Fallout 4
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Tali Redmint

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About this mod

This mod modify some Vanilla perks. Fun, Balanced and 100% optional, pick everything or just 1 perk.

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Translations
  • Spanish
  • Russian
  • Mandarin
Changelogs
This mod modify Vanilla perks.
  • Modified Perks have their level requirement reduced by 50%.
  • Under the spoiler is the Vanilla description. (And sometimes developer insights)
  • There's 3 options during installation:

  • Everything (Will install all modified perks in 1 .esp)

  • Modular (Will install an entire row of perks based on a SPECIAL, select as many ESPECIALs as you want)

  • Singular (Install perks individually)


STRENGTH

Iron Fist
* Old Iron Fist is now merged with Big Leagues.
1- Power attacks deal 10% more damage. Gun Bashing does 25% more damage.
2- Power attacks now deal 20% more damage. Gun Bashing now does 50% more damage and has a 1% chance per Strength to critically hit.
3- Power attacks now deal 30% more damage. Gun Bashing now does 75% more damage and has a 2% chance per Strength to critically hit.
4- Power attacks now deal 40% more damage. Gun Bashing now does double damage and has a 3% chance per Strength to critically hit.
5- Power attacks now deal 50% more damage. Gun bashing and melee attacks are lethal against targets below 25% HP.

Spoiler:  
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  • Rank 1: Channel your Chi to unleash devastating fury! Punching attacks do 20% more damage to your opponent.)
  • Rank 2: Punching attacks now do 40% more damage and can disarm your opponent.
  • Rank 3: Punching attacks now do 60% more damage. Unarmed Power Attacks have a chance to cripple one of your opponent's limbs.
  • Rank 4: Punching attacks now do 80% more damage. Unarmed Power Attacks have an increased chance to cripple one of your opponent's limbs.
  • Rank 5: Punching attacks now do double damage. Criticals in V.A.T.S will paralyze your opponent.


Big Leagues
1- You do 20% more melee damage.
2- You now do 40% more melee damage and gain a chance of knocking down your target.
3- You now do 60% more melee damage and gain an increased chance of knocking down your target.
4- You now do 80% more melee damage. Melee weapons will hit all targets in front of you, while punching attacks will ignore 25% of a target's armor.
5- You now do twice as much melee damage. Melee weapons have a chance to cripple, or grand slam the head clean off! Punching attacks will ignore 50% of a target's armor.

Spoiler:  
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  • Rank 1: Swing for the fences! Do 20% more melee weapon damage.
  • Rank 2: Do 40% more melee weapon damage and gain a chance to disarm your opponent.
  • Rank 3: Do 60% more melee weapon damage and gain an increased chance to disarm your opponent.
  • Rank 4: Do 80% more melee weapon damage and hit all targets in front of you.
  • Rank 5: You now do double damage with a melee weapon, and gain a chance to cripple your opponent, or grand slam their head clean off!

The removal of "chance to disarm" came as request, as enemies without guns would become block-happy and make your life harder as a melee.

Strong Back
1- Gain +25 to carry weight. (unaltered)
2- You now have +50 to carry weight, and an additional 20 with your weapon holstered.
3- Your carry weigh is increased by 1% per Strength point, and when overencumbered, you can use Action Points to run.
4- Your carry weigh is now increased by 2% per Strength point, and while over-encumbered, running costs 50% less action points.
5- Your Carry Weight is now increased by 3% per Strength point. The damage resistance of your armor is increased by 1% of your Carry Weight.

Spoiler:  
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  • Rank 1: What are you, part pack mule? Gain +25 to carry weight.
  • Rank 2: You now have +50 to carry weight
  • Rank 3: When overencumberred, you can use Action Points to run.
  • Rank 4: When overencumberred, you can fast travel.
  • Rank 5: (Far Harbor DLC) While over-encumbered, running costs 50% less action points.

Fast traveling while encumbered?! No. Whats the point of Carry weight then?

Steady Aim
1- Hip-fire accuracy is improved by 25% when firing any gun. You also take 10% less damage when reloading.
2- Hip-fire accuracy is now improved by 50% when firing any gun and you now take 20% less damage when reloading.
3- Hip-fire damage is improved by 10% when firing any gun and you now take 30% less damage when reloading.
Spoiler:  
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  • Rank 1: Stay on target! Hipfire accuracy is improved (20%) when firing any gun.
  • Rank 2: Hip-fire accuracy is improved (40%) even more when firing any gun.
  • Rank 3: (Nuka-World DLC) Hip-fire damage is improved (5%) when firing any gun.

Shotgun Surgeon (Basher)
1- Shotguns do 25% more damage against humans and ghouls, and when using Shotguns you take 20% less damage.
2- Shotguns do 50% more damage against targets bellow 50% health.
3- Shotguns do 25% more damage, and Double Barrel Shotgun do an additional 50% damage!*
4- Shotguns have a chance of staggering or knocking down your target. The more pellets, the greater the chance.
* Will also work on modded shotguns like Widow's and Caravan Shotgun, but can potentially work on any modded double barrel.
**Note that Shotguns will still benefit from Rifleman perk, but only Shotguns will benefit from Shotgun Surgeon.

Spoiler:  
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  • Rank 1: Get up close and personal! Gun bashing does 25% more damage.
  • Rank 2: Gun bashing now does 50% more damage and possibly cripples your opponent.
  • Rank 3: Gun bashing now does 75% more damage and has an increased chance to cripple your opponent.
  • Rank 4: Gun bashing does double damage and has an increased chance to cripple your opponent. It may also inflict a Critical Hit.

Insights:
My attempt to make Shotguns viable on late game. 
If you're looking for bashing damage take a look at Iron Fist

Barbarian (Rooted)
1- You have a chance to explode your enemies into a gory red paste. You also do more, and take less, 20% damage while your HP is bellow 50%.
2- While not sneaking you gain +30 Damage and Energy resistances and your power attacks cost 50% less AP.
3- Your Power Attacks are 25% faster and while in combat and not sneaking you perform all actions 15% faster!*
*Increase your animations speed by 15%, works on every animation, from using a stimpack to moving, reloading, swinging melee and so on...
Spoiler:  
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  • Rank 1: You're part tree! While standing still, you gain +25 Damage Resistance and your melee and unarmed attacks deal 25% more damage.
  • Rank 2: While standing still, you now gain +50 Damage Resistance and your melee and unarmed attacks deal 50% more damage.
  • Rank 3: While standing still, you may automatically disarm enemies that use melee weapons against you.

Having to stand still to gain a buff is horrid.

Pain Train
1- You move faster and jump higher when walking underwater in a Power Armor. Sprinting into enemies hurts and staggers them.
2- While wearing a Power Armor you do 10% more damage, and sprinting into enemies now causes severe damage and a more powerful stagger.
3- While wearing a Power Armor you take 50% less damage from explosions. Sprinting into enemies now knock them down, and impact landing inflicts more damage.
Spoiler:  
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  • Rank 1: Choo Choo! All aboard! While wearing Power Armor, sprinting into enemies hurts and staggers them.
  • Rank 2: Sprinting into enemies while wearing Power Armor now causes severe damage and a more powerful stagger.
  • Rank 3: Sprinting into enemies while wearing Power Armor now causes massive damage and knocks them down. Impact landing near enemies inflicts even more damage.

Insights:
Moving underwater on a power armor is now passable.
If you intent to play on Power Armor I strongly recommend No Aggro Impact Landing, so your landing wont turn allies into enemies.

PERCEPTION

Thievery (Pickpocket)
1- Picking pockets and locks are 25% easier. You can place a live grenade in a person's inventory.
2- Picking pockets and locks are now 50% easier. Stealth Boy effectiveness and duration are doubled.
3- Picking pockets and locks are now 75% easier. You can steal equipped items.
4- Grab and run! You gain +5 carry weight per Agility point, and have a 50% chance of avoiding all damage from an attack while under Stealth Boy effect.

Spoiler:  
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  • Rank 1: Your quick hands and sticky fingers make picking pockets 25% easier.
  • Rank 2: Picking pockets is now 50% easier. You can place a live grenade in a person's inventory.
  • Rank 3: Picking pockets is now 75% easier, and you can steal equipped weapons.
  • Rank 4: Picking pockets is now twice as easy, and you can steal equipped items.

Awareness
1- While in VATS you can view a target's specific damage resistances and gain 5% increased damage and chance to hit.
2 - You deal 3% more Limb Damage per Perception and take 50% less damage when performing your attacks in VATS.
Spoiler:  
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Rank 1: To defeat your enemies, know their weaknesses! You can view a target's specific damage resistances in V.A.T.S.
Rank 2: (Nuka-World DLC) Knowing their weaknesses lets you attack more efficiently. 5% increase to hit chance and damage dealt to VATS targets.

Night Person
1- You're a cold creature of the night, your touch can freeze the living! Your melee attacks and gun bashing have a chance to freeze the target.
2- When in combat sprinting will turn you invisible, but will drain much more Action Points.
3- Your damage, chance to hit on V.A.T.S, and XP gain from killing are increased by 10% during night time. You also have Night Vision when sneaking.
Spoiler:  
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  • Rank 1: You are a creature of the night! Gain +2 Intelligence and perception between the hours of 6:00 p.m and 6:00 a.m.
  • Rank 2: You now have +3 to Intelligence and Perception between the hours of 6:00 p.m and 6:00 a.m, and night vision when sneaking.
  • Rank 3: (Far Harbor DLC) You have 30 extra health between the hours of 6:00 p.m. and 6:00 a.m.

Refractor
1- You gain +15 Energy Resistance and take 5% less damage from legendary enemies.
2- You now have +30 Energy Resistance and take 10% less damage from legendary enemies.
3- You now have + 45 Energy Resistance and take 15% less damage from legendary enemies.
4- You now have + 60 Energy Resistance and take 20% less damage from legendary enemies.
5- You take 25% less energy damage, and 25% less damage from legendary enemies.
Spoiler:  
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  • Rank 1: You must be part mirror! Instantly gain +10 Energy Resistance.
  • Rank 2: You now have +20 Energy Resistance.
  • Rank 3: You now have +30 Energy Resistance.
  • Rank 4: You now have +40 Energy Resistance.
  • Rank 5: You now have +50 Energy Resistance.


Sniper
1- You have improved control and can hold your breath longer when aiming with scopes. (unaltered)
2- When aimed through scopes, non-automatic rifles do double damage against targets at full health. (Does not stack with Instigating Legendary Effect).
3- 
While aiming through a scope, non-automatic rifles do 25% more damage, you also have improved control over scopes.
Spoiler:  
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  • Rank 1: It's all about focus. You have improved control and can hold your breath longer when aiming with scopes
  • Rank 2: Non-automatic, scoped rifles have a chance of knocking down your target.
  • Rank 3: Non-automatic, scoped rifles gain +25% accuracy to headshots in V.A.T.S.

This one is a personal fix for scope steadiness, since I'm a lefty, and keybind to hold breath is hardcoded, I couldn't use it reliably. I made the last rank so scope are completely steady while crouched, but not so much if you're standing, but it may varies depending on the rifle.

The knockdown effect was terrible on this perk, as it would often make enemies fall into cover.


Penetrator
1- Your attacks ignore 15% of a target's armor, and in V.A.T.S. you can target an enemy's body parts that are blocked by cover, with a decrease in accuracy.
2- 
Your attacks now ignore 30% of a target's armor, and weapons with Penetrating legendary effect do 20% more damage.
Spoiler:  
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  • Rank 1: There's no place to hide! In V.A.T.S you can target an enemy's body parts that are blocked by cover, with a decrease in accuracy.
  • Rank 2: In V.A.T.S. when you target an enemy's body parts that are blocked by cover, there is no decrease in accuracy.

Insights
The second rank require a legendary weapon effect to be optimal, It's kinda weird I assume, but is my attempt to clear all doubts when choosing a legendary effect for weapons.
(you know what I'm talking about if you use Legendary Modification)
We can never know for sure if the Powerfull (+25% damage) is better or worse than the Penetrator (ignore 30% armor) with this perk, you can have both the damage and the armor penetration.
I also felt shooting enemies on cover without any penalty was too cheesy, so I removed it.



ENDURANCE

Toughness
1- You gain +15 Damage Resistance and take 10% less limb damage.
2- You now have +30 Damage Resistance and take 20% less limb damage.
3- You now have +45 Damage Resistance and take 30% less limb damage.
4- You now have +60 Damage Resistance and take 40% less limb damage.
5- Your gain 25% more Damage Resistance from your equipment, and now take 50% less limb damage.
Spoiler:  
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  • Rank 1: If nothing else, you can take a beating! Instantly gain +10 damage resistance
  • Rank 2: You now have +20 Damage Resistance
  • Rank 3: You now have +30 Damage Resistance
  • Rank 4: You now have +40 Damage Resistance
  • Rank 5: You now have +50 Damage Resistance


Lead Belly
1- You gain +20 Poison resistance and take less radiation from eating or drinking. 
2- You have now +40 Poison resistance, and take even less radiation from eating or drinking.
3- You take no radiation from eating or drinking and receive double bonus and Health Regeneration from any food.*
* Example: If a meal give you +2 END, it will grant +4 instead.
Spoiler:  
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  • Rank 1: Your digestive tract has been adjusted to the weirdness of the Wasteland. Take less radiation from eating or drinking.
  • Rank 2: Take even less radiation from eating or drinking.
  • Rank 3: You take no radiation from eating or drinking.

Chem Resistant
1- You're 30% less likely to get addicted when consuming chems and gain +10 to all resistances while under it's effects.
2- 
You're now 60% less likely to get addicted when consuming chems  and now gain +20 to all resistances while under it's effects.
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  • Rank 1: All the rush without the hassle! You’re 50% less likely to get addicted when consuming chems.
  • Rank 2: You gain complete immunity to chem addiction.

Insights:
The addiction is a cool mechanic, so I didn't want to complete remove it.

Athletic Boy/Girl (Aquaboy/girl)
1- You jump twice as high, and no longer take radiation damage from swimming.
2- You drain 50% less Action Points from sprinting, and is more resistant to stagger.
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  • Rank 1: Water is your ally. You no longer take radiation damage from swimming and can breathe underwater.
  • Rank 2: You become totally undetectable while submerged.

Insights:
The second rank will make you more resistant to stagger. For instance, without the perk, every Sentry Bot's melee attack will make you wobble, badly. Whit the 2nd rank, you will wobble once every 4 or 5 hits, and may wobble faster.
 

Resilience (Rad Resistant)
1- You gain +20 Radiation Resistance and take 10% less damage from explosions.
2- You now have +40 Radiation Resistance and take 20% less damage from explosions.
3- You now have +60 Radiation Resistance and take 30% less damage from explosions.
4- Rad damage will now begin to slowly heal when out of combat. You also can not be critically hit by enemies.
Spoiler:  
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  • Rank 1: Exposure to the Wasteland has made you more resilient, instantly granting a +10 Radiation Resistance.
  • Rank 2: You now have +20 Radiation Resistance.
  • Rank 3: You now have +30 Radiation Resistance.
  • Rank 4: (Far Harbor DLC) You now have +40 Radiation Resistance.

Synth Body (Adamantium Skeleton)
1- You realized you're a Synth! You gain +50 resistance to Poison and Radiation, but take 20% more Limb damage.
2- You are immune to falling damage and can breathe under water.
3- You're the ultimate Terminator and can detect hostile life when aiming down sights. You now take 20% less Limb Damage, instead of more.
Spoiler:  
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  • Rank 1: Your skeleton has been infused with indestructible metal, reducing limb damage by 30%.
  • Rank 2: Your limb damage is now reduced by 60%.
  • Rank 3: Your limb damage is completely eliminated.


Survival Instincts (Cannibal)
1- You deal more Limb Damage the more hungry you are, and more Critical Damage the more thirst.
2- Each rank of adrenaline also reduce all damage you take by 5%.
3- You can feed on corpses of humanoids to restore Health, and when you do, you gain +30 to all resistances and can smell the living for a limited time.

Spoiler:  
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  • Rank 1: Feast on mortal flesh to heal your wounds! Eating human corpses restores Health.
  • Rank 2: Eating Ghoul or Super Mutant corpses restores Health.
  • Rank 3: Eating human, Ghoul or Super Mutant corpses now restores a significant amount of health.

Insights:
My goal here was move the "Cannibal" effect to the last rank, so it can be skipped, and also bring more benefits to the perk if you still want to play a cannibal wanderer.

Ghoulish
1- Radiation now regenerates your lost Health (twice vanilla rate). You also take less damage from radiation based attacks the higher your radiation level is.
2- Radiation now regenerates even more of your lost Health and you gain +2 to Strength and Perception while your radiation level is above 25%.
3- You gain +50 Damage and Energy resistances while your radiation level is above 25%. Higher radiation levels will further increase this bonus.*
4- You do 5% more and take 10% less damage for every 10% of your HP contaminated by radiation. (Up to 50% of your HP).
* Up to 300 to all resistances while radiation is affecting up to 75% of your HP.

Spoiler:  
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  • Rank 1: Sure, you're still human - on the outside! Radiation now regenerates your lost Health.
  • Rank 2: Radiation now regenerates even more of your lost Health.
  • Rank 3: Radiation now regenerates even more of your lost Health, and some Feral Ghouls will randomly become friendly.
  • Rank 4: (Nuka-World DLC) Rad damage will now begin to slowly heal, restoring health in the process.

All Natural (Solar Powered)
1- You enjoy life, and experience it as it is. While clear of chems, XP gain, critical damage and persuasion chance are increased by 20%.
2- While clear of chems, you gain + 1 to all SPECIAL's and is more resistant to stagger.
3- While clear of chems, you gain +20 Action Points and Health, and have the duration of diseases vastly reduced.
* While Clear of chems: without any chems' effect and without an addiction.

Spoiler:  
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  • Rank 1: Catch some rays! Gain +2 to Strength and Endurance between the hours of 6:00 a.m and 6:00 p.m.
  • Rank 2: Sunlight slowly heals your radiation damage.
  • Rank 3: Sunlight regenerates your lost Health.


CHARISMA

Cap Collector
1- Buying and selling prices at vendors are 10% better. You can also invest a total of 500 caps to raise a store's buying capacity.
2- Buying and selling prices at vendors are now 20% better, and an additional 20% better while clear of chems.*
3- You gain +5 Action Points and +1 Charisma for every 3.000 Caps in your pocket (up to 15.000 Caps).

Spoiler:  
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  • Rank 1: You've mastered the art of the deal! Buying and selling prices at vendors are better.
  • Rank 2: Buying and selling prices at vendors are now much better.
  • Rank 3: You can now invest a total of 500 caps to raise a store's buying capacity.

* While Clear of chems: without any chems' effect and without an addiction.

Black Widow/ Lady Killer
1- Your persuasion chance is increased by 2% per Charisma, you also gain thrice as much XP when succeeded.
2- Your persuasion chance is now increased by 3% per Charisma. Men/Woman are easier to pacify with the Intimidation perk.
3- 
Your persuasion chance is now increased by 4% per Charisma. Men/Woman are now even easier to pacify with the Intimidation perk.
Spoiler:  
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  • Rank 01: You're charming... and dangerous. Women suffer +5% damage in combat, and are easier to persuade in dialogue.
  • Rank 02: Women now suffer +10% damage in combat, and are even easier to persuade in dialogue. They are also easier to pacify with the Intimidation perk.
  • Rank 03: Women now suffer +15% damage in combat, and are even easier to persuade in dialogue. They are now even easier to pacify with the Intimidation perk.

Lone Wanderer
1- When adventuring without a companion, you take 15% less damage (now also affect explosion damage) and carry weight increases by 50.
2- When adventuring without a companion, you now take 30% less damage  (now also affect explosion damage) and increases carry weight by 100.
3- When adventuring without a companion, you do 20% more damage, and gain +25 maximum Health when also without a dog.
4- When adventuring without a companion, you have 25 more action points. And now gain +50 maximum Health when also without a dog.
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  • Rank 1: Who needs friends, anyway? When adventuring without a companion, you take 15% less damage and carry weight increases by 50.
  • Rank 2: When adventuring without a companion, you take 30% less damage and increases carry weight by 100.
  • Rank 3: When adventuring without a companion, you do 25% more damage.
  • Rank 4: (Far Harbor DLC) When adventuring without a companion, you have 25 more action points.

Insights: Felts like adding a little more buffs for the players who go even without a dog, which is not considered a follower by the game.

Attack Dog
1- Your faithful canine companion can hold an enemy, giving you a greater chance to hit them in V.A.T.S. (Unaltered).
2- You take 5% less damage when adventuring with your dog, and when your dog holds an enemy, there's a chance he'll cripple the limb he's biting.
3- You do 5% more damage when adventuring with your dog, and when your dog holds an enemy, there's a chance he'll cause them to bleed.
4- You now take 10% less damage and do 10% more damage when adventuring with your dog.
Spoiler:  
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  • Rank 1: Your faithful canine companion can hold an enemy, giving you a greater chance to hit them in V.A.T.S.
  • Rank 2: When your dog holds an enemy, there's a chance he'll cripple the limb he's biting.
  • Rank 3: When your dog holds an enemy, there's a chance he'll cause them to bleed.
  • Rank 4: (Nuka-World DLC) When adventuring with your dog, you take 10% less damage.

Animal Friend
Now works on any creature type instead of only animal type.
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  • Rank 1: Commune with beasts! With your gun, aim at any animal below your level and gain a chance to pacify it.
  • Rank 2: When you successfully pacify an animal, you can incite it to attack.
  • Rank 3: When you successfully pacify an animal, you can give it specific commands.

Local Leader
1- You are able to establish supply lines between your workshop settlements. You also gain + 50% XP from building things on your settlements.
2- You can build stores and workstations at workshop settlements. You also get 15% better prices when dealing inside your settlements.

Spoiler:  
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  • Rank 1: As the ruler everyone turns to, you are able to establish supply lines between your workshop settlements.
  • Rank 2: You can build stores and workstations at workshop settlements.

Party Boy/Girl
1- There's no chance you'll get addicted to alcohol (Unaltered).
2- The effects of alcohol are doubled and last twice as long.
3- You gain +3 Luck and +30 to all resistances while you're under the influence of alcohol.
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  • Rank 1: Nobody has a good time like you! There's no chance you'll get addicted to alcohol.
  • Rank 2: The effects of alcohol are doubled.
  • Rank 3: Your Luck is increased by 3 while you're under the influence of alcohol.

Inspirational
1- Because you lead by example, your companion does 25% more damage (up from 20%), and cannot hurt you.
2- Your companion have +50 Damage and Energy Resistance (up from 20/20), and can't be harmed by your attacks.
3- Your companion takes 30% less damage and carry 50 additional weigh (up from 25).

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  • Rank 1: Because you lead by example, your companion does more damage in combat, and cannot hurt you.
  • Rank 2: Your companion resists more damage in combat, and can't be harmed by your attacks.
  • Rank 3: Your companion can carry more items.

Pest Control (Wasteland Whisperer)
1- You take 15% less damage and do 15% more damage against any creature of the wasteland. You also gain 30% more XP from killing them.
2- You now take 30% less damage and do 30% more damage against any creature of the wasteland, and now gain 60% more XP from killing them.
3- You now gain twice as much XP from killing creatures, and your weapon have a chance poison any living target.
Spoiler:  
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  • Rank 1: Master the post-apocalypse! With your gun, aim at any Wasteland creature below your level and gain a chance to pacify it.
  • Rank 2: When you successfully pacify a Wasteland creature, you can incite it to attack.
  • Rank 3: When you successfully pacify a Wasteland creature, you can give it to specific commands.

Intimidation
1- With your gun, aim at any human opponent of your level or bellow and gain a chance to pacify them, while higher level opponents will deal 10% less damage to you.
2- When you successfully pacify someone, you can incite them to attack. Higher level opponents now deal 20% less damage to you.
3- Your simple presence will eventually scare the heck out of humanoid enemies, and when you successfully pacify someone, you can give them specific commands.

Spoiler:  
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  • Rank 1: Time to show everyone who's boss! With your gun, aim at any human opponent below your level and gain a chance to pacify them.
  • Rank 2: When you successfully pacify someone, you can incite them to attack.
  • Rank 3: When you successfully pacify someone, you can give them specific commands.

*Note that Intimidation now also work on opponents of your level, and not only bellow. This came as a request from people who use enemy scaling mods, which spawn most of them at your level.


INTELLIGENCE

Traveler (VANS)
1- Hold your V.A.T.S key to see the path to your closest quest target. You also move 20% faster with your weapon holstered.
2- You gain 50% more XP from exploration, and have all map locations revealed on your Pip-Boy.

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  • Rank 1: Let Vault-Tec guide you! The path to your closest quest target is displayed in V.A.T.S.
  • Rank 2: +2 Perception.

Medic
1- Increase the effectiveness of Stimpak and RadAway to 35%. You can craft Cryo Sting and Venom Sting* at the Chemistry Station (Syringer Rifle Ammo).
2- Increase the effectiveness of Stimpak and RadAway to 40%. Vastly reduce the duration of immunodeficiency you get from RadAway.
3- Increase the effectiveness of Stimpak and RadAway to 45%. You can now craft Chemical Cosh** at the Chemistry Station.
4- Increase the effectiveness of Stimpak and RadAway to 50%. You take 3% less damage per Intelligence while being healed by a Stimpak.
* Cryo Sting: Freezes the target. Venom Sting: Deals damage based on Medic Perk (it's quite deadly).
**Drug that cures all addictions and diseases (including Mole Rat Disease).

Spoiler:  
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  • Rank 1: Is there a doctor in the house? Stimpaks restore 40% of lost health, and RadAway removes 40% of radiation
  • Rank 2: Stimpaks restore 60% of lost health, and RadAway removes 60% of radiation.
  • Rank 3: Stimpaks restore 80% of lost health, and RadAway removes 80% of radiation.
  • Rank 4: Stimpaks and RadAway restore all health and radiation, and work much more quickly.

Insights:

Stimpaks are a core part of the gameplay, making this perk a must pick. Well, it probable still is, But I felt like reducing the amount of healing you get as well as removing the "faster" healing from the last rank.
-The Syringer ammo is an attempt to make Syringe Rifle actually useful. On my gameplay they're quite deadly, the Venom Sting is amazing to take big fat bosses like Behemoths, they are easier to hit, giving the shots are tricky due to travel time.
-Chemical Cosh is a combination of Antibiotics and Addictol. As you can craft it with different materials, it may come at handy when you lack the components to build an antibiotic or a addictol. As a cool side effect it will lower you senses, even tho pretty funny to experience, it end up being bad idea to use it on combat. It also cleanses Mole Rat disease.

Scrapper
1- You can salvage uncommon components when scrapping weapons and armor. You also get 20% more components when scrapping items inside your settlements.
2- You can salvage rare components when scrapping weapons and armor. Items with favorited components are highlighted while your weapon is wielded.
3- You now get 50% more components when scrapping items inside your settlements.
Spoiler:  
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  • Rank 1: You can salvage uncommon components like screws, aluminium, and copper when scrapping armor and weapons.
  • Rank 2: You can salvage rare components like circuitry, nuclear material, and fiber optics when scrapping weapons and armor. Items with favorited components are highlighted.
  • Rank 3: (Far Harbor DLC) You get more from salvaging.

Chemist
1- Any chems you take last 25% longer. You can craft Buffout at the chemistry station.
2- Any chems you take last 50% longer. You can craft ballistic ammo at the chemistry station.
3- Any chems you take now last an additional 75% longer. You can craft energy weapon cells and fusion cores at the chemistry station.
4- Any chems you take now last twice as long
and you harvest twice as much ingredients.
Spoiler:  
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  • Rank 1: Any chems you take last 50% longer. Far out.
  • Rank 2: Any chems you take now last twice as long.
  • Rank 3: Any chems you take now last an additional 150% Longer.
  • Rank 4: Any chems you take now last an additional 200% Longer.
Insights:
The original perk triplicate the duration of chems, and that's overpower, considering how effective Jet can be on fights, so I decide to reduce the duration. If you still think drugs are way to easy to craft (Jet specially) I suggest my other mod:  
Tali's Difficulty Patch (which, among other stuff, increase the materials required for crafting).

Robotics Expert
1- Hack a robot, and gain a chance to power it on or off, or initiate a self-destruct. You also take 25% less damage from robots.
2- When you successfully hack a robot, you can incite it to attack. You also do 25% more damage against robots.
3- When you successfully hack a robot, you can give it specific commands. Your robotic companion take 25% less damage and gain 25% chance to critically hit.

Spoiler:  
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  • Rank 1: Machines will always serve humans, if you have anything to say about it. Hack a robot, and gain a chance to power it on or off, or initiate a self destruct.
  • Rank 2: When you successfully hack a robot, you can incite it to attack.
  • Rank 3: When you successfully hack a robot, you can give it specific commands.

Insights:
Vanilla rank 2 of this perk already have the "+25% against robots" it's just not mentioned on the tooltip. So I deiced to include as a bugfix, and since I was going to add it to the list, why not make a new cool effect for those who like to use robots as companions. Also work with Synth Curie.


Nuclear Physicist
1- Energy weapons do 10% more damage and Radiation weapons do 50% more damage. Fusion Cores last an extra 25% longer.
2- Energy weapons now do 20% more damage and Radiation weapons now do double damage. Fusion Cores last an extra 50% longer.
3- Energy weapons now do 30% more damage. Fusion Cores last twice as long. (Fusion Core ejection is removed).
*Nuclear Physicist now work properly, because vanilla is totally broken.
Spoiler:  
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  • Rank 1: You've learned to split the atom... and command it. Radiation weapons do 50% more damage and Fusion Cores last an extra 25% longer.
  • Rank 2: Radiation weapons now do double damage and Fusion Cores last an extra 50% longer.
  • Rank 3: Fusion Cores can be ejected from Power Armor like devastating grenades and Fusion Cores last twice as long.

Insights:
This one came as a request, since Vanilla is quite buggy and don't do what it tells on tooltip. I felt like fixing it and also increasing the damage of energy weapons, as they really feel lacking compared to ballistic ones overall. Fusion cores will last longer on Power Armor, but also give you extra ammo when on gatling laser. The Fusion Core ejection was removed due to how bad it is, it not only waste a precious Fusion Core but also block you from using grenades.

Nerd Rage
1- When your Health drops below 30% (up from 20%), time slows and you gain +25 to all resistances and do 10% more damage while the effect lasts.
2- You now gain 50 to all resistances and do 20% more damage while Nerd Rage is in effect.
3- You now gain 100 to all resistances and do 30% more damage while Nerd Rage is in effect. Kills you make while enraged restore some lost Health.

Spoiler:  
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  • Rank 1: Genius. Is. ANGRY! When your health drops below 20%, time slows and you gain +20 Damage Resistance and do 20% more damage while the effect lasts.
  • Rank 2: You now gain 30 more Damage Resistance and do 30% more damage while Nerd Rage is in effect.
  • Rank 3: You now gain 40 more Damage Resistance and do 40% more damage while Nerd Rage is in effect. Kills you make while enraged restore some lost Health.


AGILITY

Sneak
1- You are 15% harder to detect while sneaking.
2- You are now 20% harder to detect while sneaking, and no longer trigger floor-based traps.
3- You are now 25% harder to detect while sneaking, and no longer trigger enemy mines.
4- You are now 30% harder to detect and totally undetectable while submerged.
5- You are now 35% harder to detect while sneaking, and running no longer adversely affects stealth.
Spoiler:  
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  • Rank 1: Become whisper, become shadow. You are 20% harder to detect while sneaking.
  • Rank 2: You are now 30% harder to detect while sneaking, and no longer trigger floor-based traps.
  • Rank 3: You are now 40% harder to detect while sneaking, and no longer trigger enemy mines.
  • Rank 4: You are now 50% harder to detect while sneaking, and running no longer adversely affects stealth.
  • Rank 5: Engaging stealth causes distant enemies to lose you.

Insights:
Here I wanted to reduce the power of sneak, as it can get out of control on end game, having enemies failing to spot you right beneath their noses. I also wanted to remove the invisible thing from the last rank, it's too cheese, but if you like it, check Mister Sandman.

Mister Sandman
1- You can instantly kill a sleeping person and your sneak attacks have a 30% chance to critically hit.
2 - Your silenced weapons do an additional 25% sneak attack damage, and blades have a great chance to apply a strong poison on hit.
3 - Silenced weapons and blades do 10% more damage, and engaging stealth causes distant enemies to lose you.
Spoiler:  
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  • Rank 1: As an agent of death itself, you can instantly kill a sleeping person. Your silenced weapons do an additional 15% sneak attack damage.
  • Rank 2: Your silenced weapons do an additional 30% sneak attack damage.
  • Rank 3: Your silenced weapons do an additional 50% sneak attack damage.

Insights:
This perk had an melee assassin archetype, or should have, so I came with the poison as a buff the blades. It works on any blade, knife, sword, Shishkebab, or any stab weapon.

Acrobatics (Moving Target)
1- While not wearing a power armor you have a 7% chance to dodge any incoming attack, and your equipped apparel weighs 3% less per Agility.
2- While not wearing a power armor you now have a 15% chance to dodge any incoming attack, and your equipped apparel weighs 5% less per Agility.
3- While not wearing a power armor you have now a 20% chance to dodge any incoming attack or explosion, and your equipped apparel weighs 7% less per Agility.
Spoiler:  
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  • Rank 1: They can't hurt what they can't hit! Get +25 Damage Resistance and +25 Energy Resistance when you're sprinting.
  • Rank 2: You now get +50 Damage Resistance and +50 Energy Resistance when you're sprinting.
  • Rank 3: Sprinting costs 50% fewer Action Points.

Insights:
"Sprinting costs 50% fewer Action Points" was moved to Athletic Boy/Girl (Aquaboy/girl)

Ninja
1- Trained as a shadow warrior, your sneak attacks do 25% more damage, and you move 5% faster when sneaking.
2- Your sneak attacks do 50% more damage, and you move 10% faster when sneaking.
3- Your sneak attacks do 100% more damage, while melee sneak attacks are lethal (Not against big targets).
Spoiler:  
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  • Rank 1: Trained as a shadow warrior, your ranged sneak attacks do 2.5x normal damage and your melee sneak attacks do 4x normal damage.
  • Rank 2: Your ranged sneak attacks do 3x normal damage and your melee sneak attacks do 5x normal damage.
  • Rank 3: Your ranged sneak attacks do 3.5x normal damage, melee sneak attacks do 10x normal damage.

Insights:
The 3rd rank will make your melee sneak attacks instantly kills any enemy but Sentry Bot, Behemuth, Mirelurk Queen or Deathclaw.

Quick Hands
1-  You reload guns 35% faster and swing melee weapons 7% faster.
2-  Reloading guns cost 50% less Action Points in V.A.T.S. and you now swing melee weapons 15% faster.
3-  You reload guns and swing melee weapons twice as fast while under effects that slow time.
Spoiler:  
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  • Rank 1: In combat, there's no time to hesitate. You can reload all guns (35%) faster.
  • Rank 2: Reloading guns cost no Action Points in V.A.T.S.
  • Rank 3: (Nuka-World DLC) Quick and efficient. You gain 10 additional Action Points.

Insights:

I didn't wanted to increase reload speed more than vanilla 35%, because when the reload animation is too fast it  "breaks" the animation, making it look unrealistic, that's why I the requirement of slow time effects (like Jet), on that mode it doesn't look fast. Will also work on any "slow time" effect, not only jet.

Blitz
1-  V.A.T.S. melee distance is increased significantly. You also take 15% less damage when unarmed or using a melee weapon.
2-  
V.A.T.S. melee distance is increased even more, and the farther the Blitz distance, the greater the damage. You now take 30% less damage when unarmed or using a melee weapon.
Spoiler:  
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  • Rank 1: Find the gap and make the tackle! V.A.T.S. melee distance is increased significantly.
  • Rank 2: V.A.T.S. melee distance is increased even more, and the farther the Blitz distance, the greater the damage.

Gun-Fu
1- While not wearing a Power Armor, gun damage, reload speed, and damage resistance are increased by 5%.
2- While not wearing a Power Armor, gun damage, reload speed, and damage resistance are now increased by 10%.
3- While not wearing a Power Armor, gun damage, reload speed, damage resistance are now increased by 15% and you also gain 50 Health.
Spoiler:  
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  • Rank 1: You've learned to apply ancient martial arts to gunplay! Do 25% more damage to your second V.A.T.S. target and beyond.
  • Rank 2: In V.A.T.S. you do 50% more damage to your third target and beyond.
  • Rank 3: In V.A.T.S. you instantly do a Critical Hit against your fourth target and beyond.

Insights:
My perk to buff those brave ones who hate those clunky power armors.

LUCK

Beginner's Luck (Fortune Finder)
*Old Fortune Finder is now merged with Scrounger
1- Your chance to hit on V.A.T.S is increased by 1% per Luck. (Don't increase headshot chance).
2- You do more, and take less, 1% damage per Luck.
3- You do 2% more damage per Luck against legendary and higher level enemies.
4- Your chance to hit head shots on V.A.T.S is increased by 1% per Luck, and you always place your bobby pin on the "sweet spot" when lockpicking.
Spoiler:  
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  • Rank 1: You've learned to discover the Wasteland's hidden wealth, and find more bottle caps in containers.
  • Rank 2: You find even more bottle caps in containers.
  • Rank 3: You find even more bottle caps in containers.
  • Rank 4: You find even more bottle caps in containers, and there is a chance of enemies exploding in a shower of caps when you kill them.

Scrounger
1- You've learned to discover the wasteland's hidden wealth, and find more ammunition and bottle caps in containers.
2- You find even more ammunition and bottle caps in containers.
3- You find even more ammunition and bottle caps in containers.
4- You have a chance to find rare components on your loot. Quantity based on your luck.
Spoiler:  
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  • Rank 1: You know just how to scavenge to keep the fight going, and find more ammunition in containers.
  • Rank 2: You find even more ammunition in containers.
  • Rank 3: You find even more ammunition in containers.
  • Rank 4: You find even more ammunition in containers, and there is a chance to gain more ammo when you fire the last round in your clip.

Classic Criticals (Bloody Mess)
1- Your attacks outside V.A.T.S have a 1% chance per Luck to critically hit.
2- Your attacks outside V.A.T.S now have 1.5 % chance per Luck to critically hit.
3- Classic Criticals now also works on V.A.T.S mode.
4- While outside of V.A.T.S, your critical do 50% extra damage, and you deal 15% more limb damage.
*Note that perks and magazines that increase critical damage will also benefit Classic Criticals.
** Classic Criticals will also proc "On critical" effects, like "Freeze the target on critical".
Spoiler:  
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  • Rank 1: +5% bonus damage means enemies will sometimes explode into a gory red paste. Watch out for flying eyeballs!
  • Rank 2: You now inflict +10% damage in combat.
  • Rank 3: You now inflict +15% damage in combat.
  • Rank 4: When an enemy explodes, nearby enemies may suffer the same fate.

Gumshoe (Mysterious Stranger)
1- The case called for plain, old-fashioned private eye work. XP gain and persuasion chance are increased by 1% per Perception.
2- Put on your trench coat! While not wearing armor pieces (Arms, Legs, Chest or Helmet), you receive double the Damage Resistance from your base outfit.
3- While not wearing armor pieces you also get + 1 Agility and Charisma, and + 50 Energy Resistance.
4- Plot Twist! A Mysterious Stranger is helping your case! He will appear occasionally in V.A.T.S to lend a hand and refill your critical bar.
Spoiler:  
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  • Rank 1: Who is he? Why does he help? Who cares! The Mysterious Stranger will appear occasionally in V.A.T.S to lend a hand, with deadly efficiency...
  • Rank 2: The Mysterious Stranger appears more often in V.A.T.S.
  • Rank 3: The Mysterious Stranger appears more often in V.A.T.S. When he kills an opponent, there is a chance your Critical meter gets filled.
  • Rank 4: (Nuka-World DLC) The Mysterious Stranger appears more often in V.A.T.S. When he kills an opponent, there is a high chance your Critical meter gets filled.

Better Criticals
1- Criticals do 50% more extra damage. (unaltered)
2- Your criticals now do 75% extra damage, and you can save a Critical Hit, to be used in V.A.T.S. when you need it the most.
3- Your criticals now do twice as much extra damage, and you can now save 2 Critical Hits, to be used in V.A.T.S.
Spoiler:  
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  • Rank 1: Advanced training for enhanced combat effectiveness! Criticals do 50% extra damage.
  • Rank 2: Your criticals now do twice as much extra damage.
  • Rank 3: Your criticals now do 2.5x as much extra damage.

Deadly Rush (Critical banker)
1- Your attacks on V.A.T.S cost 5% less action Points, and charge your Critical bar 5% faster.
2- Your attacks on V.A.T.S now cost 10% less action Points, and charge your Critical bar 10% faster.
3- Your attacks on V.A.T.S now cost 15% less action Points, and charge your Critical bar 15% faster.
4- Your attacks on V.A.T.S now cost 20% less action Points, and charge your Critical bar 20% faster.
Spoiler:  
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  • Rank 1: You're a patient battlefield tactician, and can save a Critical Hit, to be used in V.A.T.S. when you need it the most.
  • Rank 2: You can now save 2 Critical Hits, to be used in V.A.T.S. when you need them the most.
  • Rank 3: You can now save 3 Critical Hits, to be used in V.A.T.S. when you need them the most. Banking a Critical has a chance to save an additional Critical.
  • Rank 4: (Far Harbor DLC) You can now save 4 Critical Hits, to be used in V.A.T.S. when you need them the most.

Deadly Strike (Grim Reaper's Sprint)
1- Your attacks have a 3% chance to be lethal. (Automatic weapons have reduced chance).
2- Your attacks now have a 5% chance to be lethal. (Automatic weapons have reduced chance).
3- Your attacks now have a 7% chance to be lethal. (Automatic weapons have reduced chance).

Spoiler:  
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  • Rank 1: Death becomes you! Any kill in V.A.T.S. has a 15% chance to restore all Action Points.
  • Rank 2: Any kill in V.A.T.S. now has a 25% chance to restore all Action Points.
  • Rank 3: Any kill in V.A.T.S. now has a 35% chance to restore all Action Points and refill your Critical meter.

Insights:
Deadly Strike give you a chance to deliver a deadly blow to your target no matter it's current HP. It can be very effective against beefy bosses, but not so much against common enemies.
The tooltip mentions that Automatic Weapons have a reduced chance (around 1/3 the chance), but also do Shotguns. I just don't wanted to include on the tooltip because not many people know that each pallet will count as a hit.

Four Leaf Clover
1- There's a chance of enemies exploding in a shower of caps when you kill them.
2- There is a chance to gain more ammo when you fire the last round in your clip.
3- Any kill in V.A.T.S. has a chance to restore all Action Points.
4- 
Feeling lucky? You should! Previous ranks have their chances increased.
Spoiler:  
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  • Rank 1: Feeling lucky? You should! Each hit in V.A.T.S. has a chance of filling your Critical meter.
  • Rank 2: Each hit in V.A.T.S. now has an even better chance of filling your Critical meter.
  • Rank 3: Each hit in V.A.T.S. now has a very good chance of filling your Critical meter.
  • Rank 4: Each hit in V.A.T.S. now has an excellent chance of filling your Critical meter.

Insights: Here I packed all the chance based effects, if you like them.


COMPANION PERKS

Cait: Trigger Rish
Thanks to your relationship with Cait, Action Points regenerate 50% faster and you do 20% more damage when your HP is bellow 35%.

Codsworth: Robot Sympathy
Thanks to your relationship with Codsworth, you take 10% less Damage from robot energy weapons, and 50% less from Assaltron laser beams.

Curie: Combat Medic

Thanks to your relationship with Curie, you gain Luck + 1 while being healed by a Stimpak, and once per day you heal 200 Hit Points if your health falls below 25%. (fixed from vanilla)

Deacon: Cloak & Dagger

Thanks to your relationship with Deacon, you do +20% Sneak Attack damage and have +20% accuracy on VATS when out of combat.

Hancock: Isodoped
Thanks to your relationship with Hancock your attacks on VATS fills your critical bar 10% faster, and you receive 25% less damage from Radiation based attacks.

MacCready: Killshot
Thanks to your relationship with MacCready, headshot accuracy in V.A.T.S. is increased by 5% (fixed from vanilla), and you gain a 25% chance to critically hit enemies bellow 25% HP.

Nick: Bullet for My Valentine
Thanks to your relationship with Nick Valentine, you deal 5% more ballistic damage, and your chance to persuade in dialogue is increased by 5%.

Piper: Gift of Gab
Thanks to your relationship with Piper, you receive double XP for speech challenges and discovering new locations, and 3% more XP from all sources.

Strong: Berserk
Thanks to your relationship with Strong,  you deal 5% more melee damage, and gun bashing does 20% more damage.

X6-88: Shield Harmonics

Thanks to your relationship with X6-88, energy weapons do 5% more damage, and you gain +15 Energy Resistance.

Gage: Lessons in blood
Thanks to your relationship with Gage, you gain +5% more XP from killing and +10 to all resistances.

Danse and Preson: Unaltered




FAQ:
Q: Is it compatible with LevelUpMenuEx ?
A: Yes.

Q: Is it compatible with Be Exceptional ?
A: Yes, but you'll have to install Creative Perks after Be Exceptional. (Keep it on a higher priority on the load list).
Bare in mind that Be Exeptional is not a mod friendly to mid-playthrough installation, or uninstallation.

Q: Is it compatible with Critical Hits Outside of VATS ?
A: Creative Perks does the same thing as Critical Hits Outside of VATS, but it will require you to pick the perk "Classic Criticals"(old Bloody Mess). If you still want to use Critical Hits Outside of VATS, than you should avoid picking the "Classic Criticals" perk, or your critical chance will be twice as high.

Q: is it safe to install mid-playthrough ?
A: Yes. As of version 20.0 it's pretty safe to install Creative Perks on your mid-playthrough. 

Q:  Is it possible to become immune to damage if I stack up to 100%+ damage reduction?
A: No, it can never make you totally immune. For instance, 2 perks that gives you 50% damage reduction, will just multiply incoming damage by 0.5 then by 0.5 again, which is the same as multiply by 0.25
 
Recommended Mods:
Unofficial Fallout 4 Patch (Highly recommended)
Fallout Loot Overhaul (lite)
Unbogus Health Scaling
More Realistic Stealth and Sneaking 
Tali's Difficulty Patch


Requirements:
DLC - Far Harbor
DLC - Nuka World

Incompatibilities:
Anything that also change those perks
But, if you want any other perk mod to prevail over mine, all you have to do is keep it on a high priority on the load list (place it on the most bottom position on the load order on your NMM). The opposite will also work.


Install / Uninstall:
Use NMM.