Fallout 4
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FreedomsFlame

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FreedomsFlame

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About this mod

This is a simple mod that makes it so that rather than needing Local Leader 2 (and by extension, Charisma 6) you can craft a workbench once you have rank 2 of its relevant skill. In addition, the requirements for stores have been redone to be reliant on their relevant skill and Cap Collector. This is for you, low charisma characters!

Permissions and credits
This is a simple mod that makes it so that rather than needing Local Leader 2 (and by extension, Charisma 6) you can craft a workbench once you have rank 2 of its relevant skill. In addition, the requirements for stores have been redone to be reliant on their relevant skill and Cap Collector.
 

Big thanks to Gopher for including this in his Mod Vault series!


Thanks to The White Collar Players for featuring this in their Immersive Mod Series!

Workbenches:
Armor Workbench - Armorer 2
Chemistry Station - Chemist 2 OR Demolitions Expert 2 (The two different styles use different perks)
Cooking Station - NONE!
Power Armor Station - Armorer 1, Science 2
Weapons Workbench - Gun Nut 2 OR Blacksmith 2 (The two different styles use different perks)
 
Stores:
Armor 1 - Armorer 1
Armor 2 - Armorer 1, Cap Collector 1
Armor 3 - Armorer 2, Cap Collector 2

Clinic 1 - Medic 1
Clinic 2 - Medic 2, Cap Collector 1
Clinic 3 - Medic 2, Cap Collector 2
Clothing 1 - NONE! (We should all get to play dress-up)
Clothing 2 - Cap Collector 1
Clothing 3 - Cap Collector 2
Misc 1 - Scrapper 1
Misc 2 - Scrapper 1, Cap Collector 1
Misc 3 - Scrapper 1, Cap Collector 2
Weapon 1 - Blacksmith 1, Gun Nut 1
Weapon 2 - Blacksmith 1, Gun Nut 1, Cap Collector 1
Weapon 3 - Blacksmith 2, Gun Nut 2, Cap Collector 2
 

This mod plays well with vanilla, as the levels at which you unlock the above perks are roughly the same as the level you unlock Local Leader 2, so your progression should be about the same. No more wasting precious perk points on SPECIAL to get to Local Leader 2!
 
There is an optional, alternate, file that does not include the stores, for those of you who would prefer to leave them using Local Leader 2.

Let me know how you feel about the balance of the perk swaps for stores in the comments section. I made the Weapon Store require both Blacksmith and Gun Nut, as it sells both melee and ranged weapons. If you feel that this requirement is a little too harsh, I'll look into changing it.
 
If you like this mod and want more small tweaks, consider looking at my other mods:
Emergent Properties makes it so that you can craft standard and unique weapons from a full set of modifications
Improved Hacking Perk gives you access to the Total Hack programs with the Hacker perk, rather than having to find the magazine
Saiga-2212 adds the Handmade Shotgun, a combat shotgun using the meshes of the Handmade Assault Rifle from Nuka-World
 

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