Fallout 4
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Cyan Ian

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audiogarden21

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About this mod

Makes adjustments to the base game perks to hopefully make some of the less desirable perks, well, desirable. Everything from better companion perks to auto-lockpicking and hacking.

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This is a reiteration of my no-longer-supported Cyan's Perk Mod. In V2 of my Perk mod, I decided to come at them with a bit of a different approach. This time around my decisions were guided by the fact that survival mode exists, where before it didn't. Also, as the years have gone by, I've gained a greater sense and understanding of the game as a whole.

With that being said, let's get down to brass tacks.

NOTICE: All weapon specific damage perks have been changed to grant half of their displayed bonus when Survival mode is enabled. Each perk will grant a 10% damage increase instead of the usual 20% per rank. Other damage bonuses remain unaffected; Lone Wanderer, Bloody Mess, etc. If you do not like this change then you can change it in the settings holotape provided by the mod. Other settings options will become available for a few perks after they're unlocked.

STRENGTH

  • Big Leagues: upon taking R5 you'll receive a pop-up that will allow you to disable the Pipboy animation and/or homerun sound effect from playing for a more immersive experience.
  • Heavy Gunner: upon taking the first rank of this perk, it will unlock the ability to find additional ammo for the Minigun or Flamer on targets killed with either weapon respectively. You must kill the target with the given weapon for ammo to spawn on the corpse. Each additional rank in this perk will reduce the chance for this additional ammo to spawn by 5% per rank until R5 where no more additional ammo will spawn from this perk line. (This change was made to help facilitate early game Heavy Gunners who will invariably suffer ammo shortages)
  • Strong Back: R1/2 reduce equipped armor weight by 25/50%. R3/4/5 further increase carry weight by 75/100/150.
  • Steady Aim: R3 hip-fire damage bonus increased from 5% to 10%.
  • Basher: now causes bleeding damage that scales per additional rank. R4 critical chance increased from 15% to 25% and has a 20% chance to cripple. (Cripple chance was indicated in the tooltip but not present on the perk).
  • Rooted: R3 now also reduces damage from melee and unarmed attacks by 25% while not moving.

PERCEPTION

  • Awareness: R1 now also grants 10% armor penetration in VATS.
  • Locksmith: each rank grants the ability to auto-pick the previous lock level, i.e. R1 allows auto-picking of novice level locks. R4 allows auto-picking of all locks, however any locks requiring a key cannot be auto-picked. Strong also likes it when you brute-force locks open.
  • Night Person: R1/2/3 increase all AP regen by 10/20/30% at night. R3 increases health by 50 at night. 
  • Refractor: R1/2/3 increase energy resistance by 15/30/60. R4/5 reduce incoming energy damage by 5/10%.

ENDURANCE

  • Toughness: R1/2/3 increase damage resistance by 15/30/60. R4/5 reduce incoming ballistic damage by 5/10%.
  • Lead Belly: R1/2/3 increases the effectiveness of all food and water sources by 15/30/60%.
  • Lifegiver: R3 health regen now works while in combat at 25% effectiveness.
  • Aquaboy/Aquagirl: R2 now grants 25% increased swim speed as well as a 50% chance to avoid incoming damage while swimming.
  • Rad Resistant: R1 grants 15 rad resistance and increases damage by 5% per 100 rads. R2 grants 30 rad resistance and Rad-X provides 25 HP/AP and 15 DR/ER (does not stack). R3 grants 60 rad resistance and access to Heavy Lead lined armor mods (up to 140 additional resistance with all five mods). R4 grants 100 rad resistance and doubles the effect of Rad-X (200 rad resistance, 50 HP/AP, 30 DR/ER).
  • Cannibal: R1/2 restore an additional 10% total health per corpse consumed. R3 restores 20%.
  • Ghoulish: R1/2/3 now scales proportionally with rad resistance up to 100 providing the full heal amount (any amount over that starts to cause a diminished effect), and also increases melee and unarmed damage by 10/20/30% while you have at least 100 rads. R4 removes the rad requirement for the damage bonus.
  • Solar Powered: R3 health regen now works while in combat at 25% effectiveness.

CHARISMA

  • Attack Dog: R1/2 increase health by 75/150, DR/ER by 25/50, and carry weight by 25/50. R3 bleed effect moved to R1 and now scales with level. R3 grants Dogmeat a chance to crit and increases his crit damage. R4 now also reduces incoming damage by 20% for Dogmeat.
  • Party Boy/Girl: R1 now grants 10% damage reduction when accompanied by a companion and under the effects of alcohol. R2 now also doubles the duration of alcohol. R3 now grants 15% damage reduction (does not stack with R1) and triples the duration of alcohol.
  • Inspiration: provides the following benefits.
- 20/40/60 resistance
- 50/100/150 health
- 33/66/100% damage

In addition, R1 grants 10% crit chance, R2 grants 15% crit chance, and R3 increases crit damage by 50% and carry weight by 50.

NOTICE: All percent damage bonuses granted by Inspirational are subject to the same reduction players experience when playing on Survival difficulty.

INTELLIGENCE

  • VANS: R1 grants 5% increased movement speed and increases the radius in which you can spot nearby locations by 50% (Survival only). R2 grants 10% increased movement speed. [NEW] R3 increases sprint speed by 25%, marks all locations on your map, and requires level 36. (All movement speed bonuses apply to land only and do not function in combat).
  • Hacker: each rank grants the ability to auto-hack previous lock level. Any terminals requiring a password cannot be auto-hacked.
  • Nerd Rage: now activates at 40% health instead of 20%.

AGILITY

  • Sneak: R5 now applies a 5 second invisibility effect that will break upon aiming or attacking.
  • Mister Sandman: updated the description to indicate this bonus is additive.
  • Moving Target: R1/2 now also grant 5/10% chance to dodge while sprinting.
  • Ninja: R1/2/3 increase trap damage by 100/200/300%, and now properly applies to melee and unarmed (bug fix).
  • Quick Hands: R3 AP bonus increased from 10 to 25.

LUCK

  • Fortune Finder: upon taking R4 you'll receive a pop-up that will allow you to hide the various effects of the ability for immersion and make gathering of the caps automatic and/or silent.
  • Scrounger: R4 chance to activate increased from 5% to 10%. Added .45-70, 7.62, Flamer Fuel, and Missiles to the leveled lists of this perk.
  • Bloody Mess: R4 chance to activate increased from 10% to 50%, radius increased from 25 to 50, and now provides 25% crit chance for 1 minute on activation. (This particular change was made after extensive testing. The only way to activate the Bloody Mess effect is to destroy the target's body slot, which can be difficult to do outside of VATS due to collision of other body parts, angles, etc.)
  • Idiot Savant: R2 and R3 effects now stack properly. R3 chance to activate is no longer affected by Intelligence.
  • Ricochet: R1/2/3 now also increase chance to dodge ranged attacks by 3/6/10%.

COMPANION:

  • Cait: now increases AP regen by 25% at all times and when health drops below 40%, increases 'all' AP regen by 50%.
  • Codsworth: updated description to indicate that it reduces all energy damage dealt by robots by 10% rather than increasing resistance by 10. Now also lets you salvage more components from slain robots and scales with the Scrapper perk.
  • Curie: now heals 9999 health instead of 250, still once per day.
  • Deacon: fixed stacking issues with other perks so that it no longer matters in which order any of the perks are taken.
  • Hancock: now confers a random bonus to one SPECIAL stat and one of either HP/AP/DR/ER for 10 minutes when consuming chems as long as the player has at least 250 rads. (Bonuses work as follows; SPECIAL stats can roll 4-10 in increments of 2 and other STATS can roll 25-75 in increments of 5. After the effect fades, consuming another chem will re-roll both bonuses at random.)
  • Nick: now grants 15% penetration of robot and synth resistances.
  • Piper: increased the exp bonus of speech checks and location discoveries from 2x to 10x.
  • Strong: now grants a 10% melee and unarmed damage bonus at all times which increases to 30% when health drops to 40% or less.
  • X6-88: now also increases Institute Laser damage by 20%.
  • Gage: increased experience per kill bonus from 5% to 10% and updated the description to indicate that the damage resistance component also includes energy resistance.

My other mods:
Combat Armor Headlamp
Cyan's Ammo Weight Mod
Cyan's Deadly Radiation Mod
Cyan's Legendary Mod 2
Cyan's Outfit Mod
Double-Barrel Grenade Launcher
Flamer VATS Fix
Higher Herbal Yield
Makeshift Weave
Minigun & Gatling Laser Sound Enhancer
Poseidon Energy Core Jetpack
Settlement Fast Travel Survival Mod
Survival Auto Stim
Tactical Night Vision