Documentation

Readme

View as plain text

FNV Base Game
_______________________________________________________________________________________________________________________________________________________________

Black Widow: Now requires CHA 4 to obtain
Lady Killer: Now requires CHA 4 to obtain
Added 5% damage for a total of 15% damage to female opponents, forwarded from PerkSawyer
Cherchez La Femme: Now requires CHA 4 to obtain
Added 5% damage for a total of 15% damage to female opponents, forwarded from PerkSawyer
Confirmed Bachelor: Now requires CHA 4 to obtain
Friend of the Night: RENAMED to Ambush Predator
Increased PER requirement from 6 to 7, and Sneak requirement from 30 to 70
Unlocked at Level 14 instead of 2
Moved old effect to Night Person, added new effect increasing player's crit chance by 30% (additive) when in sneak mode and enemies
are searching for them (when in Caution)
Heave, Ho!: Removed Explosives requirement, and decreased STR requirement to 4
TTW fixes the (helpful) bug that causes lobbed projectiles from launchers being affected
Decreased velocity from 50% to 30%
Added 25% accuracy boost in VATS with grenades/thrown weapons, forwarded from PerkSawyer
Added +15% damage boost to thrown melee weapons
Hunter: Now requires PER 6 Guns 50 Survival 30 to obtain
Unlocked at Level 12 instead of 2
Decreased crit damage from 75% to 25%, but added 25% damage and now also affects abominations
Added new effect that grants +25% damage and +15% equip/reload speed with bolt-action rifles and pump-action shotguns
*LIST See below for affected weapons
Intense Training: N/A
Rapid Reload: Removed Guns requirement, but increased AGI requirement to 6
Unlocked at Level 8 instead of 2
Buffed reload speed from 25% to 30%
Retention: RENAMED to Egghead and turned into a trait; old effect (3x magazine duration) is now incorporated into Voracious Reader
Now requires INT 5 to obtain
Replaced old bonus with a stacking +1 DT to all magazines; can be buffed with Voracious Reader but not with Comprehension
Added a penalty where all active companions (except Dogmeat, Rex, and ED-E) receive a perk that applies the following effects:
1. Decreased equip/reload speed by 25%
2. Decreased attack speed by 15% (no full auto weapons)
3. Decreased movement speed by 11%
Functions handled using TTWPrkOvhlCompanionPerkHandlingScript and TTWPrkOvhlCompanionPerkHandlingQuest
Swift Learner: Buffed XP gain from 10% to 20%, but now only 1 rank
Cannibal: Buffed health and hunger restoration from 25/25 to 50/50
Increased karma loss from -1 to -5
Removed part of description that states it is considered a crime
Added small bonus of removing Strength penalty from consuming human flesh and strange meat
Comprehension: Increased INT requirement from 4 to 6
Unlocked at Level 8 instead of 4
Educated: Increased INT requirement from 4 to 5
Unlocked at Level 6 instead of 4
Increased bonus from +2 to +3 skill points
Entomologist: Now requires Medicine 50 and Survival 30 to obtain
Unlocked at Level 10 instead of 4
Decreased damage bonus from 50% to 25%, but added 25% crit damage
Added an effect granting +100% more damage when performing a VATS attack on their antennae (braincondition for insects)
NOTE the damage indicator in VATS does not take this into account, and fixing it is beyond my limitations
Rad Child: Now requires END 10 to obtain
Unlocked at Level 20 instead of 4
Healing doubles while in the presence of radiation (+4 HP/s at minor rad poisoning, up to +16 HP/s at deadly rad poisoning)
Added new bonus allowing radiation to never kill the player, instead they send out a glowing shockwave (similar to a glowing one) and
their radiation level is reduced to Minor Rad Poisoning
The shockwave effect is handled in an almost identical way as Nuclear Anomaly using scripting, and rad depletion uses an actor effect
Credits to Asterra for laying the groundwork for this implementation https://www.nexusmods.com/fallout3/mods/22720
Run 'n Gun: Decreased requirements from Guns/Energy Weapons 45/45 to 30/30 to obtain
Increased modifier for crosshair size from 2.0 to 3.0 (further reduced spread)
Added a 7% movement speed boost when running (not in sneak mode) with affected weapons while unholstered and in combat
Travel Light: Now requires Barter 30 to obtain
Increased movement speed bonus slightly (from +10% to +11% run speed)
Removed old conditional (req light/no armor) now provides effect if player is below half of their max carry weight and not in sneak mode
(running)
Effect is applied by adding a hidden perk (TTWPrkOvhlTravelLight) using scripting (TTWPrkOvhlGenericPerkScript and
TTWPrkOvhlGenericPerkQuest)
Bloody Mess: Unlocked at Level 12 instead of 6
Now requires LCK 7 to obtain
Increased damage bonus from +5% to +10%
Demolition Expert: N/A
Ferocious Loyalty: Unlocked at Level 8 instead of 6
Changed old bonus to be +50% damage instead of +50% DR while player is at low health
Function handled using TTWPrkOvhlCompanionPerkHandlingScript and TTWPrkOvhlCompanionPerkHandlingQuest
Fortune Finder: Decreased LCK requirement from 5 to 4
Unlocked at Level 2 instead of 6
Gunslinger: Now requires AGI 5 to obtain
Added an effect giving 15% spread reduction to the same weapons affected by this perk
Hand Loader: Decreased Repair requirement from 70 to 50
Unlocked at Level 10 instead of 6
Lead Belly: Turned into a trait
Now only requires END 5 to obtain
Added new bonus causing raw, stale, spoiled, or disgusting foods to no longer apply debuffs
Added penalty of -10 carry weight
Shotgun Surgeon: Increased Guns requirement from 45 to 70
Unlocked at Level 12 instead of 6
The Professional: Now requires AGI 7 Guns 70 Sneak 50 to obtain
Unlocked at Level 14 instead of 6
Changed old effect to apply a 15% increase to sneak attack critical damage to silenced guns, including rifles (not energy weapons)
Added a new effect, granting the following bonuses for a new selection of weapons:
1. +25% damage
2. +15% equip speed
3. +15% reload speed
*LIST See below for weapons affected by new effects
Toughness: Now requires STR 5 to obtain
Vigilant Recycler: Decreased Science requirement from 70 to 50
Unlocked at Level 10 instead of 6
Commando: Now requires Guns 70 to obtain
Unlocked at Level 14 instead of 8
Moved old effect to Rifleman (old Trigger Discipline)
Added 2 new effects to automatic rifles (guns)
1. +15% damage
2. +5% crit chance (additive)
*LIST See below for affected weapons
Cowboy: Now requires Guns 50 Explosives 30 Melee Weapons 30 to obtain
Unlocked at Level 10 instead of 8
Slightly adjusted the weapons this perk affects
Added 2 new effects, increasing draw/reload speed by +15% with affected weapons
Added +8% attack speed for affected melee weapons
*LIST See below for affected weapons
Living Anatomy: Unlocked at Level 12 instead of 8
Removed +5% damage effect, instead provides +50% damage when attacking an NPC's limbs (arms/legs) in VATS
NOTE the damage indicator in VATS does not take this into account, and fixing it is beyond my limitations
Pack Rat: Unlocked at Level 14 instead of 8
Quick Draw: Decreased AGI requirement from 5 to 4
Unlocked at Level 2 instead of 8
Decreased effect from 50% to 30%
Rad Resistance: Decreased END requirement from 5 to 4 and removed Survival requirement
Unlocked at Level 2 instead of 8
Decreased effect from 25% to 20%
Scrounger: Unlocked at Level 6 instead of 8
Stonewall: Removed END 6 requirement to obtain
Increased DT bonus from +5 to +8
Carried over menu fix from YUPTTW
Strong Back: Unlocked at Level 10 instead of 8
Super Slam: Increased STR requirement from 6 to 10 and removed Melee Weapons requirement
Unlocked at Level 20 instead of 8
Requirements for knockdown altered to only work on power attacks:
1. Guaranteed knockdown with all two-handed melee power attacks (including VATS)
2. Knockdown with one-handed melee weapon and unarmed power attacks (or VATS attacks) only occurs on crits
The knockdown with one-handed melee weapon and unarmed attacks from crits uses SetOnHitEventHandler and scripting, applying and
removing a hidden perk to toggle the effect
Added damage boost with power attacks (and VATS attacks) as well, +50% for two-handed, +25% for one-handed melee weapons and unarmed
Terrifying Presence: Turned into a trait
Requires CHA < 5 to obtain
Added a bonus that provides +20% (additive) crit chance vs fleeing NPCs
Added penalty that applies an effect of -10% damage resist to any active companions (not Sergeant RL-3, Dogmeat, Rex, or ED-E)
Function handled using TTWPrkOvhlCompanionPerkHandlingScript and TTWPrkOvhlCompanionPerkHandlingQuest
Here and Now: Now requires INT 10 to obtain
Unlocked at Level 20 instead of 10
Removed old effect, instead gives the player 10,000 XP (affected by modifiers) using its own quest and associated script
Added an effect granting the player +6 skill points for all future level-ups
Animal Friend: Increased CHA requirement from 6 to 7, but removed Survival requirement to obtain
Unlocked at level 12 instead of 10
Now only 1 rank, provides bonuses of having both ranks from before (pacified creatures attack hostiles)
Finesse: Now requires PER 8 to obtain
Unlocked at Level 16 instead of 10
Math Wrath: Unlocked at Level 12 instead of 10
Now reduces AP costs by 15% instead of 10%
Miss Fortune: Unlocked at Level 8 instead of 10
Mister Sandman: Decreased Sneak requirement from 60 to 50
Unlocked at Level 8 instead of 10
Forwarded YUP fix
Added new bonuses that affect standard holdout bladed weapons and cleavers:
1. +25% damage
2. +15% equip speed
3. +8% attack speed
Mysterious Stranger: Unlocked at Level 8 instead of 10
Nerd Rage!: Now requires STR < 4 and Science 70 to obtain
Unlocked at Level 14 instead of 10
Increased health threshold for effects triggering from < 20% to < 50%
Decreased DT from 15 to 10, but added 25% attack speed boost with all weapons
Night Person: Now requires PER 7
Unlocked at Level 12 instead of 10
Removed +2 INT and +2 PER bonus, and replaced with +20% VATS accuracy and +30% XP
Added old effect from Friend of the Night perk (improved low-light vision)
Plasma Spaz: Unlocked at Level 12 instead of 10
Fast Metabolism: RENAMED to Preventive Care
Now requires Medicine 50 to obtain
Unlocked at Level 8 instead of 12
Original effects transferred to Daddy's Boy/Girl, now adds the following effects:
1. Reduces limb damage and addiction chance by 15%
2. Increases radiation, poison, and fire resistances by 8%
3. Increases damage resistance by 5%
Ghastly Scavenger: Added requirement that the player obtains the Cannibal perk
Unlocked at Level 8 instead of 12
Bonus extends to animal, mutated animal, and abomination corpses
Removed karma loss from feeding, but still receive 5 radiation from each time you feed
Removed part of description that states it is considered a crime
Added new bonus causing raw meat to not damage your stats (in case you didn't have Lead Belly)
Hit the Deck: Unlocked at Level 14 instead of 12
Increased DT bonus from +25 to +30 vs explosives
Carried over menu fix from YUPTTW
Added old effect from Spray and Pray perk (-75% less damage dealt to companions)
Life Giver: Removed END requirement, now has no requirements
Unlocked at Level 10 instead of 12
Now can select up to 3 ranks
Each rank provides +5 max HP for each point of base END, up to 150 HP at rank 3 with 10 Endurance
Long Haul: Decreased END requirement from 6 to 5, and Barter requirement from 70 to 50
Unlocked at Level 10 instead of 12
Piercing Strike: Now requires Melee Weapons OR Unarmed 90 to obtain
Unlocked at Level 16 instead of 12
Changed bonus from 15 points of DT reduction on target to 2 per point of base STR the player has (max of 20 points reduction)
Pyromaniac: Now requires Energy Weapons 50 instead of Explosives 60 to obtain
Unlocked at Level 8 instead of 12
Added new bonus effects while player is on fire:
1. +11% run speed
2. +15% attack speed
3. +25% draw and reload speed
Robotics Expert: Added requirement of Repair 30 to existing Science 50 requirement
Unlocked at Level 10 instead of 12
Added +25% crit damage to same enemies (robots)
Silent Running: Increased Sneak requirement from 50 to 70, and removed AGI requirement
Changed description to match what effect does
Sniper: Now requires PER 8 Energy Weapons OR Guns 90 to obtain
Unlocked at Level 16 instead of 12
Added bonus granting +30% sneak attack damage and knockdown with sniper rifles, gauss rifles, and anti-materiel rifles. Knockdown is
applied using SetOnHitEventHandler and scripting, applying and removing a hidden perk to toggle the effect
Splash Damage: RENAMED to Master Blaster
Now requires Explosives 90 and at least 1 rank of the Demolition Expert perk to obtain
Unlocked at Level 18 instead of 12
Added new effect granting knockdown on every explosion (not just explosive weapons) that deals more than 100 damage (after resistances)
This is done using SetOnHitEventHandler and scripting, applying and removing a hidden perk to toggle the effect
Recommend this setting in lStewieAl's tweaks, to make knockdown more reliable: bExplosionRadiusBuff =1
NOTE Stonewall doesn't prevent knockdown on self-damage knockdown with this perk, this cannot be fixed easily. It will only happen if
you inflict over 100 dmg to yourself from an explosion, so Hit the Deck is highly recommended with this
Unstoppable Force: Now requires STR 9 Melee/Unarmed 90 to obtain
Unlocked at Level 18 instead of 12
Added 2 new bonuses:
1. +30% crit dmg boost for all Melee and Unarmed attacks
2. +50% damage, +15% equip speed, and +8% attack speed with heavy two-handed melee weapons
*LIST See below for weapons affected by the additional bonuses
Adamantium Skeleton: Now requires END 6 to obtain
Unlocked at Level 8 instead of 14
Center of Mass: Now requires Energy Weapons OR Guns 90 to obtain
Unlocked at Level 16 instead of 14
Increased dmg bonus when attacking torsos in VATS from 15% to 50%, but no longer applies when attacking robots
Added effect granting the player +3% accuracy for each point of base PER when targeting torsos in VATS
NOTE the damage indicator in VATS does not take this into account, and fixing it is beyond my limitations
Chemist: Now requires Medicine 90 to obtain
Unlocked at Level 16 instead of 14
Now all Stimpaks, Alien Biogel, and Radaway are 50% more effective in magnitude
Double duration now only affects chems
*LIST See below for affected items
Jury Rigging: Unlocked at Level 18 instead of 14
Light Step: Now requires AGI 6 Sneak 50 to obtain
Unlocked at Level 12 instead of 14
Purifier: Now requires STR 7 Melee/Unarmed 70 to obtain
Removed old effect, bonuses no longer apply to abominations
Added new effects that apply when attacking super mutants or feral ghouls:
1. +20% damage with Guns, Energy Weapons, and Explosives
2. +20% crit damage with Guns, Energy Weapons, and Explosives
3. +40% damage with Melee/Unarmed attacks
4. +40% crit damage with Melee/Unarmed attacks
Also added +50% damage with machetes, cleavers, and hatchets (not thrown)
Action Boy/Girl: Removed AGI requirement, now has no requirements
Unlocked at Level 10 instead of 16
Each rank provides +2 max AP for each point of base AGI, up to +40 AP at rank 2 with 10 Agility
Better Criticals: Removed LCK requirement, increased PER requirement from 6 to 10
Unlocked at Level 20 instead of 16
Doubles the effect for revolvers and lever-action firearms for (1.5 ^ 2) = 2.25x damage!
Chem Resistant: Now requires END 5 to obtain
Unlocked at Level 6 instead of 16
Meltdown: Added requirement of having the Plasma Spaz perk
Unlocked at Level 18 instead of 16
Now only affects weapon that would be affected by the Plasma Spaz perk, so laser weapons and other Energy Weapons are no longer affected
Changed effect to only apply when a crit kills the target, using SetOnHitEventHandler and scripting, applying and removing a hidden perk
to toggle the effect
Added new effect, increasing crit chance (affected by multipliers) by +1 for every 10% health missing from target (+1 at 90% HP, +2 at
80% HP, up to +10 at 10% HP remaining)
IMPORTANT make sure this setting is as follows in lStewieAl's tweaks: bAllowTeammatesUseMeltdown = 0
Tag: Unlocked at Level 2 instead of 16
Weapon Handling: Unlocked at Level 8 instead of 16
Increased the effect from -2 STR weapon requirements to -3 (technically it adds not subtracts)
Forwarded fix from YUPTTW
Computer Whiz: Decreased Science requirement from 70 to 50, and removed Intelligence requirement
Unlocked at Level 6 instead of 18
Concentrated Fire: Increased requirements from Energy Weapons/Guns 60/60 to 90/90
Unlocked at Level 16 instead of 18
Added effect granting the player +3% accuracy for each point of base PER when targeting limbs (arms/legs) in VATS
Infiltrator: Decreased Lockpick requirement from 70 to 50, and removed Perception requirement
Unlocked at Level 6 instead of 18
Also causes bobby pins to become unbreakable via scripting, forwarded from PerkSawyer
Paralyzing Palm: Unlocked at Level 12 instead of 18
Changed description to match what effect does
Explorer: Turned into a trait
Now requires PER 5 to obtain
Added a simple script that updates new undiscovered locations when not in GameMode (e.g. accessing a menu)
Added a small movement speed bonus of +3%
Added a penalty of -10% Experience Gained
Grim Reaper's Sprint: Now requires AGI 10 to obtain
Restores the effect of full AP replenishment from kills like in FO3
Ninja: Now requires AGI 9 Sneak 90 Melee/Unarmed 90 to obtain
Unlocked at Level 18 instead of 20
Fixes critical chance bonus to be additive +15% instead of multiplying total chance by 1.15
Increased sneak crit damage bonus from +25% to +30%
Added knockdown on sneak crits with affected attacks using SetOnHitEventHandler and scripting, applying and removing a hidden perk
to toggle the effect
Added 3 new effects: +50% damage, +15% equip speed, and +8% attack speed with one-handed swords
*LIST See below for weapons affected by new bonuses
Solar Powered: Now requires END 7
Unlocked at Level 12 instead of 20
Removed STR bonus, provides +20% AP Regen and +7% running speed (not sneaking) all bonuses active when outside between 6 AM and 6 PM
Nerfed health regeneration, only active when outside of combat
Laser Commander: Added a requirement of PER 9
Unlocked at Level 18 instead of 22
Decreased crit bonus from +10 to +5 (affected by multipliers) (nerf for automatic laser weapons/buff to single shot laser weapons)
Added an effect granting the player increasing crit damage with affected weapons based on target's missing HP, multiplying crit damage
by 1.05 for every 10% health the target is missing (5% more crit dmg at 90% HP, ~10% more at 80% HP, up to ~55% at 10% HP remaining)
Nuka Chemist: Decreased Science requirement from 90 to 30 to obtain
Unlocked at Level 4 instead of 22
Allows crafting Nuka Cola Quantum (at 50 Science) and changed the recipes
Spray and Pray: RENAMED to Crusader Zeal (old effect incorporated into Hit the Deck)
Now requires CHA 10 to obtain
Unlocked at Level 20 instead of 22
When companions travel with you (including those from DLC) they receive the following effects:
1. Increased draw/holster speed by 30%
2. Increased reload speed by 30%
3. Increased attack speed by 20% (no full auto weapons)
4. Increased movement speed by 15%
5. +10% crit chance (additive, better for full-auto weapons)
6. +10 crit chance (multiplicative, better for non full-auto weapons)
Functions handled using TTWPrkOvhlCompanionPerkHandlingScript and TTWPrkOvhlCompanionPerkHandlingQuest
Slayer: Decreased Unarmed requirement from 90 to 70, and added an optional Melee Weapons 70 requirement
Unlocked at Level 14 instead of 24
Decreased attack speed from 30% to 25%, but added -15% AP cost reduction for all Melee and Unarmed attacks (not thrown)
Nerves of Steel: Increased AGI requirement from 7 to 8
Unlocked at Level 16 instead of 26
Buffed AP Regen from +20% to +30%
Added several new bonuses that slightly increase the player's speed with everything:
1. Increased draw/holster speed by 10%
2. Increased reload speed by 10%
3. Increased attack speed with all weapons by 5%
4. Increased movement speed by 3%
Rad Absorption: RENAMED to Lab Rat
Now requires LCK 9 END 7 to obtain
Unlocked at Level 18 instead of 28
Removed old effect (rads decrease over time)
Added 4 new effects based on your radiation sickness and chem withdrawal (not including alcohol)
1. +20 carry capacity for each level of radiation sickness (max +80)
2. +1 END for each level of radiation sickness (max +4)
3. +2% movement speed for every unique chem withdrawal (not alcohol, max of 1.015 ^ 13 = ~29.4% additional movement speed)
4. +1 AGI for every unique chem withdrawal (not alcohol, max of +7 AGI since some withdrawals have -2 AGI)



FNV DLC
_______________________________________________________________________________________________________________________________________________________________

In Shining Armor: Increased Repair requirement from 20 to 70, and removed Science requirement
Unlocked at Level 12
TTW increases the amount of armors and headwear this perk covers, almost all medium/heavy armor affected and several glasses and headwear
Carried over fix from TTW, and increased the DT bonus from +5 to torsos/+2 to eyewear to +15 to torsos/+5 to eyewear
Added another fix that prevents incorrect DT being displayed in pipboy
Junk Rounds: Increased Repair requirement from 25 to 30, and removed INT requirement
Unlocked at Level 4
Decreased the penalties from 0.75x damage and 1.5x condition to be 0.9x damage and 1.2x condition
Now requires 200 lead instead of 1 scrap metal to craft
All breakdown recipes no longer provide free primer out of thin air, instead gives back lead
Added new recipe for fixing bent tin cans (don't need this perk for that)
Had to edit script SCPTSACTTW from Supplemental Ammo Crafting bc it hardcoded the 12.7mm and .22 junk recipes to use scrap metal
Light Touch: Now requires LCK 6 Repair 50 to obtain
Unlocked at Level 12 instead of 2
Removed old effect, now increases crit dmg by 20% and reduces equipment decay by 30% while wearing light armor or no armor
Old World Gourmet: Decreased Survival requirement from 45 to 30, and removed END requirement
Unlocked at Level 4 instead of 2 (or 1 due to vanilla bug)
Removed addiction chance reduction bonus
Doubled the healing bonus from all pre-packaged food
Added healing for ALL alcohol in the game (except for Battle Brew and Ant Nogs, they already heal)
Added new bonus causing the player to no longer suffer debuffs from eating "stale" foods
And Stay Back: Increased Guns requirement from 70 to 90, and added a requirement that the player has the Shotgun Surgeon perk
Unlocked at Level 18 instead of 10
Changed effect to only apply on a crit when <10 yards from target, but increases crit chance proportional to that distance based part of
the Fibonnaci sequence (+1% chance at 10 yards, +2% at 5, +3% at 5 ft, up to +13% when 1 ft away) (z distance/height not accounted for)
This is done using SetOnHitEventHandler and scripting, applying and removing a hidden perk to toggle the effect
Heavyweight: Added several new effects while using heavy weapons:
1. +15% equip speed
2. +15% reload speed
3. -15% spread
4. +25% V.A.T.S. accuracy
Hobbler: Now requires Melee Weapons 70 to obtain
Moved old effect to Concentrated Fire perk and replaced with +50% dmg bonus with melee weapons (NOT Unarmed or thrown) when attacking
an enemy that has a crippled leg (leftmobilitycondition or rightmobilitycondition) and doesn't work vs robots
Grunt: Increased requirements from Guns 45 Explosives 20 to Guns 50 Explosives 30 Melee Weapons 30
Unlocked at Level 10 instead of 8
Slightly adjusted the weapons this perk affects
Added 2 new effects, increasing draw/reload speed by 15% with affected weapons
Added +8% attack speed for melee weapons affected by this perk
Added small hidden bonus: increased healing from MREs by 2x
*LIST See below for affected weapons
Home on the Range: RENAMED to Lone Wanderer
Now requires Survival 50 Guns 30 Melee Weapons 30 to obtain
Unlocked at Level 10 instead of 8
Added 2 new effects:
1. +20% healing from all prepared food (and some drink) items
2. +25% damage with all break-action shotguns and lightweight, improvised blunt weapons
3. +15% draw/reload speed to affected weapons
4. +8% attack speed with affected melee weapons (except baseball bats)
Changed CraftingCampfireRecipesScript to include new TTW Campfire stations (Grills)
NOTE the campfire you use for Sunny's quest in Goodsprings doesn't work w this, don't want to break quest
*LIST See below for affected weapons
Sneering Imperialist: Added a requirement that the player does NOT have the Fight the Power! perk
Unlocked at Level 10 instead of 8
Removed +15% damage bonus, instead provides an ability granting +10% crit chance (affected by multipliers) to affected enemies
Carried over change from TTW: increased number of affected enemies (slavers, fiends, powder gangers, etc)
Tribal Wisdom: Now requires END 7 Survival 70 Melee/Unarmed 50 to obtain
Unlocked at Level 12 instead of 8
Removed limb damage reduction and poison resistance bonuses
Buffed health and hunger restoration from eating insects from 12/12 to 25/25
Added several new bonuses:
1. +25% DR while poisoned
2. +25% damage, +15% equip speed, and +8% attack speed with tribal weapons
3. +50% more powerful herbal remedies and poisons (including darts from TTW)
*LIST See below for affected weapons and items
Fight the Power!: Added a requirement that the player does NOT have the Sneering Imperialist perk
Increased DT bonus from +2 to +5
Removed +5% crit chance effect, instead provides +20% damage
TTW expanded this perk to include the Enclave, so it is mentioned in the description
Added another fix that prevents incorrect DT being displayed in pipboy
Eye for Eye: Now requires LCK 8 to obtain
Unlocked at Level 16 instead of 20
Changed bonus from dmg per crippled limb to +5% crit chance per crippled limb (torso doesn't count) up to +25% crit chance
Added several bonuses that counteract the debuffs from crippled limbs by a decent amount:
1. Increased VATS accuracy and lowered spread for ranged weapons with crippled arms
2. Increased damage slightly with melee and unarmed with crippled arms
3. Increased movement speed with crippled legs
4. No PER debuff from crippled head
Atomic!: Now requires END 9 STR 7 to obtain
Unlocked at Level 18 instead of 20
Carried over fix from YUPTTW
Removed attack speed and movement speed buff (included in Radiophobia (old rad tolerance) trait)
Removed STR buff, instead provides +50% melee and unarmed damage while being irradiated
Increased DT bonus from +2 to +15 while being irradiated
AP Regen calculation is altered as follows:
1. +5% at minor rad poisoning, doubling to +10% while being irradiated
2. +10% at advanced rad poisoning, doubling to +20% while being irradiated
3. +20% at critical rad poisoning, doubling to +40% while being irradiated
4. +40%% at minor rad poisoning, doubling to +80% while being irradiated
Also reduces the penalties from each progressing stage of radiation poisoning:
1. Minor: No penalty
2. Advanced: -1 END
3. Critical: -2 END -1 AGI
4. Deadly: -2 END -1 AGI -1 STR
Mile in Their Shoes: Now requires Survival 70 and Living Anatomy perk to obtain
Unlocked at Level 14 instead of 20
Removed +5% poison resistance bonus
Added new effects to Squeezin's: immunity to poison and +25% movement speed while in sneak mode
Added new effect providing +50% damage when attacking a creature's limbs (arms/legs) in VATS (animals/mutated animals, mutated insects,
abominations, super mutants, and feral ghouls)
NOTE the damage indicator in VATS does not take this into account, and fixing it is beyond my limitations
Poison immunity from Nightstalker Squeezin's is handled using scripting (TTWPrkOvhlGenericPerkScript and TTWPrkOvhlGenericPerkQuest)
Them's Good Eatin': Increased Survival requirement from 55 to 70, also requires the Ghastly Scavenger perk (thus Cannibal as well) to obtain
Unlocked at Level 14 instead of 20
Implant GRX: Removed END requirement, now requires INT 9 Medicine 90 and Science 70 to obtain
Unlocked at Level 18 instead of 30
Decreased number of charges per rank from 5/10 to 3/5
Alertness: Now requires PER 4 to obtain
Unlocked at Level 2 instead of 12
Removed requirement that the player be completely still to gain effect (just need to be in sneak mode)
Added another effect that reduces enemy crit chance by 50% (also while in sneak mode)
Walker Instinct: RENAMED to Tracker
Now requires PER 5 to obtain
Unlocked at Level 6 instead of 18
Removed old effect; now provides the old effects of "Search and Mark" and "Spotter" (Rex and Boone Companion Perks) but only
while in sneak mode, not moving, and aiming down sights with your weapon holstered
Make sure in lStewieAl's tweaks, this setting is as follows "bDisableHolsteredWeaponFOVZoom = 0"
Irradiated Beauty: RENAMED to Radiant Beauty
Now requires CHA 8 to obtain
Unlocked at Level 16 instead of 22
Removed old effect (rad removal on sleep)
Now provides +10 DT to your companions, and they take 50% less limb damage (adamantium skeleton perk)
If the player is below 50% health, companions also deal 50% more critical hit damage
Functions handled using TTWPrkOvhlCompanionPerkHandlingScript and TTWPrkOvhlCompanionPerkHandlingQuest
Voracious Reader: Unlocked at Level 12 instead of 22
Added old effect from Retention perk (3x duration for all magazines) in addition to the standard effect
*THIS PERK MODIFIES THE ENTRIES FOR ALL MAGAZINES TO MAKE IT WORK
Lessons Learned: Now has no requirements to obtain
Unlocked at Level 20 instead of 26
Tunnel Runner: Decreased AGI requirement from 8 to 7
Unlocked at Level 12 instead of 26
Decreased sneaking movement speed bonus from +25% to +22%
Removed the requirement that the player must be wearing light armor or no armor to gain the effect
Roughin' It: Decreased Survival requirement from 100 to 90
Unlocked at Level 16 instead of 28
Changed effect to grant Well Rested bonus any time you sleep
Added an effect granting +30% healing (similar to Arcade's perk) while you're Well Rested
With this perk, you also fully restore health and limb condition from sleeping in any bed in Hardcore mode
Burden to Bear: Increased STR requirement from 6 to 8
Unlocked at Level 16 instead of 30
Added another effect that increases movement speed by x1.15 while wearing heavy armor and x1.075 while wearing medium armor to offset
movement penalties (forwarded from PerkSawyer)
Broad Daylight: RENAMED to Quantum Computing
Now requires Science 90 to obtain
Unlocked at Level 16 instead of 36
Removed old bonus (+15 sneak while pipboy light is on)
Added new effects: decreased damage taken in VATS from .75 to .25 (almost like .10 from FO3) and increases VATS crit bonus from +5%
to +15% (just like in FO3)
Bonuses are applied using scripting (TTWPrkOvhlGenericPerkScript and TTWPrkOvhlGenericPerkQuest)
Certified Tech: Now requires Repair 70 and the Robotics Expert perk to obtain
Unlocked at Level 14 instead of 40
Removed crit effect, now the player deals 4x damage when successfully attacking a robot's combat inhibitor/antenna in V.A.T.S.
(braincondition for robots) keep in mind that sentry bots have a 0.25 damage modifier on their combat inhibitor, so it will only balance
out to 1.0x damage for them
NOTE the damage indicator in VATS does not take this into account, and fixing it is beyond my limitations
Added another effect that causes all of the player's attacks towards robots to ignore 10 DT
Ain't Like That Now: Added requirement that the player does not have either of the other 2 Lonesome Road Karma Perks
Unlocked at Level 30 instead of 50
Removed all old bonus effects (AP regen, attack speed, and inability for enemies to crit)
Added an effect that provides +2% DR towards NPCs for every 100 karma you have after taking this perk (max +20%, still resets karma)
Just Lucky I'm Alive: Added requirement that the player does not have either of the other 2 Lonesome Road Karma Perks
Unlocked at Level 30 instead of 50
Removed the inability for enemies to crit
Changed bonus from +4 LCK for 180 seconds to +10,000 crit chance for 60 seconds (even the minigun crits every hit!) still need to finish
a fight with less than 25% health
Thought You Died: Added requirement that the player does not have either of the other 2 Lonesome Road Karma Perks
Unlocked at Level 30 instead of 50
Removed the flat damage bonus, removed the inability for enemies to crit, and moved scaling health to Escalator to Heaven
Added an effect that provides +3% damage towards NPCs for every -100 karma you have after taking this perk (max +30%, still resets karma)
Mad Bomber: Now requires Explosives 50 and Repair 30 to obtain
Unlocked at Level 10 instead of 6



FO3 + DLC
_______________________________________________________________________________________________________________________________________________________________

Daddy's Boy/Girl: Now requires Medicine 30 to obtain
Unlocked at Level 4 instead of 2
Removed old effects, now only 1 rank, provides the bonus Fast Metabolism used to give (+20% healing from Stimpaks)
While playing in Hardcore mode, Doctor's Bags restore 50% more limb damage
Had to edit TTWPerkHandlingFunction script to removed old effect
Gun Nut: Now requires Guns 50 to obtain
Unlocked at Level 8 instead of 2
Now only 1 rank, provides -30% equipment decay when using a weapon affected by the Guns skill
Little Leaguer: RENAMED to Big Leagues, requires Melee Weapons 30 to obtain
Unlocked at Level 4 instead of 2
Removed old effects, now only 1 rank, provides +5% crit chance (additive) to all 2-handed melee weapons that are not automatic (no
chainsaw, thermic lance, etc)
Added new effect granting +25% damage, +15% equip speed, and +8% attack speed with baseball bats
Thief: Now requires Sneak 30 to obtain
Unlocked at Level 4 instead of 2
Now only 1 rank
Adjusted pickpocket effect: sets minimum chance to 30% (from 5%) and maximum chance to 95% (from 85%) using existing script
(TTWThiefFunction)
Recommend this setting in lStewieAl's tweaks to see percentages: bPickpocketOverhaul = 1
Added another effect that increases movement speed while in sneak mode by 7%
Child at Heart: Turned into a trait
Added new effect that doubles the damage of "toy" weapons (secretly very powerful)
Also doubled damage and DOT of Euclid's C Finder normally, so this makes it VERY strong
Also added hidden bonus: +5 instant HP restoration from bubblegum and gum drops
Added penalty of +10% prices
*LIST See below for affected weapons
Scoundrel: RENAMED to Exploitation, requires Speech 70 to obtain
Unlocked at Level 14 instead of 4
Removed old effect, now only 1 rank, gives any active companion that isn't Dogmeat, Rex, ED-E, or Benjamin Montgomery (Anchorage DLC)
an effect of +10 carry weight for each point of base Charisma the player has
Function handled using TTWPrkOvhlCompanionPerkHandlingScript and TTWPrkOvhlCompanionPerkHandlingQuest
Had to edit TTWPerkHandlingFunction script to removed old effect
Iron Fist: Removed STR requirement, now requires Unarmed 50
Unlocked at Level 6 instead of 4
Decreased Unarmed damage from +10 per rank (TTW) back to +5 per rank
Added attack speed per rank with Unarmed attacks (need this setting in lStewieAl's tweaks for it to apply to bare fists:
"bPerksAffectFistWeaponSpeed = 1":
1. +5% attack speed
2. +10% attack speed
3. +15% attack speed
Size Matters: Now requires STR 7 EnergyWeapons/Explosives/Guns 70 to obtain
Unlocked at Level 14 instead of 8
Now only 1 rank, provides +25% damage with all heavy weapons
Added new effect granting +10% crit chance (additive) to all automatic heavy weapons
*LIST See below for +10% crit chance effect's affected weapons
Impartial Mediation: Removed CHA requirement, now requires Speech 30 to obtain
Unlocked at Level 4 instead of 8
Lawbringer: Now has a higher Karma requirement to obtain (very good), and the player must not have Contract Killer
Added an effect granting the player 5% crit chance (affected by multipliers) vs evil and very evil NPCs
Contract Killer: Now has a lower Karma requirement to obtain (very evil), and the player must not have Lawbringer
Added an effect granting the player +20% crit damage vs good and very good NPCs
Cyborg: Now requires INT 7 Energy Weapons 70 Medicine 70 to obtain
Unlocked at Level 14 instead of (34 with TTW!?!?)
Removed old effects and added the following bonuses:
1. +3 DT
2. +15% fire, poison, and radiation resistances
3. +15% draw/reload speed with all non-heavy Energy Weapons
4. +25% damage with alien and mad scientist weapons
*LIST See below for weapons affected by the draw/reload speed bonuses
Master Trader: Now requires Barter 90 to obtain
Unlocked at Level 16 instead of 24 (with TTW)
Added new effect granting 1% faster AP Regen for every 10,000 caps you are carrying (capped at 30% or 300,000 caps)
AP Regen is applied by adding a hidden perk (TTWPrkOvhlMasterTraderHidden) using scripting (TTWPrkOvhlGenericPerkScript and
TTWPrkOvhlGenericPerkQuest)
Deep Sleep: RENAMED to Power Nap
Now requires END 8 to obtain
Unlocked at Level 16 instead of 22
Replaced old bonus (+10% XP) with +10 DT while Well Rested
Puppies!: RENAMED to Dog Whisperer, requires CHA 5 to obtain
Unlocked at Level 6 instead of 22
Includes old Puppies! effect (for players that use non-essential companions) and applies 2 effects of +15 dmg and +5 DT to Rex and
Dogmeat when they are traveling with you
Functions handled using TTWPrkOvhlCompanionPerkHandlingScript and TTWPrkOvhlCompanionPerkHandlingQuest
Quantum Chemist: HIDDEN; Nuka Chemist takes care of the role this perk had (new Quantum recipe)
Devil's Highway: Now requires the player have bad karma, and not have either the Escalator to Heaven or Karmic Balance perks
Unlocked at Level 20 instead of 24
Removed old effect (reducing karma) and added new effect that provides +3 AP per -100 karma you have at the time you take this perk
(similar in function to the old lvl 50 Lonesome Road perk, Thought You Died, but with negative Karma)
Escalator to Heaven: Now requires the player have good karma, and not have either the Devil's Highway or Karmic Balance perks
Unlocked at Level 20 instead of 24
Removed old effect (increasing karma) and added new effect that provides +10 HP per 100 karma you have at the time you take this perk
(just like in the old lvl 50 Lonesome Road perk, Thought You Died)
Karmic Rebalance: RENAMED to Karmic Balance
Now requires the player have neutral karma, and not have either the Escalator to Heaven or Devil's Highway perks
Unlocked at Level 20 instead of 24
Removed old effect (resetting karma) and added new effect that removes the ability for enemies to perform critical hits
No Weaknesses: RENAMED to Simpleton, turned into a trait
Now requires INT < 5 to obtain
Removed old effect, now provides 10% damage resistance but increases all AP costs by 20%
Rad Tolerance: RENAMED to Radiophobia, turned into a trait
Removed old effect, now provides +11% run speed and +15% attack speed, and +25% reload/draw speed while in the presence of radiation
Added new penalty that increases the debuffs from radiation poisoning (can be reduced with Atomic! perk):
1. Minor: -1 INT (no penalty with Atomic)
2. Advanced: -2 INT -1 CHA (-1 INT with Atomic)
3. Critical: -3 INT -2 CHA -1 PER (-2 INT -1 CHA with Atomic)
4. Deadly: -3 INT -2 CHA -2 PER (-2 INT -1 CHA, -1 PER with Atomic)
Warmonger: Now requires INT 8 Repair 90 to obtain
Unlocked at Level 16 instead of 26
Added new effect granting +30% damage to all craftable weapons and explosives
*LIST See below for weapons affected
Party Boy/Girl: Turned into a trait
Removed old effect (obsolete with Cass's perk)
Added new bonus granting increased END from alcohol, scaling based on the drink's STR increase
Also increases LCK from alcohol if it's good (no irradiated booze, Dixon's whiskey, Ant nog, etc)
Added new penalty that increases chance of addiction by 50%
Nuclear Anomaly: Now requires LCK 10 to obtain
Unlocked at Level 20 instead of 50 (with TTW)
Effect has been buffed considerably, now triggers at 20% HP or less instead of 20 or less (Very Hard players rejoice!) restoring
health equal to (30 x Player END) max 300 HP at 10 END (all done using scripting)
Credits to Asterra for making this perk great https://www.nexusmods.com/fallout3/mods/22720
Almost Perfect: RENAMED to Gifted, turned into a trait
Now requires LCK 5 to obtain
Removed old effect, now provides a non-permanent boost of +1 to all your SPECIAL stats (if they are less than 10), but decreases
XP earned by 50% and you earn 2 less skill points every time you level up



Traits
_______________________________________________________________________________________________________________________________________________________________

Built to Destroy: Now requires STR 5 to obtain
Increased crit chance from 3% to 5% but made it additive/unaffected by multipliers (buff to automatic weapons)
Increased condition decay from 15% to 50%
Claustrophobia: Now requires AGI < 5 to obtain
Removed old effects, now provides +30% reload speed and +30% draw speed when indoors, but halves AP regen while indoors
Early Bird: RENAMED to Narcoleptic
Now requires END < 5 to obtain
Removed old bonus and penalty
Added new bonuses while Well Rested (+25% VATS accuracy, -15% spread, and +30% AP Regen)
Added new penalties while not Well Rested (-15% Melee/Unarmed dmg, -25% draw speed, -25% reload speed)
Fast Shot: Now requires AGI 5 to obtain
Changed description to match what effect does
Four Eyes: Now requires PER < 5 to obtain
Removed old penalty that reduces base perception
Added new effect granting -10% AP costs with ranged weapons while wearing glasses/helmets with glasses
Added new penalty, lowering perception to 1 (before modifiers) while not wearing them (PER 1 characters have no downside)
*LIST See below for all affected glasses/headwear for AP cost reduction effect
Good Natured: RENAMED to Realpolitik, turned into a perk
Now requires CHA 9 and the Impartial Mediation perk to obtain
Unlocked at Level 18
Changed old effect to grant +1 DT towards NPCS (humans/non-feral ghouls) for each idolized reputation (includes TTW Reputations)
Made numerous changes to companions and the way they behave with this perk:
1. Old speech bobblehead effect (no Karma req to recruit companions) from TTW is now incorporated into this perk
2. Another old speech bobblehead effect (Cass no longer hating bad karma) from TTW is now incorporated into this perk
2. Boone and Veronica no longer tied to any factions (I Forgot to Remember to Forget is accounted for, completing prematurely)
3. Arcade and all other companions will no longer leave you or confront you negatively based on your actions
All the companion changes are either dialogue related (Dialog Topic in xEdit) or script related. These are the scripts changed:
1. VBooneWarnFortTriggerSCRIPT
2. VDialogueArcadeGannonScript
3. VDialogueCraigBooneSCRIPT
4. VDialogueVeronicaSCRIPT
5. VMS39TimerSCRIPT (I Forgot to Remember to Forget completes after fade to black)
Follower faction adjustments are done using scripting (TTWPrkOvhlGenericPerkScript and TTWPrkOvhlGenericPerkQuest)
Heavy Handed: RENAMED to Bruiser
Increased melee/unarmed damage from 20% to 30%
Removed old penalty (crit damage reduction with melee and unarmed attacks), now reduces run speed by 7%
Hoarder: Now requires INT 5 to obtain
Removed old effects
Added new bonus where when you pick up an item with weight (stacks dont count), a timer starts. You receive +1 carry capacity, and
this can stack, and if it does, the timer refreshes. If the timer runs out, or you drop (transfer) an item, a new penalty timer starts.
This penalty timer is active for 60 seconds as well, and it reduces your CHA to 1 (before modifiers) and resets your carry weight
back to normal. You can't start accruing stacks until the penalty timer wears off
This is handled with scripting and event handling: TTWPrkOvhlGenericPerkScript and TTWPrkOvhlHoarder(Add/Drop)Scripts
Hot Blooded: Now requires END 5 to obtain
Increased damage bonus from +15% to +25% (condition added causing explosive weapons to be unaffected)
Removed old penalty (-2 AGI and PER) now reduces effectiveness with all weapons at low health using the following debuffs:
1. -50% VATS accuracy and +50% spread with ranged weapons
2. Melee and Unarmed attacks are 15% slower
Kamikaze: Now requires AGI 5 to obtain
Removed old bonus (+10 AP), now provides +7% run speed and +15% attack speed with one-handed melee weapons and unarmed attacks
when in combat (Caution/Danger), not in sneak mode, and weapon/fists are out
Logan's Loophole: Now requires LCK < 5 to obtain
Loose Cannon: Turned into a perk, removed old penalty from being a trait (less throwing velocity)
Now requires AGI 5 and Explosives/Melee Weapons 50 to obtain
Added an effect reducing AP costs with thrown weapons by 20%
Skilled: Replaced penalty with the removal of skill bonuses from magazines
Small Frame: Now requires STR < 5 to obtain
Removed AGI bonus, now provides +15 AP
Trigger Discipline: RENAMED to Rifleman and turned into a perk
Now requires PER 6 to obtain
Unlocked at Level 8
Replaced effect with the old effect of Commando (accuracy w rifles) and added a 15% spread reduction with those same weapons
Wild Wasteland: N/A



Other Perks
_______________________________________________________________________________________________________________________________________________________________

Day Tripper: Now only affects chems
*LIST See below for affected items
Scribe Assistant: Added an effect that doubles the player's chances of recovering cases and hulls (stacks w Hand Loader/Vigilant Recycler)
Search and Mark: Moved item detection effect to Tracker perk (old Walker Instinct)
Now provides a bonus granting +15% damage to any target in Rex's line of sight (can be finicky)
Spotter: Moved spotting effect to Tracker perk (old Walker Instinct)
Now provides a bonus granting +3 crit chance (multiplicative) with any scoped weapon
Big Brained: Removed immunity to head crippling (by editing NVDLC03GenericPerkQuestSCRIPT) and DT bonus
Added XP boost (+20%, inspired by PerkSawyer) and increased INT (not permanently) by +1 (while less than 10)
Brainless: Removed immunity to head crippling (by editing NVDLC03GenericPerkQuestSCRIPT) and DT bonus
Increased chem resistance from 25% to 50%
Added XP boost (+20%, inspired by PerkSawyer)
Cardiac Arrest: Removed robot crit chance modifier and poison resistance bonuses
Now receive bonus healing like in "Heartless" perk and increased END (not permanently) by +1 (while less than 10)
Heartless: Removed robot crit chance modifier
Now the bonus healing applies (+20%) like Arcade's "Better Healing" perk (removed entries in NVDLC03GenericPerkQuestSCRIPT)
Spineless: Removed STR increase bonus
Increased DT bonus from +1 to +2
Reinforced Spine: Decreased STR bonus from +2 to +1 and is now non-permanent (while less than 10)
Implant M-5: Reduced movement speed from 20% to 12% while in sneak mode
Covert Ops: Removed old bonus from TTW (pickpocketing)
Now provides +5 to your Lockpick and Science skills
Swing for the Fences: HIDDEN; Big Leagues captures the spirit of this perk
Stay Frosty (TTW): HIDDEN; Damage buff for Cryolator added via Warmonger perk, and Cryo Mines/Grenades are unaffected
Sergeant RL-3 perk: Made crit chance bonus additive instead of multiplicative (buff for automatics)
STR Bobblehead: Decreased carry weight bonus from +25 to +20
CHA Bobblehead: Moved damage bonus to the Speech Bobblehead
Function handled using TTWPrkOvhlCompanionPerkHandlingScript and TTWPrkOvhlCompanionPerkHandlingQuest
INT Bobblehead: Removed old effect, now provides 10% more XP (multiplicative, so +32% XP with this and Swift Learner)
LCK Bobblehead: Decreased crit bonus from +2.5% to +2%
Explosives Bobblehead: Removed spread bonus, now increases explosion radius by 5%
Speech Bobblehead: Moved old effect to the Realpolitik (old Good Natured trait) now provides +10% damage for companions
Function handled using TTWPrkOvhlCompanionPerkHandlingScript and TTWPrkOvhlCompanionPerkHandlingQuest



Index
_______________________________________________________________________________________________________________________________________________________________

*LIST Chemist:

Ant Nectar, Ant Queen Pheromones, Berry Mentats, Buffout, Cateye, Dixon's Jet, Fire Ant Nectar, Fixer, Ghost Sight, Grape Mentats, Hydra, Implant GRX, Jet,
Med-X, Mentats, Orange Mentats, Party Time Mentats, Psycho, Rebound, Rocket, Slasher, Steady, Turbo, Ultrajet

*LIST Child at Heart:

Abilene Kid LE BB Gun, BB Gun, Black Bart's Bane, Dart Gun, Euclid's C Finder, Toy Knife, Wazer Wifle

*LIST Commando (All GRA Variants as well):

All-American, Alloy Steel Assault Rifle, Assault Carbine, Assault Rifle, Automatic Rifle, Chinese Assault Rifle, Chinese Dragoon Assault Rifle, Infiltrator,
Marksman Carbine, Perforator, Service Rifle, Survivalist's Rifle, Wanda, Xuanlong Assault Rifle

*LIST Cowboy (All GRA Variants as well):

.32 Pistol, .357 Magnum, .44 Magnum, 5.56 Pistol, Abilene Kid LE BB Gun, Backwater Rifle, BB Gun, Black Bart's Bane, Blackhawk, Blood-Nap, Bowie Knife,
Brush Gun, Callahan's Magnum, Cowboy Repeater, Dynamite, Fire Bomb, Hatchet, Hunting Revolver, La Longue Carabine, Law Dog, Lever-Action Rifle,
Lever-Action Shotgun, Lincoln's Repeater, Long Fuse Dynamite, Lucky, Medicine Stick, Molotov Cocktail, Mysterious Magnum, Occam's Razor, Paulson's Revolver,
Police Pistol, Ranger Sequoia, Scoped .44 Magnum, Time Bomb, Time Bomb High Yield, That Gun, Throwing Hatchet, Trail Carbine, Wild Bill's Sidearm

*LIST Cyborg Damage:

Alien Atomizer, Alien Blaster, Alien Disintegrator, Atomic Pulverizer, Captain's Sidearm, Corrosive Glove, Destabilizer, Dr. Klein's Glove, Dr. Mobius' Glove,
Drone Cannon, Drone Cannon Ex-B, Electro-Suppressor, Elijah's Advanced LAER, Elijah's Jury-Rigged Tesla Cannon, Euclid's C Finder, FIDO, Firelance, Holorifle,
K9000 Cyberdog Gun, LAER, Proton Axe, Proton Throwing Axe, Protonic Inversal Axe, Protonic Inversal Throwing Axe, Scientist Glove, Shock Baton,
Sonic Emitter (all variants), Sterilizer Glove, Tesla Cannon, Tesla Cannon Prototype, Tesla-Beaton Prototype, X-2 Antenna

*LIST Cyborg Handling:

A3-21's Plasma Rifle, AER14 Prototype, Alien Atomizer, Alien Blaster, Alien Disintegrator, Atomic Pulverizer, Laser Shotgun, Tri-beam Laser Rifle,
Captain's Sidearm, Col. Autumn's Laser Pistol, Compliance Regulator, Custom Laser Pistol, Custom Plasma Defender, Custom Plasma Pistol, Destabilizer,
Elijah's Advanced LAER, Firelance, Flare Gun, Gauss Rifle, Gauss Rifle Prototype, Holorifle, LAER, Laser Pistol, Laser RCW, Laser Rifle, Mesmetron,
Metal Blaster, Microwave Emitter, MPLX Novasurge, Multiplas Rifle, Pew Pew, Plasma Defender, Plasma Pistol, Plasma Rifle, Protectron's Gaze, Pulse Gun,
Q-35 Matter Modulator, Smuggler's End, Sonic Emitter (all variants), Van Graff Laser Rifle, Van Graff Plasma Rifle, Wazer Wifle, YCS/186

*LIST Daytripper:

Ant Nectar, Ant Queen Pheromones, Berry Mentats, Buffout, Cateye, Dixon's Jet, Fire Ant Nectar, Fixer, Ghost Sight, Grape Mentats, Hydra, Implant GRX, Jet,
Med-X, Orange Mentats, Party Time Mentats, Psycho, Rebound, Rocket, Slasher, Steady, Turbo, Ultrajet

*LIST Four Eyes:

Authority Glasses, Ballcap w glasses, Biker goggles, Boogeyman's hood, Childs reading glasses, Cryptochromatic Spectacles, Dean's Glasses, Desmond's Eyeglasses
Doctor Li's Glasses, Doctor Klein's Glasses, Doctor Mobius's glasses, Eyeglasses, Lab Goggles, Lag-Bolt's Shades, Legion Prime Decanus Helmet,
Legion Prime Helmet, Legion Recruit Decanus Helmet, Legion Recruit Helmet, Legion Veteran Decanus Helmet, Legion Veteran Helmet, Legion Vexillarius Helmet,
Lobotomite Goggles, Lucky Shades, NCR Goggles Helmet, NCR MP Trooper Helmet, Papa Khan Helmet, Raider Psycho-Tic Helmet, Raider Wastehound Helmet,
Reading Glasses, Rimmed Sunglasses, Sunglasses, The Devil's Pigtails, Three Dog's Sunglasses, Tinted Reading Glasses, Tortoiseshell Glasses

*LIST Grunt (All GRA Variants as well):

.45 Auto Pistol, .45 Auto SMG, 25mm Grenade APW, 9mm Pistol, 9mm SMG, A Light Shining in Darkness, Alloy Steel Assault Rifle, Assault Rifle, Automatic Rifle,
Battle Rifle, Chance's Knife, Chinese Assault Rifle, Chinese Dragoon Assault Rifle, Chinese Dragoon Pistol, Chinese Pistol, Combat Knife, Frag Grenade,
Frag Mine, Great Bear Grenade Rifle, Grenade Launcher, Grenade Rifle, Holy Frag Grenade, Maria, Mercenary Grenade Rifle, Occam's Razor,
Red Victory Grenade Rifle, Service Rifle, Stabhappy, Survivalist's Rifle, This Machine, Thump-Thump, Trench Knife, Vance's 9mm SMG, Wanda,
Xuanlong Assault Rifle, Zhu-Rong v418 Pistol

*LIST Hunter:

.32 Rifle, Anti-Materiel Rifle (and GRA), Dinner Bell, Hunting Rifle, Hunting Shotgun, Ol' Painless, Paciencia, Ratslayer, Varmint Rifle

*LIST Lone Wanderer:

9 Iron, Baseball Bat (and GRA), Big Boomer, Board of Education, Breaker, Caravan Shotgun, Cattle Prod, Curse Breaker, Double-Barrel Shotgun, Dress Cane,
Excalibat, Fertilizer Shovel, Highwayman's Friend, Lead Pipe, Nail Board, Nephi's Golf Driver, O'Grady's Peacemaker, Old Glory, Pa's Fishing Aid, Police Baton,
Pool Cue, Repellent Stick, Rolling Pin, Sawed-Off Shotgun, Short Barrel Shotgun, Shovel, Single Shotgun, Spanner, Sturdy Caravan Shotgun, The Break,
The Humble Cudgel, The Kneecapper, Tire Iron

*LIST Ninja:

Chinese Officer's Sword, Clover's Cleaver, Feudal Katana, Gehenna, Jingwei's Shocksword, Katana, Samurai's Sword, Shishkebab, Vampire's Edge

*LIST Size Matters:

Arc Welder, Burnmaster, Cleansing Flame, CZ57 Avenger, Eugene, FIDO, Flamer, Gatling Laser, Heavy Incinerator, Incinerator, K9000 Cyberdog Gun, Minigun,
Precision Gatling Laser, Rapid-Torch Flamer, Slo-Burn Flamer, SMMG, Sprtel-Wood 9700, The Smitty Special, Vengeance

*LIST The Professional (All GRA Variants as well):

10mm Pistol, 10mm SMG, 12.7mm Pistol, 12.7mm SMG, All-American, Alloy Steel 10mm Pistol, Alloy Steel 10mm SMG, Alloy Steel Combat Shotgun,
Alloy Steel Silenced 10mm Pistol, Assault Carbine, Bozar, C-4 Plastic Explosive, Christine's COS Silencer Rifle, Combat Shotgun, Gobi Campaign Scout Rifle,
H&H Tools Nail Gun, Infiltrator, Li'l Devil, Light Machine Gun, Marksman Carbine, Perforator, Reservist's Rifle, Riot Shotgun, Silenced .22 Pistol,
Silenced .22 SMG, Silenced 10mm Pistol, Sleepytyme, Sniper Rifle, Sydney's 10mm SMG, The Terrible Shotgun, Time Bomb, Time Bomb High Yield, Victory Rifle,
Weathered 10mm Pistol

*LIST Tribal Wisdom Aid:

Bitter Drink, Blood Shield, Datura Hide, Daturana, Fiery Purgative, Healing Poultice, Healing Powder, Weapon Binding Ritual, and all Craftable Poisons
(including poisoned darts)

*LIST Tribal Wisdom Weapons:

Bladed Gauntlet, Broad Machete, Cram Opener, Deathclaw Gauntlet, Embrace of the Mantis King!, Fist of Rawr, Fist of the North Rawr, Gladiator Machete,
Knife Spear, Knife Spear Clean, Liberator, Machete, Machete Gladius, Mantis Gauntlet, She's Embrace, Throwing Knife Spear, Throwing Spear, Tomahawk, War Club,
Yao Guai Gauntlet

*LIST Unstoppable Force:

Axe, Blade of the East, Blade of the West, Bumper Sword, Discharge Hammer, Fawkes' Super Sledge, Fire Axe, Knock Knock, Nuka-Breaker, Oh Baby!, Rebar Club,
Sledgehammer, Super Sledge, Protonic Axe, Protonic Inversal Axe, The Dismemberer, The Tenderizer, X-2 Antenna

*LIST Warmonger:

Bottlecap Mine, Cosmic Knife Clean, Cosmic Knife Super Heated, Cryo Grenade, Cryo Mine, Cryolator, Dart Gun, Deathclaw Gauntlet, Fat Mine, FIDO, Fist of Rawr,
Fist of the North Rawr, Gas Bomb, Gehenna, Knife Spear, Knife Spear Clean, MFC Cluster, MFC Grenade, Molotov Cocktail, Nuka Cocktail, Nuka Grenade, Powder Charge,
Railway Rifle, Rock-It Launcher, Satchel Charge, Shishkebab, Time Bomb, Time Bomb High Yield, Tin Grenade