Fallout 4
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Seth Veeper

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SethVeeper

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About this mod

Makes adjustments to various vanilla perks.

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Yeah, I know, I'm hardly the first person to do this, but I wanted to do it myself. Initially it was just a couple of perks I felt like playing with, and it was easier to fix it myself than to go looking for something. Now, however, it's coming along a decent bit and I feel like sharing.

I have three basic goals with this mod:

  • Improve or adjust perks that feel frustrating or lackluster without destroying game balance. I'll grant this is pretty subjective, but I don't think anyone here is going to find my changes *terribly* objectionable so far. That said, while I'm open to input I reserve the right to favor my personal preference over demands from the crowd.
  • Avoid broad, sweeping changes. I actually like the vanilla perks, and I don't want to deviate in huge ways. I know this mod is tagged as an 'overhaul', but I want to aim for adjustments that leave the same general impressions. In particular, perks should remain in the same SPECIAL 'ranks' and have the same number of ranks as before; installing this mid-game hopefully won't break your favorite character build (although it may shake them up a little in some cases), and it should be compatible with other mods that change perks (Provided you load them after this one).
  • NO DEBUFFS. We are taking the stance of improving the bad ones, not downgrading the good ones, whenever possible.

I'm not perfect at this at the moment and we're working on it, but I do intend to hold to these principles whenever I can.


Perks I've Already Tweaked


Iron Fist, Big Leagues, Heavy Gunner, Rifleman, Gunslinger, and Commando
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- Damage bonuses have been adjusted to be more front-loaded:

  • Rank 1: 30%
  • Rank 2: 60%
  • Rank 3: 80%
  • Rank 4: 90%
  • Rank 5: 100%


Secondary effects have not otherwise been changed. This makes them more impactful in the early game, changes relatively little for weapon specialists in the long run, and (in my opinion) also enables non-specializing strats that might take only 2 ranks in two or three weapon types.

Strong Back
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Ranks 1 and 2 provide more carry weight than before, and Ranks 3, 4, and 5 provide an additional +25lbs in addition to their other effects. (Total of +200lbs at Rank 5.) It felt bad that Strong Back, the literal carry weight perk, provided less extra carry weight than Lone Wanderer. Blegh. I did observe, in play testing, that the extra carry weight isn't as important once you can run and fast travel while overencumbered, which probably informed Bethesda's decisions with the vanilla perk; however, I don't think adding more to the latter ranks really unbalances anything, and bumping the earlier ranks makes it much more viable to just take one or two ranks and carry on.

Awareness
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- Rank 1 now provides 5% VATS hit chance and VATS damage in additional to viewing damage resistances and such. Rank 2 increases this to 10%. I haven't playtested this personally yet but I don't feel like it's that egregious of a buff.

Night Person
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  • Rank 1: +2 PER and AGI at night, and craft Night Vision Goggles at the Chemistry station under 'Utility'.
  • Rank 2: +15% chance to randomly critical hit.
  • Rank 3: Gain a partial stealth field.


Moving the night vision effect to a pair of goggles makes that effect optional while keeping it a unique part of Night Person's mechanical identity. (Don't worry, the goggles also provide a +1 PER bonus, much like most other glasses.) As for the other changes, it's more of a side-grade than an upgrade in my mind: I wanted to bring it a little more in line with how Solar Powered is structured, and changing INT to AGI means I don't feel as obligated to try and take this just for the bonus EXP.

Most players will enjoy the first two ranks, but I expect stealth oriented characters will adore all three ranks, particularly the third one. (Personally, I've been having a blast on pairing this with Chemist and stacking it with Overdrive for a 40% crit chance~)

Life Giver
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All three ranks now provide stacking slow health regeneration, in addition to the bonuses to maximum health.

Chem Resistant
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No changes to the perk itself; however, chem addictions are now significantly more serious and debilitating, making this perk - as well as Addictol, doctors, and generally more moderate chem use - much more advisable.

Rad Resistant
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Each rank provides +25 radiation resistance instead of +10, making Rank 4 equivalent to a permanent Rad-X.

Cannibal
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Eating corpses now restores a (modest) percentage of your health, rather than a flat amount:
  • Rank 1: 15% health for human corpses
  • Rank 2: 15% health for ghoul and super mutant corpses
  • Rank 3: 30% health for all three corpses


Technically it's a little weaker in early game, but it's *vastly* more viable once you reach the point where the vanilla 25 health regained is a drop in the bucket.

Black Widow
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- Tiny change: Rank 3 is available at Level 16 instead of 22, matching Lady Killer. Why would you do that, Todd?

(As a side note: I would love to implement an option to flip the sexes for something akin to Cherchez La Femme and Confirmed Bachelor in FNV, but I am still considering the proper way to implement this.)

Local Leader
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Rank 2 is no longer required for building stores or crafting benches. In fact, it's been removed from the Perk Menu altogether. This is, so far, the one exception to my rule about not messing with how many ranks a perk has, but this seemed the most straightforward solution that fit both my vision and my skill level.

If another mod's content calls for it, fret not; the perk itself still 'exists'. I've included a BAT file to help you add it with a console command. You can use:
bat GiveLocalLeader2

*or*

player.addperk 001D2468

Party Girl/Boy
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No changes to the perk itself; however, alcohol addiction is now significantly more serious and debilitating, making this perk - as well as Addictol, doctors, and generally more moderate alcohol use - much more advisable.

Wasteland Survival Guide #5
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You thought we were limited to the playable SPECIAL perks? You fool!

W.S.G. #5 is found in Gorski Cabin, in the basement in Wayne's room next to the terminal. In vanilla, it marks Diamond City on your map. And nothing else.

That is, as we say on the farm, horse$%*#.

It still marks Diamond City if you need it to, but it now also adds a +1% chance to randomly critical hit. It doesn't sound like much (because it isn't), but it's different from the other perk magazines as far as I know and now there's a reason to pick this up if you've already saved Preston's group or gotten directions from Trashcan Carla.

It doesn't display this properly when picking up the magazine, but the perk can be viewed in the Pip-Boy to confirm the effect. It should also apply retroactively if you already got the magazine prior to installing or updating this mod. (I think; if someone could confirm this when they install or update that would be swell.)



Perks I Wish To Tweak


  • Steady Aim
    - I'm contemplating adding an accuracy to ADS accuracy as well. But even then, is it enough? "Aim more accurately" It just doesn't feel worthy of a 7 STR perk.
  • Basher
    - Just... C'mon Bethesda. Who needs this badly enough to put four perk points in?
  • Toughness/Refractor
    - Not sure what to do with these yet, but +50 Damage/Energy Resistance feels very... Unexciting for a five perk point investment. I think secondary effects might be in order here; open to suggestions.
  • Lead Belly
    - Let's be honest: even when the Overboss is guzzling Nuka-Cola left, right, and center like some sort of Capital Wasteland fanatic with bottlecap glasses, rads are really not a huge deal for most of us to deal with. Improving the health gains might make this more appealing, and I have also contemplated adding rider buffs a la Rank 3 Party Girl/Boy, but haven't approached implementation as of yet.
  • VANS
    - The only time I've even contemplated this perk was on sniper builds for a potential +14 base PER (10 + You're SPECIAL + Bobblehead + Rank 2 VANS). I have yet to ever actually do that.
  • Ninja
    - Pretty simple plans; I want to make it apply properly to unarmed and two-handed melee weapons. A bit more complicated than I initially thought, is all.
  • Idiot Savant
    - I have a somewhat toxic relationship with Idiot Savant. Even in vanilla it's just more EXP for free and that's intoxicating; however, I have also used a mod for years that gives it a flat chance to go off regardless of Intelligence, pushing it even further into 'must have' territory. This cannot continue; something has to give with this, but I'm struggling to figure out what to change without breaking our "no nerfs" rule.