Fallout 4

This is the patchnote of the update 3.0 as of June 1st.


All the changes and additions since the previous patchnote will be written in red.

PART I: Bugs fixes.
PART II: Perks and adjustments.
PART III: Lockpicking and Hacking progression changes.
PART IV: Items and adjustments.
PART V: Companions.
PART VI: Miscellaneous.
PART VII: What is left to do.



PART I: Bugs fixes.


--> Fixed a bug who was causing you to obtain gold instead of bone when scrapping (Fixed in version 2.6.6)


--> Fixed a bug with Field Medic who was incorrectly increasing the effect of all drugs, on top of reversing the effects of Jet and similar drugs. (Fixed in version 2.6.6)


--> The weapon Flamer has been cleaned up from all modifications to make it compatible with the perk Metal Gear.
The changes made to Metal Gear having made the modifications of the Flamer redundant, I reversed the later.
This change, who doesn't have any any impact of the mod itself, however frees the Flamer from any potential incompatibility with others mods. (Fixed in version 2.6.7)


--> The Energy Bobblehead now properly gives its accuracy bonus only to energy weapon instead of all weapons. (Fixed in version 2.6.7)


--> Fixed an issue on the companion version of the perk Gift of Eternity, who could cause them to experience a sudden death when the player was making them change outfits. Note that this issue was only occurring to players who like me have deactivated NPC immortality. (Fixed in version 3.0)


--> Recycled Railway spikes now correctly give steel when recycled instead of powder. (Fixed in version 3.0)


--> Fixed an issue on Metal Gear (Rank 6) who was incorrectly increasing all damage once the character was reaching the level 220 instead of only increasing heavy weapon damage.



PART II: Perks.


--> The perk Damage and values overhaul has now only one version available, based on the Normal mode value, and who will now work regardless of the settings. (Fixed in version 2.6.7)


--> The old perk Junkie whom you could convert to Chemist in the version 2.6.7 has now been permanently removed from the game, the recipes and the associated books allowing the conversion have also been removed.
Chemist is now renamed Junkie. (Fixed in version 3.0)


--> Woman of steel, whom you could convert to Man of steel in the version 2.6.7 has now been permanently removed from the game, the recipes and the associated books allowing the conversion have also been removed. (Fixed in version 3.0)


--> Man of steel (General)
- The perk now increases your maximum carry weight by a percentage instead of by an absolute value.
- The ranks 3 and 4 now also give a bonus to your max carry weight, thus smoothing the evolution curb of the bonuses.
- Due to this change, the carry weight bonus will now no longer be different whenever you play in Normal or Survival mode, and the description of the perk has been updated to reflect this change.
- Man of steel carry no longer increases your max carry weight when wearing a Power Armor.
- Man of steel (Rank 1): Increases your max carry weight by 8%.
- Man of steel (Rank 2): Increases your max carry weight by 16%.
- Man of steel (Rang 3): Now also increases your max carry weight by 24%.
- Man of steel (Rank 4): Now also increases your max carry weight by 32%.
- Man of steel (Rank 5): Increases your max carry weight by 40%.



--> Super lifter (General)
- The perk now increases your maximum carry weight by a percentage instead of by an absolute value.
- Due to this change, this perk is no longer affected by the difficulty mode.
- Super lifter's effect are compatible with Man of steel's and are additive.
- Super lifter: Increases your max carry weight by 40%.



--> Refractor is removed from the game and its effects have been moved to The Wall.


--> The Wall (General)
- The Wall now reduce all damage taken, with the exception of explosion damage.
- The Wall no longer reduce damage taken when wearing a Power Armor.
- The Wall (Rank 1): The damage reduction value is reduced from 5% to 4%. In Survival mode, this value is reduced from 2.5% to 2%.
- The Wall (Rank 2): The damage reduction value is reduced from 10% to 8%. In Survival mod, this value is reduced from 5% to 4%.
- The Wall (Rank 3): The damage reduction value is reduced from 15% to 12%. In Survival mode, this value is reduced from 7.5% to 6%.
- The Wall (Rank 5): The damage reduction value is reduced from 35% to 30%. In Survival mode, this value is reduced from 18% to 15%.
- The Wall (Rank 6): The damage reduction value is reduced from 50% to 40%. In Survival mode, this value is reduced from 25% to 20%.



--> A new perk, Turret syndrom, has been added to the game and replaces Refractor.
Turret syndrom will allow you to build more complex and powerful turrets, on top of making your current and previously built turrets more powerful and resistant.
Turret syndrom comes with a complete overhaul of the turrets, see the PART IV for more details.


--> Master hunter is renamed Survivalist.
--> Survivalist (General)
- Survivalist (Rank 5) has been added to the game.
- Survivalist (Rank 2): The description has been updated for more clarity.
- Survivalist (Rank 5): Allows your to stay underwater indefinitely.


--> Containment chamber (General) now also reduces radiation taken when in water.


--> Aqua-boy/Aqua-girl has been removed from the game and its effects have been moved to Survivalist and Containment chamber.


--> A new perk, Hibernatus, has been added to the game and replaces Aqua-boy/Aqua-girl.
Hibernatus will give you supplementary bonuses when you benefit from either the effect Well rested or Lover's embrace, thus encouraging you to sleep regularly to maintain these bonuses.
- Hibernatus (Rank 1): Benefiting from either the effect Well rested or Lover's embrace also increases your Strength and Endurance by 1 for the duration of the effect.
- Hibernatus (Rank 2): Benefiting from either the effect Well rested or Lover's embrace also increases your Strength and Endurance by 2 for the duration of the effect.
- Hibernatus (Rank 3): Benefiting from either the effect Well rester or Lover's embrace also increases your Strength and Endurance by 3 for the duration of the effect.



--> Acrobat (General).
- Acrobat has been completely overhauled and does no longer increases Action Point nor reduce Action Point costs anymore, instead, Acrobat now increases your jumping height, and reduces your fall damage.
- Acrobat (Rank 1): Increases your jumping height by 20% and reduces fall damage by 25%.
- Acrobat (Rank 2): Increases your jumping height by 40% and reduces fall damage by 50%.
- Acrobat (Rank 3): Increases your jumping height by 60% and reduces fall damage by 75%.
- Acrobat (Rank 4): Increases your jumping height by 80% and makes your immune to fall damage. Also, each Agility point above 6 further increases your jump height by 5%, up to 20 Agility.



--> Overclocked (General)
- Overclocked now also increases your Action Points.
- Overclocked (Rank 1): The Action Points regeneration rate bonus is reduced from 50% to 25%. Now also increases your Action Points by 20.
- Overclocked (Rank 2): The Action Points regeneration rate bonus is reduced from 100% to 50%. Now also increases your Action Points by 40.
- Overclocked (Rank 3): The Action Points regeneration rate bonus is reduced from 150% to 75%. Now also increases your Action Points by 60.



--> Nuclear Trance (General)
- Nuclear Trance has been completely overhauled and except for the Rank 2, no longer increases your radiation damage.
- Nuclear Trance (Rank 1): All your energy weapons now deal 6 points of extra radiation damage.
- Nuclear Trance (Rank 2): Increases your radiation damage by 50%, and for every 10% of radiation you are currently suffering, this bonus is further increased by 15%.
- Nuclear Trance (Rank 3): You constantly emit a radioactive aura around you, which deals 8 points of radiation damage to foes in its area. If your health drops under 35% or if your current radiation levels goes above 50%, the damage of the aura is doubled.
- Nuclear Trance (Rank 4): If your health drops under 35% AND your current radiation levels goes above 50%, all your attacks deal extra radiation damage.


--> Ultra-jet man is removed from the game and its effects are moved to Junkie.


--> Junkie (General) now also reduces the risks of developing a drug addiction.
- Junkie (Rank 1): Now also reduces the risks of developing a drug addiction by 33%.
- Junkie (Rank 2): Now also reduces the risks of developing a drug addiction by 66%.
- Junkie (Rank 3): Now makes you immune to the risks of developing a drug addiction.



-- Piercing shot (General)
- The bleeding effect does not stacks on itself anymore.
- Due to this change, the bleeding effect damage have been harmonized and now only use the non-automatic weapons version.
- Piercing shot (Rank 1): Corrected the description who was incorrectly stating that the bleeding damage was based on the player's level.



--> Role model (General)
- Role model's effects don't apply anymore to canine and robotic companions.
- Role model (Rank 3): The damage bonus is reduced from 75% to 50%. Now, each Charisma point above 9 also further increases the damage bonus by 5%, up to 20 Charisma.


--> A new perk, Sadism, has been added to the game. Sadism increases the damage you do to your enemies limbs by 400%.
Sadism belongs to the "Overpowered perks" line and can be obtained in the same way as the others.
See the PART IV for more details.


--> A new perk, Mega explosions, has been added to the game. Mega explosions increases the radius of all your explosions by 400%. Mega explosions belongs to the "Overpowered perks" line and can be obtained in the same way as the others.
See the PART IV for more details.


--> A new perk, Natural healing, has been added to the game. Natural healing gives you a constant health regeneration, with the exception of combats were it is deactivated, based on your current level (Caped at level 100), at the cost of cancelling the healing effects of every item from the game.
Natural healing belongs to the "Game changer perks" line and its goal is to radically alter the game's experience by emulating the natural healing process of the human body, while removing all others sources of healing, forcing you to rest and manage your health more cautiously.
Natural healing can be obtained the same way as the others Game changer perks, see the PART IV for more details.


--> Locksmith has been removed from the game.
See the PART III for all the details.


--> Code breaker has been removed from the game.
See the PART III for all the details.


--> A new perk, Gymnast, has been added to the game and replaces Locksmith.
Gymnast reduces all your Action Points costs and will help you perform longer.
- Gymnast (Rank 1): Reduces all Action Points costs by 10%.
- Gymnast (Rank 2): Reduces all Action Points costs by 20%.
- Gymnast (Rank 3): Reduces all Action Points costs by 30%.



--> A new perk, Robotician, has been added to the game and replaces Code breaker, Robotician has 4 ranks and increase the efficiency of your robotic companions.
- Robotician (Rank 1): Reduces the damage taken by your robots by 90% and make them unable to hurt the player and to be hurt by the player.
- Robotician (Rank 2): Your robots move 100% faster and all their attacks do extra electrical damage.
- Robotician (Rank 3): Your robots can carry 50% more weight.
- Robotician (Rank 4): Your robots do 80% more damage, and each Intelligence point over 10 further increase that amount by 8%, up to a maximum of 20 Intelligence.


--> Nightwish is renamed Hitman and has been completely overhauled.
Hitman doesn't increase your Perception and Intelligence during night anymore, but increases your sneak damage with ballistic weapons.
- Hitman (Rank 1): Ballistic weapons equipped with a scope or a silencer do 25% more sneak damage.
- Hitman (Rank 2): Ballistic weapons equipped with a scope or a silencer do 50% more sneak damage.
- Hitman (Rank 3): Ballistic weapons equipped with a scope or a silencer do 75% more sneak damage.
- Hitman (Rank 4): Ballistic weapons equipped with a scope or a silencer do 25% more damage to ennemies below 50% health.


--> Mister Sandman is renamed A blade in the night.
- A blade in the night (Rank 1): No longer increases damage from weapons equipped with a scope or a silencer.
- A blade in the night (Rank 2): Your bladed weapons are impregnated with a toxic agent, causing each hit to poison organic ennemies.
- A blade in the night (Rank 3): Daggers have 20% more chance of landing a critical strike and these critical hits do 50% more damage.


--> Sniper (General)
- The Ranks 3 and 4 have been switched.


--> Helltrain (General)
- Helltrain (Rank 4) and Helltrain (Rank 5) have been added to the game.
- Helltrain (Rank 4): Ramming a human or ghoul enemy whose health is below 20% has 50% chance of instantly killing him. Has no effect on bosses and legendary foes.
- Helltrain (Rank 5): You can now ram your enemies without needing to wear a Power Armor. The intensity of the effect and the damage dealt depend of your Strength.


--> The Nuka-world perk SCAV! - Villainous Virtuosity has been renamed Nuka-King and has been completely overhauled.
- Nuka-King increases the effect of all Nuka-Cola beverages by 15%.



--> Due to the large changes in the Intelligence tree, some perks have exchanged their positions.
- Robotician moves from the 1st line to the 9th line.
- Field medic moves from the 3rd line to the 1st line.
- Scrapper moves from the 4th line to the 3rd line.
- Master engineer moves from 5th line to the 4th line.
- Nuclear Trance moves from the 7th line to the 5th line.
- Turret syndrom moves from the 9th line to the 7th line.


--> Punching machine (Rank 2): The damage bonus in Survival mode is increased from 20% to 24%.
--> Punching machine (Rank 4): The damage bonus in Survival mode is increased from 45% to 50%.
--> Punching machine (Rank 5): The damage bonus in Survival mode is increased from 70% to 75%.
--> Punching machine (Rank 6): The damage bonus is reduced from 280% to 250%.
- The required level to benefit from the supplementary bonus is increased from 155 to 180.
- The damage bonus from the level 180 is reduced from 400% to 360%.
- The damage bonus in Survival mode is reduced from 120% to 100%.
- The damage bonus in Survival mode from the level 180 is reduced from 175% to 150%.


--> Bigger stick (Rank 4): The damage bonus in Survival mode is increased from 48% to 50%.
--> Bigger stick (Rank 6): The damage bonus from the level 190 is reduced from 475% to 400%.


--> Meat cleaver (Rank 2): The damage bonus to power attacks is reduced from 60% to 50%.


--> Metal gear (Rank 1): The damage bonus for the minigun and flamethrower is increased by 10% to 16%.
- The damage bonus in Survival mode is increased from 12% to 16%.
- The damage bonus for the minigun and flamethrower in Survival mode is increased from 4% to 8%.
--> Metal gear (Rank 2): The damage bonus for the minigun and flamethrower is increased from 24% to 32%.
- The damage bonus in Survival mode is increased from 24% to 28%.
- The damage bonus for the minigun and flamethrower in Survival mode is increased from 12% to 16%.
--> Metal gear (Rank 3): The damage bonus is reduced from 100% to 96%.
- The damage bonus for the minigun and flamethrower is increased from 40% to 48%.
- The damage bonus in Survival mode is increased from 45% to 48%.
--> Metal gear (Rank 4): The damage bonus in Survival mode is increased from 70% to 75%.
--> Metal gear (Rank 5): The damage bonus is reduced from 375% to 300%.
- The damage bonus for the minigun and flamethrower is reduced from 120% to 100%.
- The damage bonus in Survival mode is reduced from 130% to 100%.
- The damage bonus for the minigun and flamethrower in Survival mode is reduced from 75% to 70%.
--> Metal gear (Rank 6): The damage bonus is reduced from 550% to 500%.
- The damage bonus from the level 250 is reduced from 800% to 750%.
- The damage bonus for the minigun and flamethrower is reduced from 200% to 160%.
- The damage bonus for the minigun and flamethrower from the level 250 is reduced from 280% to 240%.
- The damage bonus in Survival mode is reduced from 210% to 160%.
- The damage bonus in Survival mode from the level 250 is reduced from 300% to 240%.
- The required level to benefit from the supplementary bonus is increased from 220 to 250.


--> Conquest of the West (General).
- Conquest of the West does not longer increase the range of your weapons.
- Conquest of the West (Rank 6): The damage bonus is reduced from 250% to 225%.
- The damage bonus from the level 200 is reduced from 400% to 320%.
- The damage bonus in Survival mode from the level 200 is reduced from 160% to 150%.


--> Le vieux fusil (General).
- Le vieux fusil does not any longer ignore part of the enemies resistances, but instead increases the range of your rifles.
- Le vieux fusil (Rank 1): Now also increases the range of your rifles by 10%.
- Le vieux fusil (Rank 2): Now also increases the range of your rifles by 20%.
- Le vieux fusil (Rank 3): Now also increases the range of your rifles by 30%.
- Le vieux fusil (Rank 4): Now also increases the range of your rifles by 40%.
The damage bonus is reduced from 125% to 120%.
- Le vieux fusil (Rank 5): Now also increases the range of your rifles by 50%.
The damage bonus is increased from 170% to 180%.
The damage bonus in Survival mode is increased from 85% to 90%.
- Le vieux fusil (Rank 6): The damage bonus is reduced from 275% to 250%.
The damage bonus from the level 210 is reduced from 450% to 375%.
The damage bonus in Survival mode from the level 210 is increased from 175% to 180%.


--> Killing spree (General).
- The ranks 1 to 5 of Killing spree now reduce the dispersion of your shots.
- Killing spree (Rank 1): Now also reduce the dispersion of your shots by 5%.
- Killing spree (Rank 3): The bonus to the reduction of dispersion is reduced from 30% to 15%.
- Killing spree (Rank 4): Now also reduce the dispersion of your shots by 20%.
- Killing spree (Rank 5): Now also reduces the dispersion of your shots by 25%.
The damage bonus is reduced from 110% to 100%.
- Killing spree (Rank 6): The damage bonus is reduced from 150% to 125%.
The required level to benefit from the supplementary bonus is increased from 180 to 200.
The damage bonus from the level 200 is reduced from 200% to 180%.


--> Bomb-A-Stic (Rank 4): The damage bonus is reduced from 250% to 200%.
--> Bomb-A-Stic (Rank 5): The damage bonus is reduced from 500% to 400%.


--> Magic fingers (Rank 1): The bonus to the chances of pickpocketing is reduced from 40% to 30%.
--> Magic fingers (Rank 2): The bonus to the chances of pickpocketing is reduced from 80% to 60%.
--> Magic fingers (Rank 3): The bonus to the chances of pickpocketing is reduced from 135% to 100%.
--> Magic fingers (Rank 4): The bonus to the chances of pickpocketing is reduced from 300% to 200%.


--> Law of numbers (General).
- Law of numbers (Rank 4) has been added to the game.
- Law of numbers (Rank 4): Your attacks have a chance to instantly kill your target.


--> Immortality (Rank 1): The health bonus is reduced from 35 to 25.
--> Immortality (Rank 2): The health bonus is reduced from 60 to 50.


--> Inflexible (General).
- Inflexible doesn't provide its effects anymore when your are wearing a power armor.


--> Tyrant (General).

- Tyrant (Rank 4) has been added to the game.
- Tyrant (Rank 4): Increases the damage you do to legendary enemies by 25%.


--> Attack dog (General).
- Attack dog (Rank 1): Now also increases the damage done by dogs by 15%.
- Attack dog (Rank 2): Now also increases the damage done by dogs by 30%.
- Attack dog (Rank 3): Due to changes brought to Dogmeat, this rank no longer gives the dog a chance to cause bleeding to his targets (Read the Part V: Companions for more details).
Increases the damage done by dogs by 45%, this amount is raised to 60% against foes whose health is below 50%.
- Attack dog (Rank 4): The damage bonus is reduced from 100% to 60%, this amount is raised to 75% against foes whose health is below 50%.


--> Power armor expert has been completely overhauled and the Rank 6 has been added to the game.
- Power armor expert (Rank 1): When wearing a complete power armor, you are completely sealed in and can stay underwater indefinitely and can carry 50% more weight.
The required level for this rank is increased from 5 to 10.
- Power armor expert (Rank 2): Wearing a complete power armor increases the damage of your energy weapons by 35%.
The required level for this rank is increased from 25 to 30.
- Power armor expert (Rank 3): The accuracy bonus and the Action Points costs reduction in VATS mode are reduced from 30% to 20%.
The required level for this rank is reduced from 49 to 45.
- Power armor expert (Rank 4): The required level for this rank is reduced from 74 to 70.
- Power armor expert (Rank 5): Wearing a complete power armor renders you immune to radiation and increases your maximum carry weight by 100%.
The required level for this rank is reduced from 112 to 90.
- Power armor expert (Rank 6): Wearing a complete power armor renders you immune against attacks who do less than 10 points of damage.

Note of the developer: I struggled a lot to bring a new life to this perk I like very much, as the base game doesn't offer anything related to power armors and their use, however, as my mod aim to respect some coherence, and since in the Fallout lore, power armors are basically the absolute best armor in existence, who can even shrug off tank fire at point blank range, it was obvious to me I had to give back its letters of noblesse to the power armor.
Unfortunately, and although I succeeded in making the power armor really live to its reputation, the perk in its ensemble was simply way too powerful, and while keeping its absolute unstoppable iron juggernaut vibe, I needed to tone the power of this perk down, so it doesn't utterly crushes every other gameplay style by looking much more powerful than everything else, which is not my philosophy, since my philosophy is actually that every SPECIAL stat and the perk attached to them must be completely viable AND fun by itself, without needing to take from another column to get it to work.



--> Containment chamber (Rank 6): No longer renders you immune to radiation, but instead reduces radiation taken by 95%.


--> Ancient knowledge (General)
- Ancient knowledge (Rank 4) has been removed from the game.
- Ancient knowledge (Rank 1): The experience bonus has been reduced and is now equivalent to half the character's current level instead of being equivalent to the full level.
The amount of experience bonus now caps off at level 250.
- Ancient knowledge (Rank 2): Now increases the experience gained by destroying machines by 50%.
- Ancient knowledge (Rank 3): The experience bonus gain is reduced from 50% to 20%.

Note from the developer: Although I like this perk very much, which is one of the very first perks I've created for this mod, four years ago, as I was searching for a way for my character, Jenna, to level up without being forced to do quests I didn't want to do, this perk as it was, was, like Power armor expert, way too powerful, in that it was allowing the player for a very fast leveling path, who was increasing in speed as the player was leveling up.
And while at first, requiring 10 Intelligence to be able to take that perk was looking like a good idea, and was completely in line with my philosophy of putting the highest SPECIAL requirement for the strongest perks, this one was simply way too powerful, and ultimately, since it was allowing for a much faster leveling speed, it quickly felt mandatory to invest SPECIAL points in Intelligence to quickly get that perk and start leveling much faster.
As I stated above, my philosophy is that each SPECIAL must be viable AND fun by itself, with their own identity and unique quirks, that particular quirk in Intelligence was simply too big and was overshadowing everything else, since the game's progression is ruled by perks, who can be obtained by leveling up, increasing the rate at which you gain experience means you will progress faster, and giving that much bonus to this unique perk was simply making everything else less interesting.

This is why, although I want to keep this perk as it is, I have heavily nerfed it (And will do it again if necessary) and brought some changes to the 2nd rank, to be more in line with the spirit of the Intelligence column I want to bring.



--> Local leader (General)
- Due to the addition of the new perk Turret syndrom, the Rank 3 of Local leader has been removed, and the Rank 4 now occupies its position.
- Local leader (Rank 3): The required level for this rank is increased from 29 to 36.


--> Lone wanderer has been renamed Antisocial.
- The ranks 3 and 4 have been switched.
- Antisocial (Rank 1): No longer increases your max carry weight by 50, but by 10%.
- Antisocial (Rank 2): No longer increases your max carry weight by 100, but by 20%.

Note of the developer: I don't like this perk. To me, Lone wandered (Or Antisocial as it is named now) doesn't have any room in the Charisma column; charisma is a social skill, which is used to make friends, allies, to inspire people, or simply to generally socialize and integrate in a society, a loner, by definition, either doesn't have any charisma, hence why he is a loner (Yes, its generalized, whatever, you get the idea), or he has charisma, but doesn't use it.
Anyway, and although this perk does have sense in a pure gameplay perspective, as it serves to balance the increase in power that a companion provides and to not make you feel you are forced to take a companion to be viable, in terms of philosophy of this mod, this perk simply has no place here.
Unfortunately, I haven't been able to find any good idea to replace it, or rather, to be precise, I had a good idea, but it implied a definitive choice for the player: either playing as a complete loner and be prevented from taking others Charisma related perks, or not having this perk, but being able to take others Charisma related perks; I liked that idea, but I don't like the idea of forcing people to make choices they can't undo after, so I scrapped it, for now...
Anyway, for now, Lone wandered, or rather, Antisocial, as I renamed it to better highlight its nature, related to others Charisma perks, stays on board.
Until I find an idea to get rid of it.



--> Armorer (Rank 4): The description has been modified to remove any mention of Synths armors.


--> Durable development: The bonus amount of resources obtained when scrapping is reduced from 100% to 50%.


--> The Nuka-World perk Scav! Bladed Bravado has been renamed Nukalicious and has been overhauled.
- Nukalicious now increases the damage from the Acid soaker and the Thirst zapper by 20%.


--> The magazines and companions perks have been largely overhauled, here are the details.

Magazines: Unbelievable tales.

--> Vampire is renamed Nocturnal predator and has been overhauled.
- Nocturnal predator now increases your sneak damage by 35% during night.

--> Perfection incarnate: The SPECIAL bonus is reduced from 3 to 1.

--> The Wolf of Wall Street: The extra amount of caps you can invest to a vendor is reduced from 2000 to 1000.

--> Slayer of legends is renamed Monster hunter.

--> Master hacker is renamed Chest piercer and has been overhauled.
- Chest piercer now causes your melee attacks to ignore 15% of your enemies resistances.


Magazines: Wasteland survival.

--> Insecticide: The damage bonus is reduced from 20% to 15%.

--> Mutant slayer has been overhauled and does no longer increases your critical hit chances against Super-mutants.
- Mutant slayer increases the damage you deal against Super-mutants by 12% and now is also applied to Super-mutant hounds.

--> Ghoul-proof: The damage reduction bonus is reduced from 20% to 10%.

--> Big game hunter: The experience bonus is reduced from 100% to 80%.


Legendary artisan.

--> Mutant researcher is renamed Mutant researcher (Grade 1) for more clarity.
--> Mutant researcher expert is renamed Mutant researcher (Grade 2) for the same reasons.


Companions perks.

--> Vivacity (Cait)
- The bonus to the Action Points regeneration is reduced from 50% to 20%.

--> Robotic anatomy (Codsworth) is renamed Robotic friendship.
- Robotic friendship: The damage bonus is reduced from 20% to 10%.

--> Strength of the Steel (Danse) is renamed Steel connexion and has been overhauled.
- Steel connexion now increases the damage done to Feral ghouls, Super-mutants and Synths from 1st and 2nd generation by 8%.

--> Cloak of shadows (Deacon) has been overhauled.
- Cloak of shadows now increases the damage of weapons equipped with a silencer by 15%.

--> Goodneighbor citizenship (Hancock) has been overhauled.
- Goodneighbor citizenship now gives your 12% more favorable prices from merchants of Goodneighbor and allows you to invest 200 more caps in their businesses.


Note from the developer: The effects of this perk are fully compatible with others mods and will affect any merchant brought to Goodneighor by others mods.

--> Running man (Maccready)
- The sprint cost reduction bonus is reduced from 33% to 15%. The damage bonus is reduced from 50% to 20%.

--> Metal soul (Nick) is renamed Spark of life and has been overhauled.
- Spark of life increases your armor by 8% and causes your attacks to ignore 15% of the 1st and 2nd generation Synths resistances.

--> Diplomat (Piper) is renamed Investigation.
- Investigation no longer give you better prices.
- Investigation no longer yields you 30 experience point for persuasion success, but instead increases the experience gained from these by 20%.
- Investigation now increases by 15% your chances of success of persuasion checks.

--> Brothers in arms (Preston).
- The damage bonus is reduced from 15% to 10%.
- The damage reduction bonus is increased from 5% to 10%.

--> Fleshstorm (Strong) is renamed Bloodlust.
- Bloodlust no longer increases your max carry weight.
- The damage bonus is reduced from 50% to 35%.

--> Magnetic resonance (X6-88) has been overhauled.
- Magnetic resonance now increases the damage of your energy weapons by 15%, this amount is doubled if you use Institute weapons.

--> Lessons in blood (Gage) is renamed Gangs war and has been overhauled.
- Gangs war now increases the damage you do to the Commonwealth raiders by 10%.

--> Hunter's wisdom (Longfellow) is renamed Hawkeye and has been overhauled.
- Hawkeye now increases the damage you do to marine or swamp creatures when using non-automatic ballistic rifles or the harpoon gun by 20%.


Note of the developer: I had not yet touched upon Gage's and Longfellow's perks who until now were still the Vanilla game version, this is now changed.


PART III: Lockpicking and hacking progression changes.


A new system of progression for Lockpicking and Hacking has been implemented. Now, your capability to open locked doors or hacking computers will directly be determined by the number of success you previously accomplished.

This progression aims to emulates the Elder Scroll games system of progression, with the philosophy that practices makes the master.
Thus, the more you will successfully open locks or hack computers, the more you will improve, thus making you able to try more complex locks or computers.

Although this new progression system is passive in the way you cannot anymore allocate perks points to improve your skills, it is however very proactive in the way it encourages you to try to open and hack everything you stumble upon, as each success will make you better at picking/hacking, and once certains thresholds attained, will unlock the capacity to try more complex locks and computers.
In short, if you want to be able to hack an expert computer or pick a master lock, you will have to train and improve yourself before.

Because of this new system, the perks Locksmith and Code breaker have become redundant, and have been removed from the game, as you have seen in the PART II.

All the bonuses and abilities given by these perks are now passively gained by attaining certain threshold, as shown below:

- You start the game with the ability to pick and hack Novice level locks and computers, just like in the base game.

Progression for locksmithing:
- Successfully opening 20 locks will unlock the possibility to try and open Advanced level locks.
- Successfully opening 45 locks will unlock the possibility to try and open Expert level locks.
- Successfully opening 80 locks will unlock the possibility to try and open Master level locks.
- Successfully opening 160 locks will render your bobby pins unbreakable.

Progression for hacking:
- Successfully hacking 8 computers will unlock the possibility to try and hack Advanced level computers.
- Successfully hacking 20 computers will unlock the possibility to try and hack Expert level computers.
- Successfully hacking 40 computers will unlock the possibility to try and hack Master level computers and will reduce to 0 the lockdown delay when you fail in your attempt.
- Successfully hacking 80 computers will add 1 extra attempt to all your future hacking attempts.

Take note of the following:

--> As you seen, and like in the base game, the progression for Locksmithing and Hacking is separate.
--> The game doesn't take account of the difficulty of the locks or the computers you have hacked, it only registers how many times you actually succeeded, which mean you could absolutely train and raise your skill level by repeatedly opening Novice level doors or computers.
--> If you have already attained the required threshold before installing the mod or updating it to the version 3.0, you will retroactively unlock all the benefits corresponding to your current number of successes, regardless of your previous proficiency pre-update.
--> In the same way, if you had the Advanced level or above unlocked by the means of the perk, but have not progressed toward the required number of successes, upon installation or update of the mod, you will loose your proficiency and will have to train in order to regain it.
--> The numbers displayed above are the most heavily susceptible to change between now and the release of the patch.



PART IV: Items.


--> All the books Incredible stories and Survival in the wastes have seen their titles modified and extended so to display the name of the perk they will give you.


--> All the recycled ammo now use their associated 3D model.


--> A new weapon: Death Penalty, has been added to the game. Death Penalty is an invisible weapon using the pistol animation, it is fully automatic and has infinite ammo.
Death Penalty kills anything in one hit and will then disintegrate it, with the exception of you and your active companions (Who can use this weapon) as to avoid unfortunate accidents (It happened to me, so I know what I'm talking about).
Death Penalty is a deliberately overpowered weapon who is not suited for a normal playthrought (But nothing prevents you from doing so if you want), but was created as an utility tool for screenarchers who want to quickly get to one place by alone or with companions and can't be bothering with dealing with enemies. It can also be used as a testing tool for others purposes. Use it or don't use it, you do what you want, the way you want.


--> All the special weapons, including the newly added Death Penalty, have been placed in a new chest you can find in Concord's house, and the Diamond City chest has been removed.


--> The weapon Dismemberer and its associated perk have been removed from the game due to the addition of the new perk Sadism, making both the weapon and its perk redundant and objectively inferior.


--> The weapon L'Assommoir has been renamed to L'Assommoir (Non-lethal) has to allow a better distinction between this version and the lethal version, who has also been renamed to L'Assommoir (Lethal).


--> The weapon Tranquilizer gun has been renamed in Tranquilizer gun (Infinite ammo) and the EZ gun has been renamed to Tranquilizer gun.


--> The chest containing the "Overpowered perks" is now locked to prevent players from involuntary opening it and getting the perks if they don't want to. The key to the chest is placed on the top of it, and a new document has been added, describing the effects of the aforementioned perks so you can know what to expect before opening the chest.


--> The books conferring the perks Natural healing, Damage and values overhaul, Night terror (Zombies) and Night terror (Mutants) have been removed from the chest containing the "Overpowered perks" and are now placed in a new chest at the exit of the Vault 111. As these perks are tailored to significantly alter your whole gaming experience, the chest is also locked, with the key placed on its top, and a document has been added, describing all the perks inside.


--> All vanilla game workbenches have been cleaned of their modifications, allowing for complete compatibility with others mods.


--> A new workbench: the Blacksmith bench, has been added to the game. The Blacksmith bench allows the fabrication of melee weapons depending on your progression with the perk Blacksmith.
High-tech weapons like the super sledge, the power first or the reaper will require supplementary schematics.


--> An armorer workbench has been added to Diamond City.

--> The Commonwealth clothes and outfits no longer require the Commonwealth Clothes' perk, instead, their creation will be unlocked after you recruit Anne Hargraves in any settlement.
The Commonwealth Clothes' perk and its book have been removed from the game.


--> Synths armors are no longer unlocked with Armorer (Rank 4), but after the completion of the quest Institutionalized. Crafting the Synths armor still require Armorer (Rank 4) however.


--> The Minutemen outfits are no longer unlocked by obtaining schematics, but after completion of the quests Taking Independence and Old Guns. The old schematics and the associated perk have been removed from the game.


--> The Railroad outfits are no longer unlocked by obtaining schematics, but after the completion of either the main quest with any faction who is not the Railroad, or after the completion of the quest Underground Undercover for the Railroad.
The old schematics and the associated perk have been removed from the game.


--> The Vault-Tec equipment and outfits are no longer unlocked by obtaining the schematics sold by Alexis Combes, but after the completion of the quest Hole in the Wall.
The old schematics and the associated perk have been removed from the game.


--> The Marine armor now also requires for the character to be at least level 30 to be unlocked.


Note that due to these changes, the aforementioned outfits and equipment will not appear in the Armorer workbench menus until the conditions to unlock them are fulfilled.


--> All craftable turrets have been completely overhauled.
The philosophy being that overhaul is that turrets who can be equipped with movement detectors and sufficiently advanced IA to be able to distinguish between allies and foes are not something that can be built by anyone, using whatever trash they found.
Turrets are then supposed to be fine pieces of technology, rare and costly things, like Power Armors, but, like Power Armors, who are worth all the hassle to create them.


Therefore, turrets will now:

-- All require electricity to work.
-- Will have their energy consumption be overhauled, reduced for some turrets, increased for others.
-- Will require at least one rank of Turret syndrom to be built: you need at least basic knowledge of what you are doing.
-- Will cost much more resources, and more powerful turrets will cost rare materials.
-- Will be much more powerful and resistant to damage. (Not counting further bonuses from Turret Syndrom)

On top of this overhaul, new turrets will be added to the game to be built, with their own gimmicks and specialties, like explosive bullet turrets, tesla turrets specialized against robots, plasma turrets, concentrated lasers, etc...I have plenty of ideas, the hard thing will actually be to control myself and not adding hundreds of turrets.
I also plan to make wall and ceiling turrets available to build, with various effects too.   


 
PART V: Companions.


The update 3.0 was initially planned as one who would make the mod compatible again with others companions mods, by removing those I had made to the companions, and finding a way around to still get the mod to work properly.

However, after some work, I quickly realized it would be much more problematic than anything, and even outside of that, I didn't really want to give up my unique modifications to the companions, and this is why I decided that instead of removing my companions modifications to make them compatible with others mods who also change the companions, I would go even further in the modifications of the companions, and bring them with unique traits befitting their identities.

This is why, in the update 3.0, each companion (Except Automatrons) will have its own quirks and gimmicks, be it a weapon specialization for one, a medical knowledge very useful to cure your ailments but at the cost of the reduction of combat abilities, or being able to take the bests of the drugs you consume.

Each companion will be different, they will all have their own quirks and bonuses, some will be personal bonuses of the companion himself, and will always be active, others will be related to you and giving you special effects, and of course will be active only when the companion is currently accompanying you.

The line of magazines Life&Love, that I removed from the game a long time ago, and that I planned to reintroduce with new perks for the companions, will be this time definitely removed from the game, as these new unique traits of the companions will replace them and constitute the next step of the evolution I wanted to bring with these books.


Also, know that from now on, due to the recent changes brought by the update 3.0 and the workaround I have devised, all companions added by others mods, for example, those from the mod Cheat terminal, will fully and automatically benefit from the effects of my mod in terms of companion enhancement (The perk Role model and its bonuses), but ONLY at the condition these companions use the same framework than the vanilla companions.

In the same fashion, mods who modify the companions from the base game will now be PARTIALLY compatible with this present mod.
Partially, because the companions modified by an other mod will not benefit from the unique gimmicks brought by my mod, but will however benefit from the others modifications made to Role model.

This apply if these others mods are loaded under Trinity perks in the load order (Something I however heavily discourage you of, due to the immense amount of things modified by my mod), as if Trinity perks is loaded at the end of the load order as I advise you, then, my modifications will be the only one applied.

So, to summary: new companions added by others mods will be compatible with Trinity perks and will automatically receive the effects of Trinity perk, without being themselves modified, at the condition these companions use the Vanilla companion framework ; and mods who modify Vanilla game companions, if loaded under Trinity perks, will be partially compatible with Trinity perks.


Now, let me introduce some changes brought to the companions, and remember this is a work in progress and I still have a lot of thinking and work to do:

--> Curie (Synth) maximum carry weight is reduced from 280 to 200.
--> Paladin Danse maximum carry weight is reduced from 320 to 280.
--> X6-88 maximum carry weight is reduced from 320 to 280.


--> Dogmeat now passively deals 20% more damage and takes 30% less damage.
He now also permanently gains the effects of Attack dog (Rank 3) and has a chance of inflicting bleeding effects to his enemies with his attacks; the bleeding has more chances of occurring and does more damage than the original one.
- When Dogmeat is your active companion, if your health drops below 35%, Dogmeat will enter a frenzy, donning a legendary aura, under this state, Dogmeat will deal 50% more damage, but blinded by his rage at seeing his master wounded, he forgets all prudence and takes 25% more damage.


--> Piper has received her unique traits.
- Piper now passively does 30% less damage.
- When Piper is your active companion, enemies will not deem her to be much as a threat compared to you and thus, will completely ignore her while focusing on you as long as your health is above 75%.
- Also, due to her past as a investigation journalist, when traveling with you, Piper will make you benefit from her experience in talking her way in or out, increasing your chances of successfully passing charisma checks by 10%.



PART VI: Miscellaneous.



--> The loading screens featuring removed perks will no longer appear.


--> The update will introduce a new system of elemental weaknesses, who will be passively handled.
- Fire will do 100% more damage to marine and swampy creatures and all insects.
- Cold will do 150% more damage to insects and cold-blooded creatures like Deathclaws.
- Electricity will do 200% more damage to all robots, turrets and 1st and 2nd Gen synths.

--> Elemental resistances are being thought about.


--> The compatibility issue with Looks Menu Customization Compendium has been fixed.


PART VII: What is left to do.


Like the name implies, this part will talk about what is left to do in this update.

As you can see by reading this already extensive patchnote, the update 3.0 is bringing a lot of changes, but this is far from being over, so here's the things that are still left to do in this update.

--> A couple of Pip-boy perks who still need to be worked on, notably the perk who is supposed to replace Ultra-jet man.
Currently a mid to top priority.

--> The Nuka-World and Far Harbor magazines perks. I already did a few changes for a couple of magazines, but most of them are still in need for a change, the idea being that Nuka-World magazines will yield perks themed around Nuka-Cola, Nuka-World and raiders; and Far Harbor perks will be themed around hunting and survival.
Currently at mid priority.

--> Doing the "field" work of actually applying the new conditions to most of the outfits created by the armorer workbench, fortunately, this is nothing difficult, basically, it's just opening the menu, copy-pasting a value, saving, and done, however, it is a tedious task because there are dozens of individual items to change, and the CK is notoriously low at loading.
Currently at mid priority.

--> Putting the Forgeron workbench in the game, complete with the recipes and components and perks requirements. Currently, I only created the workbench and nothing more.
Currently at low priority.

--> Working on the new unique traits of each companions. I actually have created Strong's unique traits but I haven't talked about it in the patchnote because it need some testing; I also have ideas for Hancock and Curie.
Currently at top priority.

--> Tied to Curie and her unique traits, I also am pondering if I will remove the perk Field Medic from the game and replace it by a passive progression of medicine (Including Stimpaks and Radaway) who, like the new Locksmith and Hacking, will increase the efficiency of Stimpaks and Radaways as you use them.
I know exactly how and by what I would replace Field Medic should I decide to take that road, but for now, I can't decide myself.
No priority set.

--> Creating new enchanted paints for power armors that will provide a cosmetic aura around the character (Exactly the same way than with the aura rings already available in the current version of the mod), but who will only activate in combat, and who will be restricted to a color theme (Winterized armor will produce the ice aura for example).
I have made several tests, it works and it is very easy to do, but because it is a bonus feature of the mod, it is currently at low priority.

--> Overhauling the turrets and creating new turrets, tied to the new perk Turret syndrom.
This was supposed to be the core feature of the update, but since then, the work has largely progressed.
But because overhauling the turrets and creating new ones requires a lot of work, between finding the ideas, testing the ideas, balancing the turrets, etc, I have decided that everything related to Turret syndrom will be dealt with at the very end of the work of this update.
Thus, this aspect of the update is at the top lowest priority, as it literally will the very last thing I will work on, after everything else in this list is dealt with.




As for now, this patchnote doesn't contain all the information about the update, as some of the perks or others things I am working on are either in very early development, or are still being though on, thus, I consider it useless to talk about them now.

Stay tuned for the next patchnote !

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