Fallout New Vegas
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Lautreamont

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Lautreamont

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About this mod

Adds some new specialized perks for different and/or strange type of builds and improve vanilla existent perks.

Permissions and credits
When playing different builds I discovered that some categories didn't have many perks or they were not so specialized. I also tried downloading new perks here but many of them were (in the same way) too generic or simply I didn't like them too much. So I created some new perks for myself for the builds I use or wanted to use and I thought that maybe someone other would like them too. While doing so I saw that many vanilla perks didn't work as intended, the requirements were wrong or the description was wrong and so I adjusted them too.

The mod also adds some new weapons to use with the new perks (in the cases where vanilla has a low amount of those). For more info please refer to the section "Weapon Added" in this description.

If you like the mod and/or use it please consider endorsing it. I know it's boring and either philosophycally unnecessary, but how things are is that also if a mod can be the better existing one, if it is not endorsed nobody will either know it exists. Naturally if you think my mod sucks then you can do the contrary too, either way is good ;-)

!!!!!IMPORTANT (take this in mind): The engine has a great problem when you include perks as a requirement for another perk. In fact AND, OR and NOT aren't visualized (at all), and, for example, "NOT Ninja" will be displayed the same as "Ninja". Then if there are two or more perks for requirements, they will get displayed one next the other (without either a space). Sadly, there's little I can do about it, apart changing the requirements of the same perks, but this would mean having some of them too overpowered or having less sense. The same can happen also with more elaborated conditions (either without requiring a perk in themselves). Thankfully this is not much of a problem for this mod, since I separeted elaborated conditions in copies of the perks, if necessary, but still it can happen in the future.

My only suggestion to these problems is knowing in anticipation the requirements you need to have for the perks before taking them. I'm sorry for the issue caused, but as I said I'm at a loss on how to find a solution to this problem.


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What's new in this version (1.40c)
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Update (C): THIS UPDATE IS VERY IMPORTANT!!!! PLEASE BE SURE TO DOWNLOAD IT, ESPECIALLY IF YOU HAVE THE DETECT LIFE PERK.
- Corrected idiotic very big bug present in Detect Life. To test the effect at beginning I included a little increase in sneak skill, and naturally forgot to remove it. Users using the perk shoud have 1200 sneak skill by now. I'm sorry for this very bad bug, it is resolved now and sneak skill will be returned back to normal.
- Made Travel Light and Heavy Traveler to apply a bonus on movement speed (not only run speed, but also walk) and to apply the effect immediately (in vanilla the effect was applied only after holstering/drawing a weapon).
- Improved Melee/Shotgun Charger. Now when you are close to your combat target you stop charging (so as to not pass the same if you are charging).
- Improved Fast Shot (new), Fast Shot (+) and Trigger Discipline (new), Trigger Discipline (+). Now the bonuses/removed penalties are more correct and AP costs are removed/increased where appropriate.
- Corrected tracking routine that was not correctly working since global variables are checked only when loading them the first time, then the value is stored in the save games. This mean that the version was not correctly checked by the game and it was always 1.40.
- Corrected some scripts that applied bonuses on current values instead of base one. This could cause bonuses to be more/less in certain situations.
- Changed Damned Genius to reduce health at start to 35% of the *total* (i.e. including Endurance bonuses). For example a character with 5 endurance will have a starting health of 77 hp, a character with 7 endurance will start with an health of 85 hp (the more total health you have the greater the penalty). It seems to me a good compromise given the two strong unique perks the trait gets now.
- Changed visual effect on the Cloak perk to a more appropriate chameleon one (that was anyway what the proper effect did, only with a different visual representation). Also if doing so produce a little "pause" everytime the effect it is applied (probably because the reflection eat resources and Gamebyro is not properly techonologically advanced, so to speak), users will immediately recognize its function visually.
- Resolved bug with Travel Light (+) that didn't check if Travel Light was already present. Thanks to Loriac2 for the feedback on the bug.
- Update First Person Boy/Girl description in-game to respec the changes done to the trait (as written in this description).

- Added 4 new perks, two for shotgun users and two for damned genius roleplayers. These last two perks should fill the gap at later levels on the penalties of the trait and also give an interesting character to play. My feel is that to roleplay Damned Genius you should be an energy weapons' users, for this one of the two perks requires them and the other high science.
- Changed Charger to Melee Charger and the way the perk works is better in gameplay, imo. You can charge at a target at medium/long range running forward and speed is dependent on Agility (so no more agility req on the perk).
- Close/Range Assassin ca now require Undetectable OR Backstabber instead of only the latter.
- Resolved little bug with Adept Ninja Silent Running that wasn't updated as the original Silent Running.
- Implemented a version tracker since I discovered with my other mod SPECIAL Fixes that some changes in perks gets not update it the perk is already taken and the game is saved. With a version tracker I can manually update the perks for users depending on the version they have.
- For the above mentioned reason the very old perks (of about 10 version ago) are no more present, since the updates will not work anyway. I'm sorry for the trouble this can cause but I didn't know of this particular thing until I discovered it just a day ago.


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Vanilla Perks
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Concentrated Fire: now requires melee OR unarmed.
Cowboy: now requires melee OR guns.
Heave, Ho!: now requires explosives OR melee and the bonus on throwing speed and range is now doubled (instead of 50% more).
Heavy Handed: reduced critical damage penalty.
Life Giver: you can now take the perk three times.
Night Person: now it gives +2 perception and +2 agility (instead of intelligence), since it makes more sense.
Ninja: reworked the perk. Now it works only with melee weapons (since there is the Silent Death perk for unarmed), it requires 8 Agility, and removes the ability to take the Silent Death perk. However critical chance is increased and sneak attack damage is greatly increased.
Piercing Strike: now requires melee or unarmed (as per description).
Rapid Reload: made to work also with energy weapons.
Run n' Gun: Now it works. Moreover the perks is much more responsive and increases accuracy based on movement speed (while running you are more accurate than while you walk). However it now requires 8 Agility to wok.
Shotgun Surgeon: increased DT negation to 15, level required to take is now 10.
Silent Running: now requires you to wear no more than light armor to work. Requires 7 agility now.
Slayer: now requires melee or unarmed (as per description).
Stonewall: now works as per description (sorry, was too strong otherwise).
The Professional: resolved issue with 10mm guns not being included and with undetection not being registered correctly.
Travel Light: now works ONLY for light armors (as per description), the bonus is not only on run but on general move speed and it is applied immediately.
Superslam: now requires melee or unarmed (as per description), and it works with the Boxer perk.
Unarmed Challenge Perk: changed to give more damage instead of less AP points required in VATS.
Unstoppable Force: now requires melee or unarmed (as per description)


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New Traits
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(xx008971) Backstabber:
You have a predilection on killing unsuspecting preys, but you are less effective when spotted. Your sneak attack damage increases by 30%, however when you are detected you suffer -10% critical chance (as -10 luck).

(xx00333D) Bruiser (Strength = 8):
A little slower, but a little bigger. You may not hit as often, but they will feel it when you do! Your total speed is lowered, but your strength is increased. Your Strength is +2, but you lose 20% attack speed.

(xx0024D1) Damned Genius (Intelligence 5, Luck 5):
Born with an incurable disease, nature balanced things making you a genius aided by her. You receive 10 intelligence and luck in exchange for greatly reduced total health at start.

(xx00D741) Fearless:
Having no fear of what is to come you approach all events head-on, but you have no middle ground. With this trait you have +30% damage resistance but you cannot go in stealth mode (you can crouch, but in combat).

(xx0066F4/xx006CB7) First Person Boy/Girl:
You are that kind of person that always want to do everything by himself, trusting nobody or nothing else. When you don't use VATS you will do +20% total damage, but whenever you will use it then AP costs will raise and you will do -50% total damage.

(xx001C2E) Gangster (Charisma 5):
Ah! the gangster life, you love the charm of it. Everytime you wear an elegant suit and equip a pistol/automatic gun you receive a bonus on DT, speed, damage and reload time, improving with experience. On other conditions, however, you lose morale, and fight with poor vigor.*

(xx00333B) Gifted:
Gifted by nature you receive +1 to all S.P.E.C.I.A.L. stats. However, as always, what nature gives nature removes, so you have -5 skill points every level.

(xx0024CE) Guns Hater:
You always hated guns, so everytime you encounter enemies having guns you will do more damage, but if you ever have to take one in your hands you will do so with much lower accuracy and speed.

(xx0066F3/xx006CB8) Lazy Boy/Girl:
Why do things yourself when something else can do them better? Every time you use VATS your total damage increases by 30% and AP costs reduced, but when outside you will do 40% less total damage.

(xx0024D0) Melee Hater:
You always hated melee or unarmed weapons, so everytime you encounter enemies having those you will do more damage, but if you ever have to take one in your hands you will do so with much lower speed and defense.

(xx00305A) One Hander:
You love weapons that you can equip in one hand. With those you have +30% hit chance in VATS, but with all others you have a penalty of 40% to hit.

(xx003059) Picky:
You never let go, searching perfection. This enables you to more easily find the right spot, but many times you miss the moment. You have +10% critical chance (as if you had +10 luck) but you do -30% total damage.

(xx003058) Skilled:
You are so skilled in everything, yet you often times walk when others run. You receive +5 skill points per level but you gain XP 30% slower.

(xx00305C) Two Hander:
You love weapons that you can equip in both hands. With those you have +30% hit chance in VATS, but with all others you have a penalty of 40% to hit.

(xx00D706) Undetectable:
You are a master of stealth, but a mediocre fighter face to face. You receive +50% to sneak (even above the max) when you are undetected, but when in combat or out of stealth you have -10 DT.

*If you chose the gangster trait you receive a dirty business outfit when you recover your Pip-Boy. You can also find an hat near the corridor and a repairable 9mm submachine gun in the first room, if you want.


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New Perks
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(xx004A2E) Adept Hitman - Ranks: 1 - (Level 6, One Hander trait, Agility 7, Sneak 75, Guns or Energy Weapons 40):
You are becoming a professional killer. When you use close range guns and you don't have The Professional perk it will be as if you had it, and if you have it it will be like you had a lowered version of the Hitman perk. When (and if) you will have the Hitman perk you will greatly increase damage done when undetected. (NOTE: To have the bonuses on the Hitman perk you must have both upgrades for Adept Hitman, i.e. The Professional AND Hitman).

(xx004A2D) Adept Ninja - Ranks: 1 - (Level 6, Guns Hater trait, Agility 7, Sneak 75, Unarmed or Melee 40):
You are on your way to become a Ninja. When using melee or unarmed weapons if you don't have the Silent Running perk it will be as if you had it, and if you have it it will be like you had a lowered version of the Ninja/Silent Death perk. When (and if) you will have the Ninja/Silent Death perk the bonuses given by it will greatly increase. (NOTE: To have the bonuses on the Ninja/Silent Death perk you must have both upgrades for Adept Ninja, i.e. Silent Running AND Ninja/Silent Death).

(xx001388) Automatic Lover - Ranks: 3 - (Level 12, Run n' Gun perk, Guns 80):
You have a predilection with automatic guns. They are rare and some say not worth their price, but you beg to differ. Every time you use an automatic gun you ignore the first 8 DT of a target and accuracy is increased. The perk can be taken three times, but for every time you take it the strenght requirements for automatic guns is increased by 1.

(xx000ADE) Blood Frenzy - Ranks: 1 - (Level 18, Str 9, End 7, Melee 75 or Unarmed 75):
The taste of blood in your mouth produces more and more adrenaline and your unarmed or melee attacks becomes stronger and stronger the less life force you have.

(xx00333A) Boxer - Ranks: 1 - (Level 2, Strength 7, Agility 8, Unarmed 25):
Fast punches and hard knockdowns, all attack and poor defence. This is what you are. When equipping fist weapons you receive attack speed and knockdown, but you lose on DT.

(xx006F96) Bullet Time - Ranks: 5 - (Level 12, First Person Boy/Girl trait, Perception 8, Guns or Energy Weapons 70):
Your high perception enables you to do things normal mortals cannot either consider. When you aim/walk with your gun and are not in stealth mode, time will slow down. The ability willl deplete action points fast, and you need them to use it. Every time you take the perk (to max of 5) the AP costs are reduced.

(xx00BD31) Cloak - Ranks: 5 - (Level 10, Undetectable trait, Sneak 60):
With the Cloak perk when you sneak undetected standing still or walking, shadows will envelope you, making you difficult to spot. The perk can be taken 5 times, and for every time you take it the concealment effect increases.

(xx008972) Close Assassin - Ranks: 5 - (Level 12, Undetectable OR Backstabber trait, Agility 8, Sneak 60, Unarmed or Melee 50):
When you sneak undetected and walk with a melee/unarmed weapon drawn, time slows down around you. Using this ability costs AP. Every time you take the perk (to a max of 5 times) the costs will reduce.

(xx004471) Day Person, Ranks: 1 (Level 10, Must not have Night Person Perk):
When the sun is up, you get charged like a battery, gaining +2 to both Strength and Endurance (up to a maximum of 10). This perk directly affects your "internal clock," and remains active both inside and outside.

(xx009DA0) Detect Life - Ranks: 3 - (Level 4, Perception 5):
You can see the aura of all beings, either behind solid objects. You can use this ability when you are in stealth mode with the weapon holstered. Every time you take the perk (to a max of 3 times) the range of the effect increases.

(xx0024D4) Don't Open that Door - Ranks: 1 - (Level 12, Melee weapons 80):
Every film has a protagonist. Well, you would have been the perfect one for "Don't open that door". Chainsaws, rippers, and the like, are your preferred ways to destroy. Everytime you equip one of those your Strength increase by 3 and your Endurance by 2 (also above the 10 max).

(xx003057) Evade - Ranks: 1 -(Level 21, Perception 7, Agility 9):
With the Evade perk everytime you are attacked by an enemy using unarmed or melee weapons, you will increase your DT by 15.

(xx001950) Fast Shot - Ranks: 1 - (Level 15, Trigger Discipline trait):
If you have the Trigger Discipline trait, you can take the Fast Shot perk to totally remove the penalty on attack speed.
(NOTE: if you take this perk you cannot take Trigger Discipline +)

(xx00194D) Fast Shot (+) - Ranks: 1 - (Level 15, Fast Shot trait):
If you have the Fast Shot trait you can ulteriorly increase attack speed.
(NOTE: if you take this perk you cannot take Trigger Discipline)

(xx0094F4) Focused Aim - Ranks: 3 - (Level 6, Perception 7, Guns or Energy Weapons 60, Sneak 50):
With the Focused Aim perk, every time crouching you aim down the sights undetected, time halves, giving you the possibility to target at leisure. Every time you take the perk (to a max of 3), the duration of the effect is increased.

(xx003050) Ghost - Ranks: 1 - (Level 6, Sneak 60):
When in dark conditions (either inside or outside) you become hard to see by others. Your sneak skill increases by 20% (also above 100).

(xx000DC9) Heavy Traveler - Ranks: 1 - (Level 4, Strength 7):
While wearing heavy armor the penalty on movement speed is lowered.

(xx008975) Heavy Traveler (+) - Ranks: 1 - (Level 10, Strength 9, Heavy Traveler perk):
Your nonchalance on moving with either the heaviest of gear has become legendary. While wearing heavy armor the penalty on agility is completely removed.

(xx0027B6) Hitman - Ranks: 1 - (Level 18, Silent Running perk, The Professional perk, Sneak 80, Guns or Energy Weapons 90):
Your professional level as a killer has become top-notch. When undetected you utilize a close range weapon to kill an enemy, your sneak damage with those weapons will be greatly increased (more so with Adept Hitman) and the AP costs halved. This will enable you to kill multiple enemies at once.

xx008C59) Knives Thrower - Ranks: 1 - (Level 4, Heave, Ho! perk, Agility 7, Melee 50):
Throwing knives is in your genes. With this perk you craft 30 throwing knives every day. From level 15 onward the knives will be of a special quality available anywhere else.

(xx00166E) Lasers Change - Ranks: 3 - (Level 10, Energy weapons 75):
The advantage of lasers? High critical chance. The drawback? Poor against high DT enemies. With the Lasers Change perk this is not necessarily true. You can take the perk three times and every time you can exchange critical chance for DT negation on the target.

NEW - (xx00EDFF) Lasers IQ - Ranks: 2 - (Level 2, Damned Genius Trait, Energy weapons: 35):
Geniuses always hated idiots. When you equip an energy weapon your damage bonus is equal to the difference in intelligence between you and your target. If you take the perk another time you will add a crit chance bonus equal to the difference in luck.

NEW - (xx00F0E1) Luck Sees Well - Ranks: 1 - (Level 8, Damned Genius Trait, Science: 50):
Miss fortune always smiled on you and from now on, more than ever. When you will be in a difficult situation or your life will be in peril she will tend you an helping hand, and your combat abilities will greatly enhance.

(xx0069D6) Mama seller - Ranks: 1 - (Level 20, Charisma 8):
You can either sell your soul with the right gear. Every time you wear a businesswear you receive 100 speech and barter and your reputation with every faction is idolized.

(xx000ADD) Melee Charger - Ranks: 1 - (Level 8, Melee 50 or Unarmed 50):
With the Melee Charger perk when you have a melee/unarmed weapon equipped you can charge forward fast to a target at medium/long range. The speed at which you can charge depends on your Agility.

(xx00138A) One Mile Kill - Ranks: 1 - (Level 23, Sniper perk, Guns or Energy Weapons 90, Sneak 90):
With the One Mile Kill perk you become the ultimate sniper. When undetected, aiming down the sights with sniper rifles (or similar weapons), and crouching, your critical damage is greatly increased.

(xx0069D2) Personal Rambo - Ranks: 1 - (Level 10, Fearless trait, One fighting style 75):
You want nobody, you need anybody. You are alone against the world, no tricks, no jokes. If you don't have companions your figthing skills will increase based on S.P.E.C.I.A.L. stats. (NOTE: Str: damage, Per: accuracy, End: DT, Cha: hit chance, Int: crit dmg, Agi: attack speed, Luck: crit chance).

NEW - (xx00F0DD) Point Blank - Ranks: 1 - (Level 16, Guns: 75):
When you have a shotgun equipped and you are at close range to a target you will score an automatic critical hit.

(xx0094F9) Range Assassin - Ranks: 5 - (Level 12, Undetectable OR Backstabber trait, Agility 8, Sneak 70, Guns or Energy Weapons 50):
When you sneak undetected and walk with a firearm drawn, time slows down around you. Using this ability costs AP. Every time you take the perk (to a max of 5 times) the costs will reduce.

(xx0052D6) Samurai - Ranks: 1 - (Level 15, Agility 7, Strength 8, Melee weapons 80):
A legendary sword-wielder you are, on par of the old samurai. Every time you equip a sword the AP costs are halved, critical chance is increased and every time you block you negate 10 DT of every form of damage.

(xx00166D) Serial Killer - Ranks: 1 - (Level 2, Confirmed Bachelor/Black Widow and Lady Killer/Cherchez la Femme perks):
You hate all humanity, you despise it. You receive +20% to damage and critical damage against male and women alike, but you are recognized as evil until you redeem yourself.

NEW - (xx000F0E0) Shotgun Charger - Ranks: 1 - (Level 8, Guns 50):
With the Shotgun Charger perk when you have a shotgun equipped you can charge forward fast to a target at medium/long range. The speed at which you can charge depends on your Agility.

(xx003055) Silent Death - Ranks: 1 - (Level 18, Agility 9, Sneak 80, Unarmed 80, Must not have Ninja perk):
While Sneaking, if you hit an enemy undetected, you will cause double damage (and knockdown if you have the Adept Ninja perk) using an unarmed attack. (NOTE: If you take this perk you cannot take Ninja).

(xx00D425) Speedy Stealth - Ranks: 1 - (Level 2, Agility 8):
With the Speedy Stealth perk every time you sneak your walk speed in that mode doubles.

(xx0052D8) Swashbuckler - Ranks: 1 - (Level 15, Travel Light perk, Agility 8, One fighting style: 75):
You are a master of mobility. When you wear light armor and use an one-handed weapon your damage resistance, critical chance, movement and attack speed increases.

(xx0024D2) Terrorist - Ranks: 1 - (Level 8, Kamikaze perk, Explosives 40):
You are relentless with explosives, granade lunchers, missile weapons, etc. Everytime you equip one of those weapons your damage greatly increase, however your uncautious nature make you more exposed to limbs injuries.

(xx008976) Travel Light (+) - Ranks: 1 - (Level 10, Agility 8, Travel Light Perk):
Your expertise with light armor improves. When you equip a suit of light armor you have +20% damage resistance.

(xx00194F) Trigger Discipline - Ranks: 1 - (Level 15, Fast Shot trait):
If you have the Fast Shot trait, you can take Trigger Discipline to totally remove the lowered accuracy.
(NOTE: if you take this perk you cannot take Faster Shot)

(xx00194E) Trigger Discipline (+) - Ranks: 1 - (Level 15, Trigger Discipline trait):
If you have the Trigger Discipline trait, you can ulteriorly increase accuracy.
(NOTE: if you take this perk you cannot take Fast Shot)

(xx00166F) Slowely but Surely - Ranks: 1 - (Level 4):
You have taken the motto at hearth. You trade run speed for DT and accuracy with all guns/energy weapons or damage for unarmed/melee weapons.

(xx000DC8) Vaquero - Ranks: 1 - (Level 21, Cowboy perk, Agi 9, Guns 95):
Your grandfather always narrated the ways of the old west and all those notions have grown upon you. When using revolvers your attack speed will be 50% faster than normal.


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Added weapons
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The mod adds some swords (since in the vanilla game there were only two) to use with all melee builds, but I think mostly based on Adept Ninja, Ninja, Master Ninja and especially Samurai. For some of them I used a little modified version of the JaySuS's ones (credits goes to him for his beautiful work on the textures). The others are taken from vanilla.

It also addes two new Assault Rifles to use with some of the perks/traits (above all Automatic Lover, Gangster trait and/or Bullet Time). The textures where already present, I just created the weapons that were probably cut for not enough time.

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Installation/Uninstall
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To install extract the archive somewhere, then copy the file NewAndImprovedPerks.esp and NewAndImprovedPerks.bsa (BOTH!!, important) in you in the \Data dir inside the Fallout NV directory. After this enable the mod inside the Launcher and you are done.
To uninstall the mod just remove the aforementioned files, or disable the mod from the Launcher.

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Using the console to add the new perks
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If you want to use the console to add the perks you must use the codes I've given. The "xx" is the number of the mod in the loading order. Usually it will be one of the latest you have since I update this mod daily in these days. The best way to see that number is using FOMM. If you don't know of what I speak about then maybe it's better you don't try anything. Anyway the command to add a perk (if you don't know it) is "player.addperk (code)".


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Conflicts with other mods
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The mod will be incompatible with those that changes the same vanilla perks (you can load one after another to resolve the issue), and if you use mods that strip level requirements from perks be sure to use the optional file included, but apart this I think there will be no other problems.

The other only issue you can have is with custom added weapons. Some new perks (but also normal vanilla ones, as The Professional, or Cowboy, for example) will not register those custom weapons and some things can also not work properly, it depends. This, however, as I said, it is a problem with EVERY custom added weapon also with the vanilla game.


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Troubleshooting and bugs
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I personally tested all the perks in this mod, so they should work fine. However I can surely miss a bug here and there so please provide feedback.


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Other mods by me
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Improved Sneak (makes sneak more tactic and skill dependent): http://www.newvegasnexus.com/downloads/file.php?id=35957
S.P.E.C.I.A.L. Fixes (fixes some SPECIAL stats not working as per in-game description): http://www.newvegasnexus.com/downloads/file.php?id=37372


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Version Changes:
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1.40: Added 4 new perks, two for shotgun users and two for damned genius roleplayers. These two perks should fill the gap at later levels on the penalties of the trait and also give an interesting character to play. My feel is that to roleplay Damned Genius you should be an energy weapons' users, for this one of the two perks requires new and the other high science. Changed Charger to Melee Charger and the way the perk works is better in gameplay, imo. You can charge at a target at medium/long range running forward and speed is dependent on Agility (so no more agility req on the perk). Close/Range Assassin ca now require Undetectable OR Backstabber instead of only the latter. Resolved little bug with Adept Ninja Silent Running that wasn't updated as the original Silent Running. Implemented a version tracker since I discovered with my other mod SPECIAL Fixes that some changes in perks gets not update it the perk is already taken and the game is saved. With a version tracker I can manually update the perks for users depending on the version they have. For the above mentioned reason the very old perks (of about 10 version ago) are no more present, since the updates will not work anyway. I'm sorry for the trouble this can cause but I didn't know of this particular thing until I discovered it just a day ago.
1.38: Added two new traits, one for sneak char and the other for rambo ones. Modified Swashbuckler to work with all one-hand weapons and light armor, and to give crit chance, damage resistance, attack and movement speed. Updated all perks that have Light or Heavy armors requirements (as Travel Light and Heavy Traveler) to get only that type of armors (and not medium). Modified Travel Light Improved to give damage resistance bonus instead of a reload/holstering one. Cloack now requires the new trait Undetectable. Reduced level req. of Personal Rambo but it now requires the new trait Fearless.
1.37: Created a new Perk called Cloak. This will substitute the old Lord of Darkness truly. Made Close Assassin and Range Assassin to work the same way (i.e. slowing time when active), and only when walking. Made Range Assassin to no more give a concealment effect, instead there's the new perk Cloak for it. Range Assassin now work the same as Close Assassin but for guns/energy weapons. This new version will clean the old perks no more used. When you start a game (from beginning or an old save) a message box will appear. Old perks will be given subsitutes with these new versions (at the appropriate ranks). This is done to clean unused instances and for compatibility between users/versions. This process will be fired ony one time and I will include it for the next 5-10 versions to ensure everyone has the new perks before removing the older permanently.
1.36: Reworked Detect Life, Bullet Time, Focused Aim, Range Assassin and Close Assassin to work with ranks instead of with a lower/improved version. This way the perks resemble much more the typical abilities of an RPG, and users can decide how they want if to specialize or mix and match. It will be impossible due to requirements and level limits to take all the ranks in any of them, so you must choose which things are more important. I think this way it is much better since you can now create your perfect build. Users who have taken the improved version of those perks will have the highest rank of them.
1.35: Added a Detect Life perk to see living beings behind walls and objects (very useful for stealth characters). Added Range Assassin and Range Assassin (+) perks, the former using AP. These will overwrite the old Lord of Darkness (that will be still present for who took it). Changed Assassin to Close Assassin and created a lowered version of the same to use earlier, but using AP. Created a lowered version of Focused Aim that works for an amount of seconds. The old Focused Aim will be invariated (it will be the same as the improved new version not having a time limit). Removed slow-mo visual effect from Focused Aim since it was not necessary for this perk. Update slow-mo effect to not abruptly end but instead fade out. Resolved little bug with the slow-mo effect that flickered when without AP to use it. Bullet Time now works no more with Focused Aim, you will have to choose one or the other. Moreover the perk now requires more AP. Renamed Range Killer to One Mile Kill for not confusing it with other perks doing different things. Some small renaming of perks to better illustrate their functions. Also a little balance on requirements for some perks. Resolved bug with Adept Ninja that couldn't be take for a problem with an old version of the Gun's Hater trait.
1.33: Added a perk. Changed Heave Ho to work for Explosives or Melee weapons. Made Run n' Gun vanilla perk much more responsive and increasing accuracy based on movement speed (running you are more accurate than walking); however it now requires 8 agility. Changed Damned Genius to be more balanced. Changed Adept Hitman and Adept Ninja to have trait requirements. Resolved a little bug that in some cases with certain perks had some of the melee weapons not properly recognized.
1.32: Added a trait and two perks. Renamed Assassin to Master Assassin and created a lower version of it using Action Points (as per Bullet Time). Changed Automatic Lover to have a penalty, since it was too strong otherwise. Reduced critical chance reduction of Lasers Change.
1.31: Added two new assault rifles to the game, to use with some of the perks/traits (above all Automatic Lover, Gangster and/or Bullet Time). The textures where already present but probably the weapons were cut. I just readded them.
1.30: Created a new perk that improves on Bullet Time. This will overwrite the old Green Berret perk that's removed (NOTE: If you have taken the Green Berret perk don't worry, it will work. It will be simply called Bullet Time+ and will work as it. Naturally don't take Bullet Time+ in this case, also because it is the same perk). I preferred to have slowmo applied to aiming/walking instead of when firing the weapon (or one before and the other after, that only confused users).