Fallout 4
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vegaswanderer

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vegaswanderer

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About this mod

New charts with Traits and Skills brought back from Fallout 3 and Fallout: New Vegas in full color. New Perk chart with many old Perks making a return.

Modders Resource. Cough,Cough. FWE and Project Nevada teams.

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Description

I've brought back some old friends from Fallout 3 and New Vegas, plus a couple of extra new images. The idea is that a group of talented modders put these resources to use and create "Project Boston" with them, bringing back some RPG goodness to the last entry of our beloved franchise. The images are not animated. Which I think is for the best. Didn't you feel dizzy looking at all those pesky perks animating on a loop? I know I did.


Traits

Finesse

Hoarder

Fast Metabolism

Skilled

Heavy Handed

Wild Wasteland

Small Frame

Loose Canon

Built to Destroy

Fast Shot

Four Eyes

Kamikaze

Skills

Combat Skills

Unarmed

Melee weapons

Pistols

Rifles

Automatic Rifles

Throwing

Explosives

Big Guns

Energy Weapons

Sniper rifles

Gun modding skill

Armor blacksmithing skill

Melee weapon modding skill

Robotic Expert skill


Active Skills

Hacking

Repair

Lockpicking

Sneak

Medicine

Steal

Passive Skills

Speech

Barter

Chemist

Science

Nuclear Physicist

Survival


Reasoning

These skills have been organized keeping character specialization and future mods in mind. How do I see this being accomplished:

Ideally, in a future mod (let's call it Project Boston) you'll have 40 starting SPECIAL points + 5 levels of the Intense Training Perk. That's it. Perception will no longer decide how good of a shot you're on its own. It should influence your skills, sure, but not to the extent it does in Vanilla Fallout 4. Now it is more important which kind of weapon do you decide to specialize into. It's not the same using pistols than an automatic rifle or a sniper one for that matter. Decide which kind of character do you want and what he/she is good at.

A lot of the Traits are just for flavor (like in past games) but some of them require further elaboration. 

Wild Wasteland could be a perk that locks in or out the goofiest vanilla content (like aliens and such) and any further quest mods that could potentially feel goofy could be tied to this trait for activation.

Built to Destroy give your weapons Higher Crit Chance but they require higher maintenance. It's included because I think that at some point, weapon degradation is gonna come back via mod so we'll need perks for that.

The Skills Sneak and Steal are now separate sets as well as Speech and Barter. Science is related to your basic scientific knowledge and also opens up Energy weapons modding at certain skill levels.

Chemist should be used to produce better explosives, poisons, chems, etc... Up to the modder's creativity. Explosives is the skill that tells you how proficient you're when handling Explosives whether you created them or not (so you don't blow yourself up).

Throwing is for weapons such as spears, knives, crossbows, etc...

Survival determines how effective your food and water and is. How quickly it goes stale (to a certain degree), how frequently you find food and water in the open (influenced by luck) and also helps your settlers survive enemy raids.

Repair because you are going to need it when the weapon degradation mods arrive.


Perks

Intense Training

Iron Fist

Kick-Ass Lawyer

Home on the range (to help you with "Campsites", great mod by fadingsignal or "Conquest" by Chesko)

Light Touch (To make light armor a better option)

Tag!

Wild Hunter (It can be called something else. It would be the equivalent to NV's Tribal Wisdom)

Travel Light

Comprehension

Early Bird

Educated

Empathy

Child at heart

Cowboy

Shotgun Surgeon

Hunter

Retention

Terrifying Presence

Hobbler

And Stay Back

Entomologist

Center of Mass

Jury rigging

Kamasutra Master

Slayer

Living Anatomy

Scoundrel

Super Slam



And my offer to the future Project Boston team to created more Perk, Trait and Skill images if these are not enough ;)


What you get

PSDs with each new perk, trait and skill or title in a separate layer (vanilla perks that remain as perks are all in one layer). Photoshopped out the level numbers on the background as well as giving some breathing space to the Special/Trait/Skill chart. This is also important because now the Skills and Traits organization have nothing to do with the SPECIAL column they are under. The idea was to make things easier to read without limiting the skills and traits to a column based organization.

I hope this helps!!


My Fallout 3 mods

- Farms of the Wasteland

- Tranquility Secrets - A Vault 112 mod

- THAT middle-aged guy - A Dialogue Overhaul mod

- Demolition Expert required - A Megaton mod

- Vault 101 Escape - No time to waste

Credits

Bethesda for creating Fallout 4. Thanks in advance to the future Project Boston team ;)