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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.

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  • Portuguese
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  • This mod modify Vanilla perks.
  • Modified Perks have their level requirement reduced by 50%.
  • Under the spoiler you can read the design intention behind the changes. 
  • I often come with new patches. Stay around to keep informed!
  • 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 deals 10% more damage. Gun Bashing deals 25% more damage.
2- Power Attacks now deals 20% more damage. Gun Bashing now deals 50% more damage and have a 1% chance per Strength to critically hit.
3- Power Attacks now deals 30% more damage. Gun Bashing now deals 75% more damage and have a 2% chance per Strength to critically hit.
4- Power Attacks now deals 40% more damage. Gun Bashing now deals double damage and have a 3% chance per Strength to critically hit.
5- Power Attacks now deals 50% more damage. Gun Bashing and Melee Attacks are lethal if the target is below 25% HP.

Spoiler:  
Show

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:  
Show

Strong Back
1- What are you, part pack mule? Gain +25 to carry weight. (unaltered)
2- You now have +50 to carry weight. (unaltered)
3- You now have +75 to carry weight and when overencumbered, you can use Action Points to run.
4- You now have +100 to carry weight and when overencumbered, running costs 50% less action points.
5- Your Carry weigh is increased by 1% per Strength point.

Spoiler:  
Show

Shotgun Surgeon (Basher)
1- Shotguns do 25% more damage against humans and ghouls, and when using Shotguns you take 25% less damage.
2- Shotguns do 50% more damage against targets bellow 50% health.
3- Double Barrel Shotguns do 50% more damage.*
4- Shotguns have a chance of knocking down your target. The more pallets, 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:  
Show

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 +15 to all Resistances and deal additional 10% melee damage.
3- While not sneaking you have now +30 to all resistances and deal additional 20% melee damage.
Spoiler:  
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Pain Train
1- While wearing Power Armor you do 5% more damage, and sprinting into enemies hurts and staggers them.
2- While wearing Power Armor you do now 10% more damage, and sprinting into enemies now causes severe damage and a more powerful stagger.
3- While wearing Power Armor you regenerate Action Points 30% faster, and sprinting into enemies now knock them down. Impact landing also 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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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- Gain +15 Energy Resistance. (up from +10)
2- Gain +30 Energy Resistance. (up from +20)
3- Gain +45 Energy Resistance. (up from +30)
4- Gain +60 Energy Resistance. (up from +40)
5- You take 25% less energy damage, and can not be critically hit by enemies.
Spoiler:  
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Sniper
1- You have improved control when aiming with scopes. (Scope is completely stable while crouched, not so much while standing)
2- When aimed through scopes, non-automatic rifles do double damage against targets at full health. (Does not stack with Instigating Legendary Effect).
3- 
When aimed through scopes, non-automatic rifles ignore 50% of a target's armor, and do 10% more damage.
Spoiler:  
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Penetrator
1- There's no place to hide! In V.A.T.S. you can target an enemy's body parts that are blocked by cover, with a 25% decrease in accuracy. (Up from 50%)
2- 
Weapons with Penetrating Legendary effect do 15% more damage, and ignore an additional 20% of a target's armor.
Spoiler:  
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ENDURANCE

Toughness
1- Gain +15 Damage Resistance. (up from 10)
2- You have now +30 Damage Resistance. (up from 20)
3- You have now +45 Damage Resistance. (up from 30)
4- You have now +60 Damage Resistance. (up from 40)
5- Your gain 25% more Damage Resistance from your equipment.
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 receive double bonus and HP regeneration from any food.*
3- You have now +60 Poison Resistance and take no radiation from eating or drinking. Vastly reduce the duration of your diseases.**
*Example: If a meal give you +2 END, it will grant +4 instead.
** Diseases will last 10 min at most.
Spoiler:  
Show

Life Giver
1- You regenerate 0.2% HP/s when out of combat.
2- You regenerate 0.3% HP/s when out of combat. You also take 10% less damage when being healed by a Stimpak.
3- You regenerate 0.5% HP/s when out of combat. You also take 20% less damage when being healed by a Stimpak.
Spoiler:  
Show

Chem Resistant
1- You're 40% less likely to get addicted when consuming chems, and take 5% less damage while under it's effects.
2- 
You're 80% less likely to get addicted when consuming chems, and take 10% less damage while under it's effects.
Spoiler:  
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Athletic Boy/Girl (Aquaboy/girl)
1- You move 10% faster, and no longer take radiation damage from swimming.
2- You jump higher, and receive double the bonus from Buffouts (or any Buffout variant).
Spoiler:  
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Rad Resistant
1- Gain +20 Radiation Resistance. (up from +10).
2- Gain +40 Radiation Resistance. (up from +20).
3- Gain +60 Radiation Resistance. (up from +30).
4- Rad damage will now begin to slowly heal when out of combat.
Spoiler:  
Show

Synth Body (Adamantium Skeleton)
1- You realized you are a Synth. Your whole life was a lie, but at least you are immune to fall damage, and no longer need oxygen while underwater.
2- You gain +15 resistance to poison and radiation. You can build Self Repair kit at the Chemistry Station.
3- You're the ultimate Terminator and can detect hostile life when aiming down sights. Your limb damage is reduced by 30%.
Spoiler:  
Show

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 restores 50% of your Health, and gain +50 to all resistances for a limited time.

Spoiler:  
Show

Ghoulish
1- Sure, you're still human - on the outside. Gain Strength and Perception + 2 while your radiation level is above 25%.
2- You take 30% less damage while your radiation level is above 25%.
3- You take 50% less damage from radiation based attacks while your radiation level is above 25%.
4- You do 5% more and take 5% less damage for every 10% of your HP contaminated by radiation. (Up to 50% of your HP).

Spoiler:  
Show

All Natural (Solar Powered)
1- You gain + 1 Luck and Charisma while outdoors.
2- You gain + 2 Agility and 15% more XP while not under the effect of chems.
3- You regenerate Action Points and reload weapons 25% faster while not under the effect of chems.

Spoiler:  
Show

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 if you're not under effect of chems. 
3- You gain + 5 Action Points and + 1 Charisma for every 3.000 Caps in your pocket. (Up to 15.000 Caps).


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.


Animal Friend
Now works on any creature type instead of only animal type.

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 10% better prices when dealing inside your settlements.


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.

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).


Pest Control (Wasteland Whisperer)
1- You take 15% less damage and do 15% more damage against any creature of the wasteland.
2- You now take 30% less damage and do 30% more damage against any creature of the wasteland.
3- Any weapon have a chance to apply a strong poison on hit. Does not work on robots. Automatic weapons have reduced chance.

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.


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 Perception + 1 and + 50% XP from exploration. You also have all map locations revealed on your Pip-Boy.


Medic
1- Increase the effectiveness of Stimpak and RadAway to 40%. You can craft Cryo Sting and Venom Sting* at the Chemistry Station (Syringer Rifle Ammo).
2- Increase the effectiveness of Stimpak and RadAway to 50%. You can now craft Multivitamin Pill** at the Chemistry Station.
3- Increase the effectiveness of Stimpak and RadAway to 60%. You can now craft Chemical Cosh*** at the Chemistry Station.
4- Increase the effectiveness of Stimpak and RadAway to 70%. Vastly reduce the duration of immunodeficiency you get from RadAway.
* Cryo Sting: Freezes the target. Venom Sting: Deals damage based on Medic Perk (it's quite deadly).
** Drug that increase your HP and resistance to all disease for 4 hours.
***Drug that cures all addictions and diseases (including Mole Rat Disease).


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. (unaltered)
3- You now get 50% more components when scrapping items inside your settlements.

Chemist
1- Any chems you take last 25% longer. You can craft Acid and Fertilizer 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.

Robotics Expert

1- Unaltered.
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. Also, your robot companion take 20% less damage and gain 25% chance to critically hit.


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.

Nerd Rage
Now triggers at 30% health (up from 20%).

AGILITY

Sneak
1- You are 15% harder to detect and move 10% faster 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 while sneakingRunning no longer adversely affects stealth.
5- You are now 35% harder to detect and totally undetectable while submerged.

Mister Sandman
1- As an agent of death itself, you can instantly kill a sleeping person.
2- Your silenced weapons do an additional 50% 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.

Action Boy/Girl
1 -  Sprinting drain 5% less Action Points per Agility.
2 -  Your equipped apparel weighs 5% less per Agility.
3  - Your Action Points regenerate 30% faster.


Moving Target
1- Get +50 Damage Resistance and +50 Energy Resistance when you're sprinting. (up from 25/25)
2- You have 25% chance to dodge any incoming melee attack.
3- You take 25% less explosion damage, and 50% less if moving.

Quick Hands
1-  You can reload all guns 20% faster, and twice as fast while under effects that slow time.
2-  Reloading guns costs 50% less Action Points in V.A.T.S. You also take 30% less damage when reloading.
3-  Critical is about skill, not luck. You do 7% increased critical damage per Agility point.

Gun Fu
1- While not wearing a power armor, all weapons do 7% more damage.
2- While not wearing a power armor, all weapons now do 15% more damage.
3- While not wearing a power armor, you have 15% chance to dodge any incoming ranged attack.


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.
2- You take 1% less damage per Luck.
3- You deal 1% increased damage per Luck.
4- Your chance to hit head shots on V.A.T.S is increased by 1% per Luck.

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.


Classic Criticals (Bloody Mess)
1- Your attacks outside V.A.T.S have a 3% chance to critically hit.
2- Your attacks outside V.A.T.S have a 1% chance per Luck to critically hit.
3- Classic Criticals now also works on V.A.T.S mode.
4- Your attacks have now a 1.5% chance per Luck to critically hit.
*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".


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 + 2 Agility and Charisma.
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.


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.


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.


Grim Reaper's Sprint
1- Lets get this over with, shall we? Your attacks on V.A.T.S cost 10% more Action Points but deals 15% more damage.
2- Your attacks on V.A.T.S now cost 20% more Action Points but deals 30% more damage.
3- Your attacks on V.A.T.S now cost 30% more Action Points but deals 50% more damage.


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.


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 20%.

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%, 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 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, it is. But some values wont change. It's a problem I don't think have a solution, but there's a way around. Values like: Damage / Energy resistance; Reload Speed; HP; AP;  +X SPECIAL points, will not change accordingly IF you already have the perks that change them. They will keep the old (vanilla) value and add the new one on top. My suggestions is:
Use
 Respec - Remove all perk and give back perk point and remove all perks before you install Creative Perks. Install Creative Perks, then assign your perks back.

 
Recommended Mods:
Respec - Remove all perk and give back perk point (if you're installing Creative Perks mid-playthrough)
RESPEC Holotape
  (If you need to relocate a few perk points).
Fallout 4 Loot Overhaul
Unbogus Health Scaling
More Realistic Stealth and Sneaking 
Tali's Difficulty Patch
Food Works when Hungry Highly recommended *

*Nothing to do with my mod, but there's a bug on Survival that causes food bonus to stuck forever, that mod prevent that.


Requirements:
DLC - Automatron
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.
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