Skills and Traits return to Fallout 4! Hot Diggity is a total overhaul of the levelling system of Fallout 4, focusing on making each character feel distinct with the reintroduction of skills, traits, and a large number of new perks to play with!
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Hot Diggity (Progression Skills and Perk Overhaul) - Spanish Translation
Changelogs
Version 1.0.5
Added 2 perks that I forgot to add to the list of attainable perks (Spray and Pray and Bullet Storm)
Fixed an issue with the MCM not saving Ini settings for Mod Organizer users
fixed some UI issues with Pickpocket perk and a few others
Version 1.0.4
-------------New Perks------------
Pickpocket: it is 1% easier to steal items per point in the Thievery skill
Mouse Mentality: Pickpocketing is almost twice as easy from power armoured enemies.
----------Bug Fixes------------
Chemist is now properly obtained through the medicine skill,
Commando 1 and 2 now unlock at Guns 20 and 40 (hidden and only for perks)
Rip & Tear now actually triggers 20% of the time.
Version 1.0.3
Fixed a bug with Swing for the fence level requirements
Version 1.0.2
Confirmed Bachelor / Cherchez La Femme now function properly if you have a rank in their straight counter parts!
Version 1.0.1
The Level cap is now "soft" when the player reaches the level cap their XP gain is reduced by 90%
Explosive entry perk description now lists which explosives can be used.
Parry Master and Rad Purge clarified description of Perks
Fixed Typo in Explosive Entry Perk
Version 1.0.0
------Features------
I'll do it later I want sleep
Version 0.3.3
Added Licensed Plumber 3 Ranks
Fixed Cap Collector not having an icon/being twice as strong as intended
Fixed Stakeholder incorrectly stating it unlocked tier 3 stores in settlements
The Swarm totally reworked (again)
Version 0.3.2
*ADDED*
Perk: Dodge Bullet: 25% Chance to ignore incoming damage while sprinting.
*BUFFED*
Splash Damage: now 25/50% bonus radius on explosives
Blocker: Now reduces incoming Melee by 30%
*FIXED*
Surprise proof/Rapid Cell Growth/ Unflinching fixed bug that prevented these perks from triggering at all.
Life Giver no longer falsely states it provides HP regeneration
Cannibal Perk no longer requires luck.
Fixed Wasteland Whisperer and Animal Friend no appearing in the list.
AquaBoy/Girl no longer have different requirements
Killer Instinct now provides bonus XP correctly (Initially the perk resulted in nothing but a loss of XP)
The Swarm: Trigger chance is now dramatically lower by default (Still configurable in the MCM)
The swarm now correctly decay over time.
Version 0.3.1.3
Fixed Lockpicking and Hacking retlated bug that prevented hacking and lockpicking functioning at all
Fixed Lockpicking description to reflect that it unlocks the locksmith perk.
Version 0.3.1.2
Fixed Gunslinger and heavy Gunner description
Fixed commando having unusual requirements
Version 0.3.1.1
Gunslinger now requires Guns or Energy weapons instead of Pistols (which didn't exist)
Heavy Gunner now requires Guns or Energy weapons instead of Heavy Weapons (which didn't exist)
Version 0.3.1
The Bug Bomber Update
*General Changes*
Level Cap can now be disabled through MCM (Set value to 0)
VAFS Redux Patch
Many perks now have requirements added to improve balance and increase diversity.
*New Perks*
Splash Damage: Explosives are now 15/30% larger
Unflinching: Explosives deal 25% less damage to the player per 25% health missing
Stake Holder: You can invest 100 caps in a vendor per point of charisma
Cap Collector: 2/4% better prices per point in charisma
*Perk Updates*
Bombing Run: now procs with explosives and greatly improved reliability of drops
The Swarm: Now much less buggy (Pardon the pun) and considerably more likely to proc and has different proc chances for different weapons and now triggers on living enemies instead of on death.
Demolitions Expert now exclusively a crafting skill and explosive bonuses applied to explosives skill and Splash damage perk
Strong Back: Rank 5 now provides 25 additional carry weight
*Skill Changes*
Chemist perk no longer unlocked through medicine and is now a regular perk again
Skill descriptions updated to match recent changes to crafting skills
Moved Crafting to top of Skill list to match alphabetical order
*Fixes*
Quick learner rank 1 now correctly provides bonus XP
Reorganised Trait and Skill list to follow alphabetical order
Version 0.3.0
*GENERAL ADDITIONS*
MCM Added for Level Cap and Skill point gain
MCM Added for Rocket Barrage configuration
Perks are now sorted alphabetically in this order Special Stats > Vanilla Perks > Hot Diggity Perks
Created VAFS Redux Patch
*NEW PERKS*
Gamma Gunner (Bonus damage with the Gamma gun based on current rads)
Rocket Barrage (Hotkey based volley of missiles, configurable in MCM)
1st Recon (Bonus sneak attack damage with ranged weapons based on sneak skill)
*CHANGED PERKS*
Finesse (Now provides large bonus to crit damage)
Explorer (Lowered Level Requirement to 10)
Gifted (XP reduction from 50% to 30%)
Shotgun Surgeon (Now effective at 800 units instead of 150)
Laser Commander (Now also provides bonus damage to laser criticals)
Bullet Shield (provides 4x the damage resist while firing a weapon)
Bone Breaker (Now deals 5x damage to limbs)
Efficient Scrapper (Doubled bonus materials from scrapping)
The Swarm Insects now last roughly 30 seconds longer without taking damage.
*FIXES*
Many Typos and grammatical issues removed.
Added Icons to all existing perks
Removed random sounds associated with specific perks
Restored missing script for Tribal and Gifted Traits
Restored Grim reapers sprint (was unintentionally removed at some point)
Green thumb now provides the correct amount of ingredients
Version 0.2.0.1
Added EATS to the Perk menu
Implimented update system
To update from pre 020 "setstage FF_perk_fix to 20" into the console.
Version 0.2.0
Lockpicking and Hacking are unlocked at levels 30 60 and 90 of their respective skills.
Added Classical Crits trait
Renamed repair to crafting (A more logical name)
Grenade Trajectory is unlocked through the EATS Perk ()
Set the Melee Perk to hidden
Version 0.1.9.1
Fixed a handful of Typos
Fixed inconsistency with skill descriptions.
Version 0.1.9
Local Leader now unlocks at game start
Fixed Rifleman inconsistencies with other Vanilla Damage Perks
Strong Back now provides 25 carry weight per all 4 ranks. No Longer allows fast travel or running while over encumbered (Moved to Heavy Runner Trait)
Lifegiver no longer provides any form of health regeneration
Robotics Expert no longer provides 40% bonus damage at level 2 (Vanilla Bug)
Reworked Investor Perk (Lower level requirement and additional ranks)
You now gain the correct amount of skill points when gaining multiple levels at once
Reworked Rapid Cell Growth
Added Trait: Atomic Rush
Added Trait: Gifted
Added Trait: Tribal
Added Perk: Heavy Runner
Added Perk: Clever Packing
Added Perk: Shotgun Surgeon
Added Perk: Five Star Dinner
Added Perk: Efficient Scrapper
Added Perk: Experienced Operator
Added Perk: Green Thumb
Added Perk: Like a Glove
Added Perk: Surprise Proof
Added Perk: Down With The Machine
Added Perk: Civilised Bravery
Version 0.1.8
Fixed an error with Aqua girl rank 2
Removed all bonus effects from the Vanilla sneak perks
adjusted the formula for the sneak skill to prevent breaking the sneak system
Added the light foot, silent running and shadow warrior perks to replace missing vanilla sneak perk bonuses
Version 0.1.7
FIXED ALL SKILLS NOT FUNCTIONING in v 0.1.6
Fixed all Damage perks not providing damage bonus after level 2
Medicine skill now unlocks the Medic perk as it is levelled (for the sake of perks.)
Blacksmith is now unlocked when levelling melee.
Medicine skill now provides meaningful bonuses.
Version 0.1.6
Fixed broken lockpicking/Hacking perks they now have to be unlocked with a perk point requires a new save or console commands to remove all ranks of Locksmith and Hacker Perk.
Version 0.1.5
Fixed typos in Fight the Power and Bone breaker descriptions
Changed the level cap from a fixed value to a global variable to change the level cap open the console and type "set FF_Perk_LevelCap to X" replacing X with your desired level cap.
Version 0.1.4
Fixed startup script not firing (Should fix Traits, Tag skills and skillpoint gain)
Version 0.1.3
Fixed Trait and Tag menu not loading due to a missing script
Version 0.1.2
Fixed perks not being listed due to a typo in ini file
Version 0.1.1
Fixed various "?" appearing in perk descriptions (Error from spellchecking)
Removed Demolition Expert from available perks (Included in the Explosives Skill)
Removed Local Leader from the Perk list (Inherent to the player in this mod)
Changed Skill requirements for Infiltrator and Robotics Expert to Thievery and Science respectively.
Improve replayability by stopping each character from transitioning into a jack of all trades
Allowing for each character to feel more distinct by providing an excessive amount of new perks
Provide more interesting perks by converting many of the must-have perks into skills.
Features
A reimplementation of the skill system similar to that of previous fallout games including 11 New skills
A return of the Trait system found in Fallout 1,2 and New Vegas with 16 unique perks to choose from.
¬100 new perks (depending on how you count them) to provide more variety to each character These perks have been drawn from other fallout games, mods for other fallout games or my own creations
Perk requirements have been implemented to encourage character diversity and encourage replayability
The modification of many boring vanilla perks, who wants to waste a precious perk point on +20% damage with pistols?
The player starts the game with both ranks of local leader (Essential for any settlement builder)
Dramatically reduces the number of SPECIAL points available at character creation from 21 to 14
The addition of a level cap of 60 (Changeable via MCM)
F.A.Q
Q. Your level cap sucks fix it! A. Fix it yourself to adjust the level cap simply open the MCM. Q.Will you add a patch for X mod? A. If there is enough demand/I like said mod. Q. Is this mod compatible with X mod? A. The answer is more than likely, yes! As long as the mod does not change the vanilla perks, there should be no conflicts. Please note although this mod is "Technically" compatible with you are special and Be Exceptional, It would almost certainly be a mess to organize, and I would strongly advise against using either of those mods with this mod! Q. Is there a full list of Perks/Traits/Skills? A. There was... and will be in the future but I have been working on this mod for months without a break I want to get it out and share it with the world I will work on my mod . Q. What about all the changes you made to the base game perks? A. Yes Q. No speech skill are you an idiot?A.While yes I absolutely am an idiot, I did look at creating a speech skill originally but found that essentially all I would be doing by creating a speech skill is returning the Fallout: New Vegas problem of charisma then becoming a worthless attribute. so unless I or someone else can think of a method to implementing a meaningful speech skill it isn't going to be added to the mod Q. Is this compatible with Start me Up? A. I am happy to confirm that I currently use this mod in conjunction with Start me up with 0 issues and would heavily encourage using this mod alongside Start me up to improve the replay experience
Setup/Installation Install with a mod manager of your choice, start a new game when you have left the vault (or used an alternate start) a popup to choose your Traits and Tag Skills should appear after roughly 30 seconds. The mod should plug and play, if anything about the mod is unclear, please let me know in the comments, and I will help to clarify. Enjoy!
Credits
Neanka for his incredible tool that allowed me to make this mod! LEVELUPMENUEX
Dree74for his amazing more perks mod for new vegas from which I drew a lot of inspiration from. More Perks
XhAPPYSLApXfor creating you are special and inspiring me to look into creating my own alternative. You Are SPECIAL