Fallout 4
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TwilightResonance

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TwilightResonance

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About this mod

A simple perk mod to make you feel more like a android/cyborg/synth in FO4.

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This is my first mod, a personal mod I made to roleplay as an android, synth, etc. and thought I'd share it!

This mod adds a holotape on top of the terminal in the red rocket gas station just outside of sanctuary, that grants you the transhumanism perk.

What this perk does:

- No Limb Damage
- No Chem Addiction
- All weapons currently gain 1X more dmg (I normally tweak this to my liking, right now it doesn't do anything- I left it in for anyone to change in xEdit for their own needs.)
- No fall dmg
- 50% reduced AP cost for VATS
- All shots penetrate (think penetrator perk)
- 30% increased chanced to land headshots in VATS
- 30% increased VATS accuracy
- 40% less explosion damage
- Can always see your grenade projectile arc
- Guns have +150% range
- No stagger
- Immunity to poison (200% resistance, functional immunity unless you somehow manage to get -200% resistance)
- +50 unarmed damage
- Explosions don't stagger you
- 20% resist to Fire/Cryo
- Can breathe underwater
- +100 AP
- +5 AP regen
- +2000 Carry weight
- Immune to Radiation (NOTE: This is only immunity to environmental radiation, not radiation from food/drink.)
- +300% Aim Stability (scoped aiming, it doesn't sway at all)
- Rads slowly decrease over time (0.2 radiation healed over time)
- you move 10x faster


Q&A:

Doesn't this render several vanilla perks useless?
Yep, it does! I typically use perk replacing mods that outright change or remove those effects, but they make the most sense for an android, synth, or other generally robotic character IMHO.

Why didn't you add immunity to food/drinks? Doesn't leadbelly do that?

1) I dug around in the CK and looked online, but couldn't figure out how to do it without messing with scripts (I tried to keep this as light as possible)
2) It kind of fits in with my idea of how a synthetic being would operate- the organic food gunks up your internals, and you have to wait for it to slowly be cleaned out internally (hence the radiation healing)

Is this compatible with (mod)?
It should be compatible with *everything*! I created this mod using only vanilla effects from the CK by looking at vanilla perks.
The only things that would affect this would be any mods that change base game spell effects which to my knowledge none of them do, they simply disable those effects or add their own custom effects.
It MAY conflict with any mods that make changes to red rocket, but you can simply use the console to add the perk to yourself in that case.

Is it safe to install/uninstall mid-playthrough?

Yep! I went out of my way to not add any new scripts or anything of the sort, if you want to remove the perk simply type
help transhumanism 4 perk and get the ID, and then type player.removeperk PERKIDHERE in the console, so for example, if the perk ID was FF00100 then you'd type player.removeperk FF00100

The holotape is missing/I already cleared red rocket/other issues
in the console, type help transhumanism 4 perk and get the ID, and then type player.addperk PERKIDHERE , an example is above.

This is really OP! I don't like X! Can you change X?
I made this really simply so if you'd like to tweak anything, you just have to open it up in xEdit and tweak it to your liking, you can change any values you'd like, remove anything you want, etc.
If you need any help with that leave a comment and I can help you out

Can this be ESL flagged?

Unfortunately no because I had to add a holotape into the world in order to give people a way to get the perk without directly using the console
If you're familiar with xEdit however and don't mind adding the perk via console, you can simply delete the changes to the cell edits, and then it should be able to be flagged as ESL