This page was last updated on 03 January 2018, 11:30PM
Changelogs
Version 1.7
1.7
-Action Boy/Girl jump height now only applies if you're sprinting
-Minor tweaks
Version 1.6
1.6
-Ninja will now grant you x4/5/6 instead of x4/6/10 sneak attack damage, you'll still be able to onehit a lot of stuff but it'll be a tad less OP
-Sniper will additonally grant you ranged sneak attack bonuses
-Medic rank 4's effect now triggers below 25% HP instead of 20%
-Speech Bobblehead additionally makes persuading people slightly easier
-'Small Guns Bobblehead' has been turned into 'Ballistic Bobblehead', it now affects all ballistic guns the same way 'Energy Weapons Bobblehead' affects all energy weapons, including heavy ones
-Corrected 'Sneak Bobblehead' to properly describe its functions
-Tweaked Stealth some again [Misc]
-Minor tweaks
Version 1.5
1.5
-Rank 5 of Refractor will additionally grant you 75% less damage when at full health, keep yourself healthy and you'll shrug off mines and surprise rockets
-Ninja will additionally make you a bit harder to see in the dark while sneaking each rank
-Medic rank 2 and 3 will now additionally increase the effectiveness of Med-X and Rad-X
-Fixed rank 5 of Heavy Gunner applying stagger incorrectly and not mentioning the increase in stagger chance, silly bethesda
-Fixed Medic causing some odd bug where various other consumables were affected in one way or another
-Tweaked the rates of Lead Belly's radiation purge a bit
-Stealth has been altered to allow NPC's to spot you from further away but sound also matters a bit less, don't except to sit still in daylight with no stealth perks and snipe without getting detected anymore [Misc]
Version 1.4
1.4
-Removed Iron Fist 5 working outside VATS for now, it's a bit broken but I'll try to figure it out
-Moving Target 4 will increase your movement speed by an additional +20% while sprinting
-Moving Target 5 will double dodge chance to 40% if your health is below 35%
-Lead Belly will now grant you a very slow passive radiation purge per rank, allowing you to effectively ignore small amounts of rads if you're patient
-Enemy compass blips are now gone, it's a very cheese feature that shouldn't exist in any game, in my opinion [Misc]
Version 1.3
1.3
-Moved all perks from Ranged and Melee into this module
-Scrounger 4 has a 15% chance to give you all lost ammo back when firing the last loaded round in your weapon instead of 5% chance
-Medic now gives you 20/40/60/100% additional healing & rad removal, this means that rank 5 will have the same effectiveness as vanilla rank 2(base 30% healing + 100% effectiveness = 60% healing), now you'll want to go beyond the first rank of Medic for a change! And as a side effect, meds become more valuable and combat becomes harder
-Medic rank 4 no longer increases the speed of stims & radaway
-Sneak rank 5 additionally makes you much harder to see in the dark if you are not moving and have your weapon sheathed
-Strong Back now gives you +25/+30/+35/+40/+70 to carry weight instead of +25/+25/+25/+25/+25
-Night Person now grants you increasing health regeneration every rank, slightly less effective compared to Solar Powered due to being a lower-end perk
-Steady Aim now gives you 20/40/70% increased accuracy with firearms and -10/20/40% spread for shotguns(recoil doesn't seem possible to modify via perks sadly)
-Strong's Com perk now gives you +40% melee damage when you're below 40% health
-Nick's Com perk now makes it easier to persuade people and gives you +10% damage with all pistols (like with all perks of this nature, the damage bonus will not be visible when looking at pistols, but it's there)
-Deacon's Com perk is now additive instead of muliplicative, in the same manner Ninja works
-Deacon's Com perk gives you +50% sneak damage instead of +20% (to clarify, this will result in x3.0 -> x3.5, not x3.0 -> x4.5)
-Science Bobblehead gives you 50% shorter terminal lockout duration instead of 1 extra guess, hacking guesses can't stack beyond 5 guesses so Hacker 4 is the only source of the extra hacking guess now
-Medicine Bobblehead gives you 10% additional effectiveness to both stimpaks and radaway (for example if you have no Medic perks, this would result in 30% healing -> 33% healing, not 30% -> 40%)
-Small Ballistic, Heavy, Melee, Unarmed and Energy bobbleheads now give you +5% respective damage instead of +25% crit damage
-Last rank of Ninja now grants you +55% sneak speed instead of +45%
-Fixed a few bad or incorrect vanilla descriptions
-Fall damage scales a bit harder [Misc]
-Stealth search times are a tad bit longer [Misc]
-Some other minor adjustments
Version 1.2
1.2
-Split the Misc changes into a seperate file so you can choose to get them or not, will take more liberties with misc changes as they are in their own file but I'd rather not create a new module just for them
-Ghoulish will now grant you powerful health regeneration based on how many rads you have, at intervals of 100 rads
-Toughness 5 grants you increasing damage reduction based on how many hostiles you are enagaged with at once, come get some!
^the exact numbers are: Two hostiles = 5% damage reduction, Three = 10%, Four = 20%, Five = 30%, Six or above = 35%
-Action Boy/Girl additionally gives you 30/50/80% reduced fall damage
-Medic rank 4 additionally grants you 30% damage reduction when you're below 20% health, if you are facing 3 or more hostiles while this happens the effect gets boosted to 50% damage reduction, giving you a good chance to run away and recover
-Medic rank 4's additional healing speed has been reduced
-Explosive Bobblehead grants +10% explosion damage instead of +15%
-All passive healing effects from perks now work in combat
-Solar Powered now grants you health regen every rank, considering it's a high end perk I made it a lot stronger
-The multiplier for falling damage has been halved by default, but you will start to take fall damage at 400 units instead of 600 [Misc]
-The screen effect of getting hurt has been made more much more noticable with some additional effects without going overboard, getting hurt hurts! [Misc]
-Stealth is more difficult in general with longer detection times and various other alterations, nothing too crazy though [Misc]
Version 1.1
1.1
-Pain Train rank 3 no longer works against oversized enemies
-Pain Train causes a bit less impact damage
-Basher now gives you 75/150/300/500% extra damage instead of 25/50/75/100%
-Basher rank 2 & 3 gives you 15% and 30% chance to cripple a limb
-Basher rank 4 gives you a 50% chance to inflict a critical hit, which is very powerful and can completely replace melee weapons
-Life Giver 3 now let's you craft wine from water, braise jebus crust :DD
-You can now try to intimidate targets every 10 seconds instead of every 60 seconds
-Moving Target now gives you 3/6/9% chance to dodge instead of 2.5/5/7.5%
-Moving Target has two additional ranks which grants you 15%/20% chance to dodge
-Refractor now additionally gives you a 20/30/40/50/60% damage reduction whenever you're above 90% health
-Quick Hands gives you 25/50/75% faster reload spead instead of 35%, and 20 action points instead of 10
-Ninja now only applies to melee weapons, since when does a ninja wield a shotgun?
-Ninja grants you 15/30/45% faster movement speed while sneaking
-Action Boy/Girl additionally gives you 50/75/100% extra jump height
-Default jumping height is 150 instead of 90 (it's not as high as it might sound, vanilla jump height can't even get over a picket fence)