Fallout 4
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Zaayl

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Zaayl

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About this mod

Rebalances several perks without going overboard with a focus on weapon damage.

Requirements
Permissions and credits
Mirrors
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Made with the Creation Kit

By default the weapon perks are downright overpowered. Max out Heavy Gunner and get yourself a Gatling Laser, and congratulations on beating every enemy in the game without breaking a sweat. This mod aims to fix that, but not with just static nerfs (well...some) but a give and take, take away damage and give back more utility (better accuracy, more armor penetration!) There are already many perk overhauls on the market, but I found most of them a bit too extreme, focusing on weird areas. (Like locking out master lockpicking to higher levels, all that accomplishes is I skip many safes and never go back for them)

Full changes

LEAD BELLY (1.0.3)
  • Rank 3 of Lead Belly now gives a 50 point boost to HP  for three minutes when you consume irradiated food or drink, does not work for non irradiated food like alcohol or cooked foods. This does not stack. (The idea behind this is that you are now metabolizing the radiation into health, this could be very useful for a berserker character, as that 50 HP boost can be used as a instant heal while you wait for slower healing items to do their job in survival mode.)
BLITZ (1.0.3)
  • Removed damage buff entirely, holy crap that made this perk OP. Its already pretty damn good without it.
ENDURANCE (1.0.2)
  • Toughness now requires 7 Endurance
  • Life Giver now requires 6 Endurance (The purpose of endurance is to be a tank, as such you now have to invest in the tree somewhat to get the perks for tanking)
  • Rad Resistance now requires 3 Endurance
  • Adamantium Skeleton now requires 1 Endurance
TOUGHNESS (1.0.2)
  • Toughness buffed by 5 points per rank, capping at 75
  • **IMPORTANT** IF YOU HAVE ANY RANKS OF TOUGHNESS, YOU MUST REMOVE THEM ALL VIA THE CONSOLE BEFORE INSTALLING FOR CHANGES TO TAKE EFFECT, FOLLOW THE SAME STEPS AS FOR LIFE GIVER, REFER TO THE WIKI FOR THE CORRECT PERK ID'S
LIFE GIVER (1.0.1)
  • Rank 3 Health Bonus increased to 60 from 20 (Giving 100 HP in total)
  • Rank 3 Health Regen has been removed, it trivialized the need for healing items and made having health draining status ailments in survival (starvation, dehydration, infections) pointless as it outpaced them all. No more multiplayer military shooter health.
  • **IMPORTANT** IF YOU HAVE RANK 3 ALREADY, BEFORE INSTALLING LOAD YOUR SAVE AND TYPE "player.removeperk 1d2467" INTO THE CONSOLE AND THEN SAVE YOUR GAME, AFTER INSTALLING WHEN YOU LOAD YOUR GAME FOR THE FIRST TIME, TYPE "player.addperk 1d2467" IF YOU DO NOT, THE HEALTH REGEN IS PERMANENT
HEAVY GUNNER:
  • Removed all explosive damage buff's, Heavy Gunner will NOT affect the Fat Man or Missile Launcher's explosive damage anymore. No more quad damage for the launchers resulting in being able to 1 hit kill any enemy without question. And no more quad damage for explosive miniguns either!
  • Damage Buff's have been halved, and now upgrade at 10% intervals up to a maximum of 50%
  • Hip Fire accuracy has been doubled, upgrading at 20% and 40%
COMMANDO:
  • Damage Buff's have been halved, and now upgrade at 10% intervals up to a maximum of 50%
  • Hip Fire accuracy has been doubled, upgrading at 20% and 40%
V.A.N.S.
  • Added a 20% reduction in the AP cost of sprinting, V.A.N.S. now shows you the path to go, and helps you get there just a little bit faster.
STRONG BACK:
  • Rank 4 now gives 25 more carry weight, as its nearly useless in survival (In survival it removes the damage taken by being over encumbered.)
DEMOLITIONS EXPERT:
  • Damage Buff's have been halved, and now upgrade at 10% intervals up to a maximum of 50% **Shooting a grenade in VATS still gives a 100% buff in damage, so being a showoff has its benefits!
  • Explosive Area of Effect buff has been increased from 25% to 50%
GUNSLINGER:
  • Damage Buff's have been halved, and now upgrade at 10% intervals up to a maximum of 50%
  • (1.0.2) The Last bullet in the chamber of your pistol will now do 50% more damage, for a total of 2x damage from base values. (This should have a greater benefit for low-ammo pistols, like the .44 magnum so tell me, you feelin' lucky?)
RIFLEMAN:
  • Damage Buff's have been halved, and now upgrade at 10% intervals up to a maximum of 50%
  • Armor Penetration has been increased from intervals of 15%,20%,25%,30% to 20%,25%,30%,40%
IRON FIST:
  • Damage Buff's have been halved, and now upgrade at 10% intervals up to a maximum of 50% (Undone in 1.0.6!)
  • (1.0.3) Rank 5 Reduces VATS AP cost for attacks by 25% (Removed in 1.0.6!)
  • Rage has been added, in addition to the regular damage buff, you gain a ADDITIONAL 10% damage per rank (stacking the the original buff) as long as you are not crouching, and not wearing power armor, this is roughly equivalent to using power armor, and vanilla blitz in tandem.
BIG LEAGUES:
  • Damage Buff's have been halved, and now upgrade at 10% intervals up to a maximum of 50% (Undone in 1.0.6!)
  • (1.0.3) Rank 5 Reduces VATS AP cost for attacks by 25% (Removed in 1.0.6!)
  • Rage has been added, in addition to the regular damage buff, you gain a ADDITIONAL 10% damage per rank (stacking the the original buff) as long as you are not crouching, and not wearing power armor, this is roughly equivalent to using power armor, and vanilla blitz in tandem.
(OPTIONAL) NUCLEAR PHYSICIST
  • The optional version of this mod completely removes the fusion core ejection mechanic at rank 3 of this perk. For those who find it too useless and costly of a attack, and constantly accidentally eject a core when out of actual grenades.
MAGAZINES (1.0.7)

WASTELAND SURVIVAL GUIDE (1.0.7)
  • No. 5 now gives a 50% Buff to experience gained from discovering new locations, on top of marking Diamond City on your map.

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WHATS NEW?
1.0.1
  • Fixed a issue where rank 4 of Heavy Gunner had incorrect text and damage values.
  • Added changes for the Life Giver perk, shown above.
1.0.2
  • Added a new effect for the Gunslinger perk, shown above.
  • Made changes to the Endurance tree, shown above.
  • Made changes to the Toughness perk, shown above.
1.0.3
  • Made changes to Lead Belly, shown above.
  • Added new effects to Iron Fist, shown above.
  • Added new effects to Big Leagues, shown above.
  • Made changes to Blitz, shown above.
1.0.4
  • Fixed VANS to be compatible with Nuka World, no changes made yet.
  • As of 1.0.4 this mod now REQUIRES Nuka World as well as Far Harbor. Previous versions will still work without Nuka World.
1.0.5
  • Commando description has been changed to correctly reflect its new values.
  • Gunslinger description has been edited to fit within the confines of the character limit.
  • Lead Belly has been updated to work with all Nuka World irradiated food items.
1.0.6 (The Rage Update)
  • After testing, I found my nerfs to melee were poorly conceived, in a real combat situation, you will be eviscerated. Melee now has the best damage output you can get outside using a Mini Nuke, at the obvious cost of being a complete damage sponge. However I didn't want Blitz damage brought back, Blitz combined with X-01 Mk 6 armor, offsetting the damage loss? (Blitz gives 25% damage at max, Power Armor sets your base strength to 11, before adding additional strength augments to the armor.) While armor still gives you a bonus to strength (Obviously) you now have a new option for dealing damage: Rage. The way Rage works is simple, don't wear power armor, don't sneak, and you get more damage, up to 50% This can lead to some scary damage numbers  (Maxing out the Nuka World mods for the baseball bat, which seems to be the most damaging weapon there is now, I was pulling close to 600 damage with 10 strength) But this isn't far off from what Blitz+PA would have given you due to the way F4 calculates damage multipliers, and you are still quite squishy, so its in your best interest to end the fight quickly, or augment yourself heavily with consumables.
  • Iron Fist and Big League's Damage have been returned to default values
  • AP Reduction from Iron Fist and Big League's has been removed.
1.0.7
  • New Effect Added to the "Wasteland Survival Guide #5: Guide to Diamond City" Magazine, now gives a 50% buff to experience gained from discovering new locations.
1.0.8
  • Thanks to IDontEvenKnow for bringing this to my attention. This update fixes Nuclear Physicist extensively, the perk was originally intended as a 2 rank perk, and had many aspects applied improperly to rank 3. This now makes it so having rank 3 will properly remove Rank 2 fusion core health buff effect, rather than just stacking them, as this can cause issues if perks are taken in certain orders (particularly with the Repair Bobblehead being applied at the wrong time) giving incorrect ammunition quantities to the gatling laser.
  • Also this removes a issue where whoever added rank 3 didnt understand how power armor core drain worked, Rank 1 and 2 were giving a 150% and 200% buff to the drain rate, not 125% and 150% (Rank 3 did nothing.) now Rank 1 and 2 give the proper amounts, and rank 3 is required for the full 200% buff.
  • Lastly, this removes a condition for the ammo health multiplier, where wearing power armor would increase ammunition health. This DOES NOT affect the drain rate of power armor cores (Its based on percentage of health, not health total) meaning any modded weapons using a "core" type ammo that aren't intended to receive a nuclear physicist buff, will receive the buff while a player is wearing power armor. This does nothing in vanilla, as this effect also increased Gatling Laser health (You couldn't stack them by using both power armor and gatling laser, as its the same effect) Please let me know of any bugs caused by these changes.


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REQUIREMENTS
Far Harbor

Nuka World (1.0.4 and On)

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PLANS
I want to do more with this! (Ill keep old versions available though, in case some people aren't too hot on future additions!) but I don't know where to focus. That's where you come in, Id love feedback from people with more experience with other builds than me, what perks do you think are underpowered to the point of near uselessness? What perks are game breaking and overpowered? Tell me in the comments! NOTE: I do not want to remove anything that adds new mechanics, for the most part I am tweaking raw numbers here (hence why the FC Eject is a optional file, that one just really irked me) So stuff like how overpowered robotics expert is, is probably going to stay that way.

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MY OTHER MOD(S)
Power Armor Level Lists Rebalanced - Makes higher tier power armors spawn at higher levels, spreading out how long you use each type.
Weapons Rebalanced
Durable Followers
Standalone .38 Tri-Barrel Minigun Modification
Unkillable Automatron Robots