About this mod
New charts with Traits and Skills brought back from Fallout 3 and Fallout: New Vegas in full color. New Perk chart with many old Perks making a return.
Modders Resource. Cough,Cough. FWE and Project Nevada teams.
- Permissions and credits
I've brought back some old friends from Fallout 3 and New Vegas, plus a couple of extra new images. The idea is that a group of talented modders put these resources to use and create "Project Boston" with them, bringing back some RPG goodness to the last entry of our beloved franchise. The images are not animated. Which I think is for the best. Didn't you feel dizzy looking at all those pesky perks animating on a loop? I know I did.
Traits
Finesse
Hoarder
Fast Metabolism
Skilled
Heavy Handed
Wild Wasteland
Small Frame
Loose Canon
Built to Destroy
Fast Shot
Four Eyes
Kamikaze
Skills
Combat Skills
Unarmed
Melee weapons
Pistols
Rifles
Automatic Rifles
Throwing
Explosives
Big Guns
Energy Weapons
Sniper rifles
Gun modding skill
Armor blacksmithing skill
Melee weapon modding skill
Robotic Expert skill
Active Skills
Hacking
Repair
Lockpicking
Sneak
Medicine
Steal
Passive Skills
Speech
Barter
Chemist
Science
Nuclear Physicist
Survival
Reasoning
These skills have been organized keeping character specialization and future mods in mind. How do I see this being accomplished:
Ideally, in a future mod (let's call it Project Boston) you'll have 40 starting SPECIAL points + 5 levels of the Intense Training Perk. That's it. Perception will no longer decide how good of a shot you're on its own. It should influence your skills, sure, but not to the extent it does in Vanilla Fallout 4. Now it is more important which kind of weapon do you decide to specialize into. It's not the same using pistols than an automatic rifle or a sniper one for that matter. Decide which kind of character do you want and what he/she is good at.
A lot of the Traits are just for flavor (like in past games) but some of them require further elaboration.
Wild Wasteland could be a perk that locks in or out the goofiest vanilla content (like aliens and such) and any further quest mods that could potentially feel goofy could be tied to this trait for activation.
Built to Destroy give your weapons Higher Crit Chance but they require higher maintenance. It's included because I think that at some point, weapon degradation is gonna come back via mod so we'll need perks for that.
The Skills Sneak and Steal are now separate sets as well as Speech and Barter. Science is related to your basic scientific knowledge and also opens up Energy weapons modding at certain skill levels.
Chemist should be used to produce better explosives, poisons, chems, etc... Up to the modder's creativity. Explosives is the skill that tells you how proficient you're when handling Explosives whether you created them or not (so you don't blow yourself up).
Throwing is for weapons such as spears, knives, crossbows, etc...
Survival determines how effective your food and water and is. How quickly it goes stale (to a certain degree), how frequently you find food and water in the open (influenced by luck) and also helps your settlers survive enemy raids.
Repair because you are going to need it when the weapon degradation mods arrive.
Perks
Intense Training
Iron Fist
Kick-Ass Lawyer
Home on the range (to help you with "Campsites", great mod by fadingsignal or "Conquest" by Chesko)
Light Touch (To make light armor a better option)
Tag!
Wild Hunter (It can be called something else. It would be the equivalent to NV's Tribal Wisdom)
Travel Light
Comprehension
Early Bird
Educated
Empathy
Child at heart
Cowboy
Shotgun Surgeon
Hunter
Retention
Terrifying Presence
Hobbler
And Stay Back
Entomologist
Center of Mass
Jury rigging
Kamasutra Master
Slayer
Living Anatomy
Scoundrel
Super Slam
And my offer to the future Project Boston team to created more Perk, Trait and Skill images if these are not enough ;)
What you get
PSDs with each new perk, trait and skill or title in a separate layer (vanilla perks that remain as perks are all in one layer). Photoshopped out the level numbers on the background as well as giving some breathing space to the Special/Trait/Skill chart. This is also important because now the Skills and Traits organization have nothing to do with the SPECIAL column they are under. The idea was to make things easier to read without limiting the skills and traits to a column based organization.
I hope this helps!!
My Fallout 3 mods
- Farms of the Wasteland
- Tranquility Secrets - A Vault 112 mod
- THAT middle-aged guy - A Dialogue Overhaul mod
- Demolition Expert required - A Megaton mod
- Vault 101 Escape - No time to waste
Credits
Bethesda for creating Fallout 4. Thanks in advance to the future Project Boston team ;)