Fallout 4
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Militant

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billthemilitant

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About this mod

Small overhaul to the perk system with an emphasis on trying to make a character more specialized in a particular weapons category.

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So I made this because even though I love Fallout 4 and think it’s a great game I was always really hurt that Bethesda decided that it was a good idea to re-invent the wheel with Fallout and completely change the leveling and perk system.   I wanted a more classic Fallout feel to the perks, and being unfulfilled with the mod options available on Nexus I decided to take my own stab at it. This is currently a work in progress.  

One of the major things that annoyed me was this ridiculous breakdown of small guns into non-auto pistols and rifles, and full auto…. Never before were you punished for having a full auto weapon, it was simply small and big guns.. also, there is nothing for energy weapons!  And IMO, they are under powered in Fallout4.   I have removed all references to automatic weapons from Gunslinger and Rifleman and reworked Commando.   Also, in an attempt to make a play through a little more specialized beyond the Bethesda “I do it all, all the time” method I have moved weapon specializations towards the
high ends of SPECIAL requirements instead of at the low end..  I mean, how exactly is a pistol wielding“gunslinger” going to be so amazing with 1 agility??? 

If I don’t specify ranks, perks are unchanged from vanilla other than specified  SPECIAL changes.  Also, due to removal of restrictions on automatics, damage buffs will stack if a weapon is both automatic and a rifle/pistol.  Same for energy weapons buffs under Science.  This is intended to mitigate some of the ‘bullet spongyness’ of survival mode, I currently use another mod to try and fix the issue, but I’m curious how my own attempt at
simply ‘fixing’ the perks will have on the issue. 

I have all DLC though only Far Harbor and Nuka World add perks and for this mod should be the only 2 required.

PS:  I have no plans to really mess with LUCK, since I feel this tree and stat largely work with what Bethesda did to the stat.  (though I am considering possibly adding a small flat fixed chance to crit to high end abilities, Commando maybe for example) 

DIRECTIONS:  To avoid issues, I believe it is correct to place this mod near the top of your load order... I play with nearly 100 mods, including several weapons mods, and when it was near the bottom below other perks and weapons mod, damage was not calculated properly.  Again, I am not a professional modder so my knowledge on conflicts is somewhat limited.  Any advice if I am incorrect, please put in comments or message me.

UPDATES:  I had forgotten to take off the mod WBO - Weapon Balance Overhaul in my personal testing, which in my personal opinion was too OP.  So I have updated various damages to compensate my calculations.  V2

CURRENT VERSION - V2

AGILITY
 - significant changes 

BLITZ – Now requires 2 agility  (need to figure out how I want to rework this,because the high agility requirement isn’t going to stop people from doing the retarded melee stealth blitz combo to cheese through the game, which is fun for about 15minutes.. or maybe not i dunno) 

GUNFU - Now requires 7 agility 

NINJA – Now requires 10 agility, I mean, it’s called ninja right 

MOVING TARGET - Now requires 1 agility  (pretty crappy perks, may get around to tweaking it eventually) 

QUICK HANDS – Now +50% faster (vanilla is 35%) and requires 6 agility 

GUNSLINGER – Semi/Full auto Pistols and now 8 Agility requirement
1 – +25% damage
2 - +45% damage and + 25% range
3 - +80% damage and +50% range
4 - +100% damage and vanilla perk disarm
5 - +125% damage and +20% VATS Headshot and vanilla perk disarm/vanilla cripple  and now requires level 45 

COMMANDO – Now requires 9 agility, provides minor full auto perks and a variety of perks (as one might expect from a commando) 
1 – +10% Automatic weapons damage and sprinting uses 10% lessAP
2 – 15% improved Automatic weapons accuracy and -25% APfatigue
3 - +10% range and +10% hip fire accuracy on all guns
4 – Chance to stagger with all weapons (nerfed from vanilla automatics only) and +10% experience from all kills
5 - Chance to stagger with all weapons (nerfed from vanilla automatics only), +15% VATS hit chance, -10% explosions incoming damage and
-40% incoming stagger 

PERCEPTION - several changes 

REFRACTOR – Now requires 2 perception (another pretty weak perk, prime candidate for swapping with rifleman) 

DEMOLITION EXPERT
1 – +30% damage
2 - +70% damage
3 - +100% damage and +35% increased radius
4 - +130% damage and shot in VATS damage tripled 

RIFLEMAN – Semi/Full auto Rifles, now requires 7 perception
1 - +20% damage
2- +45% damage and +15% armor ignore (vanilla)
3 - +70% damage and +20% armor ignore
4 - +90% damage and +25% armor ignore and (vanilla) limbcripple
5 - +115% damage, +15% VATS hit chance and +30% armor ignore and (vanilla) limb cripple 

SNIPER
1 – +75% hold breath
2 – Vanilla knockdown
3 - +25% damage when scoped non-auto rifles and +35% VATS Headshot non-auto rifles and now requires level 35 

CONCENTRATED FIRE
1 – Vanilla
2 – Now available at level 20
3- +25% VATS hit and +25% damage 

INTELLIGENCE - Not much to change since the high end perks actually make sense for high end INT, just adding a buff to energy weapons in the SCIENCE perk 

SCIENCE – Now adds boosts to energy weapons (in addition to unlocks) 

Energy weapons defined by the perk as: Gatling Laser, AlienBlaster, Cryolater, Laser weapons, Plasma weapons and Laser Musket 
1 - +10% Laser and plasma damage
2 - +15% Laser and plasma damage
3 - +20% Laser and plasma damage and +10% range on energy weapons.  Additional +20% to AUTO laser/plasma weapons.  Now requires level 30.
4 - +25% Laser and plasma damage and +10% range on energy weapons and energy weapons ignore 15% of target armor 

STRENGTH - (only minor changes for now because 1- I feel a STR heavy char makes sense for the Heavy Gunner / Melee option and 2 – not sure how I would alter rooted and pain train) 

HEAVY GUNNER –  Now requires 7 Strength
1 - +25% damage
2 – +50% damage and accuracy boost.  Extra +10% damage to minigun
3 - +75% damage and vanilla boost
4 - +100% damage and vanilla boost
5 - +125% damage, ignore 10% damage resist and vanilla boost

STEADY AIM – Vanilla stats, now requires 5 Strength  

ENDURANCE
– pretty much just swapping cannibal with lead belly.  Considering swapping  Adamantium skeleton with solar powered. 

CANNIBAL – now requires 2 END 

LEAD BELLY – now requires 8 endurance  

CHARISMA - Tough perk tree to edit here.. high end perks make sense.  Local leader annoyed me because I strongly felt that these 2 things simply should have been a part of settlements without having to invest fairly heavily into CHA, so that was moved to 1 CHA, other
small changes 

LOCAL LEADER – Now only requires 1 CHA, explained above. 

CAP COLLECTOR – Now requires 3 CHA2 – Buy price improved to .75 from .80 and sell from 1.20 to1.40 (so we can hopefully actually collect some caps) 

LONE WANDERER – Now requires 2 CHA 

LADY KILLER / BLACK WIDOW – Now requires 6 CHA
1 - +10% damage (from 5%)
2 - +15% damage (from 10%)
3 - +25% damage (from 15%)  





PSS:  I have no donations currently selected, should anyone actually enjoy mod this enough to make them wish to make a donation, I would rather any generous funds to go to the PBA Widow and Children's Fund (which is a 5013(c) charity for tax write off yay!)  http://www.nycpba.org/heroes/donations.html