Fallout 4
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JTL2

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SPECIAList 4.x is all new! Focusing on "conditional" Perks and SPECIALizations boosting your abilities and stats, at the cost other stats. All designed around a simple concept: "Do you know what makes you SPECIAL?"

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INTRODUCTION:

SPECIAList 4.x is all new! Designed around a simple concept: "Do you know what makes you SPECIAL?"

SPECIAList focuses on "conditional" Perks. SPECIALizations boosts your abilities and stats, at the cost other stats. To improve immersion and role-play, you will no longer be a jack-of-all-trades. Now you're a SPECIAList, with a very specific skill set, which make you very dangerous to raiders and super-mutants.

This mod is designed to play through with a new character. When exiting Vault 111 you will be offered the chance to modify your SPECIAL stats for the last time. Choose wisely! You will only be able to increase your SPECIAL stats twice at Level 25 & 50 (aside from Bobbleheads, etc) after this point.

To select a SPECIALization, go to the (furthest) trailer outside Vault 111. On the table, you will find the SPECIAList Holotape, which will give you Ingame details on the SPECIALizations and the many other SPECIAL changes. Inside the metal box under that table, you will see several Notes. Picking up the Note will that SPECIALization Perk. Choose only one! Adding more than SPECIALization will void all Perks.


REQUIRED DLC's AND MODS:

All Fallout 4 DLC
Armor and Weapon Keywords Community Resource


SPECIALIZATIONS:

SPECIALization stat changes are classed as "temporary" buffs. They will not limit or increase access to any perks.

Aristocrat:
  • "Everywhere you go, people are drawn to you. Is it charm or good looks, no one knows. But they'll follow you to the ends of the earth."
  • SPECIAL: +3 Charisma, -2 Agility
  • Companions gain +100 Carry Weight, Buy/Sell prices are 15% better.

Assassin:
  • "You are a master Assassin. You excel at moving in and out of places without being seen. Deadly up close or at a distance, just don't get caught."
  • SPECIAL: +3 Agility, -2 Endurance
  • 2x bonus to sneak, and 25% damage with silenced and one handed melee weapons.

Atom's Blessing:
  • "You have been Blessed by Atom, whether you or anyone else know it or not. So go forth and share his blessing to the ends of the world as you await Division."
  • SPECIAL: +2 Endurance, +2 Luck, -3 Intelligence
  • Bonus +100 Radiation Resistance, 25% bonus with radiation weapons, +2 Charisma and bonus to persuasion when blessed with The Glow (50%+ Radiation).

Guerrilla:
  • "You are trained in all forms of weapons and know how to make the most efficient use of them in combat. Who needs friends when you have a BFG at your side?"
  • SPECIAL: +3 Perception, -2 Charisma
  • 25% ranged weapon and explosive damage.

Investigator:
  • "You have a knack for uncovering the truth. You rely on wits and luck, and so far, they haven't let you down."
  • SPECIAL: +2 Intelligence, +2 Luck, -3 Strength
  • 15% damage with pistols and rifles, improved persuasion.

Justicar:
  • "You wander the Wasteland, delivering justice to those who deserve it. Maybe you're a renegade from the Remnants, or trained by the Brotherhood. But this much is true, you're trained your mind and body for every situation."
  • SPECIAL: +2 Endurance, +2 Intelligence, -3 Strength
  • +50 Damage and Radiation Resistance, 50% improved Fusion Core Drain, +2 Strength when wearing Power Armor.

Lucky Star:
  • "Irish eyes were smiling upon you when you were born. You've always been able to rely on your wits more than brute strength to get ahead. So the world has ended, but that doesn't mean your luck has run out."
  • SPECIAL: +3 Luck, -2 Strength
  • Bonuses to XP Gain with Idiot Savant, AP Gain on Grim Reaper's Spirit, and Damage on Ricochet.

Nocturna:
  • "You are a creature of the night, lurking in the shadows. You are the boogeyman that keeps wasteland children awake at night. The darkness feeds your mind, your innermost desires, your soul."
  • SPECIAL: +2 Perception, +2 Endurance, -3 Charisma
  • At night, gain 50% bonus to sneak, +2 Strength and +2 Luck (and not in Power Armor); but during the day suffer -7 Perception and -5 Strength and -5 Intelligence.

Physician
:
  • "Whether for karma or caps, you traverse wasteland helping those in the direst of need. Patience. Skill. Leave nothing to chance."
  • SPECIAL: +2 Endurance, +2 Intelligence, -3 Luck
  • 15% damage with pistols and rifles; improved use of Stimpaks and Radaway

Secret Agent:
  • "Trained in the arts of persuasion and stealth. You can charm your way into any room, complete your mission, and sneak out the backdoor."
  • SPECIAL: +2 Charisma, +2 Agility, -3 Endurance
  • Companions gain +50 Carry Weight; 50% bonus to sneak, and 15% damage with silenced and one handed melee weapons.

Slayer:
  • "The Slayer walks the earth! You may not be the brightest bulb out there, but who cares when you can hack your way to victory."
  • SPECIAL: +2 Strength, +2 Endurance, -3 Intelligence
  • 25% melee and unarmed weapon damage, +50 to Resist all damage types

Thief:
  • "In dark shadows or the light of day the world is yours for the taking. After all, it's not like they earned it. There is no honor among thieves."
  • SPECIAL: +2 Perception, +2 Agility, -3 Charisma
  • 50% bonus to sneak, 25% to pickpocket, 10% to lockpick, and 15% damage with pistols and rifles.


SPECIAL DEBUFFS:

Drop any SPECIAL stat to 1 or lower, suffer the following Debuff:

  • Strength: Weakness - Reduced Carry Weight and Melee/Unarmed Damage.
  • Perception: Nearsighted - Decreased visibility and Ranged Weapon Damage.
  • Endurance: Glass House - Less hit-points and reduced resistance to Damage and Radiation.
  • Charisma: Anti-Social - Non-canine Companions feign injuries at the first sign of combat.
  • Intelligence: Dunce - You have difficulty with security systems, mixing concoctions, and building and maintaining robots.
  • Agility: Klutz - Your constant knocking into things makes you ineffective at sneaking.
  • Luck: Black Cat - Your luck has turned against you: you're less likely to score a critical hit, and more likely to have a critical hit against you, you're also more likely to become addicted.


SPECIAL SUPER-BUFFS:

Raise any SPECIAL stat to 15 or higher, gain the following Super-buff:

  • Strength: High Striker - All Melee/Unarmed Damage is doubled!
  • Perception: Piercing Shot - All Ranged Damage is doubled!
  • Endurance: Brick House - All Damage Type Resist +100
  • Charisma: BFF's - Human/Synth Companions do 2x Damaged, gain +100 all type Damage Resistance, and +300 Health.
  • Intelligence: Intellectual - +15% XP Gain, and Master Hacking. Plus, you prove adept at robot maintenance as they endure the harshest conditions (see BFF perk).
  • Agility: Ghost - Bonus to Sneak, Sneak Attack Damage, Action Points and AP Regen.
  • Luck: Gambler - Idiot Savant and Ricochet are 2x more Effective!


SPECIAL ADJUSTMENTS:

Conditional Perks:
  • Unencumbered - Not wearing armor grants +2 Agility, -2 Endurance
  • Exhibitionist - Not wearing clothing grants +2 Charisma, -2 Endurance (stacks with Unencumbered).

Power Armor:
  • Special Paint grants +3 of related Special Stat
  • Helmet Special upgrade only requires Science 1
  • Strength bonus scales with Base Strength
  • > Strength   <2 – +1
  • > Strength  3/4 – +2
  • > Strength  5-7 – +3
  • > Strength  8/9 – +4
  • > Strength >10 – +5
  • Flame Job! Paint grants Endurance (instead of Agility)
  • Hot Pink! Paint grants Luck (instead of Agility)

Robot Crafting:
  • Fusion Cores required for crafting new Automatron
  • Building Robots now requires higher than average Intelligence.
  • > Protectrons and Mr. Handy's require 5+ Intelligence and Science, Rank 1
  • > Robobrains and Assaultrons require 7+ Intelligence and Science, Rank 2
  • > Sentry Robots require 9+ Intelligence and Science, Rank 3
  • Robobrain heads require 1 Human Brain
  • Crafting Robot Repair Kits require 5+ Intelligence.

Chemistry:
  • Having trouble crafting at a Chemistry Station? Pop a Mentats! Crafting many things at a chemistry station now requires a minimum Intelligence of 3.
  • Rare and advanced items, such as Antibiotics, RadAway, Psycho, etc, require 5+ Intelligence.
  • Advance grenades (anything previously requiring a rank in Science) instead requires 7+ Intelligence.

Medical Services:
  • Cost of medical services provided by Doctors has been dramatically increased.

Addiction:
  • Addiction chances have been increased by 10%.
  • Addiction effects have been tripled (3x).
  • Addictol temporarily relieves some effects of addiction for 5 minutes.
  • The purchase price of Addictol has been tripled (3x).


PLAYING NICE WITH OTHER MODS:

Version 4.x is built around the idea of choice. The Creation Kit has been out for a while, and there are a slew of mods address the imbalance of Perks, Food, and Loot.


Here are just a few of my favorites that I find work well with SPECIAList 4.x. I recommend putting any of these mods above SPECIAList in your load order.

Start Me Up - Alternate Start and Dialogue Overhaul by TinyManticore (probably the best mod for F4 ever!)
Valdacil's Item Sorting by Valdacil (another must have, SPECIAList fits right in)
Ironman Survival Overhaul by DavidTheFalcon (my favorite Perk overhaul mod currently)
Everyone's Best Friend by Valdacil
Companion Overhaul 9000 GTX Supernova by Elianora (don't forget the Compatibility Patch)
Sexy Hancock by Dysthe (don't forget the Compatibility Patch)
West Tek Tactical Optics - Night Vision Thermal Vision Goggles and More by fadingsignal
Worsin's Immersive Power Armor Garage by Worsin 
Live Dismemberment by DeathclawAlpha
Fallout 4 Loot Overhaul by DarthSith (definitely want this above SPECIAList)
Basic Ammo Crafting for AWKCR by Nord Kitten
Immersive Water Purification by OldManWithers 
Hardcore Food by OldManWithers (another to put lower than Loot)


OTHER GAMEPLAY CHANGES:

Small random adjustments, fixes, and preferences included to minimize plugins to handle small stuff. Some it inspired by other mods I've seen.


Companions:
  • Dogmeat: Immune to fall damage (I'm tired of him falling off roofs and fire escapes)
  • Curie: Added Inspirational perk, it appeared to be missing from her perk list

Diamond City:
  • Added a public Water Pump and Cooking firepit to refugee area
  • The Key and Deed to Home Plate can now be stolen from the Mayor's Safe

Crafting:
  • Ethanol (Oil 2x) can now be crafted at Cooking Stations.

Fusion Cores:
  • Increased weight to 7.5.
  • Doubled drain.
  • Required for Robot Crafting and Fusion Reactors (with Workshop Patch).


INSTALLATION / UNINSTALLATION:

If you're here, you probably know how to do this. But since everybody else includes it:

  • Nexus Mod Manager - Click "Download (NMM)" and let it do it's thing!
  • Manual Install - Put the ESP in the .../Fallout 4/Data/* Folder; likewise remove it to uninstall