Fallout 4

About this mod

Clanggedin's Perkfest supermassively overhauls the game: Overhauls the immense majority of perks and adds tons of new ones - Overhauls consumable items and cooking - Overhauls companions - Overhauls turrets - Overhauls lockpicking and hacking progression - Overhauls medicine progression - New items - New workbenches - Tons of bonus - And more !

Requirements
Permissions and credits
Version française

What is Perkfest?


Perkfest is a colossal project, of a complexity and ambitions never reached, the cumulative results of a work of 4 years to deeply redefine the game's systems and the way to see it.

And all of this, with only what's in the game: no exteriors assets, no scripts, nothing but the game itself.

You'll answer it's all but politician talk, so let's move to the real question:


General overview.
Spoiler:  
Show


A quasi-complete perk overhaul, including:
- Pip-boy perks.
- Magazines and Vault-tec bobblehead perks.
- Companions perks.
- Also includes unique perks, divided in several categories, all extremely easy to obtain and 100% optional.
- Added a system allowing some perks to switch effects depending of the difficulty mode (Mode details below).

This perk overhaul constitutes the core aspect of this mod, but is far from being its only aspect.


A complete overhaul of the consumable items:
- Food.
- Beverages, including alcohol.
- Drugs and medicine.
- Addition of new consumables and drugs.
- Cooking overhaul.

More details below.


Introduction of new workbenches and modifications of the already existing ones:
- The power armor assembly line.
- The outfit workbench.
- The ammunition factory.
- The blacksmith workbench.
- A modification of the requirements of the base game workbenches, including an overhaul of the robot workbench who is now available from the beginning of the game, and the changes brought to robots construction.

These workbenches are also accompanied with new components, schematics and documents to futher increase your production capacities.

More details below.


Introduction of new bonus perks and bonus items:
- Bonus weapons, including non-lethal weapons.
- Rings giving your character a cosmetic visual effect, who also be equipped by companions, dogs and robots included.
- Themed power armor paintjobs doing the same effects, with specific conditions.
- Rings and perks allowing you to apply visual effects to enemies hit.
- Rings and perks allowing you to control your experience gains in real time.
- Cheated items like a ring who slows time, in combat or constantly.


A complete overhaul of the settlements turrets, on top of the introduction of no less than 15 new turrets, and a brand new perk dedicated to their fabrication and improvement.


The complete overhaul of Lockpicking and Hacking progression.


The complete overhaul of Medicine progression, including the overhaul of healing items and the introduction of new ones.


The complete overhaul of the companions, designed to make them more useful, but more important: unique.


The philosophy behind this mod.
Spoiler:  
Show

And all of this, originating directly and immediately from the perks overhaul, which, although as of today doesn't represents the majority of the mod's content anymore, constitutes however its beating heart, its historical fundation, without which nothing else would exist.

Each of the aspects described above is tied by an intricate and complex web of relations of causes and consequences who converge to create this mod.

In short, Perkfest is all of this, and much more.


Indeed, although it only started as a simple mod who was only changing some values in some perks, it slowly evolved and grew up, to become something much great, much more complex and much more ambitious.

This mod gained a soul.

This mod is not only an overhaul, it is not only a collection of numbers and values thrown against each other, no.

It is a mod built on a philosophy, on this founding idea that this perk system has a an infinite potential, that Bethesda's teams haven't been able to even scratch.

But this is not only that, it is also the idea that every perk must be coherent with the SPECIAL stat it originates from, it's the idea that the player must be able to become something greater, that he has to be able to see his own evolution, as he gains levels.

And for this, perks must make sense.


Thus, the update 2.0 has represented a major advancement in the history of this mod, because not content of redefining a large number of perks, this update has also, for the first time, moved the perks in the perk trees.

And for the first time, the perks were at their place, inside a tree in which, for the first time, each SPECIAL was clearly defined and was making sense, had its own specificities, its uniqueness, its strengths and its weaknesses.

For the first time, each perk was where it was meant to be, but not only in terms of perk tree, but also in terms of place:

Each perk was for the first time classified in order of power and potential, more specialized perks, thus, the most powerfuls, being findable at the very end of the perk trees, requiring a higher SPECIAL stat.

Thus, for the first time, this mod was introducing a better defined concept of class and specialization, from which the player was both the recipient, but also the only decision maker, so he could create HIS character, even more unique, even closer from his desires.

Because at the end, this is it, the true founding philosophy of this mod, and from which everything else originates: every playstyle must be viable, every character, every specialization, everything must be playable, everything must be able to not only survivre, but to thrive and meet success in the Commonwealth.

Each specialization must be different, and must be handled differently, for a different playstyle.

But above all, each of them must be fun, and must be self-sufficient: a player specialized in Charisma must be able to progress even if he only invested in this tree, he must not feel obligated to invest elsewhere if he wants to progress further, and if he does invest elsewhere, it must be his choice, and not an obligation, and the playstyle of this player must be different and offer a different experience from the player who is specialized in Strength, and so on.

Of course, while nothing prevents you from investing everywhere you want, this investment must never be an obligation.

And for that, each tree, represented by its SPECIAL stat, must have its own gameplay, its own style, its own strengths and weaknesses, it must be unique.

In one word, it must have an identity.

And that's only a description of the update 2.0, who has been developped 3 years ago, and who at the time, took two weeks and a half of work.

Since then, others updates have followed, each improving the mod even more, and thus, the game, by overhauling the consumables, the cooking, allowing the player to become a full time hunter and to be really able to live from this job, cannibals have also been taken into account with the addition of a new dedicated cooking menu, plus an improvement of the associated perk, made viable and useful at every level.

But also others modifications, additions, new items, weapons, workbenches, etc.

All of this being always inspired by this line of thinking, guiding each of my steps, each of my actions.

And leading me to the development of the update 2.7, whose core feature was to be the turrets overhaul, and the addition of a new dedicated perk.

And as I was thinking and working on this update, I started having new ideas, that I started to elaborate upon, study them, and work on.

And others ideas came, some better than the ones who came before.

New ideas, new concepts, major changes for the game, and new possibilities.


And, as I was working on these ideas and I was postponing the work on the turrets to work on these ideas first, I realized that calling this the update 2.7 couldn't hold anymore.

These major changes were something much, much bigger than what was coming normally from a regular update.

So I took the decision to cancel the update 2.7, along with the future 2.8 and 2.9 and to pass directly to the denomination 3.0, who corresponded better to what the work had become.


How important the update 3.0 is you ask?

As a point of comparison, the update 2.0 required two weeks and a half of intensive how, and the following ones each time required between 2 and 4 weeks.


The update 3.0 took me more than 6 months.


This update is by far the most ambitious, and in one word, the most important of this mod's history.

It is the result of the intense and dedicated work of 6 months, itself the culmination of all the work and the experience I've acquired during the 4 years I spent working on this mod since its creation.


How much it is important? The update 3.0 completely redefines the mod, it is no less than an overhaul of the overhaul, who carries it to a new peak.

This mod represents far more work and time than the entirety of my others months and written stories combined.

This is my master piece, my great work, and my pride as a moddeur.


For this reason, let me officially introduce you to



Clanggedin's Perkfest, The Ultimate Overhaul





To give you an idea of how big this mod really is: it took me several days to write its entire description.

Because this mod is gigantic and is complex beyond comparison, its description is as much.


Thus, for this reason, and also because this page simply doesn't have enough space, each great aspect of this mod will be individually treated in an article whose links will be provided below.
Of course, you can also access these articles from the eponym section.

Also, this mod contains patchnotes, who can be obtained from 3 different ways:
- You can get them from a chest located outside the Vault 111.
- You can craft them for free at any chemist workbench under the menu "Perkfest: patchnotes".
- You can read the articles in the article section of the mod's page.

Speaking about patchnotes, if you are a user of the previous iteration of the mod, check the patchnotes of the update 3.0:
Patchnotes of the version 3.0: part 1
Patchnotes of the version 3.0: part 2
Patchnotes of the version 3.0: part 3



As already told before, each grand aspect of the mod will be treated in its dedicated article, and most of them will conclude by a quick Questions/Answers to clarify some interrogations you could have.


Finally, the present description will end with a quick summary and the communication of more general information.


Although nothing prevents you from reading the articles in the order you want, you need to know that due to the close ties between some aspects of the mod, it will be made mention of several elements and content who are directly related to others parts of the mods, and thus will be treated on several articles.

In an effort to reduce as most as possible the amount of text and allow a better comprehension, numerous screenshots showing various aspects of the mod can be found at the top of this page.



Part one: perks.
This article contains all the information regarding the perks, be it those from the Pip-boy, the magazines, bobbleheads, companions, or new unique perks.
Perks overhaul


Part two: consumables overhaul and items in general.
This article contains all the information about consumable items, the cooking overhaul, including a word on cannibalisme; on the new workbenches and their requirements, the changes brought to the robot workbench and robot building in general, and the related perks.
Items, consumables, workbenches, bonus


Part three: turrets overhaul.
This article is much shorter and only talks about the turrets, the modifications they underwent, and the philosophy behind these changes.
The article also says a word about the 15 brand new turrets added to the game, and the new dedicated perk Turret Syndrom.
Turrets overhaul


Part four: Lockpicking and hacking progression overhaul.
This article contains numerous important information about this overhaul, and also quickly talks about the new role occupied by the companions, which will be further developed in its dedicated article.
Lockpicking and hacking progression overhaul


Part five: Medicine progression overhaul.
Followed by a description and an explanation about the medicine overhaul, including a description of the new healing items added to the game.
This article is rather dense as it treats of numerous technical information and deep changes.
It also speaks about the new role of the companions, especially Curie.
Medicine progression overhaul


Part six: The companions overhaul.
Finally, we'll conclude by talking about the companions, their overhaul, and the philosophy behind it.
The article will also speak about the possible conflicts and compatibilities between this mod and others mods who add new companions and touch the base game companions.
Companions overhaul



And to conclude this description, a few more information:

- Loading screens have been significantely modified and updated to fit to the descriptions brought by the mod.
These changes also include a new loading screen designed to remind you that you are currently using the mod, giving you information about the current version you are using, and how to obtain the patchnotes.

- A new system taking into account elemental damage has been put in place, from now on, fire, ice and electricity damage will do more damage to certain types of enemies, as described below:
- Fire (Flamer, molotov cocktail, etc) do 100% more damage to insects and aquatic and swamp creatures (Mirelurks for example).
- Ice (Cryolator, cryo grenade, etc) do 150% more damage to insects and cold blooded animals (Deathclaws for example).
- Electricity (Lightning gun, pulse grenade, etc) do 200% more damage to machines, be it robots, turrets or 1st and 2nd Gen Synths.

This system also benefits to the turrets added by the mod and is handled automatically and passively by the game.
This system is also designed to be compatible with weapons added by others mods, without the need for compatibility patches.


Now for more general information:



INSTALLATION/UNINSTALLATION.

To install the mod, place the Esp file in your Data folder and activate it with your favorite sotfware, that's all.

To uninstall it, simply delete the Esp file, that's all.

This mod contains NO exterior asset, in particular scripts, so you don't risk damaging your game or your save by installing or uninstalling it.

Due to the colossal amount of changes brought by this mod, I very strongly advise you to load it at the very end of your load order, right above Scrap everything.



COMPATIBILITIES.

This mod is completely incompatible with:
- Any and all mod who modifies, partially or entirely the perks from the base game.
- Any and all mod who modifies, partially or entirely the consumable items.
- Any and all mod who modifies resources from the base game (Steel, wood, etc)
- Any and all mod who modifies workbenches recipes and the robot workbench.


This mod is 100% compatible with any and all mod who modifies weapons and armors.


As indicated in the companions article, this mod is partially compatible with mods who modify companions from the base game, but only if my mod is loaded after.

This mod is 100% compatible with any and all mods who add new companions to the game.


Basically, this mod is generally compatible with any other mod who modify things that are not the perks, nor the companions.


But again, as already told a few lines above, I strongly advise you to load my mod at the end of your load order.



MY RECOMMENDED MODS LIST.

First my own mods (All the mods showcased are 100% compatible with Perkfest)


People have a name, who gives an identity to almost every inhabitant of the Commonwealth and beyond. Also includes a perk to make virtually invincible all settlers and recruitable settlers.

Lethal headshot, who increases the damage of headshot and others specific body parts against several enemies, french and english version both included.

Indestructible power armor, who adds special paintjobs making the power armor indestructible, as above, french and english versions available.

Infinite ammo weapons, a simple mod who adds a chest containing all the weapons from the game, with infinite ammo, french and english version available.

Settle everywhere, who adds a gun who shots workshops, allowing you to establish your base everywhere on the map, including in interiors. Also removes the time limit outside of your settlement.

Invisible Pip-boy in 3rd person, who makes the Pip-boy invisible when in 3rd person, without secondary effects.

Vanilla and DLC's all male outfits SHB bodyslide conversion, the conversion of all game's armors and outfits, DLC's included, to the masculine body Super Hero Body, so you can look good next to your enhanced CBBE body girlfriend.

Jenna's body - CBBE bodyslide preset, the best CBBE preset, mine of course, with several variants included.



And then, several mods I strongly recommend you:

Dicky's Pinup outfit CBBE Fusion Girl by Dickyftw.

Dream skin set by Stavetskaya.

Place everywhere by TheLich.

HiPoly Faces by SQR17.

True Grass by l00ping

Who does wonders with VELDT - Grass retexture by napoleonofthestump.


I'll have so much more to recommand, but I wouldn't have enough room for that, so we'll settle with these ones.


AUTHORIZATIONS.


You are NOT allowed under any circumstance to modify, share or upload this mod with anyone and anywhere.
Translations and modifications are allowed ONLY for your exclusive personal use.


QUESTIONS.

If you have a question about the mod or need a precision, first make sure the answer to your question is not already in the mod's description, in the articles or in the patchnotes, or even others comments in the discussion tab.

I literally spent an entire week writing the descriptions for both the french and english version, and I haven't done all of that for it to not be read, and so, I won't answer any question who is already answered in the description in the game.

Although I appreciate your enthusiam, this mod is not a group project, and I don't take any request, and no suggestions of any kind.


BUGS.


If you find a bug, thanks to report it in the Bugs tabs, with as much details as possible, I'll answer you the quickest I can, and if it is indeed a bug, I'll work to fix it the fastest as I can.

If you think you have found a bug but aren't sure of it, report it anyway, better to make a mistake than to not report a potential bug.

But be responsible: don't go an make 15 reports a day because you haven't bothered reading the descriptions.


Things who are not bugs:

- If you have a whited out icon in the perks list in the Pip-boy, but that the perk is available, it's normal, everything's fine, there's no bug, the icons removal is a secondary effect of some modifications made to the perks.

If you cannot get the perk or if another perk occupies its position, then it means you have another mod who modifies this perk, deactivate it.
If you're sure you don't have any other mod who does that, check again, I can guarantee you have one: my mod has been tested again and again and again, and this issue has been brought several times, and every single time, it was a conflict with another mod.


Oh, yes, I almost forgot: for english users.

This mod is first and foremost developed in french, thus, a lot of elements are written in french, and others aren't translated because they don't appear in game or are not supposed to be available.

So if you use FO4 edit or whatever else on my mod and you find errors, don't bother messaging me to tell me: I already know, and everything is normal and perfectly intended, there are a lot of things that are not shown in the mod either because it's things I keep for potential use or experiences I've made; in any case, it has no incidence on the mod or anything else.

Also, as you will also find French written entries if you do use these softwares, don't waste your time reporting it either: it's normal, I am French, I work in French, so of course everything behind the curtains, things you are not meant to have access to, will be in French and of course I'm not going to bother translating stuff you won't actually ever see in the actual game.

However, if you find french text in the actual game, be kind to report it, with a screen if you can, it will facilitate my work.


Q: I am noticing a few perks whose name is in french, namely: Le vieux fusil, Femme fatale and Dom Juan.
A: This is intended: these are french references: Le vieux fusil is an old french movie about a guy who hunt nazis with an old rifle he found to avenge his wife, Femme fatale is a reference to the stereotype about french women being hot and seductive, and Dom Juan, well, you know who is Dom Juan, and he is written Dom because its the french name as Molière wrote it.



CONCLUSION.


To finally conclude, what to say?

Well, don't forget to track the mod or my profile: future updates are planned, on which I will communicate when time will come.


I want to especially thank Dickyftw and Stavetskaya who provided me with support and encouragement throughout the course of the developement of this update 3.0.
Thanks to both of you, and I hope you'll enjoy this new version.


Thanks for your download and have fun.