Fallout 4

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SpringHeelJon

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SpringHeelJon

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About this mod

Makes Fallout less annoying to play by fixing bugged perks, making underused perks viable and automating low skill actions.

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Changelogs
Welcome to Perk up.

This is part of the "Made for Fusion" series of mods, that are designed to be modular so you can install them on their own or all be combined together to eventually form a complete overhaul of the games mechanics and textures without straying too far from the vanilla ethos.
The current series line up:

Streamlined Weapons - A full rebalance of the games weapons and attachments,
Targeted Textures - A select improvement of texture issues in the vanilla game,
Capped Out - A small overhaul of the games levelled lists,
Perennial Power Armor - Rebalancing of vanilla power armor mechanics and levelled lists,
Perk Up - Rehaul and fixes for various vanilla perks.

I also highly recommend pairing one or all of these modules with Thrive Redone by VishVadeva.
They have been designed to be compatible out of the box with one another. Simply pick which modules you like the most and install.

If you want an automated vanilla style mod list installed straight to your PC then please check out FUSION
Or perhaps you prefer to follow a guide and install manually? Then I recommend The Midnight Ride . 
All of the listed mods above are included in both lists plus many more.

Lets get into what this mod does and if it is for you. All perks have retained their names and core of what they were trying to achieve in vanilla. They retain their places on the perk charts and for the most part also retain their vanilla requirements.

Not all perks have been changed, in particular the ones pertaining to crafting (Armorer, Gun nut, Science) This is to maintain compatibility with mods that have their levels as requirements and they worked fine in the game.

I will now list changes by perk:


Adamantium Skeleton
Now reduces fall damage along with limb damage up to a maximum of 90% at level 3

Basher and Big Leagues
Are both now linked intrinsically, in that they buff each other when it comes to bashing. Weapon bashing with enough perk investment is now an actual viable gameplay strategy! Finally a use for those bayonets.

Cannibal
Now acts as a food source rather that a buggy half implemented gameplay mechanic. Also affects hunger if you play on survival now as well.

Caps Collector
Nerfs rank 1 but buffs rank 2 and 3 slightly in regards to item discounts and prices.

Gunslinger, Rifleman and Commando.
Now all can affect each other. So for example in the base game if you had a laser sniper rifle, It would benefit from the rifleman perk. If you then changed it to an automatic it would lose that buff and be influenced by the commando perk instead. Now that's fine if automatic receivers were on par with their semi auto counterparts but they are not. The only good balanced way I have seen this implemented Is to nerf Commandos damage buff but make it STACK with either Gunslinger or Rifleman. This way automatics are a viable choice again without changing receiver records to boost damage in the first instance.
The end affect is an unchanged early game but a steadily buffed mid to late game which helps to keep up with insane health pool multipliers (Less damage sponge enemies at high levels)

Ricochet
Now activates more often.

Nerd Rage
Now activates at 40% health instead of 20% so you can het the benefit without immediately dying!

Inspirational
Changed the perk so it matches the description more accurately 

Four Leaf clover and Iron fist 5
Now Functionally identical to Critical hits outside of VATS as it makes use of that mods scripts and perk changes. I have implemented a more lore friendly explanation for you having this perk to start with. It is now called DEITRIX 303. This can be seen on the pip-boy load screen as an expansion when you first boot it up and I thought it would be fun to make it an experimental neural link called (bare with me here) DIRECT ELECTRON INTEGRATION TARGET REMOVAL INTERFACE <EXPERIMENTAL> V3.03
With thanks to NotSure700 for the scripts used here.

Life Giver and Solar Powered
Life giver and solar powered have had their effects buffed slightly and their last rank health regen now functions in combat at the cost of a lower heal rate.

Ghoulish
Balanced out the radiation heal effects to be more progressive rank to rank (generally a nerf for the first 3 ranks). Removed the often buggy scripted rank 4 for a similar solution to solar powered. In that it now it requires the character to have radiation poisoning but 100% of rad damage is converted into health at a lower rate. Even in combat. The perk now requires Level 60 for balance.

Hacker and Locksmith
Now have had Auto Hack by GOURMETRIX and Auto Lockpick by TESNEXUS8 integrated into the perks. Thanks to both authors for the permission for me to use their scripts for this. Please go and visit their respective pages for what the perks now do and give them your endorsement!

Heavy Gunner 
Has been buffed across the board ending up with Triple damage at rank 5 for parity with the other weapon perks.

Stealth 5
Now does not have the annoying stealth field effect.

Night person
Requires you to have your weapon drawn and be sneaking for sight effect to trigger.

Sniper
Now applies to automatic weapons as well, because why would it not Bethesda?!

Fortune finder rank 4
Was badly implemented and a terrible perk for the level. Now this has the changes made in Fortune finder 4 fix integrated into the perk. With thanks to Bionicyardiff for the scripts.

Charisma checks
I know not strictly a "perk" but they fall into the same remit and are affected by your perk points in Charisma.
Charisma in vanilla is fairly useless as you can get to 10 through clothing or drugs with very little perk investment. There is also little point in going much higher than 8 as you are almost guaranteed to pass any speech check by that point.
Now lower charisma <4 has a very small chance of success even on easy checks 5> increases to 25% and 8> you are guaranteed to pass an easy check.
This encourages use of charisma boosting clothes and drugs on early game if you want to be very persuasive at the beginning without much perk investment. Medium and hard have modifiers that lower this across the board so even with Charisma 10 a hard check is only 75% sure of working.Boosting charisma higher through temporary buffs or clothing will bring that chance up. Use the mentats! Or save scum... You know who you are.


That should about cover it. The mod has been tested fairly lightly but initial feedback has been positive so I have decided to publicly release and see how you all get on! I have tested myself over many hours and squashed any bugs I have found but I cant possibly test for all permutations so please if you notice anything odd file a bug report and I will look into it.

Special thanks go to ASTRO on the Animonculory discord server for their in depth and thoughtful testing. Your feedback and suggestions were very valuable.

Also thanks to all the mod authors over the years who have come up with similar solutions to these issues, your work has been an large part in inspiring me to make this mod and getting it to where it is.