Fallout 4

Mod articles

  • Clanggedin's Perkfest - Patchnotes 3'0'9c

    Patchnotes of the update 3.0.9c,
    released on the 19th of June 2022.



    The patch 3.0.9c is an intermediary update, set to fix some aspects of the mod, and to lay the groundwork for the update 3.1 who will be the final patch.


    - Perks -

    -- The perk Nuclear Trance has been largely overhauled.

    - Nuclear Trance (Rank 1): The radiaton damage have been increased and now ignore your enemies resistances.

    - Nuclear Trance (Rank 2): The required level is reduced from 31 to 28.

    - Nuclear Trance (Rank 3): No longer gives you a radioactive aura, but instead confers you a bonus of 1 points to all your SPECIAL stats for every 30% of radiation suffered, up to a maximum of +3 points to all SPECIAL at 90% ra...

  • Clanggedin's Perkfest - Patchnotes 3'0'9b

    Patchnotes of the update 3.0.9b,
    Released in the 6th of September 2021.



    This patch will be focused mainly on balancing and adjustments for more coherence.


    - Items -

    -- The Cocktail Molotov will now deal its entire damage in 8 seconds instead of 15 seconds.
    To compensate for the reduction of duration, the damage per second has been increased by 100%, making the Cocktail Molotov slightly more powerful than before (As it will do in 8 seconds as much damage as it would have done in 16 seconds before).

    This change is made as to make the Cocktail Molotov much more useful and relevant, even in the early game, as a 15 seconds effect duration was proving to be way too slow to be effective in combat.


  • Patchnotes of the version 3.0.9a

    Patchnotes of the update 3.0.9a, released on the 11st of August 2021.


    -- Part I: Perks --

    - The perks Damage and values overhaul (Normal) and (Survival) have been completely deleted from the game, this also includes the books giving these perks.

    The reason for this is simple: the (Survival) version has already been removed from the game several updates ago, and didn't serve any purpose anymore, and, after a thorough investigation and numerous tests, it appeared that the (Normal) version was completely bugged and irrepareable.
    The core of the problem is that the numbers (damage done, damage taken, experience gained) in game did not correspond to the values present in the data, and were rendering the game much harder than intended, without givi...

  • Clanggedin's Perkfest - Patchnotes 3'1 - Announcement

    Overview.

    Since even before releasing the update 3.0, I already had ideas for the next step, which I didn't work on at that time, because, well, comes a moment in development where you have to put your foot down and say "that's enough", or you end up continuously working and the update simply never releases.

    After releasing the update 3.0, after 6 months of intensive work, involving the overhaul of several core aspects of the game, like lockpicking or companions, I took a break, and went on different projets: I wrote stories, I made others mods, I played others games, etc.

    There is also the fact that, I'll be honest, pretty much no one uses or care about my mod, a mod I spent 4 years working on, continuously improving it, releasing regular updates, furth...

  • Patchnotes of the version 3.0.9

    Patchnotes of the version 3.0.9, released on the 25th of July 2021.

    -- Part I: Bugs fixes --

    --> Fixed an issue preventing the perk Faster than a shadow (Rank 2) to work properly when the character has more than 20 Agility points.

    --> Fixed an issue preventing the perk Blitzkrieg (Rank 3) to work properly when the character has more than 20 Agility points.


    -- Part II: Perks --

    --> A new perk has been added to the game: Fine Trigger.
    Fine Trigger gives you 100% chances of hitting your target in VATS.
    The book containing the perk Fine Trigger can be obtained in the chest containing the others Overpowered perks.


    -- Part III: Turrets --

    --> All the turrets requiring electric...

  • Patchnotes of the version 3.0.7 and the version 3.0.8

    Patchnotes of the update 3.0.7, released on the 5th of January 2021.

    As with the article pertaining to the updates 3.0.5 and 3.0.6, this one will be deleted when the update 3.1 will be released, as all the patchnotes will then be merged into one single article.


    -- Part I: Bugs fixes --

    --> Fixed an issue preventing the player from crafting the Power Armor Workstation even when all the requirements were met, also fixes the same issue preventing the player from storing it in the settlement's inventory (Storing a workbench requires to meet the requirements to craft it).

    --> The Robot workbench no longer requires a minimum of 8 Intelligence points to be build, but now instead requires to possess the perks Master Engineer (Rank 1) and...

  • Perkfest - Update 3.1 early patchnotes

    This is the early patchnote of the update 3.1, currently in progress.

    This patchnote will summarize what you can expect for the next update, this article will be deleted and replaced by a up to date version each time I think it is required.


    Update 3.1, what you can expect:

    -- New weapons (Including unique and legendary weapons) --
    -- New armors (Including unique and legendary armors) --

    -- New weapons mods for several weapons --
    -- New armors mods --
    -- New power armor mods --

    -- New legendary effects for weapons --
    -- New legendary effects for armors --
    -- New legendary effects for power armors --

    -- New feature: set bonuses --

    And finally, the core of the update 3.1:

  • Patchnotes of the version 3.0.6

    This patchnote contains all the information about the updates from the 3.0.5 and ongoing.

    Patchnotes of the version 3.0.5.

    The update 3.0.5 is a transition update, laying the fondations for some of the future changes and features of the mod.
    As such, and to avoid too much charge, there won't be a document for the update 3.0.5 in the game, instead, the content of this update will be developed below, and will also be included in the patchnotes of the future update 3.1.

    This article itself will be deleted when the update 3.1 will be released, as the patchnotes of the version 3.1 will also include the details about the update 3.0.5.


    -- Part one: Bugs fixes.
    -- Part two: Perks and modifications.
    -- Part three: Items and mod...

  • Patchnotes of the version 3.0 - Part 1

    Patchnotes of the version 3.0.

    Due to the immense quantity of text and subjets to review, the patchnotes of the version 3.0 will be sub-divised in 3 documents.
    As this update brings some major changes on some aspects of the game, they are treated separately in their own parts, as indicated below.

    Also, due to the complexity of these changes and the intertwined relations between some of them, these will be treated on several different parts, which will be indicated when it is the case.

    Here is the summary of the patchnotes of Perkfest, version 3.0:

    - Part one: Bug fixes.
    - Part two: Perks and modifications.
    - Part three: Items and modifications.
    - Part four: Lockpicking and hacking progression overhaul.
    - Part fiv...

  • Troubleshooting and Questions Answers

    This article will regroup all instances of Q&A present in every other articles and descriptions, and solutions to potential issues you could encounter.

    I will expand this article as I receive more reports on issues and how to fix them.


    Q&A: Perks.

    Q: Can I install your mod in the middle of a playthrough? Will it cause issues? Am I gonna lose perks?
    A: Yes, you can install the mod in the middle of a game, in fact, it's how the mod was made to begin with, to be used in my own ongoing playthrough. So no, it won't cause any issues, and yes, you will indeed lose some perks.
    To be more precise: NOT A SINGLE perk has been deleted from the game, they are still there, but they are now invisible and no longer have any effects; what it mea...

  • Perks overhaul

    This article is about the perks overhaul and everything attached to it.


    As I already spoke about the general philosophy behind the perks overhaul in the general description, I am going to go directly to the essential and give technical precisions, notably on the redefinition of the SPECIAL stats, or rather, the reinforcement of their identity, who constitute the framework of this overhaul.

    Strength: associated by brute force, savagery, physical prowess, direct confrontation.

    Perception: associated with spatial perception, accuracy, the capacity of keep track of your location and spot the enemy to kill him from afar.

    Endurance: associated with fortitude and physical health, be it stamina, damage resistance or survival in a hostile enviro...

  • Medicine progression overhaul

    This article is about the overhaul of the Medicine progression, including the mechanics attached to it, which include the Stimpaks, the Radaway and the newly introduced variants of these products; and also treats about the particular role played by Curie in this overhaul.

    The content of the article is the same than in the patchnotes 3.0, as this overhaul has been introduced by this update.


    The perk Field Medic has been removed from the game and has been replaced by Master of the elements.

    This removal intervenes as part of the Medicine progression overhaul, which also includes an overhaul of healing items, and the addition of new variants to the game.

    Previously, in order to increase the effect of Stimpaks and Radaway, you only had to ...

  • Turrets overhaul

    This article is about the overhaul of the settlements turrets.
    The content of this article is basically the same as the one found in the patchnotes 3.0


    The update 3.0 introduces a new perk, Turret Syndrom. This new perk is also accompanied with a complete overhaul of the turrets of the game, and also adds 15 brand new turrets.

    This overhaul aims at giving back their greatness to turrets, and to treat them as they really are and should have always been considered as: sophisticated engines built with motion and heat detectors, on top of being equipped with an AI advanced enough to be able of differenciate between an ally and a foe, which it can obliterate by the means of a heavy fire, all the while being protected by its thick metal or reinforced ceramic p...

  • Companions overhaul

    This article is about the companions overhaul, and all the changes brought to them.

    This overhaul constitutes one of the major additions of the update 3.0 and is designed to reinforce their individualities.

    Because the biggest part of this overhaul has been introduced by the update 3.0, the article is mostly comprised of the information of the patchnotes 3.0


    Now, the companions are divided in 3 categories, each affected by a different perk:
    - Dogs.
    - Humanoids.
    - Robots.

    Dogs are affected by the perk Attack dog, in the Charisma tree.
    Humanoids are affected by the perk Role model, in the Charisma tree.
    Robots are affected by the perk Roboticist, in the Intelligence tree.

    These perks give generic ...

  • Consumable items overhaul and bonus items

    This article is about the items and treats everything ranging from the consumables overhaul to items modifications, to new workbenches, to bonus items.

    Because the subject risks being dense, it will be separated in several categories, starting by:


    Consumables overhaul.


    I always found it stupid that the game contains a great range of various food and beverages, plus a cooking system, but that at the end, nothing of this was really used.

    Hunting? Useless.

    Cooking? Useless.


    Yeah, in Survival mode, you have to eat and drink to survive, but the mechanics are so weird, and frankly, so poorly made, that you can simply be content at drinking river water and eating 10 bubblegums and you're good to go.

  • Lockpicking and hacking progression overhaul

    This article is about the overhaul of lockpicking and hacking progression, and the new role Cait and Nick Valentine can play in this new overhaul.
    The content of this article is globally the same of which you can find in the patchnotes of the version 3.0


    As you seen in the Perks overhaul article, the perks Locksmith and Code breaker have been removed from the game.
    This removal is due to a major overhaul of the progression system of these two skills, who replaces the old progression system consisting in spending points in the perk to progress; by a system were the player plays a much more active role.

    Indeed, from now on, if you wish to progress in lockpicking or hacking, you will have to train, each success increasing your skills, allowing you to...

  • Patchnotes of the version 3.0 - Part 3

    This is the third and last part of the patchnotes, treating the Parts Vi: Settlement turrets overhaul ; VII: Companions overhaul and VIII: Miscellaneous modifications.


    -- Part six: Settlement turrets overhaul --

    The update 3.0 introduces a new perk, Turret Syndrom. This new perk is also accompanied with a complete overhaul of the turrets of the game, and also adds 15 brand new turrets.

    This overhaul aims at giving back their greatness to turrets, and to treat them as they really are and should have always been considered as: sophisticated engines built with motion and heat detectors, on top of being equipped with an AI advanced enough to be able of differenciate between an ally and a foe, which it can obliterate by the means of a heavy fire, all th...

  • Patchnotes of the version 3.0 - Part 2

    This is the second part of the patchnotes, treating of the Parts IV: Lockpicking and hacking progression overhaul and V: Medicine progression overhaul.

    -- Part four: Lockpicking and hacking progression overhaul --

    As you seen in the Part II, the perks Locksmith and Code breaker have been removed from the game.
    This removal is due to a major overhaul of the progression system of these two skills, who replaces the old progression system consisting in spending points in the perk to progress; by a system were the player plays a much more active role.

    Indeed, from now on, if you wish to progress in lockpicking or hacking, you will have to train, each success increasing your skills, allowing you to attempt picking or hacking more complex systems.
    <...

  • Patchnotes of the versions 2.6.5 and 2.6.6 - Archives

    Patch note, version 2.6.5 
    Released on May 19th 2019.


    Part one: Bugs fixes.
    Part two: Perks and modifications.
    Part three: Items and modifications.
    Part four: Misc.

    Part one: Bugs fixes.


    -- Scrapping materials containing gold or bones now properly display the right component.

    -- The copper is now back in the Component category and can be used again for building or crafting.
    The copper obtained during this issue is also affected and can be used without issues.


    Part two: Perks and modifications.


    -- Added new perks, obtainable in a new chest placed in the house of Concord.

    Those aptitudes are the same of those you can find in the mod "The super perks" ...

  • Patchnotes of the versions 2.6 and 2.6.1 - Archives

    Patch note of the update 2.6.

    French release: December 18th 2018.

    English release: February 2019.



    Part one: Adjustements and bugs fixes.
    Part two: Perks adjustements, modifications and fixes.
    Part three: Items and modifications.
    Part four: Messages and loading screens.


    Part one: Adjustements and bugs fixes.


    -- Aquaboy/Aquagirl: The description has been updated to display the (S), showing that the perk is modified in Survival mode (The perk was already modified in Survival mode, only the indication was not correctly displayed).


    -- Immortality (Rank 2): Does not makes you immune anymore to water radiations.


    -- Bloodbath (Rank 4): Will not be displayed...