Lunar Fallout Overhaul includes an almost complete overhaul of the perk tree. Many perks have been rebalanced. Either nerfed when too powerful or buffed when previously useless. Some have new functions entirely. The goal was to make perk choices on level up a less clear cut decision and to reinforce the idea of role play and building a character.

I have also made an effort to change or add effects so that perks are useful outside of VATS. This lets players play without using VATS while not feeling like they are missing out on anything.

General Changes:

Perks have been altered so you can no longer completely remove threats from the game such as limb damage, radiation and setting off traps. Removing threats entirely reduces difficulty too much and takes away mechanics that make Fallout interesting.

Perk level requirements have been increased to match the natural game progression. In vanilla most perks were unlockable by level 40, now some can't be unlocked until level 75 and beyond! Some perks are unreachable in a normal vanilla playthrough, but they were intentionally designed to only be unlockable for players who use mods that add a lot of new quests and content to explore.


Specific Changes:
-Adamantium: Skeleton no longer reduces limb damage by 100% (max 65%)
-Aquaboy/girl: Swim faster. Rad resistance instead of immunity. Flipped so unlimited breathing underwater is a 2nd rank.
-Big Leagues: Removed sweeping attack, Ranks unlock at higher levels.
-Blitz: No longer VATS teleport cheat. adds percent chance to avoid damage when holding melee weapons. Blitz uses a custom flist of melee weapons so will not work with 3rd party weapons(unless added to that list).
-Chemist: only unlocks recipes (all locked at start) more recipes available and most make batches of 5.
-Chem Resistant: now extends the effects of chems instead of reducing addiction chance.
-Commando: Primarily improves hip-fire and stagger. Only three ranks. Slight damage buff.
-Demolition Expert: added 5th rank that reduces incoming explosive damage. Thrown arc visual moved to VANS.
-Rad Resistant: RP description, stronger effects, more ranks.
-Ghoulish: healing effects nerfed (especially final rank) Role play/unarmed effects added.
-Gunslinger: Handles semi and auto fire pistols. Ranks unlock at higher levels
-Hacker: removed 4th rank and unlock hacking holotapes to each rank.
-Heavy Gunner: Ranks unlock at higher levels
-Iron Fist: Ranks unlock at higher levels
-Lead Belly: required to unlock cooking recipes. No longer completely removes radiation from foods.
-Lockpick: Removed 4th rank. Made locks below master slightly harder.
-Ninja: Heavily nerfed sneak attack damage (max 3x instead of 10x). But base melee dmg almost doubled so closer to 5-6x vanilla.
-Party Boy/girl: no longer completely removes addiction chance.
-Rifleman: Handles semi and auto fire rifles. Ranks unlock at higher levels.
-Robot Expert: is now required to make any new robot parts at the robot workbench (you can still do the quest without the perk and use looted parts).
-Sneak: Removed 5th rank. Removed player immunity from mines/traps (companions still given immunity).
-Sniper: non-Vats bonuses for all ranks
-Gunsmith: renamed "Engineering" and description changed to note it is needed for some settlement building. has an added rank for late game crafting.
-Armorer: description changed to note requirements for some settlement crafting
-Life Giver: now offers increased healing from purified water instead of increasing max health
-Scrounger: now rewards more ammo, but much less frequently. More ammo types (including DLC 7.62 and 45-70). 4th rank removed.
-Fortune Finder: now rewards more caps but much less frequently. 4th rank removed.
-Solar Powered: Healing nerfed
-Cannibal: Healing buffed
-Cap Collector: barter prices affected by each rank (5, 10, 15%)
-Toughness: now adds +10 DR and ER per rank (merging Refractor). Level requirements increased.
-Refractor: Renamed "Laser Focused" and adds a small damage and accuracy buff to energy weapons.
-Basher: all effects merged into 2 ranks instead of spread over 4.
-V.A.N.S.: Renamed "Pip Boy Upgrade". Each rank also adds +10% XP gain. First rank unlocks the thrown weapon arc. Final upgrade marks all map locations.
-Gunslinger perks no longer affect pistol ranges (added a very low chance to disarm instead).
-Sniper perks now increase the range of pistols and rifles.
-Cannibal perks rebalanced. Rank 1 heals 50 on humans, Rank 2 heals 100 on humans, rank 3 heals 100 on humans and ghouls.


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Perks Intentionally Not Changed
There are a few perks I did not change because improving them is beyond my skill and I felt there were mods out there that do a decent job of improving them already.

Charisma: Animal Friend, Wasteland Wisperer and Intimidation. I don't think these perks work very well (especially Inspirational). There are a few ambitious mods that attempt to improve them, but I haven't tried them to judge them one way or another.

Luck: Critical themed perks. Over time I've grown to actually like the critical system and these perks as they are. I know some people don't. There are mods like Criticals Outside of VATS, but I don't think there is anything that replaces these Luck perks with anything else.

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