Fallout 4

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alegendv1

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yoyoma3010

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About this mod

Level up your skills Skyrim Style with the S7 Skill System. A scripted system where you gain skill XP for using a skill. Gain access to all vanilla perks and other perks through pseudo skill trees. All skill or perk prerequisites, and no level requirements*. XP multipliers customizable in MCM.

Requirements
Permissions and credits
Translations
Changelogs
My perk/leveling overhaul that is currently in BETA for testing. Most things should function correctly, although you may need to patch for other mods (see Load Order, Patching, and Compatibility section). I need testing for balancing XP, and for suggestions. Also it's ESL flagged, so won't take up a load order slot.

General Description
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The S7 Skill System (Super Special Skyrim Style Semi-Scaling Scripted Skill System)

This is a perk/leveling overhaul. Unlike previous Fallout games, you do not gain skill points or perk points the usual way.

You gain XP for doing stuff to gain skill levels - aka Skyrim Style.

Every skill scales somehow - aka Semi-Scaling.

Special points influence how fast you level a skill - aka Super Special.
(You gain a Special point every X levels (configurable in MCM)

This is all accomplished using fairly short scripts - aka Scripted.

Finally, you have 29 different skills to level - aka Skill System
.

All new perks have custom perks. Roughly 20ish out of 70ish new perks have custom animated icons, the rest are still icons. I'm working on animating all of them.

Many features are customizable in MCM


Detailed Description
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While all vanilla perks are accessible, it is currently not possible to have all of them (this applies for the traits). You must make choices in your build, which was a design goal of this mod. However, similar to Skyrim, you can max all of your skills and gain all those perks that way, although this would take time as there are 29 skills.

Playing with less loot/ammo? Or leveling not going fast enough for ya? Adjust the skill multipliers in the MCM. The formula for calculating experience is defined here and in MCM.

Formula: ((SPECIAL Stat * SPECIAL stat multiplier) * Global Skill Multiplier) * (Skill Level Multiplier)

The Skill Level multiplier starts at 1, and is multiplied by the “Decreasing Skill Level Multiplier” after the skill increases. So for example, if the Decreasing Skill Level Multiplier is set to .98 in MCM, then when the skill increases from 0 to 1, then that multiplier is now .98. From skill increase from 1 to 2, that multiplier times itself or .98 * .98. It exponentially decreases.

This mod is in BETA for testing, because I literally don’t have the time to test everything. Granted, most things should function, although you may need to patch certain things. See compatibility section for patching. If somebody has a better idea for how skill level calculation should work, I’m open to suggestions.

Regarding perks, 11 perks act as traits. These are Adamantium Skeleton, Bloody Mess, Cannibal, Lone Wanderer, Idiot Savant, Ghoulish, Rooted, Solar Powered, Night Person, Aqua Boy/Girl, and Party Boy/Girl. You select up to 3 at the beginning of the game. For example, selecting Adamantium Skeleton will immediately grant you all three ranks of Adamantium Skeleton, but also a debuff of slower leveling of Agility skills. Choose wisely or none at all!

Besides the perks in traits, every other perk is accessible if you meet the skill requirements.

Here are some more niche cases of perks (still accessible, just a bit more difficult to get depending on your build):

There are several VATS perks that are not in the Trait or Level Up Menu. These perks have been reimplemented as a Pipboy modules. In order to craft them, you need to gain Hacking skill and pick the vanilla Hacker perks. These are craftable at the armor crafting tables. These perks are Gun Fu, Concentrated Fire, Penetrator, VANS, and Awareness. The Pipboy is what allows you to have VATS, so locking these perks behind Pipboy upgrades made sense. It also gave more utility for the Hacking skill. Not my original idea, someone suggested it in Discord a while ago. Full credit to them if they can remember that conversation/suggestion.

Four Leaf Clover, Ricochet, Mysterious Stranger, and Grim Reapers Sprint are locked behind the Chaos skill tree. The only way to gain Chaos is through pure chance when you level a skill. Every skill level up, your luck times a multiplier will determine your chance out of 100 if you gain Chaos experience. As Chaos levels up, you can use Chaos perks (mostly luck based perks). Additionally, when these perks trigger, you gain Chaos XP for them. Chaos brews chaos. In the MCM you can modify the multiplier for the chance to gain Chaos XP.

There are many new perks\ additions, although they mostly revolve around the weapon skill trees. See the perk/skill trees section for full details.


Requirements
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Hard Requirements
F4SE
  • Mod will not function without this.
LevelUpMenuEx
  • Mod will not function without this.
BAKA Framework
  • Pretty sure game will crash without this, because I use the OnStoryCraftItem event, which is broken in vanilla.
MCM
  • You cannot customize XP multipliers without this.
Far Harbor, NukaWorld and Automatron
  • These are required because I reference the perk additions these mods add.
RobCo Patcher
  • Needed to patch weapons with certain keywords on runtime of game (S7_WeaponTypeScience, S7_WeaponTypeBlade, S7_WeaponTypeBlunt)
  • Look inside Robco Patcher folder of mod to add these keywords to any weapons that need them. Vanilla is fully covered, but mod added weapons need to be added.
SUP_F4SE
  • Currently only needed for one function, but given its capabilities, I'll be able to improve scripts and expand towards better perk effects with this.
Lighthouse Papyrus Extender
  • Needed for several functions to work properly.
Soft Requirements (PLEASE GET THESE!)
PipboyTabs
  • Allows you to see your skills AND skill experience in your Pipboy. Really useful.
PerkPointsPerLevel 
  • If installed, this will disable vanilla perk point gained. You can reenable it by deleting the ini, but you will receive more perk points than intended.


Skills and How to Level Them:
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STRENGTH SKILLS
Melee
  • Hit enemies with melee weapons
  • Ripper has X chance to increase skill (customize chance in MCM)
  • +1% damage with melee weapons per point
Weightlifting
  • Move. Higher encumbrance grants more XP while moving.
  • Bash
  • +0.5 carry weight per point
Heavy Weaponry
  • Hit enemies with heavy weapons (not gatling laser)
  • Rapid fire weapons have X chance to increase skill (customize chance in MCM)
  • +1% damage with heavy weaponry per point (not gatling laser)
  • +0.2% reload speed with heavy weaponry per point (not gatling laser)
Blacksmith
  • Mod melee and unarmed weapons
  • Scrap melee and unarmed weapons
  • +0.5% to critical damage with melee and unarmed weapons per point
PERCEPTION SKILLS
Rifles

  • Hit enemies with ballistic nonautomatic rifles
  • +1% damage with ballistic nonautomatic rifles per point
  • +0.2% reload speed with ballistic nonautomatic rifles per point
Thievery
  • Steal, lockpick, pickpocket
  • -1% reduction to influence of weight and value on pickpocket chance per point
Explosives
  • Hit enemies with explosives
  • +1% damage with explosives per point
Sniping
  • Hit enemies with any scoped weapon while aiming with scope
  • -0.5% AP cost for holding breath when aiming with scope per point
ENDURANCE SKILLS
Unarmed
  • Hit enemies with fists or hand-to-hand weapons
  • +1% damage with fists or hand-to-hand weapons per point
Survival
  • Cook food/drink, eat food/drink
  • +1% bonus to food/drink effect duration per point
  • +1 radiation resist to ingestibles per point
Shotguns
  • Hit enemies with ballistic shotguns
  • +1% damage with shotguns per point
  • +0.2% reload speed with shotguns per point
Armorsmith
  • Mod armor
  • Scrap armor
  • -0.25% incoming weapon and explosive damage per point
CHARISMA SKILLS
Speech
  • Successful speech challenges
  • Intimidation attempt and/or success
  • +0.25% chance for intimidation success and speech challenge success per point
Taming
  • Wasteland creature taming attempt and/or success
  • Be in combat with a dog companion.
  • +0.25% chance for taming success per point
Barter
  • Any vendor interaction - amount of XP based on caps gained/lost
  • +0.25% to sell price & -0.25 to buy price per point
Leadership
  • Every X objects built (customizable in MCM), and workshops unlocked
  • Be in combat with a companion.
  • Companions deal 1% more damage per point. You deal 1% less damage to companions per point. Companions deal 1% less damage to you per point. (You have to talk to your companion for the skill effect to recalculate whenever skill increases)
INTELLIGENCE SKILLS
Energy Weapons
  • Hit enemies with laser or plasma weapons (automatic and Gatling Laser: customize chance in MCM)
  • +1% damage with laser or plasma weapons per point.
  • +0.2% reload speed with laser or plasma weapons per point
Science
  • Hit enemies with radiation weapons (automatics: customize chance in MCM)
  • Scrap or mod laser/plasma/radiation weapons
  • +1% damage with radiation weapons  (Gamma Gun, Radium Rifle. Modded weapons need Robco Patcher with S7_WeaponTypeScience keyword)
  • +0.2% reload speed with radiation and Science weapons per point
Hacking
  • Hack terminals or robots
  • Use unlocked terminals
  • Loot dead robots
  • -0.25% VATS weapon AP cost per point
Medicine
  • Craft medicine/chems
  • Use medicine/chems
  • +1% bonus to duration for stimpaks, radaway, and chems per point 
Gunsmith
  • Mod or scrap any guns
  • +0.5% critical damage with all kinds of guns per point
AGILITY SKILLS
Pistols

  • Hit enemies with ballistic non-auto pistols
  • +1% damage with ballistic non-auto pistols per point
  • +0.2% reload speed with ballistic non-auto pistols per point
Sneak
  • Sneak attacks
  • Sneaking around enemies looking for you
  • -0.25% to movement detection per point
Athletics
  • Run
  • -0.25% to fall damage per point
Swiftness
  • Sprint
  • -0.25% to sprint AP cost per point
LUCK SKILLS
Automatics

  • X chance hitting enemies with ballistic automatic rifles and pistols (not shotguns; customize chance in MCM))
  • +1% damage with ballistic automatic rifles and pistols (not shotguns) per point
  • +0.2% reload speed with ballistic automatic rifles and pistols (not shotguns) per point
Looting
  • When looting anything
  • +0.1% chance (baseline is 1%) to find extra bottlecaps when looting anything. Bottlecap amount is small, but customizable in MCM
Opportunity
  • When landing critical hits
  • +0.2% to critical hit chance per point
Chaos
  • Random chance to increase upon leveling any other skill based on Luck
  • 0.5% chance for beneficial Chaos effect to occur per point (varies from damage buffs, defense buffs, speed, sprinting buffs, etc. 13 different effects total)


Perks/Skill Trees
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Perk XP (Perk Points)
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Perk points are gained through leveling up your skills (exactly the same as Skyrim).

For example, leveling up the Melee skill from 15 to 16 will grant 16 XP towards a perk point.

The amount of perk XP needed for a perk point increases every time you earn a perk point through this method. You can customize these values in the MCM, if you feel it is not balanced.

Perk XP can be tracked via the Perk XP tab, if you have PipboyTabs installed.

If PerkPointPerLevel is installed, this mod will disable vanilla perk point gain (gaining perk points on level up). This is to prevent the player from receiving too many perk points, since there is now a new method to gain perk points. You can easily edit the pppl.ini file to customize this if you'd like to.


Traits
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See images section


Tagged Skills
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At beginning of game, you get to choose 0-6 skills to tag. In addition, these tagged skills level 0-50% faster (values change based on start up selections)


Legendary Skills
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When a skill is at level 100 or greater, a Star will be next to it. This indicates that you may click on the skill to Legendary the skill.

Legendarying the skill sets the skill to 15 (or if using SPECIAL based starter skill values, it will set to value based on base SPECIAL stat).

You lose all perks in the respective skill tree, but you gain these perk points back for reuse. The XP multiplier also resets to an appropriate value for for the skill level

This system mimics the Legendary Skill system from Skyrim. This effectively allows you to gain more perk XP to gain more perk points, and also reassign perk points to other skills if you want to.


Trainers
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Various NPCs in Fallout 4, Automatron, Far Harbor, and Nuka World are now Skill trainers.

You can only train a certain number of times per level. This is customizable in MCM.

Trainers are either Common, Expert, and Master. Training costs and time to train are customizable in the MCM. Lower level trainers are cheaper. Common trainers train a skill to 50 (Expert is 75, and Master is up to 100). Higher tier trainers cost more to use regardless of skill level. This was done to incentivize finding/using lower level skill trainers.

The trainer system is toggled off by default. It is recommended to use MCM to assign a hotkey for activating the trainers feature. The trainer system is compatible with Quick Trade and Quick Trade Redux via the hotkey. The hotkey is useful if you have mods that use Add Activate Choice perk entry which can conflict, like Freeze Intimidation Overhaul.

You can turn any NPC into a trainer by looking at the RobCo Patcher file inside the NPCs folder. There are instructions on how to do so. Note, you should look up NPC names in the patcher file first, in case they are already covered. You can also change non-HARDCODED NPCs to a different skill or level or both. Non-companion/follower NPCs can be given up to 3 trainer type keywords.

There are several HARDCODED NPCs. You cannot change these trainers unless you edit and recompile the perk script for trainers. You can see which NPCs are HARDCODED in the same RobCo Patcher file.


True Skyrim Mode
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In True Skyrim mode, you gain no Character Level XP from any sources (kills, crafting, workshop building, quests, etc.) Instead, whenever you level up a skill, you gain XP according to the skill level (i.e. leveling Melee from 15 to 16 grants 16 XP).

When True Skyrim mode is enabled, you do not gain perk points from the Perk XP system. Instead, you gain perk points from leveling up as per normal. 

PerkPointsPerLevel is now required because of this, so I could fully control distributing perk points and still maintain the old perk point system of S7.

Due to the nature of True Skyrim mode, Character level, and XP calculation, True Skyrim mode can only be enabled on a new game or level 1 save AND the "S7 Skill System - True Skyrim Fix.esp" is enabled.


Installation/Uninstallation
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Use a mod manager to install. You can also install manually into Fallout 4's Data folder, but I recommend using Mod Organizer 2.  This mod is unlikely to be safe to uninstall mid save.


Load Order, Patching, and Compatibility
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I recommend loading this mod late in your load order, above any complex sorter or synthesis patches, to minimize conflicts.
This mod will need patching to work with mods that edit vanilla perks.

The following perks are not touched by S7 System:
  • Awareness
  • VANS
  • Penetrator
  • Concentrated Fire
  • Gun Fu
  • Night Person
  • AquaBoy/Girl
  • PartyBoy/Girl
  • Adamantium Skeleton
  • Cannibal
  • Ghoulish
  • Solar Powered
  • Rooted
  • Bloody Mess
  • Lone Wanderer
  • Idiot Savant

All other vanilla perks will require patching since the record has been altered.

List of other record overrides:
  • Magazine messages and perks have been altered to grant XP bonus (they still grant their original vanilla effect).
  • Explosions and some explosion enchantments have been changed (for gaining Explosives XP)
  • Companion inspirational perk (perk on companions) has been changed.
  • Description of actor values for SPECIAL stats have been changed.


Possible conflicts:
  • Will not work with mods that use Apply Combat Hit Spell. 
  • Mods that introduce new consumables that are not appropriately keyworded with vanilla keywords will not be detected properly. The S7_ObjectTypeSurvival and S7_ObjectTypeMedicine may be added to these items to grant XP (very easy to do in xEdit).
  • Mods that introduce new explosion records will need to be patched to grant Explosives XP. See videos tab for how to patch explosion records.
  • Mods that alter, change, or do not make use of vanilla weapon keywords are not compatible.


Extra Notes
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Intimidation, Animal Friend, and Wasteland Whisperer can be performed regardless of enemy's level. It is now all chance based, while further ranks in perks increase your success chance.

Perk chance effects such as stagger, disarm, and push have been re-added as separate perks specific to weapon types. 

Highly recommend using VAFS Redux, it allows you to generate critical hits outside of VATS (The Opportunity skill levels based on critical hits).

SPECIAL stat multipliers are based on current value (not the base value) of SPECIAL stat. So the xp multiplier takes into consideration buffs and debuffs for SPECIAL stats. Keep that in mind.

The XP multipliers are definitely not balanced. Some are too low and some are too high. It's BETA for a reason; I need testers to test.


Known Issues
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Incompatible with Workshop Plus - you gain certain XP from entering and exiting workshop menu. This isn't game breaking, but is annoying. Trying to figure out the issue with this one.


Future Plans
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Balancng XP multipliers

Bugfixing wherever possible.

New perks; extend skill trees, etc.

I only make compatibility patches for mods I use or have used. Check video tabs to see how to patch perks and explosions.


Credits
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HUMONGOUS THANKS to HappySlapp. The unreleased predecessor to this mod by me (which laid the groundwork) would have been impossible without his scripts. While his scripts are not used in this mod, he had previously allowed me to use them in the unreleased mod, and I am forever grateful. He also provided explanations and expertise that aided and inspired me to create certain portions of this mod. Give kudos, go endorse all his mods, and celebrate his scripting wizardry.

Many thanks to Neanka. This mod is impossible without their LevelUpMenuEx mod. Also their mod PipboyTabs made it easier to test if skills actually gained XP. Their mods helped me to bring some RPGness back into Fallout 4. Give kudos and go endorse all their mods and celebrate their modding ability. They have also graciously provided permissions for me to edit the LevelUpMenuEx files, provided they still require LevelUpMenuEx (which they do).

Many thanks to Scrivener who provided excellent tools, methods, and advice for how to use flash/AS3 and communicate between Papyrus and AS3. Without their help, the Legendarying of skills and the barter menu update from version 0.7.0-BETA would have never happened.

Many thanks to rux616. Literally saved my life (stress wise) by showing me how to use VSCode to easily manage namespaces and compile scripts. Would have taken me months longer to compile this mod’s scripts without their help. Give kudos and go endorse all their mods and celebrate their modding ability.

Many thanks to ItsMeJesusHChrist for their modders resource of Pipboy icons in New Vegas nexus. They have graciously given me permission to use their modders resource of pipboy icons to generate still SWF files for custom pipboy icons. Give kudos and go endorse all their work.

Many thanks to joelday for the Papryus Extension in VSCode. Again, would have taken me months longer to create this mod without its functionality. Highly recommend using it if you’re using Papyrus (also works for Skyrim).

Many thanks to phphones. Would never have been inspired to make my first mod (Ultimate Hacking) without their mod Ultimate Lockpicking. Without that, this mod would have never happened. Give kudos to and endorse phphones mods for inspiring me to start my modding journey.

Many thanks to Devastatin Dave for the Vault Boy with Skyrim hat and Vault symbol icons.

Many thanks to bp42s for making the main mod image and banner image!

As always, many thanks to Greslin, Red, payl0ad, llamaRCA, ChrisDVD (cap) and everyone else on the many Discord servers who assisted me throughout this mod’s development.

Many thanks to users testing my mod. Particuarly, elis123123 has helped to identify several issues throughout this BETA.

Thanks to F4SE Team for F4SE which makes this mod possible.

Thanks to Bethesda for Fallout 4