About this mod
Add perks and damage scaling past level 50 to make the game more enjoyable at high levels
- Requirements
- Permissions and credits
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Translations
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zEdit is broken, and the xEdit script to merge mods is creating an invalid ESP with duplicate records so I can no longer merge updates from my modular edition (the primary source) into the full edition anymore.
Until they fix it I will have no full edition and no XBox edition. Sorry for the inconvenience. I'll update this if it changes.
High Level Perks (Full Edition) Version 2.2
Important Notes:
This version WILL NOT WORK with your saves that used the 1.x, or any version before 2.2.
This version no longer contains SPECIAL Brews or Perk Brews. Use the Brews mod to add them to the game.
For a more challenging experience at higher levels, I recommend installing High Level Weapons as well. It helps with the challenge fall-off at around level 30.
Please file bugs as you find them, but check for mod conflicts first. Try this mod on its own. Thanks!
High Level Perks (Modular Edition) is more compatible across versions, and more configurable. It is many ESPs instead of one, but I still recommend using it. This mod is built by merging all the options in that mod, but it breaks version compatibility with this version due to that. The Modular Edition is therefore, better to use if you want to keep updating to the latest version.
High Level Perks aims to make playing at and above level 50 more enjoyable.
It adds ranks to leveled perks between levels 50 and 100.
It scales enemy damage up between levels 50 and 100 where at level 100 they do 2.5x the damage.
Perk descriptions:
As part of the new Gun Nut 5 perk rank you gain access to new "superior" weapon receivers that have higher damage output for taking on those nasty leveled bullet sponges. Well over a dozen new receivers are available for all ballistic weapons except pipe weapons.
Now with Science! 5 you can replace legendary effects on weapons and armor, you have access to superior energy weapon modifications, and a new high tech vault suit lining.
Awareness adds an additional rank that will highlight hostile targets for you.
In addition you have 10 ranks of the combat perks Iron Fist, Big Leagues, Heavy Gunner, Rifleman and Gunslinger. You also have 8 ranks of Basher and Demolition expert. Each grants formidable new abilities, especially at the final rank, for keeping combat ready well into the high levels.
Steady Aim is now lethal at higher ranks
Rooted can knock down enemies at the final rank
Nerd Rage! kicks in when your health drops below 50% on its final rank.
In terms of defense, toughness has been increased to 10 ranks. You'll need it, or some good armor.
Refractor has as well, and at the end of that particular rainbow you get virtual invulnerability to energy damage.
Rad Resistance caps out at environmental immunity to radiation at rank 10.
Night Person grants 25% more damage between 6pm and 6am at the final rank.
Action Boy/Action Girl can now regenerate AP even faster with an additional rank
Lifegiver at the higher ranks is now very useful as it can rapidly heal you outside of combat
Ghoulish now has 6 ranks, with rank 5 making all but the most severe onslaughts of radiation beneficial to you, while rank 6 renders all ferals docile.
Moving Target adds additional ranks increasing movement speed and jump height significantly
Ninja adds additional ranks for damage reflection and avoiding fall damage entirely
Local Leader allows you to build materials shipments you can use to seed new settlements or sell.
Inspirational adds another couple of ranks to make your companions more combat ready.
Caps Collector now allows you to build shipments of things your settlements produce in order to sell them to vendors.
Chemist now has 5 ranks, with the final rank allowing you to refine basic chems into more potent versions.
V.A.N.S. is now 3 ranks and can uncover all map locations.
Better Criticals now has 4 ranks with the final rank granting a chance to perform a critical outside of VATS.
COMPATIBILITY NOTES
1. This mod WILL interfere with other mods that modify perks and must be placed in the load order after those mods. If you're getting ghosted/white perks in your level up screen, this is a mod conflict. Change your load order, or remove the offending mod.
2. This mod adds weapon receivers, capacitors and coils to the game. Other mods that alter weapon modifications or the weapons themselves may interfere. It might be best to place those in the load order after this mod, basically ditching the Gun Nut 5 and Science! 5 enhanced weapon modifications that come with this mod.
3. This mod adds replaceable (not craftable - you still have to find them in game) legendary effects on items with Science! 5. Because of this, this mod will interfere with mods that add craftable legendaries. They may still work, but they will be quirky. I cannot fix this without removing this feature, nor will I remove this feature, as it's one of the primary drivers behind taking Science! 5. I have no plans to add craftable legendaries due to how OP that is. Basically, just stick VATS Enhanced on everything and you're unstoppable, which is ridiculous. So no, this mod will not work well with craftable legendary mods and that's just the way it is, because this mod IS a legendary modification mod. If you really want to use High Level Perks with a mod that allows for craftable legendaries use High Level Perks (Modular Edition) and disable the Legendary Modification feature on the Science Compatibility page.
4. Do not remove legendaries that come from places other than the base game, Far Harbor, or Nuka world. If you have Automatron, you should install the Automatron patch. Otherwise if you try to remove the legendary from the Assaultron head you won't get a mod from it. It will just not be there. You in effect, lose the legendary modifier. So don't do it.