Fallout 4

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About this mod

Quick player respec resets all SPECIAL base values to 1 and removes all base game playable perks, crediting points to reallocate in the perk screen.

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Quick player respec resets all SPECIAL base values to 1 and removes all base game playable perks, crediting points to reallocate in the perk screen.

"Does exactly what's promised. Thank you for saving my mess of a Survival mode run"

Anytime after leaving Vault 111 the player is given a never ending [ .SKK Quick Player Respec ] menu activation item in AID inventory (craft spare at the Chemlab). When activated it pops out of the PipBoy into a menu, if the warning is accepted:

(1) Reset all SPECIAL base points to 1 (not the value modifiers from apparel, chems & etc).

(2) Removes all base game playable perks that are visible on the perk screen (not hidden or system or mag perks) along with any associated SPELLS, scripts and GLOBAL VARIABLE changes. 

(3) Credits removed SPECIAL+ Perk points to spend in the standard perk screen.

(4) If any SPECIAL stats are above 10, those points can be converted into [ Add SPECIAL point ] books to bump back up.

(5) If there are more than 255 total points, exess points can be converted into [ Add SPECIAL point ] books..

Compatibility & Issues 

The mod has no dependencies on extenders or DLCs and does not change any existing base game scripts, assets or objects. As with 99% of SKK mods, its 100% pure new Creation Kit forms and scripts. As it does not touch any other stuff in your save-game, there should be no load order issues or mod conflicts, EXCEPTING: 

(1) If you use a non standard SPECIAL or Perk management balance/overhaul/replacer system do not use this mod. It can not know about so won't remove non base game (or DLC) stats and perks.

(2) Many existing respec solutions are not aware of the associated spells or global variables and just remove the perks which leaves orphan effects hanging around which will cause issues in your game. Check the documentation !  Examples are AbPerkLoneWandererCarryWeight  and ModScrapScalar_Rare. Of course this quality solution manages them.

(3) If you want to use [ Add SPECIAL point ]  books to bump SPECIAL base values over 10, allocate 10 points from the points pool in the standard perk screen first and then use the books. If you use the books first, you will then not be able to allocate over 10 in the standard perk screen. Understand ?

(4) Unlike the base game SPECIAL book the  [ Add SPECIAL point ]  books do not need to be dropped to use, read them straight from Pipboy MISC inventory. If you want to generate more books, console [ set SKK_QPRDebug to 1 ] which unlocks a Chemlab Utility crafting recipe.

(5) What about an ESL version ? NO, SKK mods will not be published in ESL format because life contains sufficient hassle. You can probably ESL flag the ESP if your desperate though.

(6) If you don't want the aid item in your inventory, the mod can be run from the console [ cqf SKK_QPR "SKK_QPRQuestScript.MainMenu" ]

PC manual installation & removal

As this makes no changes to existing content it can be installed at any point in any (stable) game and has no load order needs. Copy  SKKQuickPlayerRespec.esp and SKKQuickPlayerRespec  - Main.ba2 to your ...\Fallout 4\Data directory, enable in the Bethesda mod menu, mod manger or whatever.

The mod can be disabled if there are no [ Add SPECIAL point ] books in any inventories and a respec is not running as no scripts run whilst it sleeps. Only remove mods if you are happy to accept potential conflicts from load order changes in a save game. 

If you have read the comprehensive solution description and still need support,
use the SKK Mods Discord channel https://discord.gg/tgKNT77DC8