Fallout 4

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Jannol

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Jannol

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About this mod

More perks playble now. Fully modular.

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Description:

Many vanila perks are on different power levels, this resaults in some perks being taken a lot and some almost never.
Theese modified perks are designed to buff some of the weaker perks to power of the stronger ones.
Let me know if you find some bugs or think that some perks/ perk levels are not balanced towards other perks.
I am planning to continue doing rebalancing and adding new perks.

LevelUpEx compatible

If you dont see my mod working, some other mod is overwriting it. Put plugins from this mod later in mod order to solve the issue.

Update 1.1:
Added 11 new perks, fixed 1 that didnt work, fixed some descriptions, rebalanced old perks.

Decided to balance all perks to be roughly double the power of special stats where possible. Where it wasnt comparable to special stats, balanced perks compared to other perks. The resault should be more interesting choices.

All changes are done without taking survival into mind, what might be perfectly fine on very hard might be too strong on survival... for example some economy perks (perks that save/generate you money/items) or carry weight increases.

Here is the list of the changes:


S:
Strong Back (1.1): Buffed carry weight
R1:+40 carry weight
R2:+80 carry weight
R3:+120 carry weight
R4:+160 carry weight
R5:+200 carry weight


Reason:
This perk was balanced around stats. If you can get solar powered for +4 atributes 50% of the time, assuming you dont sleep for maximum effectivity, you get 2 attributes on average. Assuming all atributes are equal, why would you invest to +25 carry weight, when you can take 2 strength for 20 carry weight and 20% melee damage. If we look at big leagues, we see that most of the power from the perk comes from the % damage increase, this suggests that the extra carry weight from strenght holds little value to melee characters and makes little sense to get on non-melees. Decided to go with 40 carry weight per rank as it felt the best. Also removed all the overencoumbered stuff from the perk as it makes more sense especialy with those buffed values to pick up more stuff before becoming overencoumbered rather than trying to evade the weight mechanic. 

Future updates: Perk looks ok now

Steady Aim (1.0): Accuracy stays the same, added damage.
R1:20% hip fire accuracy and 10% hip fire damage 
R2:20% hip fire damage and 40% hip fire accuracy
R3:40% hip fire damage

Reason:
Off hip shooting comes with a downside, less accuracy, this perk only reduced the downside without rewarding the player. I decided to reward off hip shooting that works for all weapons. This single perk also makes high strengh characters deal decent damage with all short/mid ranged weapons. Its also working great for certain weapons that dont relly much on accuracy anyways like heavy weapons or shotguns.

Future updates: Perk looks ok now


P:
Pickpocket (1.1): Added special attributes to make the perk more justifiable

R1:+1P+1A, 25% easier stealing
R2:+2P+2A, 50% easier stealing, placing granades into inventories
R3:+3P+3A 75% easier stealing, stealing weapons
R4:+4P+4A 100% easier stealing, stealing all items

Reason:
1.1
This perk is so weak that it can be considered the worst economy perk. You only take the perk if you want to pick certain special items from non hostile npcs. Even if you get some early game advantage, this perk gives no value later on. I decided to give it some utility in form of special points. Now might be worth for vats builds as perception gives V.A.T.S. accuracy and agility buffs sneaking and gives action points. If you have early game use for this perk, it might be worth it.

Future updates: Will be changed in the future, after thinking about it, this way the special stats are the main drive, while pickpocket is still bad.
I have 2 ideas in mind
1)smash it into 2 perks:
50% easier stealing, steal weapons, place granades +1P,+1A
100% easier stealing, steal all items +2P.+2A
or
2)100% easier stealing, steal all weapons and items, place granades

The first option will pay for itself with special stats.
The second option allows you to pickpocket anything you want for just 1 point early on, making it mostly early game perk.
Not sure yet which one is better.


Locksmith (1.1): R2 moved to R1, R3 merged with buffed R4 and moved to R2

R1:pick advanced and expert locks (added from R2)
R2:pick master locks, instantly open all lock


Reason:
1.1
A decent economy perk especialy in early to midgame was still relatively weak compared to some other economy perks. Player needed to invest too many points just to be open a safe here and there. R4 was never worth it. Decided to smash R1 and R2 into R1 and R3 and R4 into R2 while buffing previous R4 to make lockpicking faster. In the end you get 3 old perks for price of 2 with some free quality of life.

Future updates: Looks ok now

Night person (1.1):
1.0
Removed night vision and health
Buffed attributes
1.1
Buffed attributes even more

R1:+2I+1P+1A
R2:+4I+2P+2A
R3:+6I+3P+3A

Reason:
1.0
other ranks beside R1 felt too weak, decided to change them, also removed night vision as it is better added throught different method, I use NightVision for armorsmith extended.
1.1
After getting more into lategame, I found out that I dont feel rewarded for trying to play at night, the experience buff was too small to waste time trying to pass time to get the night person buff and the other attributes didnt have significant effect eighter. Buffed later perks to the power of R1.

Future updates: Perk looks ok now.. maybe add some small utility?

Refractor (1.0): Buffed energy resistance scaling
1.1
wasnt working, now it does

R1:20
R2:50
R3:90
R4:140
R5:200

Reason:
Refractor is same strenght as toughness while being more situational. Decided to buff it in similar way as toughness, but more to reward players for taking damage resistance against less common damage type.

Future updates: It still feels a bit on a weak side, not sure yet how to buff it.

E:
Toughness (1.0): Buffed damage resistance scaling

R1:10
R2:25
R3:45
R4:70
R5:100

Reason:
While toughness on low ranks provides decent damage resistance, in late game the bonus quickly falls off in comparison with better armours or balistic weave. Decided to buff resistance scaling.

Future updates: Looks ok now. The resitance is very helpfull early and its resistance scaling makes it look as pretty good defensive perk (especialy for those who dont use power armour).

Life Giver (1.1): Buffed HP per rank
1.0 buffed to 30
1.1 buffed to 40

R1:+40hp
R2:+40hp
R3:+40hp 0,5% life regen/s

Reason:
Perk needs to give more hp than 2 special stat points. Its intended to use with some player hp limitation mod to make lifegiver worth it. I use Unbogus Health Scaling which removed both player and enemy infinite health scaling. It makes endurance give flat +20 health, so giving it 40 made it quite an impactfull perk, without going out of balance.

Future updates: Will get +2 endurance instead of 40 health. This way you wont need any hp limitation mod and life giver will be good even for vanila game. Also will give health regen at all ranks. 0,2%/s per rank.

Rad Resistant - Resistant (1.1): Gave more exotic resistances along with explosion damage reduction

R1:+10 to radiation, fire, cold and electricity resistance, 15% less damage from explosions
R2:+25 to radiation, fire, cold and electricity resistance, 30% less damage from explosions
R3:+45 to radiation, fire, cold and electricity resistance, 45% less damage from explosions
R4:+70 to radiation, fire, cold and electricity resistance, 60% less damage from explosions

Reason:
The radiation resistance gained was quite weak and outscaled by many items or certain armour upgrades. Also becouse of radiation regen perks, radiation resistance perk became quite useless. I decided to provide additional damage resistances against some harder to obtain exotic resistances. With hight rank Resistant perk, you could now have huge damage reduction agains certain exotic weaponry like flamethrowers, cryo guns or electricity traps as they mostly deal quite little damage. Becouse of how damage resistance works, its not worth it to get much more resistance, than is the power of hit. Becouse of that, decided to give another defence against a bit less comon damage you can take and that is explosions. Most explosions deal high damage which penetrate most of your damage resistance. With high rank of this perk, you take way less damage and then the rest of the damage is further reduced by damage resistance, making this perk both quite powerfull with low ranks as just 1 or 2 ranks can reduce incoming damage by 50%, while making later ranks worth it for explosion protection. 

Future updates: The perk is ok now.

Ghoulish (1.1):
1.0
Added radiation regen to all ranks.
1.1
nerfed R1 rad regen, buffed later ranks

R1:rad heal 0,25/s, radiation healing at 50% effectiveness
R2:rad heal 1/s, radiation healing at 100% effectiveness
R3:rad heal 4/s, radiation healing at 150% effectiveness
R4:rad heal 12/s, radiation healing at 200% effectiveness

Reason: 
1.0
First 3 ranks were useless, last rank was ok. Decided to add radiation regen to all ghoulish ranks.
1.1
Nerfed R1 rad regen is it could solve all rad problems too easily, buffed regen scaling to allow you to trully embrace radiation.
Despite all ranks being similar, they have different purposes now, R1 and 2 mainly help you keep your health clean of rads and save radaways, while rank 3 and 4 are here mostly to allow you entrance to more eradiated areas and allowing your health to heal rapidly near eradiated sources. You can now for example swim in water or go near rad barels to quickly recover your health. Eradiated food also heals you more becouse of that. Certain areas became very friendly for you as you constantly regen life there without the radiation downside.

Future updates: 
Looks ok now

Solar powered(1.1): Removed radiation regen from rank 2, added regen and special attributes to all ranks, no longer must be outside for the stats

R1:+2 strength and endurance between 6:00 and 18:00. Regen 0,25%hp/s when also outside.
R2:+4 strength and endurance between 6:00 and 18:00. Regen 0,5%hp/s when also outside.
R3:+6 strength and endurance between 6:00 and 18:00. Regen 1%hp/s when also outside.

Reason: 
1.1
Decided to change the perk in similar way how night person works while buffing it a bit as it is rank 10 perk while removing rad regen to make ghoulish feel more special.

Future updates: 
Looks ok now

C:
Lone Wanderer (1.1): Buffed, dogmeat nerfed a bit

When traveling without a companion, gain:
R1: 10% more damage, 15% less damage taken,   +50 carry weight when also without a dogmeat
R2: 20% more damage, 20% less damage taken, +100 carry weight when also without a dogmeat
R3: 30% more damage, 25% less damage taken, +150 carry weight when also without a dogmeat
R4: 40% more damage, 30% less damage taken, +200 carry weight when also without a dogmeat

Reason:
After playing with robot companion, I was like... ok, lone vanderer needs a buff. So I buffed it.
The more damage is decent alternative instead of weapon specific perks. So if you want to be effective with multiple weapon types at once, lone wanderer is the choice.

Also previously player had no reason to not take dogmeat as he could deal damage, tank shots and carry items with no downside.
Decided to buff trully solo playthrough in form of carry weight.
Early on with rank 1 and 2 dogmeat would still provide decent value, while his only downside would be that the carry weight is on him, rather than on you.
From rank 3 to 4 dogmeat will stop making sense as carry mule. It might still be beneficial to play with him, just less as his inventory is harder to access and on rank 4 he will carry even less than you. You can still buff him through Inspirational and now even through Attack Dog.

Future updates:
I am planning to give R1 150 carry weight while you dont have dogmeat, later ranks wont give any more.
This would make it more of a choice if you want helper in combat or items avaiable in your inventory.

Attack dog (1.1): Buffed first 3 ranks substentionaly, changed R4 to mach his previous perks

R1:dog gets +50%damage, 30 to damage and energy resistance, 25 carry weight.    Holds an enemy + V.A.T.S. hit chance, 
R2:dog gets +100%damage, 70 to damage and energy resistance, 50 carry weight.  Cripple chance
R3:dog gets +150%damage, 120 to damage and energy resistance, 75 carry weight. Bleed chance
R4:dog gets +300%damage, 180 to damage and energy resistance, 100 carry weight

Reason:
Dogmeat was previously only used as distraction and transport mule. Decided to change him into Attack Dog that can hold on his own even in later game.

Future updates:
Looks ok now

Inspirational (1.1): 
1.0 Buffed companion numbers
1.1 decided to give damage, resistance and carry weight to each rank to provide more balanced companion progression

R1:+30%, companion damage, +30 to damage and energy resistances, +20 companion carry weight, cant hurt you
R2:+60%, companion damage, +70 to damage and energy resistances, +40 companion carry weight, cant hurt your companion
R3:+100%, companion damage, +120 to damage and energy resistances, +60 companion carry weight

Reason:
Humanoid companions generaly dont provide enough help in combat. Their help could be quantified as certain % of your own combat effectiveness. Becouse they only own fraction of your power, I decided to buff this fraction significantly, while proving more oportunities for companion cetric builds.
While I know that robots can in power exceed your character, they require a lot of perks to make them work. In combination with sometimes bad AI, I think this perk is like buffing nuclear bomb, sure its allready op, but you dont allways have nuclear bomb avaible. (companion fires at enemy behind cover instead to exposed one, gets stuck, attacks from too far away, respods slowly, is too passive, isnt covering and dies...). Humanoid companions fight more inteligently,  and dont usualy get stuck so at least their lower power has its upsides.

Future updates:
Looks ok now

I:
Vans (1.1): Removed R2 perception, added travel speed and discover experience

R1: Experience from discovering new locations +50%, movement speed with weapon holstered +10%, see path to quest in V.A.T.S.
R2: Experience from discovering new locations +100%, movement speed with weapon holstered +20%


Reason:
Ther R1 was close to useless, R2 was ok in power level, but useless outside vats.  I also wanted to give it more travel specific buffs.

Future updates: 
The experience gained is pretty cool early on, but quickly becomes quite weak in endgame, where location exploration gives little experience and eventualy you will run out of locations to explore. Will buff travel speed eighter instead or will give more movement speed on top of existing experience buff. Probably will keep both. As this is non-combat perk. The speed increase is nice, but nowhere enough 2 points. Will need to do some testings, but currently thinking about double the speed.


Medic (1.1): Buffed scaling, removed R4 faster healing

R1: stimpacs and radaways now restore 60% of your health and radiation over the duration
R2: stimpacs and radaways now restore 90% of your health and radiation over the duration
R3: stimpacs and radaways now restore 140% of your health and radiation over the duration
R4: stimpacs and radaways now restore 200% of your health and radiation over the duration

Reason:
While some people view medic as essential part of their playthrough, I was able to survive entirely off normal food.
Problems: Vanila R1 only rose the heal from 30 to 40, making it quite a weak rank, R2 rose it to 60, which was quite ok and rank 3 rose it to 80. As players more often used stimpacs when they took some damage rather then when they were very close to death, later ranks were less usefull. This weird dynamic ment that R1 was quite bad, R2 was the best followed closely by R3 and R4 was bad unless you played on survival, where you needed the faster heal.
Decided to unify the buffs to 30% of health  perk rank while giving double the ammout if stimpack would restore more than 100%. Tactical stimpacs before you expect to take damage make more sense now. You can now decide if you want just a bit stronger stimpacs or want to make them a tactical heal ahead of battle.

Future updates: 
Looks ok now

Hacker (1.0): Each rank gives inteligence

R1:+1 inteligence, hack advanced
R2: +2 inteligence, hack expert
R3: +3 inteligence, hack master
R4: +5 inteligence, dont get locked out

Reason:
One of the worst ,,economy perks´´. Locksmith is much better and scrouger is even better than locksmith, so if you are looking for value, dont loot at hacker. With this change, you can justify it on high inteligence characters. You pretty much sacrifice perks to get more of them later on.. and you get to use terminals as a benefit. Also last rank is much weaker that others, so it gets +2 int.

Future updates: 
Rank 4 will get instant hack as most people dont like the minigame anyways and current R4 essentialy allows to never fail anyways.

Nerd rage (1.0): Buff across the board

R1:+20 to all resistances,+20% damage, trigger at 30%
R2:+60 to all resistances,+100% damage
R3:+60 to all resistances,+150% damage (life on kill stays)


Reason:
Rank 1 was quite good, but not consistent enough. Rank 2 just gave more combat effectiveness during those special moments and rank 3 gave healing on top of combat effectiveness. Decided to buff all 3 ranks since its just a situactional buff, while buffing rank 2 more since it doesnt add anything new unlike rank 1 slow and rank 3 healing.

Future updates: 
Looks ok now

A:
Quick Hands (1.1): R1 and R2 now both give reload speed. V.A.T.S. cost is now tied to reload speed buff from this perk, removed R3

R1:+40% reload speed, vats cost is a bit cheaper
R2:+100% reload speed, vats cost is 50% cheaper


Reason:
R1 was ok, but didnt synergize with R2, also both perks were quite weak.
Buffed R1 a bit, added R2 reload speed and made reload speed from this perk affect V.A.T.S. cost as well.

Future updates: Even though this perk makes more sense and is better now, I dont see it being a high priority as was majority of time you spend shooting instead of reloading... unless you play shotguns or revolvers, it might be ok there. I am planning on adding some small fire rate buff per rank, maybe 4-7% to make the perk more worth it. Not sure yet how to do it.

L:
Bloody mess (1.1): 
1.0
General damage replaced by limb damage.
1.1
Significantly buffed limb damage

R1:+50% limb damage
R2:+100% limb damage
R3:+150% limb damage
R4:+200% limb damage + vanila bloody mess spell

Reason:
Its vanilla general damage was overshadowed by other perks. Decided to give it more identity and power that scales multiplicitavely with other perks (100% base damage x 2 rifleman x 3 bloody mess=6x limb damage compared to not having any of those perks).

Future updates: Found a bug that coused much more limb damage being dealt than intended. Will be solved. Also will add back its damage side at cost of limb damage. The reason is that limb damage was hardly justifiable, while general damage is nobrainer. This way it should feel better when taking this perk. Current idea is 5% more damage and 25% limb damage per rank.

Ricochet (1.1):  Reduced damage to be 100% of the incoming damage instead of instakills, buffed chance significantly (high tens of %).
The following % numbers are my intent, though I wasnt sure about them becouse of ricochet complexity

R1:40-80
R2:50-90
R3:25% chance to get crit when ricochet procs

Reason:
Even though this perk was able to 1 shot enemies, the chance was too low and it doesnt affect all enemies. Becouse of this, the perk rarely ever killed someone.

Future updates: Ricochet can by default proc only under specific conditions like if enemy is under 100 health or under 40% of his health. Will try to remove the conditions and once done, will done testing to rebalance. The conditions are under 100 max health enemy or under 40% of max health.

Upcoming perks:
Chem Resistant
Will give small, but noticible damage resistance while under effects of chems to make the perk more of a nobrainer instead of trying to think about the chems you will apply and how often.
Currently thinking about 5% per rank up to 10%

Buff to heavy gunner - The accuracy buff is only usefull on minigun and with now buffed steady aim, I expect full heavy gunner builds to take steady aim anyways.
Heavy guns need a buff, they are not used much, they are heavy, early game accesability is low, they slow you down and their damage is in many cases weak, unless you use expensive/rare ammunition.
For example explosive expert buffs many heavy guns and granades by 25%.
Heavy guns buffs all heavy guns by 20%, but no granades, making explosive expert more versatile and powerfull perk as granades weight much less and offer similar damage to rocket launchers.
The rework would eighter buff damage to 30% to give players reason to play with heavy weapons as they will scale better, or will give some more generic buffs, like no speed penality while wearing heavy guns, chance to not consume ammo, damage reduction, cant damage yourself... something along those lines.

Big leagues and iron fist
overhaul to make iron fist more interesting and distinct, currently thinking about giving iron fist high chance to stagger on hit, while big leagues will keep their lower chances of more of a permanent solutions like disarm or dismember. The stagger chance would eventualy cap at 100%, I expect this change to make iron fists a little bit better perk as the consistency and ability to stunlock specific targets might be interesting enough to choose iron fist over big leagues.
Big leagues will probably still deal more damage, have more legendary variantsm deal aoe attacks and have move variety and customisations, so both playstiles could coexist.

Gunslinger, Rirleman and commando?
Theese 3 perks seem in ok state, but I would like all weapon specific perks to have all 5 perks specific weapon buff beside damage that feels distinct, balanced towards others and helpfull. For example commando´s hip fire accuracy is ok, but when compared to rifleman´s armour ingore in combination with chance to cripple, we se some imbalance.

Basher
Rework to be better as utility perk
Knockback/knockdown/instakill under %/life on kill
Idealy I would add instakils when enemy goes under certain % of their health and health and ammunition on kill, but the health and ammunition seems a bit complicated at the moment. Will see if I figure it out.

Rooted rework
Replaced flat damage reduction with % as it felt too strong early and too weak later on. Removed ability to sneak attack with rooted. Reduced rooted damage. Rooted now grants stagger immunity. Rooted damage now works for all weapons.

Sniper
Idealy R1 would work without holding breath and affect vats a bit as well, R2 would give range and R3 headshot multiplier. Both R2 and 3 for all weapons, maybe even R1.

Adamantium skeleton
Will become 2 rank perk. It seems a little weak and in many cases not much required especialy for characters that attack from range.

Lead belly
will now also give food duration and effect

Lady Killer
Damage against opposite gender will be significantly buffed. As only certain % of enemies are humans and only certain % of them are opposite gender, this perk needs to be significantly buffed in order to make it worth it.
Enemies you encounter other than humans for example are ghouls, wasteland creatures, mutants, robots.. and all of those are not affected by the perk. Even though many factions are not affected, humans are probably the most frequent enemy you will encounter.
To give the perk appropriate buff, we need to calculate the frequency which you will encounter human of opposite gender.
My assumtion is that 50% of enemies are humans and 50% of them are opposite gender. So you utilize this perk about 25% of time. This numbers are very simplified, but might be enough. If I assume balanced perk without any conditions should give player roughly 10% more damage and this perk work only 25% of the time, my assumption is that if I buff this perk to 40% against opposite gender perk rank, it migh be ok. Of course 40% per rank seems crazy, but you need to keep in mind that some enemies wont get affected at all. I am still not sure if this approach is the right one as the difference between male and female enemies will be huge. It might be fun perk though.

Moving target
Will give % damage reduction when sprinting
Will also give reduced % damage reduction when running
The base damage reduction get weak quite fast and the sprinting condition was not active often enough to justify this perk

Mysterious stranger
R1 is pretty good, others no so much, will get rebalanced.


Recomended mods: (Those mods will remove bullet sponges and make the game faster and more tactical.)

Unbogus Health Scaling - to remove player, companion and enemy health per level scaling
https://www.nexusmods.com/fallout4/mods/24313

Scourge - To make push enemy hp to fixed ranges. No more 600 hp humans and super mutants.
I reccomend to turn off automatron stuff if you use robot compation as it is buggy. I had also manualy in mcm reduced ghoul health to range of humans as you will struggle to kill 10 ghouls charging at you with double the health of humans.
https://www.nexusmods.com/fallout4/mods/60917

Global Damage Multipliers for all Difficulties - To make the game more tactical and fast paced. Without armour you die in just a few hits, enemies too. This way the game will feel more realistic as no-one is realisticaly taking 3 bodyshots from shotgun to tell the tale.
Melee is in a bigger disadvantage as you get killed faster. From my testing, melee is only viable with sneak or power armour.
Part of the problem is also that melee weapons dont do much more damage than ranged weapons by default. So with 7 strenght characterm you might have weapon, that does 35 damage per hit, but the hits are slow and melee, unlike pipe pistol that fires 3 times faster with 13 danage per shot from ranged.
As a side effect, you will consume more healing items and less ammunition.
I use 3x for incoming an outgoing damage on very hard and would recomend that for for all difficulties besides survival, go fo 2x there.
https://www.nexusmods.com/fallout4/mods/27623

I found this combination of mods very realistic and fun to play with.
The only 2 downsides are that:
1)melee is less playable especialy early on. It was always like this, but the mods above push melee even further behind as enemies can kill you before you even get to them if you dont allready have high damage reduction. The fix was attempted by bethesda by adding perks linke ninja and blitz, but those who didnt take them were at disadvantage. This could be fixed by mods that buff melee weapons. My guess is that 100% more dmg is required.
2)game becomes relatively easy later on as you get all the damage perks and huge ammount of damage reduction. Your damage compared to most enemies is gonna be huge. Buffing certain enemy hp through scourge could be the option.