Fallout 4

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Cirosan

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Cirosan

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About this mod

Adds several new Perks and Traits into the game. New Perks are accessible by constructing a special item at a Chemistry Station, then using the item on your character to add the Perk. New Traits are handled through a custom menu and can be added to a character at any time.

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Traits and More Perks

What does this mod do?


This mod adds a number of new Traits and a few new Perks into the game. Because the standard perk menu (the Vault Boy chart) precludes adding new perks/traits, the new Perks are accessible by constructing a special item at a Chemistry Station, then using the item on your character to add the Perk. New Traits are handled through a custom menu and can be added to a character at any time. Many Traits/Perks are directly inspired by previous Fallout titles, but quite a few are original creations. Also included is an option remove all traits, so if you want to re-spec your character build or want to uninstall the mod, it's only a few clicks away.



News


Updated to Beta4! Now, when you fail to meet a Perk's requirements, another copy of the Perk Injector will be automatically added to your inventory. The Perk Injector will no longer be wasted if you use it when not meeting the requirements.



What's a Trait?


Good question! Traits are special character features that were present in Fallout 1, 2, and New Vegas, but were absent from Fallout 3 and 4. Essentially, Traits are something that add both a valuable advantage AND a great disadvantage to your character, making them even more unique. They're unlike Perks, because Perks can only help your character and are always something good, whereas Traits contain something good AND something bad. Whether a Trait is worth the trade-off is up to your own judgment and playstyle, but experimenting with new Traits can reinvigorate an existing playthrough or add a lot of variety to a second playthrough.



Can this mod be used with an existing save game?


It sure can! All you need to do to access the new Traits and Perks is find a Chemistry Station anywhere and you're free to access all the new content!



How will this work with a new game?


You'll be able to add Traits to your character just after assigning your stats and choosing your name with the Vault-Tec Rep. This is done through a new Terminal in the Sanctuary Hills' house bedroom. A message will remind you of the Terminal when you're done assigning stats.

You can also add Traits to your character just before leaving Vault 111. To the immediate right of the exit elevator, there's a new Terminal that provides the same functionality as above. So whether you're starting from scratch or reloading a Vault 111 save to skip the tutorial, you can pick your Traits from the get-go!



I'm at a Chemistry Station. What do I do to get the new stuff?


It's simple! Just go to the "Perks" section of the recipes, pick out the perk you want, and make the corresponding item. Each item costs rare materials to make and you construct them just like you would any other item. After you've made it, go to your inventory. Under the "Aid" section, go to the bottom, where the new item should be waiting. Then use it on your character and voila! The perk is yours, and you can find it in your Perks menu.

Also, note that you can craft a holotape under the "Traits" section at a Chemistry Station. This holotape, when played on your Pip-Boy, will open the Trait Terminal interface and allow you to customize your Traits at any time. If you're using this mod on an existing save game, this is how you assign Traits to your character (unless you want to trek all the way back to Vault 111, I suppose).

Finally, note that Perks will be listed normally in your Perk menu, while Traits will have "[Trait]" listed before them in the Perks menu to differentiate them.



Can I remove a Trait after I've added it?


Yep! Just open up the Trait Terminal (preferably through the holotape), scroll to the bottom, and select the "Remove All Traits" option. Couldn't be simpler!



Is there any limit on how many Traits I can have at once?


Nope! Previous Fallout titles had a limit of two Traits at once for a character, but with this mod, you can have as many Traits active at once as you want. Possessing certain Traits with contradicting effects (e.g., having both the Gifted and Memento Mori Traits) will result in those effects limiting or even cancelling each other out (using the previous example, having both Gifted and Memento Mori would increase all of your stats by 2 in exchange for making you more vulnerable to weapons and so on). Also, be mindful that adding certain Traits together won't do you much good - for instance, there's not much point in taking Determined with Fast Metabolism, for obvious reasons.



I'm updating from Beta 2.2. How should I install this new version?


Starting with Beta 3, you shouldn't have to go through any special steps any more. However, if you're upgrading from Beta 2.2, see the "Uninstallation / Updating the mod" section below. You'll want to follow the steps for updating, of course.



Can you put all the Traits and Perks this mod adds in a comprehensive list for easy review?


Traits

Bruiser
You hit like a freight train, but your swings are clumsy and inelegant. Power attacks deal 30% more damage, but cost 30% more Action Points to perform.

Determined
Nothing can stop you when you put your mind to something. You take 30% less damage from all weapons and your limbs are twice as hard to cripple, but all chems (including Stimpaks!) have absolutely no effect on you.

Fast Metabolism
Stimpaks and RadAway work twice as quickly, but your rapid metabolism makes you doubly susceptible to poison and radiation.

Finesse
You're not one to attack mindlessly. Ever the thoughtful combatant, you have a flat 10% chance to score a critical hit at any time, but your normal damage is 30% lower.

Four Eyes
While wearing any type of eyewear, you gain a +1 bonus to your Perception. When not wearing any eyewear, you suffer a penalty of -1 to your Perception.

Gifted
You were born talented. However, because you were so gifted, you never got used to learning new things. You gain a +2 bonus to every S.P.E.C.I.A.L. stat, but the rate at which you gain experience is halved.

Good Natured
You spent your youth learning ways to help people, not hurt them. People are easier to persuade, vendor prices are better, and medicine is more effective, but your overall damage is reduced by 20%.

Heavy Handed
Who needs finesse when you have raw strength? Your melee and unarmed damage is 20% lower, but all attacks have a 5% chance of knocking your opponent flat on their face.

Loose Cannon
"Spray and pray," that's your motto. Heavy guns and automatic guns do 25% more damage, but are 25% less accurate both in V.A.T.S. and when firing from the hip.

Memento Mori
Live hard and fast, that's always been your plan. You gain experience at twice the normal rate, but take double damage from all weapons and recover less health from all healing sources.

Small Frame
Being the shortest kid in class may not have done much for your self-esteem, but it sure does make you a smaller target. You gain +1 to your Agility score, but your limbs are 25% more easy to cripple.

Tactical Bombing
Relying on splash damage is for amateurs - a skilled individual will always destroy the right target at the right time. All of your explosives do twice as much damage, but the radius of your explosions is halved.

Trigger Discipline
Haste makes waste - and eats up ammo fast. You've learned to time your shots. Ranged weapons are 25% more accurate in V.A.T.S., but cost 25% more Action Points to fire.

Unto the Breach
Act first, think later. You move 15% faster and your Action Points regenerate 25% more quickly, but you take 25% more damage from all weapons yourself.




Perks

Adrenaline Junkie (2 ranks)
Rank 1:
(REQURES: Level 28, PER 6)
Nothing like ending some poor bastard's life to get the blood pumping. Each kill in V.A.T.S. has a 5% chance of fully restoring your Action Points.

Rank 2:
(REQURES: Level 31, PER 6, Adrenaline Junkie 1)
Each kill in V.A.T.S. now has a 10% chance of fully restoring your Action Points.



Cautious Nature
(REQURES: Level 14)
When your blood gets pumping and your heart starts pounding, your senses become almost super-human. You gain three points of Perception while you're in combat.



Personal Space
(REQURES: Level 18, AGI 4)
Nothing like a round of buckshot to teach people that you like your space. While using ranged weapons, you have a chance of scoring a critical hit against enemies that are within spitting distance of you. This bonus does not apply to sneak attacks.



Preemptive Strike
(REQURES: Level 20)
When in doubt, kill everything in sight. You can never be sure about who's going to hurt you, after all. Your critical chance and weapon damage are significantly increased when attacking someone who isn't actively hostile towards you.



Not Today
(REQUIRES: Level 11)
The closer you are to death, the harder you are to bring down. When you're below 40% Health, you do 10% more damage and gain a +1 bonus to your Strength and Agility scores.



Living Anatomy (2 ranks)
Rank 1:
(REQUIRES: Medic 2)
Sometimes the best medical care is preventative. Stimpaks and RadAway are 10% more effective, and you do an extra 5% damage to humans and non-feral ghouls.

Rank 2:
(REQUIRES: Medic 3, Living Anatomy 1)
You now have a 3% chance of scoring a critical hit at any time against humans and non-feral ghouls.


Confirmed Bachelor (3 ranks)
Rank 1:
(REQUIRES: CHA 2; Player Character must be male)
Men suffer 5% more damage in combat, and are easier to persuade in dialogue.

Rank 2:
(REQUIRES: Level 7, CHA 2, Confirmed Bachelor 1)
Men suffer 10% more damage in combat, and are even easier to persuade in dialogue.

Rank 3:
(REQUIRES: Level 16, CHA 2, Confirmed Bachelor 2)
Men suffer 15% more damage in combat, and are significantly easier to persuade in dialogue.


Cherchez La Femme (3 ranks)
Rank 1:
(REQUIRES: CHA 2; Player Character must be female)
Women suffer 5% more damage in combat, and are easier to persuade in dialogue.

Rank 2:
(REQUIRES: Level 7, CHA 2, Cherchez La Femme 1)
Women suffer 10% more damage in combat, and are even easier to persuade in dialogue.

Rank 3:
(REQUIRES: Level 16, CHA 2, Cherchez La Femme 2)
Women suffer 15% more damage in combat, and are significantly easier to persuade in dialogue.



Eye for an Eye
(REQUIRES: Level 20)
Can't beat the righteous indignation of retribution. You gain a bonus to the damage you deal in combat relative to your lost Health, up to a maximum of a 25% bonus when below 10% Health.


Haute Cuisine (2 ranks)
Rank 1:
(REQUIRES: CHA 2)
And who says table manners aren't useful in the real world? Your ability to make the most out of every meal makes all food and water items restore 20% more health.

Rank 2:
(REQUIRES: Level 18, CHA 2, Haute Cuisine 1)
A little thing like nuclear apocalypse can't slow down your culinary talents. All food and water items now restore 40% more health.


Get the Lead Out! (2 ranks)
Rank 1:
(REQUIRES: Level 12, AGI 7)
You'd think people would be slower and more nervous while fighting for their life. Not you! You move 15% faster when in combat.

Rank 2:
(REQUIRES: Level 24, AGI 7, Get the Lead Out! 1)
You now move 30% faster when in combat.


Big Game Hunter
(REQUIRES: Level 11, END 6)
Nuclear apocalypse or not, humans are still the top of the food chain – and you're the proof. In combat, you do 75% more critical hit damage against animals and mutated animals.


Swift Learner (3 ranks)
Rank 1:
(REQUIRES: INT 4)
Whenever experience points are earned, you gain an additional 5% bonus.

Rank 2:
(REQUIRES: Level 4, INT 5, Swift Learner 1)
Whenever experience points are earned, you now gain an additional 10% bonus.

Rank 3:
(REQUIRES: Level 8, INT 6, Swift Learner 2)
Whenever experience points are earned, you now gain an additional 15% bonus.


Math Wrath
(REQUIRES: Level 10, INT 7)
Fear the power of the floating-point unit! You've optimized your Pip-Boy's V.A.T.S. logic to reduce all Action Point costs by 10%.


Monkey Wrench
(REQUIRES: Robotics Expert 1)
You're familiar enough with robots that taking them apart is a snap - doubly so if you don't care about putting them back together again. You deal 30% more damage against robots when using unarmed or melee weapons.


Nerves of Steel
(REQUIRES: Level 26, AGI 7)
You've seen so much that nothing can knock you off your game any more. In V.A.T.S., your critical gauge charges 10% faster.



Installation


If you're using NMM, installing through that will take care of everything. Just don't forget to enable "CCOFO4 - Traits and More Perks.esp" in the mod manager!

If you're installing manually, extract "CCOFO4 - Traits and More Perks.esp" to your Fallout 4\Data folder, then enable it in the mod manager of your choice. I'd put it relatively late in the load order.



Updating from Beta 2.2


These are the same steps you'll have to follow to update to a new version of the mod, so take note.

1. Load up the game WITHOUT removing the mod.
2. Go to a Chemistry Station and make the "[Remove All Perks]" and "[Remove All Traits]" items.
3. Use both the "[Remove All Perks]" and "[Remove All Traits]" items on your character.
4. AFTER you've used the removal items, THEN save your game.
5. Download the new version and replace the old one in your Fallout 4\Data folder. Re-add your old Perks/Traits at your discretion.



Uninstallation


Starting with Beta 3, you don't have to do any special procedure to uninstall the mod. However, you may wish to remove all traits via the Trait Terminal before you uninstall - otherwise, if you had the Gifted and/or Small Frame traits, you'll keep the stat boost without having the trait's drawback. It's up to you to decide whether you consider that cheating or whatever.



Will you translate this mod into other languages?


I sure will! The actual plugin itself can get a little, uh, labyrinthine, so hit me up in the comments or via PM and I'll provide you the text that needs to be translated, and then I'll edit the plugin accordingly and release the translated file on the mod's page. Any and all translators will receive credit in the respective readme and on the mod's page.



Credits and Final Remarks


Thanks to ElminsterAU, Hlp, Zilav and Sharlikran for FO4Edit, the tool the first versions of the mod were made with.
Thanks to Bethesda Softworks for Fallout 4 and the Creation Kit.
Thanks to Will, Sam, Jon, and Jordin. They know why.
Thanks to Silas Haslam for his book A General History of Labyrinths. Haslam's theories on the construction and navigation of labyrinths proved very useful for modding Fallout 4. In particular, Chapter IX, which connects the advent of European hedge mazes to the intrigue and scandal in the Hohenzollern court, was quite illuminating.

N.B. This is a beta and while I have playtested everything to ensure it works properly, there's always a chance something isn't working as it should. Let me know immediately if you find a suspected bug.

If you want to be notified as soon as I release a new mod or update one of my mods, you can follow me on Twitter: @CirosanCB
I only use the account to post updates about mods, so it won't clutter your feed with any unrelated nonsense.

Have fun!
- Ciro


My Fallout 4 mods:
Full Dialogue Interface

My Fallout: New Vegas mods:
Ulysses Companion Mod
Cirosan's Classic Overhaul