display log will list all wounded teammates "Current HP / Max HP" after a battle is over : always on

Display log will now show attacker, defender, and hit chance during combat : always on

Display log will now show shield block information during combat : always on
Hey there! This is a very cool idea for a mod. We always love to support such efforts as yours. If you ever require any help with figuring something out, feel free to contact me at support@atomrpg.com we're always there to help!
@d_martynenko: Hi, thanks for the comment and the support, I'm having a blast both playing and modifing the game a little.

I have really really missed these types of games.
VERSION: 2..1 - NOT CURRENT

:::: 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.

Ability Cost = "neutron.abilityCost" defaults to "2", integer values only, setting to "0" disables and will use normal game logic

Ability Points Per Level = "neutron.abilityPerLevel" defaults to "1", integer values only, setting to "0" disables and will use normal game logic

:::: 2.2: Characteristic Growth at level up
Set "neutron.gainAttributes" to "0" to disable, defaults to "7"

The main player character will automatically gain one characteristic point on every level divisible by "neutron.gainAttributes". So, +1 Characteristic at level 7, 14, 21, etc using the default value.

:::: 2.3: Starting Distinctions
Set "neutron.distinction" to "0" to disable

Dropped Distinctions: Ascetic, Cannibal, Glutton, Technophobe, Slick Dealer, and Unlucky Optimist

Anabolics: +3 Strength; +20 Carry Weight; -1 Intellect; -8 Dodge; -5 Radiation and Toxic Resistance.

Blackbelt: +1 Endurance; +15 Martial Arts and Melee weapons; +5 to Dodge; +2 Melee Damage; -20 to Gun-Related Skills.

Circus Education: +1 Dexterity; +10 Sneak, Lock Picking, Pickpocket, and Throwing; +10 Dodge; -5 Carry Weight; -20 Technology.

Child Prodigy: +1 All Characteristics; -50% EXP gain.

Cursed Sniper: +3 Attention; +10% to aimed shot hit and critical chance; -2 Luck; -10% to ordinary shot hit chance.

Diplomat: +3 Personality; +20 Speechcraft; +15 Barter; -1 Dexterity; -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 Endurance; You often find extra items in containers; +12 Carry Capacity; You become hungry twice as fast; -25% to resist knockdown.

Hobby Engineer: 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 Agility; +1 Endurance; 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 Endurance; +1 Dexterity; +1 Attention.

Lone Wolf: (When alone) +2 Attention; +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 Intellect; +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 Strength.

Lucky: +3 Luck; +2 Personality; +20 Gambling; -1 Endurance; -10 to all skill except Barter, Gambling, and Speechcraft.

Savage Hunter: +1 Attention; +15% to damage; you can skin animals without a knife; More violent deaths; -2 Personality; -10 Speechcraft and Barter.

Sex Appeal: +1 Luck; +2 Personality and +15 Barter with the opposite gender.\n-2 Personality and -15 Barter with your own gender.

Shooting Gallery Fun: +1 Strength; +15 to Gun-Related Skills; +4 single shot ranged damage; Faster Reload and Jam Clearer; -1 Endurance; -15 to Martial Arts; -15 to Melee Weapons.

(New) Spray and Pray: +1 Strength; +1 Endurance; +14 Critical Chance (Burst Mode only); -5 Critical Chance; -4 Skill Learning Rate

:::: 2.4: Adjust abilities Tree
Set "neutron.specTree" to "0" to disable

Shield Bearer now requires Oaken Skin

Think Like the Enemy now requires Oaken Skin

:::: 2.5: Adjusted difficulty
Set "neutron.difficulty" to "0" to disable, "1" enable for casual/normal only, "2" enabled in all difficulty levels, defaults to "1"

So many creatures have dexterity set to 9-11 for some unknown reason. The following characters/creatures have their speed adjusted by debuffing their sequence and action points a bit:

Bandits, Bear, Boar, Guards, Raiders, Bodyguards, Mycelium Members, Morlock, Dog, Cultists, Giant Spider Strong, Giant Rats, Gorilla, Headhunters, Bloodhound, Bloodroot, Lizards, Shadow, Forest pirates, Thugs, Looters, Slavers, Hunters, Snowman Throwers, Stalkers, and Wolves

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
Set "neutron.fishing" to "0" to disable

All chances effected by luck as normal

Catch anything is set to 70%
Catch something good set to 50%
Catch golden fish with normal bait set to 10%
Catch golden fish with special bait set to 100%

Golden fish catch luck requirement removed

:::: 2.7: Small Adjustments
Going to list small changes here with their control values, if applicable. Unless otherwise specified the control values will default to "1". You can disable these by setting that to "0", unless otherwise noted

Flipped blocking check so better shields will block more often : "neutron.flipBlocking"

Show needed value, skill or characteristic, to pass checks in Dialog : "neutron.showNeeded"

Looser Camera Control allowing lower angles, closer and farther away views: "neutron.cameracontrols", disabled by default

Teammates will be healed as well as the player by medics in the village and towns : "neutron.teamHeal"

Teammates will now get the same non-battle XP as the player : "neutron.teamEXP"

Love the scaling UI, did not like the game defaults - so overriding the last one : "neutron.scaleHUD" set to "2.5" to disable, defaults to "1.15"

Greatly increased chances that random encounters caves and mines will have enemies : "neutron.encounters"

Display log will now show attacker and defender during combat : "neutron.enhancedCombatLog", shared setting

Display log will now show shield block information during combat : "neutron.enhancedCombatLog", shared setting

Display log will list all wounded teammates "Current HP / Max HP" after a battle is over : "neutron.enhancedCombatLog", shared setting

Dead Bodies will now highlight in yellow, if they have no items in inventory after you first search them. : always on

Item name with simple mouse hover - no need for hold and navigate to the Information sub menu : always on

Barter and Pocket Inventory HUD holding down the CTRL key when you click an item will automatically move it to the next panel without manually dragging the item. : always on

:::: 2.8: Melee Weapon Balancing - Melee Weapons seem to fall behind Martial Weapons in terms of usefulness
Set "neutron.meleeBoost" to "0" to disable

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 Skill < 70; +1 damage
Melee Skill < 90 and Strength >= 5; +3 damage
Melee Skill < 120 and Strength >= 5 and Dexterity >= 5; +5 damage
Melee Skill >= 120 and Strength >= 5 and Dexterity >= 5; +8 damage

Melee Weapons have also been adjusted - for the most part this is just a reducation of Action Point cost to put them on a more even footing.

Shovel (AP -1), Knife (damage +1, add crit 6), Club (AP -1), Spiked Club (AP -1), Sharpened Knife (add crit 10), Axe (AP -1, crit 15), Police Baton (AP -1), Pry Bar (AP -1, Stun 15), Soviet army Knife (Crit 20), Lenin's Wrath (AP -1, crit 15), Taiga Machete (AP -1, crit 10), and Sabre (AP -1, crit 20, pierce 50); all of these got +5 sequence also added
Post edited May 24, 2020 by WhatIsSol
VERSION: 2..2 (Required for game version 1.15)

:::: 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.

Ability Cost = "neutron.abilityCost" defaults to "2", integer values only, setting to "0" disables and will use normal game logic

Ability Points Per Level = "neutron.abilityPerLevel" defaults to "1", integer values only, setting to "0" disables and will use normal game logic

:::: 2.2: Characteristic Growth at level up
If character's new level is divisible by the control setting, the character will gain one characteristic. This can be disabled by setting to "0"

The player's control setting is "neutron.gainAttributes". It defaults to "7", so, +1 Characteristic at level 7, 14, 21, etc.

The teammate's control setting is "neutron.teamAttributes" and is disabled by default.

:::: 2.3: Starting Distinctions
Set "neutron.distinction" to "0" to disable

Dropped Distinctions: Ascetic, Cannibal, Glutton, Technophobe, Slick Dealer, and Unlucky Optimist

Anabolics: +3 Strength; +20 Carry Weight; -1 Intellect; -8 Dodge; -5 Radiation and Toxic Resistance.

Blackbelt: +1 Endurance; +15 Martial Arts and Melee weapons; +5 to Dodge; +2 Melee Damage; -20 to Gun-Related Skills.

Circus Education: +1 Dexterity; +10 Sneak, Lock Picking, Pickpocket, and Throwing; +10 Dodge; -5 Carry Weight; -20 Technology.

Child Prodigy: +1 All Characteristics; -50% EXP gain.

Cursed Sniper: +3 Attention; +10% to aimed shot hit and critical chance; -2 Luck; -10% to ordinary shot hit chance.

Diplomat: +3 Personality; +20 Speechcraft; +15 Barter; -1 Dexterity; -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 Endurance; You often find extra items in containers; +12 Carry Capacity; You become hungry twice as fast; -25% to resist knockdown.

Hobby Engineer: 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 Agility; +1 Endurance; 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 Endurance; +1 Dexterity; +1 Attention.

Lone Wolf: (When alone) +2 Attention; +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 Intellect; +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 Strength.

Lucky: +3 Luck; +2 Personality; +20 Gambling; -1 Endurance; -10 to all skill except Barter, Gambling, and Speechcraft.

Savage Hunter: +1 Attention; +15% to damage; you can skin animals without a knife; More violent deaths; -2 Personality; -10 Speechcraft and Barter.

Sex Appeal: +1 Luck; +2 Personality and +15 Barter with the opposite gender.\n-2 Personality and -15 Barter with your own gender.

Shooting Gallery Fun: +1 Strength; +15 to Gun-Related Skills; +4 single shot ranged damage; Faster Reload and Jam Clearer; -1 Endurance; -15 to Martial Arts; -15 to Melee Weapons.

(New) Spray and Pray: +1 Strength; +1 Endurance; +14 Critical Chance (Burst Mode only); -5 Critical Chance; -4 Skill Learning Rate

:::: 2.4: Adjust abilities Tree
Set "neutron.specTree" to "0" to disable

Shield Bearer now requires Oaken Skin

Think Like the Enemy now requires Oaken Skin

:::: 2.5: Adjusted difficulty
Set "neutron.difficulty" to "0" to disable, "1" enable for casual/normal only, "2" enabled in all difficulty levels, defaults to "1"

So many creatures have dexterity set to 9-11 for some unknown reason. The following characters/creatures have their speed adjusted by debuffing their sequence and action points a bit:

Bandits, Bear, Boar, Guards, Raiders, Bodyguards, Mycelium Members, Morlock, Dog, Cultists, Giant Spider Strong, Giant Rats, Gorilla, Headhunters, Bloodhound, Bloodroot, Lizards, Shadow, Forest pirates, Thugs, Looters, Slavers, Hunters, Snowman Throwers, Stalkers, and Wolves

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
Set "neutron.fishing" to "0" to disable

All chances effected by luck as normal

Catch anything is set to 70%
Catch something good set to 50%
Catch golden fish with normal bait set to 10%
Catch golden fish with special bait set to 100%

Golden fish catch luck requirement removed

:::: 2.7: Small Adjustments
Going to list small changes here with their control values, if applicable. Unless otherwise specified the control values will default to "1". You can disable these by setting that to "0", unless otherwise noted

Flipped blocking check so better shields will block more often : "neutron.flipBlocking"

Show needed value, skill or characteristic, to pass checks in Dialog : "neutron.showNeeded"

Display log will show the lock level of a locked container or door when you attempt to open it : "neutron.showNeeded", shared setting

Looser Camera Control allowing lower angles, closer and farther away views: "neutron.cameracontrols", disabled by default

Teammates will be healed as well as the player by medics in the village and towns : "neutron.teamHeal"

Teammates will now get the same non-battle XP as the player : "neutron.teamEXP"

A newly joined Teammate will receive XP to bring them up to within 90% of the players XP : "neutron.teamCatchup"

Love the scaling UI, did not like the game defaults - so overriding the last one : "neutron.scaleHUD" set to "2.5" to disable, defaults to "1.15"

Greatly increased chances that random encounters caves and mines will have enemies : "neutron.encounters"

Display log will now show attacker and defender during combat : "neutron.enhancedCombatLog", shared setting

Display log will now show shield block information during combat : "neutron.enhancedCombatLog", shared setting

Display log will list all wounded teammates "Current HP / Max HP" after a battle is over : "neutron.enhancedCombatLog", shared setting

In combat added the name of the target you are currently hovering over : always on

Dead Bodies will now highlight in yellow, if they have no items in inventory after you first search them. : always on

Item name with simple mouse hover - no need for hold and navigate to the Information sub menu : always on

Barter and Pocket Inventory HUD holding down the CTRL key when you click an item will automatically move it to the next panel without manually dragging the item. : always on

Auto succeed on pickpocket attempts if pickpocket skill and luck are maxed : "neutron.masterSteal", disabled by default

:::: 2.8: Melee Weapon Balancing - Melee Weapons seem to fall behind Martial Weapons in terms of usefulness
Set "neutron.meleeBoost" to "0" to disable

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 Skill < 70; +1 damage
Melee Skill < 90 and Strength >= 5; +3 damage
Melee Skill < 120 and Strength >= 5 and Dexterity >= 5; +5 damage
Melee Skill >= 120 and Strength >= 5 and Dexterity >= 5; +8 damage

Melee Weapons have also been adjusted - for the most part this is just a reducation of Action Point cost to put them on a more even footing.

Shovel (AP -1), Knife (damage +1, add crit 6), Club (AP -1), Spiked Club (AP -1), Sharpened Knife (add crit 10), Axe (AP -1, crit 15), Police Baton (AP -1), Pry Bar (AP -1, Stun 15), Soviet army Knife (Crit 20), Lenin's Wrath (AP -1, crit 15), Taiga Machete (AP -1, crit 10), and Sabre (AP -1, crit 20, pierce 50); all of these got +5 sequence also added
Post edited May 24, 2020 by WhatIsSol
2.3 is released on nexus as usual, highlights are:

Added some keys to switch all teammates from using melee (F1) or ranged weapons (F2)

Added option to have Nikolay at "Red Fighter" to be able to craft an user adjustable ammo type

Modified some of the spec Tree Abilities

Added a few cheat keys: (F7) Kill all enemies and (F8) Heal player and teammates

Added option to ignore Hunger

Added Alertness and Barter level to the display log for Pickpocket and Trading
2.4 Release is released on nexus as usual, highlights are:

Update to support Game Version 1.16

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

Reduced Child Prodigy exp penalty down to 25%

Hobby Engineer added +1 Intelligence
As you might have noticed I have decided to take NexusMods ultimatum and remove all of my mods from their hosting website. Personally I think collections will be a great thing for the modding community overall.

But I do not like how NexusMods is implementing them nor do I like their attitude and their wiliness of putting mod users and mod authors in battle with each other. They basically started a fire and then decided to pour gasoline on it.

I’m really hoping that after all the infighting is over things will clear and NexusMods will be much better for the community as a whole, but given their ultimatum deadline it is not something I can wait for resolution otherwise I would have done so.

I’m looking at alternative mod hosting sites. At the moment the most likely one will be modDB. Worse case I will self post on my website and post a link in this forum to it.

Please be patient while I make this transition.

I will make an update when it is publicly available again.
This mod has moved from Nexus to modDB.

https://www.moddb.com/mods/neutron