Fallout New Vegas
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About this mod

Distributes perks to NPCs semi-randomly, with some thought and consideration into which perks and traits can be granted

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Perks For NPCs
If you weren't aware, JIP LN now allows granting perks to NPCs directly (no, you couldn't before).

It also has the option to do so automatically by itself, but the perks are drawn randomly from the playable ones and are granted on a fixed rate. Which can be less than ideal, given how some perks don't have much use for NPCs, or are straight up only intended for the player character.

This mod grants perks to human actors depending on which tag skills they use. I also had to patch a few perks to make the rules a bit more consistent, and I took the chance to tweak them to my liking. Sucks, doesn't it?

Melee: for both Melee Weapons or Unarmed tagged skills
  • Heavy Handed
  • Ninja (only gives crit chance)
  • Piercing Strike
  • Slayer
  • Super Slam: requires lvl 10, STR 6, MW>= 45 OR Unarm >= 45. Now works through a script so it cannot knock down actors with the Stonewall perk, only knocks down on power attacks, can customize chance for 1H and 2H weapons
  • Unstoppable Force: requires Super Slam, MW >= 90 OR Unarm >= 90. Should now quadruple damage only when your hit gets actually blocked
  • Paralyzing Palm: recommended to go with this

Guns: for Guns tagged skill
  • Cowboy
  • either Fast Shot or Trigger Discipline
  • And Stay Back: requires Shotgun Surgeon, Guns >= 70. Now works through a script so it cannot knock down actors with the Stonewall perk. The chance to knockdown is adjusted to the number of projectiles you shoot, taking 7 pellets as the base, customizable
  • Grunt
  • Rapid Reload
  • Run 'n Gun
  • Shotgun Surgeon

Energy: for Energy Weapons tagged skill
  • Laser Commander
  • Meltdown
  • either Fast Shot or Trigger Discipline
  • Pyromaniac
  • Rapid Reload
  • Run 'n Gun

Explosives: for both Explosives and Big Guns tagged skill
  • Demolition Expert
  • Loose Cannon
  • Grunt
  • Pyromaniac
  • Splash Damage

Any: any actor can draw from these perks
  • Adamantium Skeleton
  • Better Criticals
  • Bloody Mess: separate version to avoid mods that turn the vanilla one into a trait
  • Built to Destroy
  • In Shining Armor: only if the NPC already carries some sort of metallic armor and/or glasses to benefit from it
  • Finesse: separate version to avoid mods that turn the vanilla one into a trait
  • Four Eyes: grants a random pair of glasses if the NPC lacks them
  • Hit The Deck
  • Life Giver
  • Light Step
  • Living Anatomy
  • Nerd Rage
  • Night Person
  • Light Touch
  • Eye For Eye
  • Atomic!: separate version, with working radiation level checks for NPCs
  • Claustrophobia
  • Early Bird
  • Hot Blooded
  • Walker Instinct
  • Quick Draw
  • Small Frame
  • Solar Powered
  • Stonewall
  • Toughness

NOTE: this mod also changes the Elijah's Last Words perk that Veronica can receive after you complete Dead Money, so it is handled through the same knockdown script as Super Slam, and also replaces its speed buff (which I view as cheesy if Veronica also gets the Causeless Rebel perk) with a damage buff as the JSawyer mod does. I told you my perk changes would suck, didn't I?

The lists are combined if the NPC has several of those tag skills. By default, 0 to 2 traits are granted when the NPC is first processed. The NPC can receive a perk if it meets its level requirement. The perk rate is one perk every 3 levels, up to a maximum of 10. Actors are scanned and perks granted every time you change cells in the game, having their level rechecked to see if they can get new perks.

I've taken the liberty of giving predefined lists of perks to a few of the NPCs in the game. I'm terribly unimaginative and the perks don't really make that much of a difference though, so I've just dumped whatever I could think of into a few of the boss-like NPCs of the game.

When the actor dies, or you put the mod in uninstall mode, all the perks and traits granted by the mod are removed. A list is provided for NPCs that will not receive perks by this mod. All companions are in it, because I refuse to make the game easier for you and I like to piss you off. You can also prevent the scripts from granting perks to an actor, by setting an auxiliary variable on him: "_DoNotAddPerks"

There you go, that variable even has a nice drama queen ring to it. Because other than that, I really don't care. I don't care if your favorite companion is not getting the perks you want for him, or if your sexdoll is getting the Cannibal perk. Mod the list/tweak the scripts however you like, this thing is complex enough as it is.