Fallout 4

This article is about the perks overhaul and everything attached to it.


As I already spoke about the general philosophy behind the perks overhaul in the general description, I am going to go directly to the essential and give technical precisions, notably on the redefinition of the SPECIAL stats, or rather, the reinforcement of their identity, who constitute the framework of this overhaul.

Strength: associated by brute force, savagery, physical prowess, direct confrontation.

Perception: associated with spatial perception, accuracy, the capacity of keep track of your location and spot the enemy to kill him from afar.

Endurance: associated with fortitude and physical health, be it stamina, damage resistance or survival in a hostile environment.

Charisma: associated with the ability to make friends, to inspire others and to build something greater together, or simply convincing a merchant to give you a better price.

Intelligence: associated with the mastery of advanced technology, be it armament, robotics or settlements protection.

Agility: associated with speed and reflexes, the ability to sneak without being spotted, to slice the throat of an enemy unaware of your presence.

Luck: associated with bets, luck, statistics and probabilities, between finding ammo or food, and killing a foe in one shot because of a fluke.


Each of these characteristics opens the way to a different skill tree, which all have their own unique identity, their own gameplay, who all are viable by themselves without the need to spend points in another tree.

Be it Strength who will allow you to hit like a truck in melee or with heavy weapons and annhilate dozens of enemies at once, or Agility, who on the contrary will allow you to discretely infiltrate a place and leave as discretely as you came, or even leaving after having sliced open the throat of all your sleeping enemies, passing by Endurance who will turn you into an iron wall who will be able to survive to anything and will defeat its enemies in attrition battles; each tree will be different and will offer you a different experience.

Again of course, nothing prevents you from cumulating the effects of several trees at once, or even everything, however, if you don't want to do that, this choice will be open.


Before starting, I think it is essential to clear a few things:

First, this mod is mainly designed for the difficulty mods Very Hard and Survival, hence values generally more important than without the mod.

Second, although the values are generally higher, the required levels to obtain the highest ranks have also been significantely increased, to keep some balance.


Several perks have gotten a Rank 6, who can be obtained at high level, and who give an extra bonus when the player reaches a very high level. It is of course a deliberate design, as to create more content for players with a very high level character, and to allow them to keep progress even after reaching these very high levels.

Also, something which I think is unique and has never been made in any other mod: some perks now have a different effect depending if you play in Normal mode (Which is every difficulty mode comprised between Very Easy to Very Hard) or in Survival mode; these perks whose effects are differents all bear the mention (S) at the end of their description.

This mention is present on every single rank affected.

Because game descriptions don't allow for such a flexibility, this (S) sign has been added to inform you of the existence of this change, because the perk description will not change and still feature the one from the Normal mode; as a consequence, a document, called "List of the Survival perks changes" has been added to the game, this document contains all the information about the perks who have their effects changed in Survival mode, and it can be obtained in the same way than the patchnotes.

This modification is handled by the game, so no matter which mode you are playing in, no matter if you decide to switch difficulties in the middle of the game, the mod will handle the change just fine.

Then, coming back to the descriptions, some perks do not work under some conditions: for example, the perk Man of Steel, whose carry weight bonus effects don't work if you wear a Power Armor.

In this kind of situation, the indication of these conditions is generally only written on the first rank, for readability but also often because of lack of sufficient place.
Thus, even if that condition is not written in the following rank's description, it is still active.

In any cases where some conditions wouldn't be active on the following ranks, this would be explicitely indicated.

In short: even if it's not written on each rank's description, it is still active, unless explicit mention of the contrary.


Also, I have added new perks to the game, who can be classified under two categories:
- Perks who modify the game's experience by offering you an alternative approach, these are the Game changer perks.
- Perks who give you powerful bonuses, designed to give you a feeling a great power, these are the Overpowered perks.


Of course, these particular perks are completely optionnal and can be easily and individually obtained.
More details about their localisation can be found in the screens and in the article about the items.

And to conclude: new perks have been added, others have been removed, others have been merged, names and descriptions have been modified, in short, it's a brand new perk tree you will discover.

Oh es, one last thing: because of the changes brought by the update 2.0 and those who came after, some perk icons in the Pip-boy have been removed and only show a whited Vault-tec icon: don't worry, it's only visual.
I did try to restore them, but to no avail, and the reason as to why I had to remove them to begin with was coming from them being postponed and taking the place of others, leading to the whole thing being unreadable.


As to significantely reduce the amount of text this article would have required (And I'm not even talking about the others articles), I took numerous screens of perks having been redone, screens you can find at the top of the page.


Although I am going to provide you with a description of the perks, I will limit this description to only 3 perks by SPECIAL stat, 4 magazines perks, including 1 from Nuka-World and 1 from Far Harbor, 1 bobblehead perk and 2 Overpowered perks.


For everything else, from the companions perks to the others magazines, perks, bobblehead, Overpowered perks, Game changer perks, etc, I'll leave you with the pleasure of discovering them (Although some of them are shown in the screens).




Now let's roll with a quick perk descriptions, I will give you perks whose content is new, or at least heavily redone, as to better showcase the content of this mod.
Also note that the descriptions below are purely clinical and that those in game contain more flavor.


Strength.

Meat cleaver (Requires 6 Strength)
- Meat cleaver (1): Your melee attacks do 10% more damage and power attacks do 25% more damage as long as you have more than 75% of your max health.
- Meat cleaver (2): Your melee attacks do 25% more damage and power attacks do 50% more damage as long as you have more than 75% of your max health.
- Meat cleaver (3): Your melee attacks do 50% more damage and have 10% more chances of causing critical strikes as long as you have more than 75% of your max health.

Slaughterhouse (Requires 9 Strength)
- Slaughterhouse (1): You do 25% more damage to your enemies' limbs. This amount is doubled if you used melee weapons.
- Slaughterhouse (2): You do 50% more damage to your enemies' limbs. This amount is doubled if you used melee weapons.
- Slaughterhouse (3): You do 75% more damage to your enemies' limbs. This amount is doubled if you used melee weapons.
- Slaughterhouse (4): You do 100% more damage to your enemies' limbs. This amount is doubled if you used melee weapons.


Tyrant (Requires 10 Strength)
- Tyrant (1): You do 1% more melee damage per level of difference to enemies whose level is below yours, up to a maximum of 20%.
- Tyrant (2): You gain 1% chance of dealing a critical strike in melee per level of difference to enemis whose level is below yours, up to a maximum of 20%.
- Tyrant (3): Killed enemies can explode in a rain of blood and visceras, this explosion can kill others enemies and cause a chain reaction.
- Tyrant (4): You do 25% more damage to legendary foes.


Perception.

Hitman (Requires 5 Perception)
- Hitman (1): Your sneak attacks with firearms equipped with a scope or a silencer do 25% more damage.
- Hitman (2): Your sneak attacks with firearms equipped with a scope or a silencer do 50% more damage.
- Hitman (3): Your sneak attacks with firearms equipped with a scope or a silencer do 75% more damage.
- Hitman (4): Your attacks with firearms equipped with a scope or a silencer do 25% more damage to enemies who have less than 50% of their health remaining.

Piercing shot (Requires 7 Perception)
- Piercing shot (1): Shots with ballistic weapons cause your enemies to bleed. Doesn't work against machines and enemies wearing power armors.
- Piercing shot (2): The bleeding effect is more powerful. Can now affect machines.
- Piercing shot (3): The bleeding effect is much more powerful. Can now also affect enemies wearing power armors.

Cartographer (Requires 10 Perception)
- Cartographer (1): Discovering new places yields 200% more experience.
- Cartographer (2): Every location is now displayed on the map, including DLC and mods content.


Endurance.

Survivalist (Requires 1 Endurance)
- Survivalist (1): Raw meat, beverages and prewar food restore 30% more health.
- Survivalist (2): You don't take radiation anymore by eating or drinking.
- Survivalist (3): Cooked meals restore 50% more health. Doesn't affect beverages.
- Survivalist (4): You have a chance to obtain more meat on the corpses of killed animals. Quantities varies from individual to individual, and also between races, bigger creatures generally giving more.
- Survivalist (5): You can breathe underwater forever.

Sleeping beauty (Requires 2 Endurance)
- Sleeping beauty (1): Benefiting from the effects Well rested or Lover's embrace also provides you with a bonus of 1 point of Strength and Endurance.
- Sleeping beauty (2): Benefiting from the effects Well rested or Lover's embrace also provides you with a bonus of 2 points of Strength and Endurance.
- Sleeping beauty (3): Benefiting from the effects Well rested or Lover's embrace also provides you with a bonus of 3 points of Strength and Endurance.

Inflexible (Requires 8 Endurance)
Inflexible (1): Increases your armor rating by 33%. Has no effect when wearing a power armor.
Inflexible (2): Increases your armor rating by 66% and reduces by 20% the weight of your equipped armors.
Inflexible (3): Increases your armor rating by 100% and reduces stagger effects by 50%.


Charisma.

Attack dog (Requires 4 Charisma)
- Attack dog (1): Your dog can hold the enemies he is biting, allowing you to hit them more easily in VATS mode. Your dog also does 15% more damage.
- Attack dog (2): Your dog can cripple the limb he is biting and he does 30% more damage.
- Attack dog (3): Your dog does 45% more damage, this amount is raised to 60% against enemies who have less than 50% of their health remaining.
- Attack dog (4): Your dog does 60% more damage, this amount is raised to 75% against enemies who have less than 50% of their health remaining.

Diplomat (Requires 8 Charisma)
- Diplomat (1): Each successful charisma check increases the experience rewarded by these successes by 10%, up to a maximum bonus of 1000%.
- Diplomat (2): Every 10 successful charisma checks, you obtain a permanent bonus of 1 point of Charisma, up to a maximum bonus of 10 points.

Role model (Requires 9 Charisma)
- Role model (1): Your companions take 95% less damage and become immune to fall damage; they also become immune to your attacks and you to theirs.
- Role model (2): Your companions can carry 30% more weight.
Role model (3): Your companions do 50% more damage, and this amount is increased by 5% for each Charisma point you have above 10. (Maximum 20 Charisma)


Intelligence.

Nuclear Trance (Requires 4 Intelligence)
- Nuclear Trance (1): Your energy weapons do extra radiation damage.
- Nuclear Trance (2): You do 50% more radiation damage, and for each 10% of radiation you currently suffer from, this amount is increased by 15%.
- Nuclear Trance (3): You constantly emit a radioactive aura who does radiation damage to your enemies. If your health drops below 35% or your current radiation reach over 50%, the power of the aura is doubled.
- Nuclear Trance (4): If your health drops below 35% and your current radiation reach over 50%, you reach the Critical Mass, and all your attacks cause extra heavy radiation damage.

Roboticist (Requires 9 Intelligence)
- Roboticist (1): Your robots take 90% less damage and can't hurt you anymore, and you can't hurt them either.
- Roboticist (2): The movement speed of your robots is increased by 100% and all their attacks become imbued with electricity, causing extra damage.
- Roboticist (3): Your robots can carry 50% more weight.
- Roboticist (4): Your robots do 80% more damage, and for each Intelligence point you have above 10, this amount is further increased by 8%. (Maximum 20 Intelligence).

Ancient knowledge (Requires 10 Intelligence)
- Ancient knowledge (1): Each experience gain is increased from an amount equivalent to half your current level. This bonus reaches its maximum potential at level 250.
- Ancient knowledge (2): You get 50% more experience for destroying high-tech enemies.
- Ancient knowledge (3): You gain 20% more experience and you have 10% chance of obtaining 20% extra experience each time you get experience.


Agility.

A blade in the night (Requires 4 Agility)
- A blade in the night (1): You can now murder people in their sleep.
- A blade in the night (2): Your bladed weapons are imbued with poison who causes extra damage to biological enemies.
- A blade in the night (3): Your knives have 20% more chance of dealing critical strikes, and these critical strikes do 50% more damage.

Acrobat (Requires 6 Agility)
- Acrobat (1): You jump 20% higher, and you take 25% less fall damage.
- Acrobat (2): You jump 40% higher, and you take 50% less fall damage.
- Acrobat (3): You jump 60% higher, and you take 75% less fall damage.
- Acrobat (4): Your jump 80% higher and you become immune to fall damage. Plus, for each Agility point above 6, your maximum jumping height is further increased by 5% . (Maximum 20 Agility).

Evasion (Requires 10 Agility)
- Evasion (1): You have 10% chance of dodging melee attacks.
- Evasion (2): You can now dodge ranged attacks from firerarms or energy weapons.
- Evasion (3): You can now dodge explosions.


Luck.

Jackpot (Requires 6 Luck)
-Jackpot (1): You have a chance of finding food, ammo or healing items on killed enemies.
- Jackpot (2): You have a chance of finding resources shipments on killed enemies.

Critically yours (Requires 9 Luck)
- Critically yours (1): Increases your critical damage by 30%.
- Critically yours (2): Increases your critical damage by 75%.
- Critically yours (3): Increases your critical damage by 150%.

Triple 7 (Requires 10 Luck)
- Triple 7 (1): Increases your critical strike chances by 8%. Halved effect for automatic weapons and has no effect on heavy weapons.
- Triple 7 (2): Increases your critical strike chances by 12%. Halved effect for automatic weapons and has no effect on heavy weapons.
- Triple 7 (3): Increases your critical strike chances by 20%. Halved effect for automatic weapons and increases critical strike chances with heavy weapons by 5%.


Magazines perks.

Survival in the Wastes: Big game hunter.
- Big game hunter: killing deathclaws, radscorpions, super-mutant Behemots or queen mirelurks yield 80% more experience.


Unbelievable facts: Nocturnal predator.
- Nocturnal predator: you do 35% more sneak damage during night.


Nuka-World magazine: Nuka-King.
- Nuka-King: increases the effect of all Nuka-Cola beverages by 15%.


Far Harbor magazine: Fishing with explosives.
- Fishing with explosives: increases by 25% the damage dealt by your explosives to aquatic and swamp creatures.


Vault-tec bobbleheads perks.

Repair bobblehead: Increases the resources you get when recycling by 10%.


Overpowered perks.

Colossus: multiplies your max carry weight by 50.

Titanium limbs: renders you immune to fall damage and limb damage.

Reminder: the Overpowered perks at completely optionnal perks, deliberately designed to be overpowered.
To know where and how to get them, look at the screens or read the article about the items.


Let's now conclude with a quick Questions/Answers.


Q: Can I install your mod in the middle of a playthrough? Will it cause issues? Am I gonna lose perks?
A: Yes, you can install the mod in the middle of a game, in fact, it's how the mod was made to begin with, to be used in my own ongoing playthrough. So no, it won't cause any issues, and yes, you will indeed lose some perks.
To be more precise: NOT A SINGLE perk has been deleted from the game, they are still there, but they are now invisible and no longer have any effects; what it means is if you had one of these perks before installing the mod, it will still be there after, but hidden and without effect.

Q: So, it means I lost some of the points I have invested, since these perks no longer have effects, right?
A: Indeed, but it doesn't really matter: the mod will make you overall stronger, and with much better and interesting perks at the end, so it won't make much of a difference with a new game started with my mod.
But if it really bothers you, nothing prevents you from using the console commands to give yourself extra perks points.

Q: Can I uninstall the mod safely? Won't it cause issues?
A: You can uninstall the mod without fears: it doesn't contains any exterior assets, notably scripts, who could cause issues.

Q: And what about the perks or extra ranks added by the mod?
A: Like with every other mod, you will lose everything added by it, so yeah, in that case, invested perk points will really be lost. However, all perks who have been removed from my mod will come back and will be visible and work again just fine.
In short: everything returns back to how it was before, but frankly, after tasting my mod, you won't want to return to the old world anymore.

Q: I am noticing a few perks whose name is in french, namely: Le vieux fusil, Femme fatale and Dom Juan.
A: This is intended: these are french references: Le vieux fusil is an old french movie about a guy who hunt nazis with an old rifle he found to avenge his wife, Femme fatale is a reference to the stereotype about french women being hot and seductive, and Dom Juan, well, you know who is Dom Juan, and he is written Dom because its the french name as Molière wrote it.

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Clanggedin

2 comments

  1. TimberJackEB
    TimberJackEB
    • member
    • 3 kudos
    Remember how in the early days of YouTube, there'd always be someone who comments "first!"?

    Anyways, seems like it adds plenty of interesting perks while shortening some of the boring, lengthy perk chains, and Robots take 90% less damage sounds like something I'd want to get, since an entire group of robots you invested a lot of time and resources in developing could get wiped out by some guy with a Fatman.>:(
    1. Clanggedin
      Clanggedin
      • premium
      • 244 kudos
      People still do that now

      I've spent 4 years on this mod, I had all the time needed to perfect the perks ; for the robots, it's exactly this: I was pissed of the fact the most powerful killer bot you could possibly build was basically useless as it could be wrecked in a 1v1 fight against a mid-level Dust Devils random bot.