Fallout New Vegas


OVERVIEW
  • Extremely weak perks (Junk Rounds, Hunter, Stonewall, Mile in Their Shoes, Infiltrator, Computer Whiz, etc) were brought up to the standards of other perks in their level brackets and/or moved to lower level brackets to make them valuable.
  • Perks that clearly outclass their contemporaries (Strong Back, Grunt, Cowboy, Sneering Imperialist, etc) were brought in line or moved to higher level brackets
  • Perks that affect multiple weapon classes but only required one skill level can now be accessed with either skill (Rapid Reload, Slayer, Super Slam, etc)
  • Perks that affect V.A.T.S. accuracy that didn't previously have Perception requirements now do
  • Perks that affect dialogue/character interactions that didn't previously have Charisma requirements now do
  • In extremely rare cases, perks were completely disabled if they were wholly unbalanced and unfixable (Jury Rigging), or couldn't be repurposed (Almost Perfect)


FULL LIST OF CHANGES
  • Ain't Like That Now level requirement from 50 to 30 to fit new level cap.
  • Almost Perfect removed (see footnote #1)
  • And Stay Back reduced knockdown chance per pellet from 10% to 5%, but scales with the amount of pellets in a shot (slugs have a 35% chance of knockdown, for example)
  • Animal Friend now affects Yao Guai.
  • Ant Might permanent Strength bonus replaced with a +5 to Carry Weight.
  • Ant Sight permanent Perception bonus replaced with a +10% to V.A.T.S. hit chance.
  • Big Brained no longer prevents head from being crippled.
  • Black Widow now requires 4 Charisma to take. (required nothing originally)
  • Brainless no longer affects Damage Threshold
  • Broad Daylight level requirement from 36 to 18 to fit the new level cap. Added Sneak 80 requirement.
  • Burden to Bear Carry Weight bonus from +50 to +30. Level req. from 30 to 22.
  • Cardiac Arrest poison resist from +50% to +20%. Robot crit chance from -25% to -5%. Chem healing bonus from +7 to +5, Stimpak from +15 to +10.
  • Cherchez La Femme now requires 4 Charisma to take. (required nothing originally)
  • Certified Tech level requirement from 40 to 30 to fit new level cap.
  • Center of Mass Guns requirement changed to 70 Guns OR 70 Energy Weapons.
  • Commando now requires 6 Perception. (required nothing originally)
  • Computer Whiz level requirement from 18 to 8. Additionally reduces the number of possible words in terminals.
  • Contract Killer neutral aligned characters and above will drop ears, rather than exclusively good and very good characters
  • Concentrated Fire Guns requirement changed to 60 Guns OR 60 Energy Weapons.
  • Confirmed Bachelor now requires 4 Charisma to take (required nothing originally)
  • Cowboy damage bonus reduced from +25% to +15%. See below for changes to affected weapons.
  • Day Tripper now only affects addictive chems, as per its associated challenge.
  • Demolition Ranks reduced from 3 to 2. Damage bonus from +20% to +10%. Additionally increases explosion radius by 10%.
  • DNAgent damage bonus from +10% to +5%.
  • DNAVenger damage bonus from +10% to +2% per rank.
  • Elijah's Last Words now affects unarmed weapons instead of melee. Attack speed boost from +50% to +25%. Knockdown chance from +50% to +25%.
  • Elijah's Ramblings critical damage bonus from +50% to +25%.
  • Finesse converted to a trait and added a 15% damage penalty. (optional)
  • Grunt damage bonus from +25% to +20%. See below for changes to affected weapons.
  • Gunslinger now requires 5 Perception. (originally required nothing)
  • Heave, Ho! Explosives requirement changed to 30 Explosives OR 30 Melee Weapons.
  • Heartless poison immunity removed. Robot crit chance from -50% to -25%. Chem healing bonus from +5 to +3, Stimpak from +10 to +6.
  • Hit the Deck now additionally requires 6 Agility.
  • Hoarder Carry Weight bonus from +25 to +15. Carry Weight threshold from 160lbs to 75lbs.
  • Hobbler Limb damage dealt to legs is increased by 25%, alongside its original effect.
  • Hot Blooded damage bonus from +10% to +15%.
  • Hunter now adds a chance of finding extra meat and hide on animals you kill in addition to its normal effect.
  • Infiltrator can now be taken at level 8 (down from 18), and additionally makes your bobby pins much less fragile.
  • Implant GRX level requirement from 30 to 20. Implant uses from 5-10 to 2-3.
  • Implant Y-3 Radiation removed from drinks reduced from 100% to 33%.
  • In Shining Armor level requirement from 1 to 8. Perk actually functions as intended, and affects appropriate eyewear and armor from the base game and DLC. See below for changes to affected items.
  • Irradiated Beauty Now reduces rads by 50 for every hour slept, instead of -100 regardless of time slept.
  • Junk Rounds level requirement from 1 to 2. Repair requirement from 45 to 30. Replaced Luck 6 requirement with Intelligence 6. Recipes are now very reasonable and the ammo crafted is only slightly weaker than standard rounds.
  • Jury Rigging Removed (see footnote #2)
  • Just Lucky I'm Alive level requirement from 50 to 30 to fit new level cap.
  • Lady Killer now requires 4 Charisma to take (required nothing originally)
  • Lead Belly Endurance requirement from 5 to 6. Additionally removes the STR penalty on raw foods.
  • Lessons Learned level requirement from 26 to 14.
  • Life Giver now has a second rank, granting an additional +30 HP.
  • Logan's Loophole level limit from 30 to 21 to fit the lower level cap.
  • Meltdown is now limited to Plasma Weapons.
  • Mile in Their Shoes level requirement from 20 to 16. Provides +10% DT against nightstalker attacks. Now grants +2 PER, +20 Poison Resist, and +10 Sneak to Nightstalker Squeezin's.
  • Nerves of Steel level requirement from 26 to 18.
  • Ninja Melee requirement changed to 80 Melee OR 80 Unarmed.
  • Old World Gourmet level requirement from 1 to 4.
  • Pack Rat now reduces lightweight items by 25% (down from 50%) as all chems now have weight, making the perk even more valuable.
  • Piercing Strike Unarmed requirement changed to 70 Unarmed OR 70 Melee.
  • Plasma Spaz now increases attack speed by +20% in addition to its regular effect.
  • Power Armor Training no longer governs the ability to wear power armor, but having it will allow power armor to compensate for half of its own weight.
  • Purifier now requires 60 Unarmed OR Melee (originally required nothing)
  • Pyromaniac now requires 60 Energy Weapons instead of Explosives, as fire-based weapons are primarily classified as such, with only two being governed by Explosives. Now affects additional weapons. See below for changes to affected weapons.
  • Rad Absorption now reduces your Radiation by 1 every 3 seconds (from 1 every 20 seconds)
  • Rapid Reload Guns requirement changed to 30 Guns OR 30 Energy Weapons.
  • Reinforced Spine Strength bonus replaced with Carry Weight +10. DT bonus from +2 to +1.
  • Roughin' It Reduced level requirement from 28 to 10.
  • Shotgun Surgeon now affects the Sturdy Caravan Shotgun.
  • Skilled XP penalty from -10% to -15%.
  • Slayer Unarmed requirement changed to 90 Unarmed OR 90 Melee.
  • Sniper Critical damage to heads is increased by 25%, when targeted in V.A.T.S.
  • Spineless Strength bonus removed. DT bonus from +1 to +2.
  • Sneering Imperialist level requirement from 8 to 14. V.A.T.S. hit chance from +25% to +15%. Now requires 5 Perception.
  • Spray and Pray now requires 5 Charisma. (originally required nothing)
  • Stonewall DT bonus increased from +5 to +10.
  • Strong Back level requirement from 8 to 12. Carry Weight bonus reduced from 50 to 20.
  • Super Slam Melee requirement changed to 45 Melee OR 45 Unarmed.
  • Superior Defender Damage bonus from flat +5 to +1.
  • Terrifying Presence effect can now happen during any combat encounter with a humanoid.
  • The Professional now affects That Gun.
  • Them's Good Eatin' drop chance reduced from 50% to 15%. Blood Sausage/Thin Paste heal less, but now restore Starvation and scale with Survival. Item value reduced.
  • Thought You Died level requirement from 50 to 30 to fit new level cap. Health bonus from +10 to +5. Enemy crit chance from -100% to -50%.
  • Unstoppable Force Melee requirement changed to 90 Melee OR 90 Unarmed.
  • Walker Instinct level requirement from 18 to 10.


  • Discourages taking any other perk that affects your S.P.E.C.I.A.L., worsening the overall character development experience.
  • Significantly damages both the economy, and removes any incentive to use NPC repairs which devalues Bartering as a skill. This perk is hard-coded and cannot really be tweaked by ESP-based mods.


Grunt changes:
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No longer affects the following weapons:
- Marksman Carbine
- All-American

Now affects the following:
- Bozar
- Battle Rifle
- This Machine
- 25mm Grenade APW
- Automatic Rifle
- Great Bear Grenade Rifle
- Red Victory Grenade Rifle
- Mercenary's Grenade Rifle


Cowboy changes:
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Now affects the following:
- Police Pistol
- Time Bomb
- Time Bomb, High Yield


Pyromaniac changes:
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Now affects the following:
- Flare Gun
- Cosmic Knife Super-Heated


In Shining Armor changes:
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The following items are now classified as valid eyewear:
- Radiation Suit
- Advanced Radiation Suit
- Chinese Stealth Armor
- All-Purpose Science Suit
- Enclave Scientist Outfit
- Tortishell Glasses
- Combat Helmet Reinforced/Mark II
- Ballcap with Glasses
- Biker Goggles
- Salt-Upon Wounds' Helmet
- Desert Ranger Combat Helmet
- Lobotomite Goggles
- Lobotomite Mask and Goggles
- Hazmat Darklight Cowl
- Dr. Klein's Glasses
- Dr. Mobius' Glasses
- Riot Gear Helmet
- Advanced Riot Gear Helmet
- Elite Riot Gear Helmet

The following items are now classified as valid armor:
- NCR Salvaged Power Armor
- Desert Ranger Combat Armor
- Gecko-Backed Metal Armor/Reinforced
- Scorched Sierra Power Armor
- Riot Gear
- Advanced Riot Gear
- Elite Riot Gear
- Marked Patrol Armor
- Armor of the 87th Tribe
- Scorched Sierra Power Armor
- Lightweight Metal Armor

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slippyguy

1 comment

  1. RhaegarDayne
    RhaegarDayne
    • member
    • 0 kudos
    Does the Grunt perk affects the weapons from fallout 3?