Fallout 4

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Tali Redmint

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TaliRedmint

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About this mod

This mod modify some Vanilla perks. Fun, Balanced and 100% optional, pick everything or just 1 perk.

Requirements
Permissions and credits
Translations
  • Spanish
  • Russian
Changelogs
This mod modify Vanilla perks.
  • Modified Perks have their level requirement reduced by 50%.
  • Under the spoiler is the Vanilla description. (And sometimes developer insights)
  • There's 3 options during installation:

  1. Everything (Will install all modified perks in 1 .esp)

  2. Modular (Will install an entire row of perks based on a SPECIAL, select as many ESPECIALs as you want)

  3. Singular (Install perks individually)

STRENGTH

Iron Fist
* Old Iron Fist is now merged with Big Leagues.
1- Power attacks deal 10% more damage. Gun Bashing does 25% more damage.
2- Power attacks now deal 20% more damage. Gun Bashing now does 50% more damage and has a 1% chance per Strength to critically hit.
3- Power attacks now deal 30% more damage. Gun Bashing now does 75% more damage and has a 2% chance per Strength to critically hit.
4- Power attacks now deal 40% more damage. Gun Bashing now does double damage and has a 3% chance per Strength to critically hit.
5- Power attacks now deal 50% more damage. Gun bashing and melee attacks are lethal against targets below 25% HP.

Spoiler:  
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Big Leagues
1- You do 20% more melee damage.
2- You now do 40% more melee damage and gain a chance of knocking down your target.
3- You now do 60% more melee damage and gain an increased chance of knocking down your target.
4- You now do 80% more melee damage. Melee weapons will hit all targets in front of you, while punching attacks will ignore 25% of a target's armor.
5- You now do twice as much melee damage. Melee weapons have a chance to cripple, or grand slam the head clean off! Punching attacks will ignore 50% of a target's armor.

Spoiler:  
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Strong Back
1- Gain +25 to carry weight. (unaltered)
2- You now have +50 to carry weight, and an additional 20 with your weapon holstered.
3- Your carry weigh is increased by 1% per Strength point, and when overencumbered, you can use Action Points to run.
4- Your carry weigh is now increased by 2% per Strength point, and while over-encumbered, running costs 50% less action points.
5- Your Carry Weight is now increased by 3% per Strength point. The damage resistance of your armor is increased by 1% of your Carry Weight.

Spoiler:  
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Steady Aim
1- Hip-fire accuracy is improved by 25% when firing any gun. You also take 10% less damage when reloading.
2- Hip-fire accuracy is now improved by 50% when firing any gun and you now take 20% less damage when reloading.
3- Hip-fire damage is improved by 10% when firing any gun and you now take 30% less damage when reloading.
Spoiler:  
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Shotgun Surgeon (Basher)
1- Shotguns do 25% more damage against humans and ghouls, and when using Shotguns you take 20% less damage.
2- Shotguns do 50% more damage against targets bellow 50% health.
3- Shotguns do 25% more damage, and Double Barrel Shotgun do an additional 50% damage!*
4- Shotguns have a chance of staggering or knocking down your target. The more pellets, the greater the chance.
* Will also work on modded shotguns like Widow's and Caravan Shotgun, but can potentially work on any modded double barrel.
**Note that Shotguns will still benefit from Rifleman perk, but only Shotguns will benefit from Shotgun Surgeon.

Spoiler:  
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Barbarian (Rooted)
1- You have a chance to explode your enemies into a gory red paste. You also do more, and take less, 20% damage while your HP is bellow 50%.
2- While not sneaking you gain +30 Damage and Energy resistances and your power attacks cost 50% less AP.
3- Your Power Attacks are 25% faster and while in combat and not sneaking you perform all actions 15% faster!*
*Increase your animations speed by 15%, works on every animation, from using a stimpack to moving, reloading, swinging melee and so on...
Spoiler:  
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Pain Train
1- You move faster and jump higher when walking underwater in a Power Armor. Sprinting into enemies hurts and staggers them.
2- While wearing a Power Armor you do 10% more damage, and sprinting into enemies now causes severe damage and a more powerful stagger.
3- While wearing a Power Armor you take 50% less damage from explosions. Sprinting into enemies now knock them down, and impact landing inflicts more damage.
Spoiler:  
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PERCEPTION

Thievery (Pickpocket)
1- Picking pockets and locks are 25% easier. You can place a live grenade in a person's inventory.
2- Picking pockets and locks are now 50% easier. Stealth Boy effectiveness and duration are doubled.
3- Picking pockets and locks are now 75% easier. You can steal equipped items.
4- Grab and run! You gain +5 carry weight per Agility point, and have a 50% chance of avoiding all damage from an attack while under Stealth Boy effect.

Spoiler:  
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Awareness
1- While in VATS you can view a target's specific damage resistances and gain 5% increased damage and chance to hit.
2 - You deal 3% more Limb Damage per Perception and take 50% less damage when performing your attacks in VATS.
Spoiler:  
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Night Person
1- You're a cold creature of the night, your touch can freeze the living! Your melee attacks and gun bashing have a chance to freeze the target.
2- When in combat sprinting will turn you invisible, but will drain much more Action Points.
3- Your damage, chance to hit on V.A.T.S, and XP gain from killing are increased by 10% during night time. You also have Night Vision when sneaking.
Spoiler:  
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Refractor
1- You gain +15 Energy Resistance and take 5% less damage from legendary enemies.
2- You now have +30 Energy Resistance and take 10% less damage from legendary enemies.
3- You now have + 45 Energy Resistance and take 15% less damage from legendary enemies.
4- You now have + 60 Energy Resistance and take 20% less damage from legendary enemies.
5- You take 25% less energy damage, and 25% less damage from legendary enemies.
Spoiler:  
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Sniper
1- You have improved control and can hold your breath longer when aiming with scopes. (unaltered)
2- When aimed through scopes, non-automatic rifles do double damage against targets at full health. (Does not stack with Instigating Legendary Effect).
3- 
While aiming through a scope, non-automatic rifles do 25% more damage, you also have improved control over scopes.
Spoiler:  
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Penetrator
1- Your attacks ignore 15% of a target's armor, and in V.A.T.S. you can target an enemy's body parts that are blocked by cover, with a decrease in accuracy.
2- 
Your attacks now ignore 30% of a target's armor, and weapons with Penetrating legendary effect do 20% more damage.
Spoiler:  
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ENDURANCE

Toughness
1- You gain +15 Damage Resistance and take 10% less limb damage.
2- You now have +30 Damage Resistance and take 20% less limb damage.
3- You now have +45 Damage Resistance and take 30% less limb damage.
4- You now have +60 Damage Resistance and take 40% less limb damage.
5- Your gain 25% more Damage Resistance from your equipment, and now take 50% less limb damage.
Spoiler:  
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Lead Belly
1- You gain +20 Poison resistance and take less radiation from eating or drinking. 
2- You have now +40 Poison resistance, and take even less radiation from eating or drinking.
3- You take no radiation from eating or drinking and receive double bonus and Health Regeneration from any food.*
* Example: If a meal give you +2 END, it will grant +4 instead.
Spoiler:  
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Chem Resistant
1- You're 30% less likely to get addicted when consuming chems and gain +10 to all resistances while under it's effects.
2- 
You're now 60% less likely to get addicted when consuming chems  and now gain +20 to all resistances while under it's effects.
Spoiler:  
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Athletic Boy/Girl (Aquaboy/girl)
1- You jump twice as high, and no longer take radiation damage from swimming.
2- You drain 50% less Action Points from sprinting, and is more resistant to stagger.
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Resilience (Rad Resistant)
1- You gain +20 Radiation Resistance and take 10% less damage from explosions.
2- You now have +40 Radiation Resistance and take 20% less damage from explosions.
3- You now have +60 Radiation Resistance and take 30% less damage from explosions.
4- Rad damage will now begin to slowly heal when out of combat. You also can not be critically hit by enemies.
Spoiler:  
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Synth Body (Adamantium Skeleton)
1- You realized you're a Synth! You gain +50 resistance to Poison and Radiation, but take 20% more Limb damage.
2- You are immune to falling damage and can breathe under water.
3- You're the ultimate Terminator and can detect hostile life when aiming down sights. You now take 20% less Limb Damage, instead of more.
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Survival Instincts (Cannibal)
1- You deal more Limb Damage the more hungry you are, and more Critical Damage the more thirst.
2- Each rank of adrenaline also reduce all damage you take by 5%.
3- You can feed on corpses of humanoids to restore Health, and when you do, you gain +30 to all resistances and can smell the living for a limited time.

Spoiler:  
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Ghoulish
1- Radiation now regenerates your lost Health (twice vanilla rate). You also take less damage from radiation based attacks the higher your radiation level is.
2- Radiation now regenerates even more of your lost Health and you gain +2 to Strength and Perception while your radiation level is above 25%.
3- You gain +50 Damage and Energy resistances while your radiation level is above 25%. Higher radiation levels will further increase this bonus.*
4- You do 5% more and take 10% less damage for every 10% of your HP contaminated by radiation. (Up to 50% of your HP).
* Up to 300 to all resistances while radiation is affecting up to 75% of your HP.

Spoiler:  
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All Natural (Solar Powered)
1- You enjoy life, and experience it as it is. While clear of chems, XP gain, critical damage and persuasion chance are increased by 20%.
2- While clear of chems, you gain + 1 to all SPECIAL's and is more resistant to stagger.
3- While clear of chems, you gain +20 Action Points and Health, and have the duration of diseases vastly reduced.
* While Clear of chems: without any chems' effect and without an addiction.

Spoiler:  
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CHARISMA

Cap Collector
1- Buying and selling prices at vendors are 10% better. You can also invest a total of 500 caps to raise a store's buying capacity.
2- Buying and selling prices at vendors are now 20% better, and an additional 20% better while clear of chems.*
3- You gain +5 Action Points and +1 Charisma for every 3.000 Caps in your pocket (up to 15.000 Caps).

Spoiler:  
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Black Widow/ Lady Killer
1- Your persuasion chance is increased by 2% per Charisma, you also gain thrice as much XP when succeeded.
2- Your persuasion chance is now increased by 3% per Charisma. Men/Woman are easier to pacify with the Intimidation perk.
3- 
Your persuasion chance is now increased by 4% per Charisma. Men/Woman are now even easier to pacify with the Intimidation perk.
Spoiler:  
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Lone Wanderer
1- When adventuring without a companion, you take 15% less damage (now also affect explosion damage) and carry weight increases by 50.
2- When adventuring without a companion, you now take 30% less damage  (now also affect explosion damage) and increases carry weight by 100.
3- When adventuring without a companion, you do 20% more damage, and gain +25 maximum Health when also without a dog.
4- When adventuring without a companion, you have 25 more action points. And now gain +50 maximum Health when also without a dog.
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Attack Dog
1- Your faithful canine companion can hold an enemy, giving you a greater chance to hit them in V.A.T.S. (Unaltered).
2- You take 5% less damage when adventuring with your dog, and when your dog holds an enemy, there's a chance he'll cripple the limb he's biting.
3- You do 5% more damage when adventuring with your dog, and when your dog holds an enemy, there's a chance he'll cause them to bleed.
4- You now take 10% less damage and do 10% more damage when adventuring with your dog.
Spoiler:  
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Animal Friend
Now works on any creature type instead of only animal type.
Spoiler:  
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Local Leader
1- You are able to establish supply lines between your workshop settlements. You also gain + 50% XP from building things on your settlements.
2- You can build stores and workstations at workshop settlements. You also get 15% better prices when dealing inside your settlements.

Spoiler:  
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Party Boy/Girl
1- There's no chance you'll get addicted to alcohol (Unaltered).
2- The effects of alcohol are doubled and last twice as long.
3- You gain +3 Luck and +30 to all resistances while you're under the influence of alcohol.
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Inspirational
1- Because you lead by example, your companion does 25% more damage (up from 20%), and cannot hurt you.
2- Your companion have +50 Damage and Energy Resistance (up from 20/20), and can't be harmed by your attacks.
3- Your companion takes 30% less damage and carry 50 additional weigh (up from 25).

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Pest Control (Wasteland Whisperer)
1- You take 15% less damage and do 15% more damage against any creature of the wasteland. You also gain 30% more XP from killing them.
2- You now take 30% less damage and do 30% more damage against any creature of the wasteland, and now gain 60% more XP from killing them.
3- You now gain twice as much XP from killing creatures, and your weapon have a chance poison any living target.
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Intimidation
1- With your gun, aim at any human opponent of your level or bellow and gain a chance to pacify them, while higher level opponents will deal 10% less damage to you.
2- When you successfully pacify someone, you can incite them to attack. Higher level opponents now deal 20% less damage to you.
3- Your simple presence will eventually scare the heck out of humanoid enemies, and when you successfully pacify someone, you can give them specific commands.

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INTELLIGENCE

Traveler (VANS)
1- Hold your V.A.T.S key to see the path to your closest quest target. You also move 20% faster with your weapon holstered.
2- You gain 50% more XP from exploration, and have all map locations revealed on your Pip-Boy.

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Medic
1- Increase the effectiveness of Stimpak and RadAway to 35%. You can craft Cryo Sting and Venom Sting* at the Chemistry Station (Syringer Rifle Ammo).
2- Increase the effectiveness of Stimpak and RadAway to 40%. Vastly reduce the duration of immunodeficiency you get from RadAway.
3- Increase the effectiveness of Stimpak and RadAway to 45%. You can now craft Chemical Cosh** at the Chemistry Station.
4- Increase the effectiveness of Stimpak and RadAway to 50%. You take 3% less damage per Intelligence while being healed by a Stimpak.
* Cryo Sting: Freezes the target. Venom Sting: Deals damage based on Medic Perk (it's quite deadly).
**Drug that cures all addictions and diseases (including Mole Rat Disease).

Spoiler:  
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Scrapper
1- You can salvage uncommon components when scrapping weapons and armor. You also get 20% more components when scrapping items inside your settlements.
2- You can salvage rare components when scrapping weapons and armor. Items with favorited components are highlighted while your weapon is wielded.
3- You now get 50% more components when scrapping items inside your settlements.
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Chemist
1- Any chems you take last 25% longer. You can craft Buffout at the chemistry station.
2- Any chems you take last 50% longer. You can craft ballistic ammo at the chemistry station.
3- Any chems you take now last an additional 75% longer. You can craft energy weapon cells and fusion cores at the chemistry station.
4- Any chems you take now last twice as long
and you harvest twice as much ingredients.
Spoiler:  
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Robotics Expert
1- Hack a robot, and gain a chance to power it on or off, or initiate a self-destruct. You also take 25% less damage from robots.
2- When you successfully hack a robot, you can incite it to attack. You also do 25% more damage against robots.
3- When you successfully hack a robot, you can give it specific commands. Your robotic companion take 25% less damage and gain 25% chance to critically hit.

Spoiler:  
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Nuclear Physicist
1- Energy weapons do 10% more damage and Radiation weapons do 50% more damage. Fusion Cores last an extra 25% longer.
2- Energy weapons now do 20% more damage and Radiation weapons now do double damage. Fusion Cores last an extra 50% longer.
3- Energy weapons now do 30% more damage. Fusion Cores last twice as long. (Fusion Core ejection is removed).
*Nuclear Physicist now work properly, because vanilla is totally broken.
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Nerd Rage
1- When your Health drops below 30% (up from 20%), time slows and you gain +25 to all resistances and do 10% more damage while the effect lasts.
2- You now gain 50 to all resistances and do 20% more damage while Nerd Rage is in effect.
3- You now gain 100 to all resistances and do 30% more damage while Nerd Rage is in effect. Kills you make while enraged restore some lost Health.

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AGILITY

Sneak
1- You are 15% harder to detect while sneaking.
2- You are now 20% harder to detect while sneaking, and no longer trigger floor-based traps.
3- You are now 25% harder to detect while sneaking, and no longer trigger enemy mines.
4- You are now 30% harder to detect and totally undetectable while submerged.
5- You are now 35% harder to detect while sneaking, and running no longer adversely affects stealth.
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Mister Sandman
1- You can instantly kill a sleeping person and your sneak attacks have a 30% chance to critically hit.
2 - Your silenced weapons do an additional 25% sneak attack damage, and blades have a great chance to apply a strong poison on hit.
3 - Silenced weapons and blades do 10% more damage, and engaging stealth causes distant enemies to lose you.
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Acrobatics (Moving Target)
1- While not wearing a power armor you have a 7% chance to dodge any incoming attack, and your equipped apparel weighs 3% less per Agility.
2- While not wearing a power armor you now have a 15% chance to dodge any incoming attack, and your equipped apparel weighs 5% less per Agility.
3- While not wearing a power armor you have now a 20% chance to dodge any incoming attack or explosion, and your equipped apparel weighs 7% less per Agility.
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Ninja
1- Trained as a shadow warrior, your sneak attacks do 25% more damage, and you move 5% faster when sneaking.
2- Your sneak attacks do 50% more damage, and you move 10% faster when sneaking.
3- Your sneak attacks do 100% more damage, while melee sneak attacks are lethal (Not against big targets).
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Quick Hands
1-  You reload guns 35% faster and swing melee weapons 7% faster.
2-  Reloading guns cost 50% less Action Points in V.A.T.S. and you now swing melee weapons 15% faster.
3-  You reload guns and swing melee weapons twice as fast while under effects that slow time.
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Blitz
1-  V.A.T.S. melee distance is increased significantly. You also take 15% less damage when unarmed or using a melee weapon.
2-  
V.A.T.S. melee distance is increased even more, and the farther the Blitz distance, the greater the damage. You now take 30% less damage when unarmed or using a melee weapon.
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Gun-Fu
1- While not wearing a Power Armor, gun damage, reload speed, and damage resistance are increased by 5%.
2- While not wearing a Power Armor, gun damage, reload speed, and damage resistance are now increased by 10%.
3- While not wearing a Power Armor, gun damage, reload speed, damage resistance are now increased by 15% and you also gain 50 Health.
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LUCK

Beginner's Luck (Fortune Finder)
*Old Fortune Finder is now merged with Scrounger
1- Your chance to hit on V.A.T.S is increased by 1% per Luck. (Don't increase headshot chance).
2- You do more, and take less, 1% damage per Luck.
3- You do 2% more damage per Luck against legendary and higher level enemies.
4- Your chance to hit head shots on V.A.T.S is increased by 1% per Luck, and you always place your bobby pin on the "sweet spot" when lockpicking.
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Scrounger
1- You've learned to discover the wasteland's hidden wealth, and find more ammunition and bottle caps in containers.
2- You find even more ammunition and bottle caps in containers.
3- You find even more ammunition and bottle caps in containers.
4- You have a chance to find rare components on your loot. Quantity based on your luck.
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Classic Criticals (Bloody Mess)
1- Your attacks outside V.A.T.S have a 1% chance per Luck to critically hit.
2- Your attacks outside V.A.T.S now have 1.5 % chance per Luck to critically hit.
3- Classic Criticals now also works on V.A.T.S mode.
4- While outside of V.A.T.S, your critical do 50% extra damage, and you deal 15% more limb damage.
*Note that perks and magazines that increase critical damage will also benefit Classic Criticals.
** Classic Criticals will also proc "On critical" effects, like "Freeze the target on critical".
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Gumshoe (Mysterious Stranger)
1- The case called for plain, old-fashioned private eye work. XP gain and persuasion chance are increased by 1% per Perception.
2- Put on your trench coat! While not wearing armor pieces (Arms, Legs, Chest or Helmet), you receive double the Damage Resistance from your base outfit.
3- While not wearing armor pieces you also get + 1 Agility and Charisma, and + 50 Energy Resistance.
4- Plot Twist! A Mysterious Stranger is helping your case! He will appear occasionally in V.A.T.S to lend a hand and refill your critical bar.
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Better Criticals
1- Criticals do 50% more extra damage. (unaltered)
2- Your criticals now do 75% extra damage, and you can save a Critical Hit, to be used in V.A.T.S. when you need it the most.
3- Your criticals now do twice as much extra damage, and you can now save 2 Critical Hits, to be used in V.A.T.S.
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Deadly Rush (Critical banker)
1- Your attacks on V.A.T.S cost 5% less action Points, and charge your Critical bar 5% faster.
2- Your attacks on V.A.T.S now cost 10% less action Points, and charge your Critical bar 10% faster.
3- Your attacks on V.A.T.S now cost 15% less action Points, and charge your Critical bar 15% faster.
4- Your attacks on V.A.T.S now cost 20% less action Points, and charge your Critical bar 20% faster.
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Deadly Strike (Grim Reaper's Sprint)
1- Your attacks have a 3% chance to be lethal. (Automatic weapons have reduced chance).
2- Your attacks now have a 5% chance to be lethal. (Automatic weapons have reduced chance).
3- Your attacks now have a 7% chance to be lethal. (Automatic weapons have reduced chance).

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Four Leaf Clover
1- There's a chance of enemies exploding in a shower of caps when you kill them.
2- There is a chance to gain more ammo when you fire the last round in your clip.
3- Any kill in V.A.T.S. has a chance to restore all Action Points.
4- 
Feeling lucky? You should! Previous ranks have their chances increased.
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COMPANION PERKS

Cait: Trigger Rish
Thanks to your relationship with Cait, Action Points regenerate 50% faster and you do 20% more damage when your HP is bellow 35%.

Codsworth: Robot Sympathy
Thanks to your relationship with Codsworth, you take 10% less Damage from robot energy weapons, and 50% less from Assaltron laser beams.

Curie: Combat Medic

Thanks to your relationship with Curie, you gain Luck + 1 while being healed by a Stimpak, and once per day you heal 200 Hit Points if your health falls below 25%. (fixed from vanilla)

Deacon: Cloak & Dagger

Thanks to your relationship with Deacon, you do +20% Sneak Attack damage and have +20% accuracy on VATS when out of combat.

Hancock: Isodoped
Thanks to your relationship with Hancock your attacks on VATS fills your critical bar 10% faster, and you receive 25% less damage from Radiation based attacks.

MacCready: Killshot
Thanks to your relationship with MacCready, headshot accuracy in V.A.T.S. is increased by 5% (fixed from vanilla), and you gain a 25% chance to critically hit enemies bellow 25% HP.

Nick: Bullet for My Valentine
Thanks to your relationship with Nick Valentine, you deal 5% more ballistic damage, and your chance to persuade in dialogue is increased by 5%.

Piper: Gift of Gab
Thanks to your relationship with Piper, you receive double XP for speech challenges and discovering new locations, and 3% more XP from all sources.

Strong: Berserk
Thanks to your relationship with Strong,  you deal 5% more melee damage, and gun bashing does 20% more damage.

X6-88: Shield Harmonics

Thanks to your relationship with X6-88, energy weapons do 5% more damage, and you gain +15 Energy Resistance.

Gage: Lessons in blood
Thanks to your relationship with Gage, you gain +5% more XP from killing and +10 to all resistances.

Danse and Preson: Unaltered




FAQ:
Q: Is it compatible with LevelUpMenuEx ?
A: Yes.

Q: Is it compatible with Be Exceptional ?
A: Yes, but you'll have to install Creative Perks after Be Exceptional. (Keep it on a higher priority on the load list).
Bare in mind that Be Exeptional is not a mod friendly to mid-playthrough installation, or uninstallation.

Q: Is it compatible with Critical Hits Outside of VATS ?
A: Creative Perks does the same thing as Critical Hits Outside of VATS, but it will require you to pick the perk "Classic Criticals"(old Bloody Mess). If you still want to use Critical Hits Outside of VATS, than you should avoid picking the "Classic Criticals" perk, or your critical chance will be twice as high.

Q: is it safe to install mid-playthrough ?
A: Yes. As of version 20.0 it's pretty safe to install Creative Perks on your mid-playthrough. 

Q:  Is it possible to become immune to damage if I stack up to 100%+ damage reduction?
A: No, it can never make you totally immune. For instance, 2 perks that gives you 50% damage reduction, will just multiply incoming damage by 0.5 then by 0.5 again, which is the same as multiply by 0.25
 
Recommended Mods:
Unofficial Fallout 4 Patch (Highly recommended)
Fallout Loot Overhaul (lite)
Unbogus Health Scaling
More Realistic Stealth and Sneaking 
Tali's Difficulty Patch


Requirements:
DLC - Far Harbor
DLC - Nuka World

Incompatibilities:
Anything that also change those perks
But, if you want any other perk mod to prevail over mine, all you have to do is keep it on a high priority on the load list (place it on the most bottom position on the load order on your NMM). The opposite will also work.


Install / Uninstall:
Use NMM.