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yoyoma3010

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About this mod

An overhaul of all 70 vanilla perks in the vanilla perk tree. Each perk has been overhauled to fit in seamlessly with S7 and provide unique bonuses. Traits that are perks can be earned without taking the trait and debuff!

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Changelogs
OVERVIEW
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The S7 Skill System Vanilla Perk Overhaul (VPO), overhauls all 70 vanilla perks on the vanilla skill tree to provide interesting and unique bonuses.


REQUIREMENTS
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S7 VPO requires the S7 Skill System and all of its requirements. 


PERKS
Details about the new perk effects are listed below. They are sorted according to the vanilla perk tree (by SPECIAL stat and value)

STR
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Iron Fist
Vanilla effect removed. Combo your unarmed normal attacks until a final power attack to deal much more damage with the unarmed power attack! Effect improves with increased rank. (Constantly attacking normally builds up a damage bonus until you power attack)

Big Leagues
Vanilla effect removed. Properly timed attacks with melee weapons increase attack speed on consecutive swings. Effect improves with rank.

Armorer
Vanilla effects remain. Modding an armor grants a temporary DR + ER buff. Effect improves with increased ranks

Blacksmith
Vanilla effects remain. Modding a melee/unarmed weapon grants a temporary armor pierce buff with melee/unarmed. Effect improves with increased ranks.

Heavy Gunner
Vanilla effect removed. In combat, while walking or not moving, gain a steadily increasing damage bonus with heavy weaponry (not Gatling Laser). Resets after reloading or not fulfilling conditions.

Strong Back
Overhauled in S7 already (always can run when encumbered, ranks decrease AP drain rate, and the normal vanilla effects remain)

Steady Aim
Bonus to hipfire accuracy when standing still (most effective), walking (mid effective), or while running (least effective). Effect applies to shotguns at rank 3

Basher
Vanilla effects remain. Critical chance for bashes increases on each bash. A critical strike resets this bonus. Higher ranks improve bash crit chance build up and reduction. 

Rooted
Vanilla effects remain. The longer you stay still, the less damage you will take, up to a certain percentage. Higher ranks improve damage reduction. This perk may be earned without taking the trait by purchasing a book from a certain vendor in Diamond City. After acquiring a certain book, you may earn the perk via staying still in combat while not sneaking.

Pain Train
Vanilla effects remain. The longer your sprint in power armor, the more momentum you build up while sprinting, drastically increasing you movement speed.


PER
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Pickpocket
Vanilla effects remain. Each successful pickpocket further reduces how much weight and amount of item being pickpocketed factors into pickpocket difficulty. This effect stacks with Thievery skill's scaling bonus.

Rifleman
Vanilla effect removed. While not moving and aiming down iron sights (not scopes), gain a steadily increasing damage bonus until you fire. Effect improves with increased rank.

Awareness
Vanilla effects remain. Briefly highlight surrounding enemies when combat start. Rank 2 performs this periodically during combat. 

Locksmith
Vanilla effects remain. Gain a temporary Perception bonus after a successfully lockpicking something. Effect improves with increased rank.

Demolition Expert
Vanilla effects remain. Gain a chance to not take any explosive damage. Chance improves with rank.

Night Person
Vanilla effects remain. Blood packs are improved for the player. Increased ranks improve blood packs further This perk may be earned instead of taking the trait by purchasing a book from a certain vendor in Diamond City.

Refractor
Vanilla effects remain. Gain a damage bonus with laser weapons based on energy resist, but damage resist does the opposite. Damage bonus not active in Power Armor.

Sniper
Some vanilla effects remain. While sneaking and aiming down a scope, gain a steadily increasing critical damage bonus against enemies who are not aware of you or in combat. 

Penetrator
Vanilla effects remain. The longer you aim down irons sights or scope at a single enemy, the more you will bypass the enemies DR. Changing targets or leaving iron sights/scope will reset the bonus. The second rank halves the time it takes to reach full DR bypass. Additional effect only works outside of V.A.T.S.

Concentrated Fire
Vanilla effects remain. Outside of V.A.T.S, the more you attack one enemy, the more damage you will do against them. 


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Toughness
Vanilla effects remain. Gain a damage reduction based on current Endurance. Effect improves with rank.

Lead Belly
Vanilla effects remain. S7 effect remains (poison resistance). Eating irradiated food grants temporary Rad Resist. Rank improves the effect.

Lifegiver
Vanilla effects remain. Above 90/85/80% health, take 15% less damage. Rank improves effect as noted.

Chem Resistant
Vanilla effects remain. All chems last 5%/10% shorter, however, taking any chem grants temporary DR, ER, and damage bonus. Rank improves the effect.

Aquaboy/Aquagirl
Vanilla effects remain. Swim faster. Rank improves effect. This perk can be earned without taking the trait by finding a certain vendor and purchasing a book from them to earn the perk. Earn the perk by swimming.

Rad Resistant
Vanilla effects remain. At 500 rads, Radaway and Rad-X last longer (i.e. are more effective). Effect improves with rank.

Adamantium Skeleton
Vanilla effect removed. When one limb is below 75/50/25% health, all limbs take 15/25/35% less damage. Effect improves with rank as noted. This perk can be earned without taking the trait by finding a vendor in Diamond City and buying a book. Earn the perk by crippling your limbs and healing them, and crippling them again.

Cannibal
Vanilla effects remain. Gain temporary DR and ER after eating a corpse. Effect improves with rank. This perk can be earned without taking the trait by finding a vendor in Diamond City and buying a book. Earn the perk by eating corpses, but be warned: you will be severely debuffed after eating a corpse, and you can die if your health is too low. After earning rank 1 of Cannibal, you will no longer receive debuff.

Ghoulish
Vanilla effects remain. The higher your rads, the less damage you take. Effect improves with rank. This perk can be earned without taking the trait by finding a vendor in Goodneighbor and buying a book. Earn the perk by remaining at 40% (400 rads) or higher for a long period of time.

Solar Powered
Vanilla effects remain. Gain the Solar Strike ability. Solar Charge increases during the day in sunlight. At a certain charge, you may Solar Strike an enemy dealing immense damage and an explosion around the target. Higher ranks increases the rate that Solar Charge increases. This perk can be earned without taking the trait by finding a vendor in Diamond City and buying a book. Earn the perk by absorbing the sunlight.



CHA
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Cap Collector
Vanilla effects remain. Gain a chance to find a super rare collectable and valuable cap. Collecting 7 of the same type of cap (7 different kinds) grants a permanent increases to a SPECIAL stat.

Lady Killer/Black Widow
Vanilla effects remain. Take less damage from females/males. Effect improves with rank.

Lone Wanderer
Vanilla effects remain. Increase Speech Challenge success when alone based. Effect improves with rank and lower Charisma. This perk can be earned without taking the trait by finding a certain vendor and buying a book. Earn the perk by truly traveling alone (no companions, dogs, or folowers).

Attack Dog
Vanilla effects remain. Dog companions gain scaling taming-skill based damage buff and reduction. Effect improves with rank.

Animal Friend
Overhauled in S7 already (no level requirement on targets, various perks increase chance to tame).

Local Leader

Vanilla effects remain. Firing the flare gun will inspire settlers and companions near you to deal more damage and take less damage that scales with Leadership skill. Effect improves with rank.

Party Boy/Girl
Vanilla effect of no alcohol addiction remains. Consecutively drinking different drinks buffs the duration of the drink by 25/50/100%. This effect stacks and improves with rank as noted. This perk may be earned without taking the trait by finding a certain vendor and buying a book. Earn the perk by drinking alcohol... lots of alcohol.

Inspirational
Overhauled in S7 already (scales with Leadership skill)

Wasteland Whisperer
Overhauled in S7 already (no level requirement on targets, various perks increase chance to tame).

Intimidation
Overhauled in S7 already (no level requirement on targets, various perks increase chance to intimidate).



INT
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VANS
Vanilla effects remain. Find Vault-Tec Vans and you may find Vault Tec Prepper Kits (ammo, meds, etc.) stashed away. Rank 2 ensures you will always find a Vault-Tec Prepper Kit.

Medic
Vanilla effects remain. Taking Radaway grants temporary Radiation Resist and taking Simpacks grant temporary DR. Effect improves with rank.

Gun Nut
Vanilla effects remain. Gain a temporary reload speed buff after modifying a gun. Effect improves with rank.

Hacker
Vanilla effects remain. Gain a temporary Intelligence bonus after successfully hacking a terminal. Effect improves with rank.

Scrapper
Vanilla effects remain. Gain a chance to gain Adhesive when scrapping weapons or armor. Chance increases with rank.

Science
Vanilla effects remain. Gain temporary ER after modifying an energy or science weapon. Effect improves with rank.

Chemist
Vanilla effect removed. Taking 6/5/4/3 different chems will double the effect of the last chem taken (6th/5th/4th/3rd).

Robotics Expert
Vanilla effects remain. Activate a Robot on you side with a Robot Repair Kit to overcharge them and briefly make them much more powerful at the cost of health. Effect improves with rank.

Nuclear Physicist
Vanilla effects remain. Higher rad levels on yourself improve outgoing radiation damage (Gamma Gun, Radium Rifle, etc.). Effect improves with rank.

Nerd Rage
Slow time effect and damage buff remain. DR/ER buff removed. Gain increased damage reduction the higher your Intelligence level (caps at 15). Effect improves with rank.



AGI
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Gunslinger
Vanilla effect removed. While moving and in combat, gain a steadily increasing damage bonus with ballistic non-automatic pistols. Effect resets on reload. Effect improves with rank.

Commando
Vanilla effect removed. While firing, gain a steadily increasing damage bonus with ballistic automatic weapons (not shotguns). Effect improves with rank.

Sneak
Vanilla effects remain. While sneaking, gain a slight movement speed bonus (different for walking vs running). Effect improves with rank.

Mister Sandman
Vanilla effects remain. After a Sandman kill, gain a temporary critical damage buff. Effect improves with rank.

Action Boy/Girl
Vanilla effect removed. AP regeneration improved based on how you're moving. Not moving is best, walking is next best, and running is the worst AP regen buff. Effect improves with rank.

Moving Target
Vanilla effects remain. Take less damage while sprinting based on Swiftness skill. Effect improves with rank.

Ninja
Vanilla effects remain. Sneak attacks with melee and guns gain a chance for a higher multiplicative bonus.

Quick Hands
Vanilla effects remain. Move faster while reloading. Effect improves with rank.

Blitz
Vanilla effects remain. Outside of V.A.T.S, gain a temporary speed buff when combat starts if melee/unarmed weapon is equipped.

Gun-Fu
Vanilla effects remain. Engaging multiple enemies grants a damage bonus. Effect improves based on number of enemies (caps at 10) and perk rank.



LCK
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Fortune Finder
Vanilla effect remains. Gain a chance to find Copper, Silver, and Gold Bars. Chance improves with rank.

Scrounger
Vanilla effect remains. Gain the ability to SCROUNGE ammo containers, giving you a small chance to find an ammo cache. You can scrounge multiple times the higher your perk rank.

Bloody Mess
Vanilla effect remains. Every Bloody Mess triggered grants X% damage bonus for X seconds. Effect stacks, and is improved by perk ranks. This perk can be earned without taking the trait by finding a vendor in Goodneighbor and buying a book from them. By triggering Bloody Messes, you can earn the perk.

Mysterious Stranger
Vanilla effect remains. When the Mysterious Stranger appears, he will lend you his Mysterious Magnum that deals massive damage, however it only has one bullet and only lasts during combat. Higher ranks grant more ammo for the Mysterious Magnum when used.

Idiot Savant
Vanilla effect remains. Gain a temporary Luck bonus when Idiot Savant triggers. Gain a chance to level up a skill when Idiot Savant triggers. This perk can be earned without taking the trait by finding a vendor near Concord and buying a book from them. You can earn the perk by hitting yourself with explosives or taking fall damage.

Better Criticals
Vanilla effect remains. Gain a chance for a SUPER critical, improving critical damage even further. Bonus critical damage improves with rank.

Critical Banker
Vanilla effect remains. Criticals charge up 10/20/30/40% faster. Effect improves with rank as noted.

Grim Reaper's Sprint
Vanilla effect remains. Outside of V.A.T.S., kills restore some AP. AP restoration improves with rank.

Four Leaf Clover
Vanilla effect remains. Triggering Four Leaf Clover grants a temporary boost to critical hit chance. Effect improves with rank.

Ricochet
Vanilla effect remains. Triggering ricochet may force enemies to reload, and ammo may replenish in your gun's magazine/clip.



COMPATIBILITY
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Any mods that edit vanilla perks/abilities will require patching.

See the S7 VPO Patch Hub for patches.


CUSTOMIZATION
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While the MCM is lacking, many effects can be tweaked and balanced via xEdit, by editing either the perk entries for Mod Spell Magnitude/Duration, or the magnitude of the abilities on perks. If you modify magnitude of abilities on perks, then you will need to do a Perk Refresh from the MCM so that magnitude changes apply. I fully expect some perks to be unbalanced due to limited testing.

The MCM allows you to customize how long it takes to earn a perk that's earnable. Changing these values are not always retroactive, and may not be balanced (this is difficult to playtest). See the MCM for more details.


DESIGN
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The basic design for S7 - VPO is:

1. If the perk is not significantly overhauled by S7 already, it needs to be overhauled.

EXAMPLE: Animal Friend, Wasteland Whisperer, Intimidation, and Strong Back are overhauled by S7 already, so they remain unmodified by VPO

2. If the perk's effect is already accomplished by a skill's scaling effect, I tried to replace it.

EXAMPLE: Rifleman's vanilla effect is a flat damage bonus which is already accomplished by the Rifles skill's scaling bonus, so it has a new effect.

3. If the perk's effect is not accomplished by a skill's scaling effect, then it needs to be given a new feature.

EXAMPLE: Blacksmith unlocks crafting recipes, which is not a skill's scaling effect. A new effect was added to it, while its original effect remains.

4. If an effect was just a flat bonus with no conditions, I tried to add conditions to make the effect more dynamic.

EXAMPLE: Action Boy/Girl is a flat AP regeneration bonus. In VPO, the effect improves depending on if you're standing still, walking, or running.

5. Any vanilla perk that was turned into a Trait in S7 can now be earned separately from taking the trait (and without the trait's debuff!)

EXAMPLE: Buying a certain book from a vendor will allow you to earn Aqua Boy/Girl by swimming. After swimming a certain period of time, you will earn the perk.

6. V.A.T.S perks were given an effect that works outside of V.A.T.S. Generally, these additional effects only work outside of V.A.T.S.

EXAMPLE: Concentrated Fire allows you to gain a damage bonus by repeatedly attacking the same enemy.


LOAD ORDER
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This mod should be almost last in your load order.

The only mods that should load after it are: PRP mods, Synthesis patches, Complex sorter patches, and patches specific to the S7 - Vanilla Perk Overhaul.


FINAL NOTES
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This mod is released as 1.0, but it has really only been ALPHA tested to confirm that each effect works. I expect I may have missed some perk descriptions, or that the balancing may be off.

I will never attempt to make a version of this that does not require S7 Skill System. End of story. This mod taps into S7 so much that it is extremely difficult to separate this mod away from its requirement. I will ignore all comments that ask for a version without S7. You're more than welcome to try to make a version without S7, and my scripts are all open source and permissions (provided you credit me). Inevitably, you will encounter many issues trying to make this a standalone perk overhaul.


CREDITS
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In no particular order:

Many thanks to Cdante for their Lightning Strike resource which serves as the base for the Solar Strike.

Many thanks to micalov for assistance with editing mesh for Solar Strike.

Many thanks to GELUXRUM - also took requests for custom functions, which I didn't end up using, so hopefully he doesn't hate me now.... I do use Lighthouse Papyrus Extender in this mod though!

Many thanks to Zzyxzz - for RobCo Patcher, which is used extensively in this mod.

Many thanks to Glitchfinder and bp42s for assistance with use of Story Manager to do some effects engine side rather than fully Papyrus side. Bp also helped with the perk icon.

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

Many thanks to WhiskyTangoFawks and True Perks, as I borrowed ideas from their mod to generate ideas for mine.

Many thanks to Equo from Greslin's Discord for allowing me to include their Ricochet changes into this mod (it makes it more likely to happen).

As always, many thanks to Greslin, Red, payl0adllamaRCAChrisDVD (cap) and everyone else on the many Discord servers who assisted me throughout this mod’s development.

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

Thanks to Bethesda for Fallout 4