About this mod

Completely Overhauls Every Single Perk to make them Truly Powerful, Unique and to Give a true Consistent feeling of becoming more powerful as you level, all the way to level 100, in a streamlined fashion.

Requirements
Permissions and credits
Changelogs
Note: The Mod Images, are of a much older version of the mod, it has gone through several Complete perk changes since (every single perk has been edited multiple times throughout the updates), as such, the change logs contain the current perk details. 

The Images will eventually be updated, when version 7.0 is complete.

With that said, onto the mod description:

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Mod Description
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Essentially this mod grants an Abundant of Options for the PC to Consistently become Increasingly more Powerful and Resistant, to the Dangers of the Wastes, all throughout their Leveling Experience, it grants many options for the PC to Truly Master their Weapons, Play style and Experience, and to Really Excel in Combat Effectiveness all the way to level 100, Granting many options that can Really Shape and Define the Character, especially with regards to their preferred Combat Profession and Style. it could potentially add a layer of immersion with regards to giving the PC, Character.

this mod especially focuses on making the perk tree remain viable and consistently unlock potential, all throughout the majority of the leveling experience, and its done in such way that it is relatively balanced, however you will be far more powerful then vanilla, with an Abundant of Options to boot, such as the ability to master all weapon Attributes, Increase the size of Explosions, Unlock the Devastating True Potential of the Fatman and Radiation, Turn a Minigun into an Extremely Fast Firing Gatling that will truly shred enemies to pieces, Become an Infiltrator, Lock down targets with Dead Eye, become a Terminator, become a Vampire (imagination is needed), Become a Humanoid Hunter-Killer, Become an Executioner, Mark Targets for Death, Become a Warrior, and unleash the true Potential of Melee Weapons, Become a Juggernaut, Become an Assassin,, Become a True Apex Predator, Create an Army of Animals, Creatures and Humanoids, or Become a Pacifist, Unlock the True Potential of Your Companions and make yourself a Formidable Unit, Enforce the Notion *Strength in Numbers* and *Love Conquers All* Via the many Very Powerful Companion Related Perks, and Especially Lady Killer/ and Black Widows perks adding unique Functions to the Lovers Embrace effect and Making both You and Your Lover Become Significantly More Powerful, just to name a fraction of what this mod offers, it offers a lot, all perks are essentially on steroids in comparison to vanilla, and grant much more then just generic damage buffs, 1 of the many aims is to make them very interesting and unique, and to consistently grant the feeling of becoming more powerful - Not Only in Damage Output, but in every sense of the word, weapons master, elite combat profession, Survivalist, A Formidable Force.  etc etc, via experience, through leveling)

i have also renamed several perks, so that they match the vision i had for them, and its designed around its new name (the perk name itself, not its creation kit entry, as such it will still be compatible with any mod that may rely on the perk in question, as long as said mod does not edit it), i also like to ensure that my renamed perks completely live up to the expectation of its new name. an example

Vanilla: Nuclear Physicist - simply increases radiation weapons damage, and fusion core duration.

My Mod: Nuclear Physicist *Megaton* - Increases Radiation Weapons Damage, Blast Radius *for explosions and even the Gamma Gun Projectile), Reload Speed, Lingering Radiation Damage, and Higher Levels will even grant the Fatman bomb to knock down enemies in a large radius, which scales with the Explosion Blast Radius buffs, which synergies with the increased lingering radiation damage, which means the perk lives up to Its new name, it synergizes with itself, and is a vastly superior upgrade, it will also synergize with Blast Master, my other renamed perk which as you can imagine greatly buffs all explosives with many options, so yea, the mod offers a lot as it can also offer many synergies with other perks, ie my reworked chemist and chem resistant perks synergizing very nicely together, and that is just 1 example.

its to give the true sense of the Character becoming a true master with Warheads and fully understanding them and becoming incredibly effective with them, and that is where the imagination is needed, again as an example, a lot of my edits follow this ideal and vision for them, to give the sense that the perks are more then just unlocks, they actually shape the character, is the idea here, again same example, all of my perk edits, is to add great depth and meaning to these perks, so their more then simply power buffs, they actually have meaning and can likewise give the PC, Character. thus essentially adding a layer of immersion, as the perks grant you the ability to actually feel like your Character actually has a combat profession.

this mod is ideal for heavily modded setups, where many improvements to combat, and weapons are present, to grant the player additional options to shape their desired difficulty. and especially ideal for multiple play throughs, with multiple different play styles.

however with that said, new variants are being designed (and exist now) to be ideal for all sorts of setups, from vanilla/lightly modded, to heavy survival based setups. and new variants are also in the works to be better suited for, even true Hardcore/Nightmare difficulty. i am aiming for this mod to cover a large spectrum of difficulty based setups, via new variants of the mod, so far their is already 2 variants designed for different difficulty needs, Vanilla Based, for a more lightly modded setup and a more natural progression into a modded perk setup, and Survival for a more difficulty based setup, especially using the harder difficulty/Survival. 

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Notes
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Note: The *Mod Images* are For Reference only, as my change logs will always use the New Names that i have given to the Perks, the current images are of initial version of the mod, it has received several changes to all values since and many Perk Reworks since. the *Readme* found in the *Docs* section will always contain the New Perk Changes information for all Variants of the Mod, every single perk, exactly what they do and how they appear in game.

Note: for the optional files (Variants) to come and existing, the Readme in the docs section will always be updated with information for each and every variant of the mod, so that they can be compared to each other, and to also give the full description for all 10 ranks of every single perk.

Note: All (Variants) to come and existing now will be / is editing Every Single perk and its values (this also means all data associated with that perk, such as leveled lists, actor forms, items, etc etc where applicable,

essentially new variants are treated as a complete rework of the entire mod, as such could be Considered Brand New Mods, they will / do take a Fair amount of time to do, as all 140 Perks (140 because most perks now have 10 ranks, the additional ranks give new properties to each and every perk, as such ranks 6-10 are essentially new perks in them selves, so each perk in the game is now equivalent to 2 perks in 1, so effectively this doubles the amount of total perks available, hence 140 perks, as opposed to vanilla's 70.) are being edited and documented. 

(Variants) of the mod are the Full Mod, as such should be treated as such, meaning only 1 file should be enabled at any given time, they do use different ESP file names, as its easier for me to manage my files, but for you that means, each time you download different variants of the mod, all other variants must be deleted from your data folder, as to not conflict with each other. should not be a problem if using a mod manager, as they would remove all data anyway, when deleting a mod. the scripts contained in each variant of the mod, are applicable to all variants, unless stated otherwise, as such only the esp needs to be replaced for each variant. however i always include the scripts with each variant for users that may be new to the mod.

Note: that in order for these perks to fulfill the vision i have for them,  Scripts, Item edits, Actor Form Edits, and Leveled Lists are edited/created/used by this mod. (however do note, that their is a Mod Compatibility Spoiler. in the Sticky Posts, to help identify if this mod will work in harmony with your mod setup)