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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
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DLC requirements
DLC name Automatron Far Harbor Nuka World - Permissions and credits
-
Credits and distribution permission
- Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources
- Upload permission You are not allowed to upload this file to other sites under any circumstances
- Modification permission You must get permission from me before you are allowed to modify my files to improve it
- Conversion permission You are not allowed to convert this file to work on other games under any circumstances
- Asset use permission You must get permission from me before you are allowed to use any of the assets in this file
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You are not allowed to earn Donation Points for your mods if they use my assets
- Console modding permission This mod will not be available on Bethesda.net for console users
Author notes
This author has not provided any additional notes regarding file permissions
File credits
Credits: Bethesda for Fallout 4, and Its DLCs, and Especially for the Creation Kit
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- Changelogs
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Version 6.3.2
- Fixed: Fury & Rage Perks - Health Drain on Self
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Version 6.3
- The Definite Solution to the Fire Effect on Self Bug
- Extensively checked every single 1 of my perks, and fixed all traces of this bug, *where applicable*
- The Fire FX on Self Bug - (player showing up as constantly on fire) has been completely eliminated, note a save prior to picking perks / a new game, may be required for the fixes to take affect.
- Supreme Perks - Original - Natural Progression - Quick Reupload,- Fixed: *Local Leader* Rank 9.
- The Definite Solution to the Fire Effect on Self Bug
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Version 6.2
- =============
- Version 6.2 Fixes
- =============
- Fixed: *Blood Craze* - Flame Effect on Self
- Fixed: *Chaos* - Flame Effect on Self
- Fixed: *Soul Harvest* - (Updated Script) - This Perk will now Correctly only Restore Health on Kill, if Using a *1H Melee Weapon* Or *2H Melee Weapon*, Instead of Any Weapon.
- Fixed: *Super Knockdown* - (Updated Script) - Big Leagues will now Correctly Have a Chance to Knock down Targets
- Fixed: *Executioner* - Changed the *Stealth* Condition for this Perk to now Only Work with Scoped Weapons
- Fixed: *Creature of the Night* - This perk now Correctly Buffs the Cyrolator's *Energy* Damage
- Fixed: *Phoenix* - This Perk now Correctly Buffs the Flamer's *Energy* Damage
- Fixed: *Phoenix* - This Perk now Correctly Buffs the Fatman's *Radiaton* Damage
- Fixed: *Phoenix* - This Perk now Correctly Buffs the Gamma Gun's *Radiation* Damage
- Note: *Executioner* - The Sneak Weapon Damage Buffs this Perk offers, will now Also Apply to Scoped Weapons, due to the new condition above, it will also still buff the weapons it did before, as long as the player is Sneaking.
- Note: *Executioner* - Changed the Perk Description to Reflect the New Changes.
==================- Version 6.2 - Perk Edits
- ==================
- *Note A* - For each Perk Change listed Below, i have also included the Perk Description for Rank 1 to show case its new effects, and also included Rank 6 to Showcase the New Conditions Required for the perk to function. (the Perk Description is taken directly from its new description in the perk tree, as such likewise you will see this in game)
*Note B* - As such each change is listed as, Perk Description for Rank 1 & Rank 6, Followed by the in-depth Changes, Followed by any other notable change for the perk in question.
*Note C* - i am only mentioning the Perk Description for Rank 1 & Rank 6, because it is not nessarary to list all rank descriptions in this changelog, as such these are chosen to give a good idea on how these perks now function, and what they offer.
Strong Back:- Version 6.2: *Strong Back* - Rank 1 - Increases Carrying Capacity by 50 Points, and Reduces Armor Weight by 10%, also increases All Power Armor Ratings by 5 Points Per Piece
- Version 6.2: *Strong Back* - Rank 6 - Increases the Duration of Buffout by +10 Seconds, and Whilst Under the Effects of Buffout, Carrying Capacity is Further Increased by +200 Points, All Power Armor Rating is Further Increased by 50 Points Per Piece, and you gain 20% Resistance to Stagger.
- Reworked: *Strong Back* - Ranks 1 to 5 - This Perk now also Reduces Armor Weight by 10%, which now further increases by 10% for Each Subsequent Rank
- Reworked: *Strong Back* - Ranks 1 to 5 - This Perk now also Increases All Power Armor Rating by 5 Points per Piece, which further Increases by 5 Points for Each Subsequent Rank
- Reworked: *Strong Back* - Ranks 6 to 10 - This Perk now Increases the Duration of *Buffout* by +10 seconds, which increases by +10 seconds for each Subequent Rank
- Reworked: *Strong Back* - Ranks 6 to 10 - This Perk now further Increases Carrying Capacity by +200 Points, which further Increases by +100 Points for Each Subsequent Rank
- Reworked: *Strong Back* - Ranks 6 to 10 - This Perk now further increases All Power Armor Rating by 50 Points Per Piece, which further increases by 50 Points for Each Subsequent Rank
- Reworked: *Strong Back* - Ranks 6 to 10 - This Perk now Grants 20% Resistance to Stagger, which further increases by 20% for Each Subsequent Rank
- Renamed: *Strong Back* - For Ranks 6 to 10 - To: *Super Strength*
Natures Guardian:- Version 6.2: *Nature's Guardian* - Ranks 1 - Whilst Standing still, You Do 20% More Damage with All Weapons, and your Melee and Unarmed Power Attacks do 40% More Damage, you also have a 10% chance to Automatically Disarm Melee Attackers.
- Version 6.2: *Nature's Guardian* - Ranks 6 - Whilst Standing still, Your Health, Action Points and Damage Resistance is Increased by 20 Points, and you gain a 20% Resistance to Stagger and Limb Damage
- Version 6.2: *Nature's Guardian* - The Chance to Automatically Disarm Melee Attackers now Maxes at 50%, (-50%) <-- (Minus 50% = in comparison to Version 6.0)
- Version 6.2: *Nature's Guardian* - For Ranks 1 to 5, Increased Weapons Damage to 20%, (+20%)
- Reworked: *Nature's Guardian* - Ranks 1 to 5 - Removed Stagger and Limb Damage Immunity
- Reworked: *Nature's Guardian* - Ranks 1 to 5 - This Perk Now Increases All Weapons Damage by 20%, which further Increases by 20% for each for Each Subsequent Rank
- Reworked: *Nature's Guardian* - Ranks 1 to 5 - This Perk Now also increases Melee and Unarmed Power Attacks Damage by 40%, which further Increases by 20% for each for Each Subsequent Rank
- Reworked: *Nature's Guardian* - Ranks 1 to 5 - This Perk grants 10% chance to Automatically Disarm Melee Attackers, which further Increases by 10% for Each Subsequent Rank
- Reworked: *Nature's Guardian* - Ranks 6 to 10 - This Perk now increases Health, Action Points and Damage Resistance by 20 Points, which Further Increases by 20 Points for Each Subsequent Rank
- Reworked: *Nature's Guardian* - Ranks 6 to 10 - This Perk now grants 20% Resistance to Stagger and Limb Damage, which Further Increases by 20% for Each Subsequent Rank
- Renamed: *Nature's Guardian* - For Ranks 6 to 10 - To: *Nature's Blessing*
Armorer:- Version 6.2: *Armorer* - Rank 1 - Gain Access to Base Level and Rank 1 Armor Mods, Also Increases the Armor Rating for Each Individual Armor Addon by 5 Points, and Grants Varying Buffs if Wearing a Full Set of Armor - All 5 Pieces - (Helmet Optional)
- Reworked: *Armorer* - Ranks 1 to 10 - if Wearing a Full Set of: Raider Armor - Increases *Pipe Weapons and Assault Rifle* Damage, Reload Speed, and Fire Rate by 10% - which Increases by 10% for each for Each Subsequent Rank
- Reworked: *Armorer* - Ranks 1 to 10 - if Wearing a Full Set of: Leather Armor - Increases *Double Barrel Shotgun and Hunting Rifle* Damage, Reload Speed and Fire Rate by 10% - which Increases by 10% for each for Each Subsequent Rank
- Reworked: *Armorer* - Ranks 1 to 10 - if Wearing a Full Set of: Metal Armor - Increases *Lever-Action Rifle, and .44 Pistol* Damage, Reload Speed, and Fire Rate by 10% - which Increases by 10% for each for Each Subsequent Rank
- Reworked: *Armorer* - Ranks 1 to 10 - if Wearing a Full Set of: Combat Armor - Increases *Combat Shotgun and Rifle* Damage, Reload Speed, and Fire Rate by 10% - which Increases by 10% for each for Each Subsequent Rank
- Reworked: *Armorer* - Ranks 1 to 10 - if Wearing a Full Set of: Synth Armor - Increases *Institute Laser, Laser and Gatling Laser* Damage, Reload Speed, and Fire Rate by 10% - which Increases by 10% for each for Each Subsequent Rank
- Reworked: *Armorer* - Ranks 1 to 10 - if Wearing a Full Set of: Robot Armor - Increases *Minigun, Plasma, and Flamer* Damage, Reload Speed, and Fire Rate by 10% - which Increases by 10% for each for Each Subsequent Rank
- Reworked: *Armorer* - Ranks 1 to 10 - if Wearing a Full Set of: Trapper Armor - Increases *Radium Rifle and Harpoon Gun* Damage, Reload Speed, and Fire Rate by 10% - which Increases by 10% for each for Each Subsequent Rank
- Reworked: *Armorer* - Ranks 1 to 10 - if Wearing a Full Set of: Marine Armor - Increases *Missile Launcher and Fatman* Damage, Reload Speed, and Blast Radius by 10% - which Increases by 10% for each for Each Subsequent Rank
- Reworked: *Armorer* - Ranks 1 to 10 - if Wearing a Full Set of: Disciples Armor - Increases *Disciples Pistol, Disciples Blade and Railway Rifle* Damage, Reload Speed, and Critical Hit Chance by 10% - which Increases by 10% for each for Each Subsequent Rank
- Reworked: *Armorer* - Ranks 1 to 10 - if Wearing a Full Set of: Operator Armor - Increases *Sniper Rifle, Deliverer and Handmade Rifle* Damage, Reload Speed, and Critical Hit Chance by 10% - which Increases by 10% for each for Each Subsequent Rank
- Reworked: *Armorer* - Ranks 1 to 10 - if Wearing a Full Set of: Pack Armor - Increases *Super Sledge, Shishkebab and Broadsider* Damage, Reload Speed, and Critical Hit Chance by 10% - which Increases by 10% for each for Each Subsequent Rank
- Note: *Armorer* - Full Set of Matching Armor = Left Arm, Right Arm, Left Leg, Right Leg, and Torso, does not require Helmet, since not all armor addons include Helmets
- Renamed: *Armorer* - To: *Supreme Armorer*
Blacksmith:- Version 6.2: *Blacksmith* - Gain Access to Base and Rank 1 Melee Weapon Mods, Also increases Daggers & Light Blunt Weapons Critical Hit Chance by 5%, Swords & Medium Blunt Weapons Damage by 10%, and Battleaxe & Heavy Blunt Weapons Do 10 Points of Bleed Damage.
- Reworked: *Blacksmith* - Ranks 1 to 10 - Increases Armor Penetration for All Melee Weapons by 5% - which Increases by 5% for Each Subsequent Rank
- Reworked: *Blacksmith* - Ranks 1 to 10 - Increases Critical Hit Chance for: Combat Knife, Disciples Blade and Switch Blade by 5% - which Increases by 5% for Each Subsequent Rank
- Reworked: *Blacksmith* - Ranks 1 to 10 - Increases Critical Hit Chance for: Pool Cue, Rolling Pin, Commie Whacker, Pipe Wrench, Baton, Tire Iron and Walking Cane by 5% - which Increases by 5% for Each Subsequent Rank
- Reworked: *Blacksmith* - Ranks 1 to 10 - Increases Weapon Damage For: Chinese Officer Sword, Machete, Revolutionary Sword, Shishkebab and Assaultron Blade by 10% - which Increases by 10% for Each Subsequent Rank
- Reworked: *Blacksmith* - Ranks 1 to 10 - Increases Weapon Damage For: Baseball Bat, Board, Lead Pipe, and Pole Hook by 10% - which Increases by 10% for Each Subsequent Rank
- Reworked: *Blacksmith* - Ranks 1 to 10 - Grognak's Axe Deals 10 Points of Bleed Damage - which Increases 10 Points Respectively for Each Subsequent Rank
- Reworked: *Blacksmith* - Ranks 1 to 10 - Sledgehammer and Super Sledge Deals 10 Points of Bleed Damage - which Increases 10 Points Respectively for Each Subsequent Rank
- Renamed: *Blacksmith* - To: *Supreme Blacksmith*
Basher:- Version 6.2: *Basher* - Rank 1 - Bashing Does 25% More Damage, and has a 10% Chance to Cripple the Targets Limb, and Disarm Them, the chance is increased to 20% if Bashing with a Heavy-Weapon.
- Version 6.2: *Basher* - Rank 6 - Bashing now has a 15% Chance to Paralyze the Target for 2 Seconds and Deal 15 Points of Poison Damage.
- Reworked: *Basher* - Ranks 1 to 5 - This Perk now Increases Bashing Damage by 25%, Which further increases by 25% for Each Subsequent Rank
- Reworked: *Basher* - Ranks 1 to 5 - This Perk now Grants a 10% Chance to Cripple the Target's Limb, Which further increases by 10% for Each Subsequent Rank
- Reworked: *Basher* - Ranks 1 to 5 - This Perk now also Grants a 10% Chance to Disarm the Target, Which further increases by 10% for Each Subsequent Rank
- Reworked: *Basher* - Ranks 1 to 5 - The 10% Chance to Cripple the Target's Limb and Disarm them, is Increased to 20% Chance if Bashing with a Heavy-Weapon, Which further increases by 20% for Each Subsequent Rank
- Reworked: *Basher* - Ranks 6 to 10 - This Perk now Grants a 15% Chance to Paralyze the Target, Which further increases by 5% for Each Subsequent Rank
- Reworked: *Basher* - Ranks 6 to 10 - The Paralysis Lasts for 2 Seconds, which Further Increases by 1 Second for Each Subsequent Rank
- Reworked: *Basher* - Ranks 6 to 10 - This Perk now Grants a 15% Chance to Deal Poison Damage, The Chance further increases by 5% for Each Subsequent Rank
- Reworked: *Basher* - Ranks 6 to 10 - The Poison Deals 15 Points of Damage, Which further Increases by 15 Points for Each Subsequent Rank
- Renamed: *Basher* - For Ranks 6 to 10 - To: *Snake Bite*
Iron Fist:- Version 6.2: *Iron Fist* - Rank 1 - Unarmed Attacks & The Power Fist do 25% More Damage, and Power Attacking with them Ignore 10% of the Targets Damage Resistance, and have a 10% Chance of Disarming the Target, also the Road Leathers Armor Rating is increased by 10 Points.
- Version 6.2: *Iron Fist* - Rank 6 - When your Health Drops Below 30%, You trigger Fury for 10 Seconds, Whilst Fury is in Effect, Your Unarmed Attacks & the Power Fist Do 200% More Damage, And Restore 50 Points of Health Per Hit, also Power Attacking with Unarmed & the Power Fist Deal 50 Points Bonus Fire Damage.
- Reworked: *Iron Fist* - Ranks 1 to 5 - This Perk now increases Unarmed Attacks & Power Fist Damage by 25%, Which further increases by 25% for Each Subsequent Rank
- Reworked: *Iron Fist* - Ranks 1 to 5 - This Perk now increases Armor Penetration by 10% if Power Attacking, with Unarmed Attacks or Power Fist, Which further increases by 10% for Each Subsequent Rank
- Reworked: *Iron Fist* - Ranks 1 to 5 - This Perk now increases Road Leathers Armor Rating by 10 Points, Which further increases by 10 Points for Each Subsequent Rank
- Reworked: *Iron Fist* - Ranks 1 to 5 - This Perk now also increases the Chance to Disarm the Target by 10% if Power Attacking, with Unarmed Attacks or Power Fist, Which further increases by 10% for Each Subsequent Rank
- Reworked: *Iron Fist* - Ranks 6 to 10 - When your Health Reaches 30% Or Less, this Perk Grants the Following Below for 10 Seconds, Which increases by 5 Seconds for Each Subsequent Rank
- Reworked: *Iron Fist* - Ranks 6 to 10 - When your Health Reaches 30% Or Less, This Perk now increases Unarmed Attacks and the Power Fist Damage by 200%, Which further increases by 50% for Each Subsequent Rank
- Reworked: *Iron Fist* - Ranks 6 to 10 - When your Health Reaches 30% Or Less, This Perk now Grants the Ability to Restore 50 Points of Health for Every Hit on the Target when using Unarmed or Power Fist, Which further increases by 25 Points for Each Subsequent Rank
- Reworked: *Iron Fist* - Ranks 6 to 10 - When your Health Reaches 30% Or Less, This Perk now Grants the Ability for Unarmed and Power Fist, to Do Additional 50 Points of Fire Damage, when Power Attacking, Which further increases by 25 Points of Fire Damage for Each Subsequent Rank
- Renamed: *Iron Fist* - For Ranks 6 to 10 - To: *Fury*
Big Leagues:- Version 6.2: *Big Leagues* - Rank 1 - Increases Melee Weapons Damage by 25%, and Power Attacking with Them ignores 30% of the Targets Damage Resistance, and Have a 10% Chance to Knock Down the Target, also Grognak's Armor Rating is increased by 10 Points.
- Version 6.2: *Big Leagues* - Rank 6 - When your Health Drops Below 30%, You trigger Rage for 10 Seconds, Whilst Rage is in Effect, Your Melee Attacks Do 200% More Damage, And Restore 50 Points of Health Per Hit, also Your Melee Power Attacks Deal 50 Points Bonus Fire Damage.
- Reworked: *Big Leagues* - Ranks 1 to 5 - This Perk now increases Melee Weapons Damage by 25%, Which further increases by 25% for Each Subsequent Rank
- Reworked: *Big Leagues* - Ranks 1 to 5 - This Perk now increases the Chance to Knock Down the Target by 10% if Power Attacking, with Melee Weapons, Which further increases by 10% for Each Subsequent Rank
- Reworked: *Big Leagues* - Ranks 1 to 5 - This Perk now increases Grognak's Armor Rating by 10 Points, Which further increases by 10 Points for Each Subsequent Rank
- Reworked: *Big Leagues* - Ranks 1 to 5 - This Perk now Also increases Armor Penetration by 30% if Power Attacking, with Melee Weapons, Which further increases by 10% for Each Subsequent Rank
- Reworked: *Big Leagues* - Ranks 6 to 10 - When your Health Reaches 30% Or Less, this Perk Grants the Following Below for 10 Seconds, Which increases by 5 Seconds for Each Subsequent Rank.
- Reworked: *Big Leagues* - Ranks 6 to 10 - When your Health Reaches 30% Or Less, This Perk now increases Melee Weapons Damage by 200%, Which further increases by 50% for Each Subsequent Rank
- Reworked: *Big Leagues* - Ranks 6 to 10 - When your Health Reaches 30% Or Less, This Perk now Grants the Ability to Restore 50 Points of Health for Every Hit on the Target when using Melee Weapons, Which further increases by 25 Points for Each Subsequent Rank
- Reworked: *Big Leagues* - Ranks 6 to 10 - When your Health Reaches 30% Or Less, This Perk now Grants the Ability for Melee Weapons, to Do Additional 50 Points of Fire Damage, when Power Attacking, Which further increases by 25 Points of Fire Damage for Each Subsequent Rank
- Renamed: *Big Leagues* - For Ranks 6 to 10 - To: *Rage*
Steady Aim:- Version 6.2: *Steady Aim* - Rank 1 - Increases Hip-Fire Accuracy with All Guns by 20%, and they ignore 10% of the Targets Damage Resistance, and have a 10% Chance to Cripple the Targets Limb, when firing from the Hip.
- Version 6.2: *Steady Aim* - Rank 6 - When Firing From The Hip, You have a 25% Chance to Mark the Target for Death, Marked Targets Take 10 Points Additional Bleed Damage Per 10% Health they have Left, Maxing to 100 Points of Additional Bleed Damage at 10% Health or Less.
- Reworked: *Steady Aim* - Ranks 1 to 5 - This Perk now Increases Hip-Fire Accuracy with All Guns by 20%, Which further Increases by 20% for Each Subsequent Rank
- Reworked: *Steady Aim* - Ranks 1 to 5 - When Firing from the Hip, This Perk now Increases Armor Penetration by 10% with All Guns, Which further Increases by 10% for Each Subsequent Rank
- Reworked: *Steady Aim* - Ranks 1 to 5 - When Firing from the Hip, This Perk now Increases Chance to Cripple the Targets Limb by 10% with All Guns, Which further Increases by 10% for Each Subsequent Rank
- Reworked: *Steady Aim* - Ranks 6 to 10 - When firing from the Hip, This Perk now Grants a 25% Chance For All Guns to Do 10 Points of Additional Bleed Damage for Every 10% Health the Target Has Left, Which further Increases by 15 Points for Each Subsequent Rank
- Note: *Steady Aim* - Ranks 6 to 10 - The Additional Bleed Damage increases by 10 Points for Every 10% Health the Target has Left, Maxing At 100 Points Bleed Damage when the Target has 10% Health or Less. this maximum Bleed Damage increases by 50 Points per Subsequent Rank
- Note: *Steady Aim* - Ranks 6 to 10 - this perk will now work similiar to *Destined Death* in the sense that you Gain Increasingly More Powerful Effects the Lower the Targets Health is, This perk does Additional Bleed Damage, where as that Perk increases Weapons Damage.
- Renamed: *Steady Aim* - For Ranks 6 to 10 - To: *Marked For Death*
Heavy Gunner:- Version 6.2: *Heavy Gunner* - Rank 1 - Heavy Weapons do 25% More Damage, Reload 25% faster, Ignores 20% of the Targets Damage Resistance, also Increases Maxons Battlecoat Armor Rating by 10 Points.
- Version 6.2: *Heavy Gunner* - Rank 6 - Whilst Wearing a Full Set of Robot Armor (Left Arm, Right Arm, Left Leg, Right Leg and Torso), Each Heavy-Weapon now Does 100% of its Damage as Additional Bonus Elemental Damage, and Each Heavy-Weapon has a 10% chance to Trigger Their new Special Properties.
- Fixed: *Heavy Gunner* - This Perk now Also Increases *Energy Damage* for the *Flamer*, and *Radiation Damage* for the *Fatman*, it now Also Buffs the *Gatling Laser*, as this is Considererd a *Heavy Weapon*.
- Reworked: *Heavy Gunner* - Ranks 1 to 5 - This Perk now Increases All Heavy Weapons Damage by 25%, which further increases by 25% for Each Subsequent Rank
- Reworked: *Heavy Gunner* - Ranks 1 to 5 - This Perk now Increases Reload Speed for All Heavy Weapons by 25%, which further increases by 25% for Each Subsequent Rank
- Reworked: *Heavy Gunner* - Ranks 1 to 5 - This Perk now Grants all Heavy Weapons 20% Armor Penetration, which further increases by 20% for Each Subsequent Rank
- Reworked: *Heavy Gunner* - Ranks 6 to 10 - Whilst Wearing a Full Set of *Robot Armor* (Left Arm, Right Arm, Left Leg, Right Leg and Torso), and having the Relevant Weapon Equpped Below, All Effects Will Trigger, Based on Weapon and Having Said Armor Equipped. if Either is unequipped, the affects will no longer trigger.
- Reworked: *Heavy Gunner* - Ranks 6 to 10 - The *Fat Man* Now Deals 100% of its Damage as Bonus *Fire* Damage, which further increases by 20% for Each Subsequent Rank
- Reworked: *Heavy Gunner* - Ranks 6 to 10 - The *Fat Man* Now has a 10% Chance of Increasing its Damage and Blast Radius by 200%, The Chance increases by 5% for Each Subsequent Rank, and the Damage and Blast Radius further Increases by 200% For Each Subsequent Rank.
- Reworked: *Heavy Gunner* - Ranks 6 to 10 - The *Flamer* Now Deals 100% of its Damage as Bonus *Poison* Damage, which further increases by 20% for Each Subsequent Rank
- Reworked: *Heavy Gunner* - Ranks 6 to 10 - The *Flamer* Now has a 10% Chance to Paralyze the Target for 1 Second, and the Paralyzed Target Takes 50 Points Additional Poison Damage Every Second for as long as its Paralyzed, The Chance increases by 5% for Each Subsequent Rank, The Paralysis increases by 1 Second for Each Subsequent Rank, and the Poison Damage Increases by 50 Points for Each Subsequent Rank.
- Reworked: *Heavy Gunner* - Ranks 6 to 10 - The *Gatling Laser* Now Deals 100% of its Damage as Bonus *Fire* Damage, which further increases by 20% for Each Subsequent Rank
- Reworked: *Heavy Gunner* - Ranks 6 to 10 - The *Gatling Laser* Now has a 10% Chance to Increase its Fire Rate and Accuracy by 100%, and Consume 15% Less Fusion Core, The Chance increases by 5% for Each Subsequent Rank, Fire Rate and Accuracy increases by 50% for Each Subsequent Rank, and The Less Fusion Core Consumption increases by 15% for Each Subsequent Rank.
- Reworked: *Heavy Gunner* - Ranks 6 to 10 - The *Harpoon Gun* Now Deals 100% of its Damage as Bonus *Shock* Damage, which further increases by 20% for Each Subsequent Rank
- Reworked: *Heavy Gunner* - Ranks 6 to 10 - The *Harpoon Gun* has a Guaranteed Chance to Cripple the Targets Limb, and Do 50 Points bonus Bleed Damage, the Bleed Damage Increases by 50 Points for Each Subsequent Rank
- Reworked: *Heavy Gunner* - Ranks 6 to 10 - The *Minigun* Now Deals 100% of its Damage as Bonus *Cryo* Damage, which further increases by 20% for Each Subsequent Rank
- Reworked: *Heavy Gunner* - Ranks 6 to 10 - The *Minigun* Now has a 10% Chance to Freeze the Target Solid for 1 Second and Increase its ADS Accuracy by 100%, The Minigun also Does 100% More Damage to Frozen Targets, The Chance increases by 5% for Each Subsequent Rank, The ADS Accuracy increases by 100% for Each Subsequent Rank, and The Bonus Damage to Frozen Targets increases by 100% for Each Subsequent Rank.
- Reworked: *Heavy Gunner* - Ranks 6 to 10 - The *Missile Launcher* Now Deals 100% of its Damage as Bonus *Fire* Damage, which further increases by 20% for Each Subsequent Rank
- Reworked: *Heavy Gunner* - Ranks 6 to 10 - The *Missile Launcher* Now has a 10% Chance to Cause the Target To Explode, Instantly Killing Them, the Chance increases by 5% For Each Subsequent Rank.
- Reworked: *Heavy Gunner* - Ranks 6 to 10 - The *Broadsider* Now Deals 100% of its Damage as Bonus *Explosive* Damage, which further increases by 20% for Each Subsequent Rank
- Reworked: *Heavy Gunner* - Ranks 6 to 10 - The *Broadsider* Now Has a Guaranteed Chance to Disarm the Target, and Knock them Down.
- Note: *Heavy Gunner* - Ranks 6 to 10 - Bonus Damage, means the Weapon will Do both its Normal Damage & Additional Elemental Damage of the Type Specified, the Bonus Elemental Damage is Completely Based on its Normal Base Damage Unmodiefied (that means Not Improved by any Perk or Weapons Workbench) - (100% Means Full Damage of the base Damage of the Weapon In Question), this Effectively Doubles The Total Damage of The Weapon in Question (and Further Increases per Rank), and will Also Remove Its Weakness Potentional, and simultanously increases its devastating potentional.
- Note: *Heavy Gunner* - Ranks 6 to 10 - Example: For The *Fatman* its Normal Base Damage is 450 Radiation Damage - Explosive Damage, as Such its Bonus Elemental Damage will be 450 Fire Damage on Top of its 450 Radiation - Explosive Damage, thus 900 Total Effective Damage, (Enemy Immune to Radiation, No Problem, the Inferno will wipe them Out.)
- Note: *Heavy Gunner* - Ranks 6 to 10 - for the Fat Man, this Turns it into a True Nuclear Warhead, thus making it Insanely Powerful, Especially at Higher Ranks, where it will pretty much One-Shot Anything, as it should. if the bonus effect procs, it will be a True WMD, making it Extremely Deadly to Everything in a Huge Radius, including its User. - What it lacks in Size, it more then Makes up for In its Extremely Devastating Raw Power.
- Renamed: *Heavy Gunner* - For Ranks 6 to 10 - To: *War Machine*
Pain Train:- Version 6.2: *Pain Train* - Rank 1 - Whilst Wearing Power Armor, Increases Minigun Damage and Fire Rate by 25%, Power Fist Damage by 50%, Reduces all Incoming Damage by 20%, and Grants Immunty to Stagger, also Sprinting into Targets Deals 25 Points of Damage and Knocks them Down.
- Version 6.2: *Pain Train* - Rank 6 - Whilst Wearing Power Armor, Increases Sprint Speed by 25%, Sprinting into Targets Deals 150 Points of Damage and now Knocks Down even the Greatest of Foes, also Grants Varying Buffs Based on Which Full Set of Power Armor you Are Wearing.
- Reworked: *Pain Train* - Ranks 1 to 5 - This Perk now Increases Powerfist Damage by 50%, which further increases by 25% per Subsequent Rank
- Reworked: *Pain Train* - Ranks 1 to 5 - This Perk now Reduces All Incoming Damage by 20%, which further increases by 5% per Subsequent Rank
- Reworked: *Pain Train* - Ranks 6 to 10 - This Perk now Increases Contact Damage by 150 Points, Which further Increases by 25 Points per Subsequent Rank
- Reworked: *Pain Train* - Ranks 6 to 10 - This Perk now Grants Ability to Knock Down Even the Greatest of Foes
- Reworked: *Pain Train* - Ranks 6 to 10 - This Perk now Also Grants 3 Buffs Based on Which Full Set of Power Armor you are Wearing.
- Reworked: *Pain Train* - Ranks 6 to 10 - Whilst Wearing a Full Set of *Raider* Power Armor: Increases Flamer Damage and Reload Speed by 50%, Shish Kebab Damage by 50%, and Reduces incoming Fire Damage by 20%
- Reworked: *Pain Train* - Ranks 6 to 10 - Whilst Wearing a Full Set of *T-45* Power Armor: Increases Minigun Damage, Reload Speed and Fire Rate by 50%, Ripper Damage by 50%, and Reduces Incoming Ballistic Damage by 20%
- Reworked: *Pain Train* - Ranks 6 to 10 - Whilst Wearing a Full Set of *T-51* Power Armor: Increases Missile Launcher Damage, Reload Speed, and Blast Radius by 50%, Frag Grenade Damage 50%, and Reduces incoming Explosive Damage by 20%
- Reworked: *Pain Train* - Ranks 6 to 10 - Whilst Wearing a Full Set of *T-60* Power Armor: Increases Gatling Laser Damage, Reload Speed, and Fire Rate by 50%, Super Sledge Damage by 50%, and Reduces incoming Laser Damage by 20%
- Reworked: *Pain Train* - Ranks 6 to 10 - Whilst Wearing a Full Set of *X-01* Power Armor: Increases Plasma Rifle Damage, Reload Speed, and Fire Rate by 50%, Plasma Grenade Damage by 50%, and Reduces incoming Plasma Damage by 20%
- Reworked: *Pain Train* - Ranks 6 to 10 - Whilst Wearing a Full Set of *Raider Overboss* Power Armor: Increases Tesla Rifle Damage, Reload Speed, and Fire Rate by 50%, Pulse Grenade Damage by 50%, and Reduces incoming Tesla Damage by 20%
- Reworked: *Pain Train* - Ranks 6 to 10 - Whilst Wearing a Full Set of *X-01 Quantum* Power Armor: Increases Fatman Damage, Reload Speed, and Blast Radius by 50%, Nuka Grenade Damage by 50%, and Reduces incoming Radiation Damage by 20%
- Renamed: *Pain Train* - For Ranks 6 to 10 - To: *Titan*
-
Version 6.0.1
- Fixed: *Brute Force* - Perk Reqs and Vault Boy Icon
-
Version 6.0
- Optimized: *Level Requirements* - For Better Consistancy
- Extended: *All Perks: that Have Less then 10 Ranks* - Now all have 10 Ranks, and their Scaling has been Adjusted to Comply with That
- Note: For the Perks that have now had their Ranks Extended To 10, All of their Buffs and Values will Still be the same Overall, However Due to Additional Ranks, The Scaling Also needed to be Changed, this means, their is now More Values between each Main Value thus more perk points needed.
- But the Total Values that these perks offer will still be the Same, This change should result in a Much Better and Balanced Overall Experience.
- Their is No Longer a +20 Level Difference Between Ranks 4 to 5, As a Result, Rank 5 Perks are now Available much earlier, as they now Require level 40, instead of level 50.
- New Level Requirements: +10 Levels for Each Subsequent Rank
- Perk Row 1 - Base Rank = Level 1 Requirement <=> Rank 10 = Level 91 Requirement
- Perk Row 2 - Base Rank = Level 2 Requirement <=> Rank 10 = Level 92 Requirement
- Perk Row 3 - Base Rank = Level 3 Requirement <=> Rank 10 = Level 93 Requirement
- Perk Row 4 - Base Rank = Level 4 Requirement <=> Rank 10 = Level 94 Requirement
- Perk Row 5 - Base Rank = Level 5 Requirement <=> Rank 10 = Level 95 Requirement
- Perk Row 6 - Base Rank = Level 6 Requirement <=> Rank 10 = Level 96 Requirement
- Perk Row 7 - Base Rank = Level 7 Requirement <=> Rank 10 = Level 97 Requirement
- Perk Row 8 - Base Rank = Level 8 Requirement <=> Rank 10 = Level 98 Requirement
- Perk Row 9 - Base Rank = Level 9 Requirement <=> Rank 10 = Level 99 Requirement
- Perk Row 10 - Base Rank = Level 10 Requirement <=> Rank 10 = Level 100 Requirement
- Fixed: *Blacksmith* - Level Requirements
- Fixed: *Inner Beast* - The Full Health Restore, will now Correctly work.
- Fixed: *Cannibal* - Removed Activators for Ranks 2-10, this should prevent the Eat Corpse Option, Spamming The Dialogue Options (Essentially multiple *Eat Corpse* Options), when in proximity to a Corpse
- Fixed: *Energy Weapons, Damage Buffs* - Was Buffing Weapon Damage, instead of Energy damage, this is now Corrected. as Such Energy Weapons will now Correctly be Buffed by the Applicable Perks.
- Fixed: *Mystic Water* - This Perk Now Correctly Increases Health Regeneration and AP Regeneration to the Specfied Amount.
- Fixed: *Mystic Water* - Reduced the Health and AP Regeneration Whilst Swimming to 20% Faster Regeneration, which now increases by 20% Per Rank, Maxing to 100% Faster Regeneration.
- Edit: *Refractor* - Increased the Maximum Amount of Ranks from 5 to 10
- Edit: *Refractor* - This Perk: Now Increases Energy Resistance to 10 Points, Which now further increases by 10 Points for Each Subsequent Rank.
- Edit: *Refractor* - This Perk: Now Increases All Vault Suits Armor Rating to 5 Points, which now further increases by 5 points for Each Subsequent Rank
- Edit: *Primal Hunter* - Increased the Maximum Amount of Ranks from 5 to 10
- Edit: *Primal Hunter* - Melee Weapons now do an Additional 10% more Damage to Animals and Creatures, Which now further increases by 10% for Each Subsequent Rank.
- Edit: *Primal Hunter* - You now take 4% Less damage from Animals and Creatures, which now further increases by 4% for Each Subsequent Rank
- Edit: *Primal Hunter* - This Perk: Now Increases Wildman Armor Rating to 10 Points, which now further increases by 10 points for Each Subsequent Rank
- Edit: *Creature of the Night* - Increased the Maximum Amount of Ranks from 6 to 10
- Edit: *Creature of the Night* - This Perk: Now increases Cryo Weapons, Super Sledge, Harpoon Gun, Gauss Rifle and Railway Rifle Damage to 12%, Which now further increases by 12% for Each Subsequent Rank.
- Edit: *Creature of the Night* - You now take 4% Less damage from Ballistic and Melee Weapons, which now further increases by 4% for Each Subsequent Rank
- Edit: *Creature of the Night* - This Perk: Now Grants +1 Strength, Perception and Agility, from Ranks 5-10, instead of from rank 1-6, as it now has 4 additional ranks and the levels are of course different.
Note: *Creature of the Night* - This Perk is only Active from *Dusk til Dawn* - (6:00 PM - 6:00 AM) - (In-Game time) - Edit: *Penetrator* - Increased the Maximum Amount of Ranks from 5 to 10
- Edit: *Penetrator* - This Perk: Now Increases Energy Weapons Armor Penetration to 10%, Which now further increases by 10% for Each Subsequent Rank.
- Edit: *Penetrator* - This Perk: Now Increases Courser Armor Rating to 10 Points, which now further increases by 10 points for Each Subsequent Rank
- Fixed: *Penetrator* - Overlooked Condition, For Rank 4
- Edit: *Eagle Eye* - Increased the Maximum Amount of Ranks from 5 to 10
- Edit: *Eagle Eye* - This Perk: Now Increases Weapons Accuracy for All Non-Automatic Guns by 10%, Which now further increases by 10% for Each Subsequent Rank.
- Edit: *Eagle Eye* - This Perk: Now Increases the Chance to Cripple a Limb, and Disarm the Target with Non-Automatic Guns to 8%, which now further increases by 8% for Each Subsequent Rank
- Edit: *Eagle Eye* - Optimized the Perk Description
- Edit: *Rad Resistant* - Increased the Maximum Amount of Ranks from 5 to 10
- Edit: *Rad Resistant* - This Perk: Now Increases Radiation Resistance to 10 Points, Which now further increases by 10 Points for Each Subsequent Rank.
- Edit: *Rad Resistant* - This Perk: Now Increases Hazmat Suit Armor Rating to 5 Points, which now further increases by 5 points for Each Subsequent Rank
- Edit: *Toughness* - Increased the Maximum Amount of Ranks from 5 to 10
- Edit: *Toughness* - This Perk: Now Increases Damage Resistance to 10 Points, Which now further increases by 10 Points for Each Subsequent Rank.
- Edit: *Toughness* - This Perk: Now Increases Nuka Girl Armor Rating to 10 Points, which now further increases by 10 Points for Each Subsequent Rank
- Edit: *Life Giver* - Increased the Maximum Amount of Ranks from 5 to 10
- Edit: *Life Giver* - This Perk: Now Increases Health to 10 Points, Which now further increases by 10 Points for Each Subsequent Rank.
- Edit: *Life Giver* - Health Now Regenerates 1% Faster, which now further increases by 1% for Each Subsequent Rank
- Fixed: *Life Giver* - Health Regeneration
- Reworked: *Life Giver* - This Perk Now increases Health Regeneration by 1% Per Rank, at a Maximum of 10% Health Regeneration at rank 10.
- Renamed: *Pheonix* to its Correct Name *Phoenix* - This Perk is inspired by the *Bird of the Sun*, hence the Properties of the perk ;)
- Edit: *Phoenix* - Increased the Maximum Amount of Ranks from 6 to 10
- Edit: *Phoenix* - This Perk: Now increases the Flamer, Molotov, Shishkebab, Fatman, Gamma Gun, and Nuka Grenades Damage to 12%, Which now further increases by 12% for Each Subsequent Rank.
- Edit: *Phoenix* - This Perk: Now increases Health to 6 Points, which now further increases by 6 Points for Each Subsequent Rank
- Edit: *Phoenix* - This Perk: Now increases Radiation Resistance to 12 Points, which now further increases by 12 Points for Each Subsequent Rank
- Edit: *Phoenix* - This Perk: Now Grants +1 Endurance and Intelligence, from Ranks 4-10, instead of from rank 1-6, as it now has 4 additional ranks and the levels are of course different.
Note: *Phoenix* - This Perk is only Active from *Dawn til Dusk*- (6:00 AM - 6:00 PM) - (In-Game time) - Edit: *Hacker* - Increased the Maximum Amount of Ranks from 5 to 10
- Edit: *Hacker* - This Perk: Now increases Auto Hacking Chance to 10%, Which now further increases by 10% for Each Subsequent Rank.
- Edit: *Hacker* - This Perk: Now Grants +1 Hacking Guess Chance from Ranks 5-10 - (Increased the amount of Total Guesses to +6)
- Reworked: *Hacker* - This Perk now Also Increases All Synth and Institute Uniforms Armor Ratings by 5 Points, which now Increases by 5 Points Per Rank <-- Also Includes Father Outfit
- Reworked: *Hacker* - This Perk now Also Increases the Institute Laser Gun Damage, Accuracy and Range by 10%, Which Now Increases by 10% Per Rank
- Reworked: *Hacker* - the Auto Hack Chance now Maxes at 100% - (+20%) <-- Essentially this will Prevent the Possiblity of *Nick Valentine* failing to Hack Terminals. which is a possibility in vanilla.
- Note: *Hacker* - Added the Additional Buffs to make the Perk More Interesting, its inspired by The Institute hence the buffs, and implies that Institute would be Very Good Hackers, and could hack the Traditional Laser weapon to Vastly improve it
- Edit: *Explorer* - Increased the Maximum Amount of Ranks from 5 to 10
- Edit: *Explorer* - This Perk: Now increases Xp Gained from Discovering a New Location to 10%, Which now further increases by 10% for Each Subsequent Rank.
- Edit: *Explorer* - This Perk: Now increases the Duration of Fusion Cores to 10% Longer, Which now further increases by 10% for Each Subsequent Rank.
- Edit: *Explorer* - This Perk: Now Increases Field Scribe Armor Rating to 10 Points, which now further increases by 10 Points for Each Subsequent Rank
- Edit: *Medic* - Increased the Maximum Amount of Ranks from 6 to 10
- Edit: *Medic* - Stimpaks now restore 40% of lost Health, and RadAway now removes 40% of radiation, Which now further increases by 10% for Each Subsequent Rank.
- Edit: *Medic* - Ranks 7-9 now increases how fast Stimpaks and Radaway Work.
- Edit: *Medic* - Rank 10 now makes Stimpaks and Radaway Work, Instantly
- Edit *Medic* - Perk Description, Now mentions how much quicker Stimpaks and Radaway will work, for ranks 7-10 - (100% would be Instant, Restoration), as such the Percentages should give a good idea just how fast they work, now.
- Reworked: *Science* - This perk now also Increases, Fire Rate, Reload Speed and Accuracy for all Energy Weapons.
- Edit: *Action Boy/ Action Girl* - Increased the Maximum Amount of Ranks from 5 to 10
- Edit: *Action Boy/ Action Girl* - This Perk: Now Increases Action Points to 10 Points, Which now further increases by 10 Points for Each Subsequent Rank.
- Edit: *Action Boy/ Action Girl* - Action Points Now Regenerates 12.5% Faster, which now further increases by 12.5% for Each Subsequent Rank
- Edit: *Warrior* - Removed the Melee Armor Penetration, as its now placed in to a much better Reworked *Blitz* Perk.
- Renamed: *Momentum* to *Brute Force*, and gave it new Properties
- Edit: *Brute Force* - Increased the Maximum Amount of Ranks from 6 to 10
- Edit: *Brute Force* - Whilst Sprinting, Melee Weapons Completely Ignore the Targets Damage Resistance, and Do 12% More Damage, Which now further increases by 12% for Each Subsequent Rank.
- Edit: *Brute Force* - Whilst Sprinting, Melee Weapons have a 10% Chance to Cripple a Targets Limb, Which Causes Hemorrhaging, The Chance further increases by 10% for Each Subsequent Rank.
- Edit: *Brute Force* - Hemorrhaging Deals 10 Points of Bleed Damage, Which further increases by 10 Points for Each Subsequent Rank.
- Reworked: *Brute Force* - Removed Shotgun Damage Buffs, and Instead Replaced it with a Unique Hemorrhaging Bleed Damage Buff for Melee Weapons and Granted them the Ability to Completely Bypass Armor Penetration
- Note: *Brute Force* - This Perk Does Still Boost V.A.T.S Melee Distance for Ranks 1 and 2, however it is No Longer Stated in the Perk Description.
- Fixed: *Warrior* Knock Down Effect, Created a New Script, for it, to work much better, will also now use the Grand Slam Sound Effect
- Reworked: *Bullet Storm* - This Perk Now Increases All Weapons, Fire Rate and Reload Speed by 25%, Which now further increases by 25% for Each Subsequent Rank.
- Reworked: *Bullet Storm* - This Perk Now Increases All Weapons Stagger Chance by 3%, Which now further increases by 3% for Each Subsequent Rank.
- Note: *Bullet Storm* - Replaced: Heavy-Weapons Range, with Stagger Chance, and All Buffs now apply to all 10 ranks, this will result in an Extremely Fast Fire Rates and Reload Speeds at High Levels, Previously they Maxed at 125%, now however they Max at 250%, Truly Living up to the Name.
- Reworked: *Dead Eye* - Aiming Down Sights, Now Increases All Weapons Accuracy and Range by 25%, Which now further increases by 25% for Each Subsequent Rank.
- Reworked: *Dead Eye* - Aiming Down Sights, Now Increases All Weapons Crtical Chance by 5%, Which now further increases by 5% for Each Subsequent Rank.
- Note: *Dead Eye* - Replaced: Reload Speed, with Critical Chance
- Reworked: *Chaos* - Increased the Maximum Amount of Ranks from 6 to 10
- Reworked: *Chaos* - Reduced the Proc Chance to 13% for both Buffs and Debuffs
- Reworked: *Chaos* - *Buffs* - Capped the Max Xp Granted to 7x for all ranks.
- Reworked: *Chaos* - *Buffs* -This Perk now Has A Chance to Increase All Weapon Attributes by 12%, Which now further increases by 12% for Each Subsequent Rank.
- Reworked: *Chaos* - *Buffs* -This Perk now Has A Chance to Increase Damage Reduction by 4%, Which now further increases by 4% for Each Subsequent Rank.
- Reworked: *Chaos* - *Buffs* -This Perk now Has A Chance to Increase Stagger Chance by 7%, Which now further increases by 7% for Each Subsequent Rank.
- Reworked: *Chaos* - *Debuffs* -This Perk now Has a Chance to Decrease Xp to 0
- Reworked: *Chaos* - *Debuffs* -This Perk now Has A Chance to Decreases All Weapon Attributes by 12%, Which now further Decreases by 12% for Each Subsequent Rank.
- Reworked: *Chaos* - *Debuffs* -This Perk now Has A Chance to Increase The Target's Damage Resistance by 12%, Which now further increases by 12% for Each Subsequent Rank.
- Reworked: *Chaos* - *Debuffs* -This Perk now Has A Chance to Increase Your Damage Taken by 12,% Which now further increases by 12% for Each Subsequent Rank.
- Fixed: *Chaos* - Buffs and Debuffs
- Fixed: *Chaos* - XP Buff and Debuff Duration
Duration for all ranks, still remains at 15 Seconds, proc duration. that applies to either buffs or debuffs. - Edit: *Mysterious Shroud* - Increased the Maximum Amount of Ranks from 5 to 10
- Edit: *Mysterious Shroud* - This Perk Now Increases Submachine Gun Damage to 15%, Which now further increases by 15% for Each Subsequent Rank.
- Edit: *Mysterious Shroud* - This Perk: Now Increases Silver Shroud Outfit and Faded Trench Coat Armor Rating to 12 Points, which now further increases by 12 points for Each Subsequent Rank
- Edit: *Mysterious Shroud* - This Perk: Now Increases .44 Pistol Chance to One-Shot an Enemy to 2%, which now further increases by 1.5% for Each Subsequent Rank
- Edit: *Fatal Shot* - Reduced max Crit Chance with All Guns to 50%
- Edit: *Magic Bullet* - Increased the Maximum Amount of Ranks from 8 to 10
- Edit: *Magic Bullet* - This Perk Now Increases Critical Hits Bonus Damage to 150%, Which now further increases by 50% for Each Subsequent Rank.
- Edit: *Magic Bullet* - This Perk: Now Increases The Disciples Armor Rating to 10 Points, which now further increases by 10 points for Each Subsequent Rank
- Edit: *Soul Harvest* - Increased the Maximum Amount of Ranks from 6 to 10
- Edit: *Soul Harvest* - This Perk Now Increases Melee Weapons Damage To Targets with 10% Health or Less to 40%, Which now further increases by 40% for Each Subsequent Rank.
- Edit: *Soul Harvest* - This Perk: Now Increases the Chance to Fully Restore Health with Melee Kills to 3%, which now further increases by 3.5% for Each Subsequent Rank
- Fixed: *Soul Harvest* - The Full Health Restore, will now Correctly work
- Edit: *Destined Death* - Increased the Maximum Amount of Ranks from 6 to 10
- Edit: *Destined Death* - This Perk Now Increases All Guns Damage by 5% for Every 10% Health the Target has, which now further increases by 5% for Each Subsequent Rank.
- Note: *Destined Death* - Essentially i have put in 10 Health Thresholds, All Guns will do an Additional 5% More Damage to the Target, Per their Health Threshold (which is in increments of 10% Health) - the Lower the targets Health, the More Additional Damage All Guns will do, maxing at 50% total additional Damage when the target is at or lower then 10% health
- Note: *Destined Death* - Each Subsequent rank will increase All Guns Damage by a further 5%, so that is a further 5% for each Threshold.
- Note: *Destined Death* - Rank 1 Example: Target is At 100% Health, All Guns Will Do an Additonal 5% More Damage to them, Target is at 90% Health, All Guns will now Do an Additional 10% more Damage to them and so on - this maxes at 50% Additional Damage, Target has <= 10% Health or Less
- Note: *Destined Death* - Rank 2 Example: Target is At 100% Health, All Guns Will Do an Additonal 10% More Damage to them, Target is at 90% Health, All Guns will now Do an Additional 20% more Damage to them and so on - this maxes at 100% Additional Damage, Target has <= 10% Health or Less
- Note: *Destined Death* - Rank 3 Example: Target is At 100% Health, All Guns Will Do an Additonal 15% More Damage to them, Target is at 90% Health, All Guns will now Do an Additional 30% more Damage to them and so on - this maxes at 150% Additional Damage, Target has <= 10% Health or Less
- Note: *Destined Death* - So yea, the perk has always worked like this, just that due to Additional Ranks and Likewise scaling, the Starting Killing Blow range is now 50% addditional Damage, and that increases by 50% per Subsequent rank
Maxes at 500% More Damage to Targets At 10% Health or less - Rank 10 - Level 99 - Edit: *Blood Craze* - Increased the Maximum Amount of Ranks from 6 to 10
- Edit: *Blood Craze* - When Your Health Drops Below 80% - This Perk now Increases Your Damage Taken by 12%, Which now further increases by 12% for Each Subsequent Rank.
- Edit: *Blood Craze* - When Your Health Drops Below 80% - This Perk now Increases All Weapons Damage, Fire Rate, Reload Speed by 15%, Which now further increases by 15% for Each Subsequent Rank.
- Edit: *Blood Craze* - When Your Health Drops Below 60% - This Perk now Grants Stagger Immunity and Increases Explosive Damage and Blast Radius by 15%, Which now further increases by 15% for Each Subsequent Rank.
- Edit: *Blood Craze* - When Your Health Drops Below 40% - This Perk now Increases Armor Penetration by 10%, Which now further increases by 10% for Each Subsequent Rank.
- Edit: *Blood Craze* - When Your Health Drops Below 40% - This Perk now Increases Stagger Chance by 8%, Which now further increases by 8% for Each Subsequent Rank.
- Edit: *Blood Craze* - When Your Health Drops Below 20% - This Perk now Increases All Weapons Critical Hit Chance by 8%, Which now further increases by 8% for Each Subsequent Rank.
- Edit: *Blood Craze* - When Your Health Drops Below 10% - This Perk now Increases Fatman Damage and Blast Radius by 50%, Which now further Increases by 50% for Each Subsequent Rank.
Maxes at 500% Increased Fatman Damage and Blast Radius - Rank 10 - Level 100
*Changelog Note: the *Hyphen, -* Used when Referring to Ranks 1-10, or ranks 1-5, etc etc, simply means *To* and all numbers Inbetween, so essentially, Ranks 1-10 would mean ranks 1,2,3,4,5,6,7,8,9 and 10 or simply, Ranks 1 to 10.*
- Optimized: *Level Requirements* - For Better Consistancy
-
Version 5.1.VB
- Fixed: *Cowboy* - increased Caltrops damage to 20% which now increases by 20% per rank, Maxing to 100%
- Fixed: *Rad Resistant* - Armor Ratings
- Fixed: *Performance Enhancer* - Perk Description
- Fixed: *Dutch Courage* - Quantity of SPECIAL Attributes Granted
- Fixed: *Recluse* - Weapons Fire Rate
-
Version 5.1.S
- Fixed: *Thieving Magpie* - Ranks 6-10 Perk Description (Rare, Very Rare, Extremely Rare Ammo.) Quantity
- Fixed: *Rad Resistant* - Armor Ratings
- Fixed: *Performance Enhancer* - Perk Description
- Fixed: *BFFs* - Perk Description
- Fixed: *Fiend* - Addiction Chance to 6%, Which now Increses by 6% per rank, Maxing to 60% - (+40%)
- Fixed: *Recluse* - Weapons Fire Rate
- Fixed: *Momentum* - Melee and Shotgun Damage whislt sprinting is now increased to 15%, which now increases by 15% Per Rank, Maxing to 90% - (+18%)
- Fixed: *Momentum* - Shotgun Hip-Fire Accuracy whilst Sprinting is Increased to 100%, and now increases by 5% per Rank, Maxing to 125% - (+10%)
-
Version 5.1
- Fixed: *Cowboy* - increased Caltrops damage to 25% which now increases by 25% per rank, Maxing to 125%
- Fixed: *Performance Enhancer* - Perk Description
- Fixed: *BFFs* - Perk Description
- Fixed: *Recluse* - Weapons Fire Rate
-
Version 5.0.VB
- =====================================
- Supreme Perks - Vanilla Based - Version 5.0
- =====================================
- Edit *Dutch Courage* - Increased Melee, Unarmed Damage and Negative Gun Accuracy to 10%, Which now Increases by 10% Per Rank, Maxing at 100% - (+20%)
- Edit: *Supreme K9* - Increased Dogmeat's Bleed Damage to 8 Points, which now increases by 8 Points per Rank, maxing at 80 Points - (+40 Points)
- Edit: *Lady Killer* & *Death Mistress* - Increases Armor Ratings to 20 Points, which now Increases By 20 Points Per Rank, Maxing at 100 Points.
- Edit: *Gun Nut* - Increases Weapon Range to 10%, Which now increases by 10% per rank, Maxing at 100% - (+20%)
- Edit: *Local Leader* - increased Laser Musket Damage to 16%, which now increases by 16%, maxing at 160% - (+20%)
- Edit: *Fiend* - Increased Addiction Chance to 8%, which now increases by 8% per rank, Maxing to 80% - (+30%)
- Edit: *Inner Beast* - Increased Max Damage Reduction to 30% - (+10%)
- Edit: *Inner Beast* - Increased Health Restored to 6%, Which now Increases by 6% Per Rank, maxing to 60% Max Health Restored - (+10%)
- Edit: *Momentum* - Increases Melee Damage, chance to Decapitate a target and Shotgun Damage to 20%, which now increases by 20% Per Rank, Maxing to 120% - (+20%)
- Edit: *Momentum* - Increased Shotgun Hip-Fire Accuracy to 100%, which now increases by 10% per Rank, Maxing at 150% - (+50%)
- Edit: *Soul Harvest* - Increased Melee Damage to Targets with 10% Health or Less, to 40%, Which increases by 40% per Rank, Maxing At 240% (+120%)
- Edit: *Supreme K9* - is now a *Charisma 5* Perk, and level Requirements have also been adjusted.
- Edit: *Smooth Operator* - is now a *Charisma 6* Perk, and level Requirements have also been adjusted.
- Edit: *Apex Predator* - is now a *Charisma 7* Perk, and level Requirements have also been adjusted.
- Edit: *Recluse* - is now a *Charisma 8* Perk, and level Requirements have also been adjusted.
- Edit: *Mysterious Shroud* - is now a *Luck 5* Perk, and level Requirements have also been adjusted.
- Edit: *Fatal Shot* - is now a *Luck 6* Perk, and level Requirements have also been adjusted.
- Edit: *Magic Bullet* - is now a *Luck 7* Perk, and level Requirements have also been adjusted.
- Edit: *Soul Harvest* - is now a *Luck 8* Perk, and level Requirements have also been adjusted.
- Reworked: *Destined Death* - This perk now works with All Guns, not Just Heavy-Weapons
- Reworked: *Destined Death* Increases All Guns Damage to Targets with 10% Health or Less, to 7%, which increases by 7% Per Rank, Maxing at 420% - (+250%)
- Edit: *Nature's Guardian* - Increased Weapon Damage, and Melee & Unarmed Power Attack Damage to 16%, Which now increases by 16% Per Rank, Maxing to 80% - (+40%)
- Edit *Primal Hunter* - Increased Damage Reduction Against Animals to 6%, which now Increases by 6% Per Rank, Maxing at 30% - (+10%)
- Edit: *Blast Master* - Increased Explosive Blast Radius to 20%, Which now increases by 20% Per Rank, Maxing to 200% - (+40%)
- Edit: *Pack Alpha*, *Smooth Operator*, and *Apex Predator* - Increased Pacify Chance to 40%, Which now increases by 5% Per Rank, maxing to 85% - (+5%)
- Edit *Dutch Courage* - Increased Melee, Unarmed, and Negative Gun Accuracy to 12%, which now increases by 12% Per Rank, Maxing to 120% - (+20%)
- Edit: *Recluse* - Increased Hunting Rifle, Assault Rifle and Shotguns, Damage, Fire Rate, Reload Speed and Accuracy to 12%, Which Now increases by 12% Per Rank, Maxing at 120%, (+30%)
- Edit: *Recluse* - This Perk will No Longer work if Traveling with Dogmeat - Greatly Buffed it to make up for that.
- Fixed: *Recluse* Added the *No Companion* Conditions to all buffs that was missed before, so they No Longer work if Traveling with a Companion. Essentially said conditions have been added to Everything Related to this perk, as before you could still get some of its buffs with a Companion, Now However the perk Will Not function At All if you have Any Companion Traveling With You (That now also Includes Dogmeat), As Such The Perk will Now Function Exactly as Intended, and Truly Live up to Its Name
- Edit *Gun Nut* - Increased Weapons Range to 12%, Which now increases by 12% Per Rank, Maxing to 120% - (+20%)
- Edit *Medic* - Increased Health Restored by Stimpaks, and Radiation Removed by Radaway to 35%, Which now increases by 15% Per Rank, Maxing to 80%
- Edit: *Cyborg Commando* - This perk now Also Affects: the Flamer, and Cryolator
- Edit: *Cyborg Commando* - Added Exactly What Weapons Will be Affected by this Perk in its Base Rank Description
- Edit: *Bullet Storm* - Reduced Maximum Stagger Chance for Minigun, Flamer and Gatling Laser to 20%
- Edit: *Bullet Storm* - Reduced Maximum Stagger Chance for Railway Rifle to 60%
- Edit: *Bullet Storm* - Reduced Maximum Stagger Chance for Harpoon gun and Broadsider to 80%
- Edit: *Bullet Storm* - Reduced Maximum Stagger Chance for Gauss Rifle to 90%
- Edit: *Fatal Shot* - Increases Critical Chance with Guns to 6%, Which now increases by 6% Per Rank, Maxing to 60% - (+10%)
-
Version 5.0.S
- =================================
- Supreme Perks - Survival - Version 5.0
- =================================
- Edit: *Mysterious Shroud* - is now a *Luck 5* Perk, and level Requirements have also been adjusted.
- Edit: *Fatal Shot* - is now a *Luck 6* Perk, and level Requirements have also been adjusted.
- Edit: *Magic Bullet* - is now a *Luck 7* Perk, and level Requirements have also been adjusted.
- Edit: *Soul Harvest* - is now a *Luck 8* Perk, and level Requirements have also been adjusted.
- Edit: *Nature's Guardian* - Increases Weapon Damage, Melee and Unarmed Power Attack damage to 12%, which Now increases by 12% Per Rank, Maxing at 60% - (+20%)
- Edit: *Nature's Guardian* - Increased Stagger and Limb Damage Resistance to 80% - (+10%)
- Edit: *Furious Juggernaut* - Increased Stagger Resistance to 80% - (+10%)
- Edit: *Primal Hunter* - Increased Damage Reduction to 4%, which now Increases by 4% per Rank, Maxing at 20% - (+5%)
- Edit: *Blast Master* - Increased Explosive Radius to 15%, which now Increases by 15% Per Rank, Maxing to 150% - (+30%)
- Edit: *Cap Collector* - Reduced Caps Investment to 100 Caps, which now increases by 100 caps per rank, maxing at 1000 caps - (-100 Caps)
- Edit: *Local Leader* - Increased Laser Musket Damage to 12%, Which now Increases by 12% per Rank, Maxing to 120% - (+20%)
- Edit: *Pack Alpha*, *Apex Predator* and *Smooth Operator* - Increased Pacify Chance to 30%, which now Increases by 5% Per Rank, Maxing at 75% - (+5%)
- Edit: *Dutch Courage* Increased Melee, Unarmed Damage, And Negative Gun Accuracy to 10%, which now increased by 10% per Rank, Maxing at 100% - (+40%)
- Edit: *Supreme K9* - Increased Dogmeat's Bleed Damage to 6 Points, which now Increases by 6 Points Per Rank, Maxing at 60 Points - (+30 Points)
- Edit: *Recluse* - Increased Hunting Rifle, Assault Rifle and Shotguns, Damage, Fire Rate, Reload Speed and Accuracy to 10%, Which Now increases by 10% Per Rank, Maxing at 100%, (+40%)
- Edit: *Recluse* - This Perk will No Longer work if Traveling with Dogmeat - Greatly Buffed it to make up for that.
- Fixed: *Recluse* Added the *No Companion* Conditions to all buffs that was missed before, so they No Longer work if Traveling with a Companion. Essentially said conditions have been added to Everything Related to this perk, as before you could still get some of its buffs with a Companion, Now However the perk Will Not function At All if you have Any Companion Traveling With You (That now also Includes Dogmeat), As Such The Perk will Now Function Exactly as Intended, and Truly Live up to Its Name
- Edit: *Gun Nut* - increased Weapons Range to 10%, which now increases by 10% Per Rank, Maxing to 100% - (+40%)
- Edit: *Medic* - Stimpaks now Restore 35% Lost Health, and Radaway now Heal 35% Radiation, These Effects now increase by 10% Per Rank, Maxing to 85%.
- Edit: *Inner Beast* - Increased Max Damage Reduction to 20%
- Edit: *Cyborg Commando* - This perk now Also Affects: Flamer and Cryolater
- Note: *Cyborg Commando* - Added Exactly What weapons will be Affected by the Energy Weapons Buff. in the Base Rank Perk Description.
- Edit: *Bullet Storm* - Reduced Stagger Chance for all Respective Weapons by 10%
- Edit: *Bullet Storm* - Maximum Stagger Chance for Minigun, Flamer and Gatling Laser is now 15%
- Edit: *Bullet Storm* - Maximum Stagger Chance for Railway Rifle is now 55%
- Edit: *Bullet Storm* - Maximum Stagger Chance for Harpoon gun and Broadsider is now 75%
- Edit: *Bullet Storm* - Maximum Stagger Chance for Gauss Rifle is now 85%
- Edit: *Fatal Blow* - Increased All Melee Weapons, Critical Chance to 3%, Which now Increases by 3%, Maxing to 30% - (+10%)
- Edit: *Fatal Shot* - Increased All Guns, Critical Chance to 5%, Which now Increases by 5%, Maxing to 50% - (+20%)
- Edit: *Soul Harvest* - Increased Melee Weapons damage to Targets below 10% Health to 30%, Which now Increases by 30% Per Rank, Maxing to 180% more Damage to Targets below 10% Health, at Rank 6. - (+80%)
- Edit: *Destined Death* - Increases All Guns Damage to Targets with 10% Health or Less, to 5%, which increases by 5% Per Rank, Maxing at 300% more Damage to Targets below 10% Health, at Rank 6 - (+300%)
-
Version 5.0.1.VB
- Edit: *Blacksmith* - Reduced Maximum Melee Armor Penetration to 60% - (-20%)
-
Version 5.0.1.S
- Fixed: *Armorer* Armor Ratings
-
Version 5.0.1
- Edit: *Blacksmith* - Reduced Maximum Melee Armor Penetration to 80% - (-20%)
-
Version 5.0
- =================================
- Supreme Perks - Original - Version 5.0
- =================================
- Optimized the mod to be Much More Consistant In changes, so that all variants are very consistant with each other.
- Edit *Brawler* - Reduced Unarmed Power Attacks Armor Penetration to 10%, which now increases by 10% per rank, maxing at 50%, (-30%)
- Edit *Warrior* - Reduced Melee Power Attacks, Armor Penetration to 18%, which now increases by 18% Per Rank, maxing at 90%, (-10%)
- Edit *Primal Hunter* - Increased Damage Reduction to 20%, Which now increases by 5% Per rank, maxing at 40%, (+10%)
- Edit *Creature of the Night* - Added the Special Attributes Granted from this Perk, Back into its Perk Description.
- Edit: *High Caliber* - Action Points Whilst Holding Breath now Drains 20% Slower, Which Now increases by 20%, Maxing at 100% - (Rank 10 = AP will No Longer Drain, whilst Holding Breath)
- Edit: *High Caliber* - Increased Chance to Knock down a Target to 20%, Which Now increases by 20%, Maxing at 100% - (Rank 10 = Scoped Weapons are Now Guaranteed to Knock Down Targets)
- Edit *Blast Master* - Increased Explosive Blast Radius to 25%, which now Increases by 25% Per Rank, Maxing at 250%, (+50%)
- Edit: *Mystic Water* - Increased Health and AP Regen to 40%, which now increases by 40%, maxing to 200% faster, (+20%)
- (Whilst Swimming) - Edit: *Cannibal* - Increased the Amount of Health Restored to 25 Points, Which now increases by 25 points Per Rank, Maxing at 250 Points, (-50 Points)
- Edit *Phoenix* - Added the Special Attributes Granted from this Perk, Back into its Perk Description.
- Edit: *Cap Collector* - Rank 9: Buying and Selling is now 90% Better, Rank 10: Buying and Selling is now 100% Better
- Edit: *Local Leader* - Increased Laser Musket Damage to 20%, which now Increases by 20%, Maxing at 200%, (+20%)
- Edit: *Pack Alpha*, *Smooth Operator*, and *Apex Predator* - Increased Pacify Chance to 50%, which now Increases by 5% Per Rank, Maxing at 95%, (-5%)
- Edit: *Dutch Courage* - Increased Melee & Unarmed Damage, and Negative Gun Accuracy to 15%, which now increases by 15% per Rank, maxing at 150%, (+50%) - (Whilst Under the Influence of Alcohol)
- Edit: *Supreme K9* - is now a *Charisma 5* Perk, and level Requirements have also been adjusted.
- Edit: *Supreme K9* - Increased Dogmeat's Bleed Damage to 10 Points, which now increases by 10 Points per Rank, maxing at 100 Points, (+40)
- Edit: *Smooth Operator* - is now a *Charisma 6* Perk, and level Requirements have also been adjusted.
- Edit: *Apex Predator* - is now a *Charisma 7* Perk, and level Requirements have also been adjusted.
- Edit: *Recluse* - is now a *Charisma 8* Perk, and level Requirements have also been adjusted.
- Edit: *Recluse* - Increased Hunting Rifle, Assault Rifle and Shotguns, Damage, Fire Rate, Reload Speed and Accuracy to 15%, Which Now increases by 15% Per Rank, Maxing at 150%, (+30%)
- Edit: *Recluse* - This Perk will No Longer work if Traveling with Dogmeat - Greatly Buffed it to make up for that.
- Note: *Recluse* means *Recluse*, that means No Companions At All.
- Fixed: *Recluse* Added the *No Companion* Conditions to all buffs that was missed before, so they No Longer work if Traveling with a Companion. Essentially said conditions have been added to Everything Related to this perk, as before you could still get some of its buffs with a Companion, Now However the perk Will Not function At All if you have Any Companion Traveling With You (That now also Includes Dogmeat), As Such The Perk will Now Function Exactly as Intended, and Truly Live up to Its Name
- Edit: *Lady Killer* - Increased Romanced Companion's Damage to 30%, Which Now Increases by 30% Per Rank, Maxing to 150%, (+25%)
- Edit: *Hacker* - Reduced Auto Hack Chance to 15%, Which now increases by 15% per Rank, Maxing to 75%, (-25%)
- Edit: *Gun Nut* - Increased All Weapons Range to 15%, Which Now Increases by 15% Per Rank, Maxing at 150%, (+50%)
- Edit: *Fiend* - Increased Addiction Chance to 10%, which now increases by 10% per rank, Maxing to 100%, (+40%)
- Edit: *Inner Beast* - Increased Max Damage Reduction to 40%, (+10%)
- Edit: *Inner Beast* - Increased Health Restored to 8%, Which now Increases by 8% Per Rank, maxing to 80% Max Health Restored, (+20%)
- Note: The Health Restored is based on 300 health, which would be a level 1 character total health, so as such, Rank 10 would be 240 Health per Kill. however that is rank 10, which means level 100, your health will be significantly higher then 300 at that level, so its a nice bit of balance for this perk, as to prevent it being overpowered, but still very powerful and useful at that level. significantly more health then vanilla either way. - Edit: *Cyborg Commando* - Increased Energy Weapons damage to 20%, which now increases By 20% Per Rank, Maxing at 200%, (+20%)
- Edit: *Cyborg Commando* - This perk now Also Affects: the Flamer, and Cryolater
- Edit: *Cyborg Commando* - Added Exactly What Weapons Will be Affected by this Perk in its Base Rank Description
- Edit: *Megaton* - Increased Reload Speed to 25%, Which now increases by 25% Per Rank, maxing at 125%, (+25%)
- Edit: *Supreme Infiltrator* - Increased Sneak Detection to 10%, Which now increases by 10%, Maxing at 100% - (Rank 10: Completely Undetectable)
- Edit: *Momentum* - Increases Melee Damage, chance to Decapitate a target and Shotgun Damage to 25%, which now increases by 25% Per Rank, Maxing to 150%, (+30%) - (Whilst Sprinting)
- Edit: *Spray 'n' Prey* - Reduced Fire Rate to 25%, Which now increases by 25% Per Rank, Maxing at 125%, (-25%)
- Edit: *Dead Eye* Reduced - Buffs to 25%, Which Now Increases by 25% Per Rank, Maxing at 250%, (-50%)
- Edit: *Mysterious Shroud* - is now a *Luck 5* Perk, and level Requirements have also been adjusted.
- Edit: *Fatal Shot* - is now a *Luck 6* Perk, and level Requirements have also been adjusted.
- Edit: *Magic Bullet* - is now a *Luck 7* Perk, and level Requirements have also been adjusted.
- Edit: *Soul Harvest* - is now a *Luck 8* Perk, and level Requirements have also been adjusted.
- Edit: *Soul Harvest* - Increased Melee Weapons Max Damage to Enemies Below 10% Health to 400%, (+200%)
- Reworked: *Destined Death* - This perk Now Works with All Guns, as such it is No Longer Limited to Heavy-Weapons
- Reworked: *Destined Death* Increases All Guns Damage by 10% for Every 10% Health the Target Has Left up to 100% More Damage for Rank 1, the Primary Damage Increases by 10% Per Rank Maxing at 500% total Damage at 10% Health for Rank 6 (Level 100), (+200%)
-
Version 4.3.VB.A
- Same as Vanilla Based
But swaps the majority of the Perk Locations around, which is based on their Power and Survivability. this combined with the new level requirements, is done to make the mod much more natural in progression. and to give a true sense of your character becoming more powerful as they level. these changes should make it feel as though you have earned the power and survivaibility through experience, rather then just being handed it, should make the leveling experience much more natural, and arguably immersive, via being more realistic with matching the expectations for the perks. for example a level 2 player is largely going to be pretty inept in power armour, so as such by making furious juggernaut require level 10, would imply that your character is much more experienced at this level and thus would make much more sense that they can now handle power armour and use it effectively ;) hence more natural and somewhat immersive, via realism, through expectation :P
also Each row of perks now adds +1 Level to the Base Rank of each perk. this additional Level is also added onto each subsequent rank
Essentially:- Row 1 - Base Rank = Requires Level 1 - Rank 2 = Require Level 11, Rank 3 = Require level 21, and so on
- Row 2 - Base Rank = Requires Level 2 - Rank 2 = Require Level 12, Rank 3 = Require level 22, and so on
- Row 3 - Base Rank = Requires Level 3 - Rank 2 = Require Level 13, Rank 3 = Require level 23, and so on
- Row 4 - Base Rank = Requires Level 4 - Rank 2 = Require Level 14, Rank 3 = Require level 24, and so on
- Row 5 - Base Rank = Requires Level 5 - Rank 2 = Require Level 15, Rank 3 = Require level 25, and so on
- Row 6 - Base Rank = Requires Level 6 - Rank 2 = Require Level 16, Rank 3 = Require level 26, and so on
- Row 7 - Base Rank = Requires Level 7 - Rank 2 = Require Level 17, Rank 3 = Require level 27, and so on
- Row 8 - Base Rank = Requires Level 8 - Rank 2 = Require Level 18, Rank 3 = Require level 28, and so on
- Row 9 - Base Rank = Requires Level 9 - Rank 2 = Require Level 19, Rank 3 = Require level 29, and so on
- Row 10 - Base Rank = Requires Level 10 - Rank 2 = Require Level 20, Rank 3 = Require level 30, and so on
New Perk Locations:- Strength 1: Strong Back
- Strength 2: Rooted - *Nature's Guardian*
- Strength 3: Armorer
- Strength 4: Blacksmith
- Strength 5: Basher - *Power Bash*
- Strength 6: Iron Fist - *Brawler*
- Strength 7: Big Leagues - *Warrior*
- Strength 8: Steady Aim - *Bullseye*
- Strength 9: Heavy Gunner - *Terminator*
- Strength 10: Pain Train - *Furious Juggernaut*
- Perception 1: Locksmith
- Perception 2: Refractor
- Perception 3: Awareness - *Primal Hunter*
- Perception 4: Night Person - *Creature of the Night*
- Perception 5: Penetrator
- Perception 6: Pickpocket - *Thieving Magpie*
- Perception 7: Concentrated Fire - *Eagle Eye*
- Perception 8: Rifleman - *Cowboy*
- Perception 9: Sniper - *High Caliber*
- Perception 10: Demolition Expert - *Blast Master*
- Endurance 1: Rad Resistant
- Endurance 2: Aquaboy/girl - *Mystic Water*
- Endurance 3: Ghoulish - *Fusion*
- Endurance 4: Toughness
- Endurance 5: Cannibal
- Endurance 6: Life Giver
- Endurance 7: Chem Resistant - *Performance Enhancer*
- Endurance 8: Lead Belly - *Wasteland Survivor*
- Endurance 9: Solar Powered - *Pheonix*
- Endurance 10: Adamantium Skeleton - *Unstoppable Force*
- Charisma 1: Cap Collector
- Charisma 2: Local Leader
- Charisma 3: Animal Friend - *Pack Alpha*
- Charisma 4: Party Girl/ Boy - *Dutch Courage*
- Charisma 5: Lone Wanderer - *Recluse*
- Charisma 6: Attack Dog - *Supreme K9*
- Charisma 7: Intimidation - *Smooth Operator*
- Charisma 8: Wasteland Whisperer - *Apex Predator*
- Charisma 9: Inspirational - *BFFs*
- Charisma 10: Lady Killer/ Black Widow - *Lady Killer / Death Mistress*
- Intelligence 1: Hacker
- Intelligence 2: VANS - *Explorer*
- Intelligence 3: Scrapper - *Efficient Scavanger*
- Intelligence 4: Robotics Expert - *Supreme Rust Devil*
- Intelligence 5: Gun Nut
- Intelligence 6: Medic
- Intelligence 7: Chemist - *Fiend*
- Intelligence 8: Nerd Rage - *Inner Beast*
- Intelligence 9: Science - *Cyborg Commando*
- Intelligence 10: Nuclear Physicist - *Megaton*
- Agility 1: Action Boy/ Action Girl
- Agility 2: Sneak - *Supreme Infiltrator*
- Agility 3: Blitz - *Momentum*
- Agility 4: Moving Target - *Future Soldier*
- Agility 5: Gunslinger
- Agility 6: Commando - *Spray 'n' Prey*
- Agility 7: Quick Hands - *Dead Eye*
- Agility 8: Ninja - *Executioner*
- Agility 9: Mister Sandman - *Assassin*
- Agility 10: Gun Fu - *Bullet Storm*
- Luck 1: Fortune Finder - *Money $hot*
- Luck 2: Idiot Savant - *Chaos* <-- whilst now very powerful, it also now a very RNG heavy perk, hence low priority.
- Luck 3: Four Leaf Clover - *Fatal Blow*
- Luck 4: Scrounger -*Endless Mag*
- Luck 5: Grim Reaper's sprint - *Soul Harvest*
- Luck 6: Mysterious Stranger - *Mysterious Shroud*
- Luck 7: Critical Banker - *Fatal Shot*
- Luck 8: Better Criticals - *Magic Bullet*
- Luck 9: Bloody Mess - *Destined Death*
- Luck 10: Ricochet - *Blood Craze*
-
Version 4.3.VB
- Fixed: *Fiend* - Ranks 1 and Rank 2 - SPECIAL Attribute Requirement.
- Fixed: *Mystic Water*: Rank 1 - Number of Ranks
- Fixed: *Mystic Water* Rank 2 - Undetectable Typo
- Edit: *Mystic Water* - Ranks 6-10, Drinking Water now Also Restores Action Points.
- Edit: *Dutch Courage* - Added the SPECIAL Attributes, this perk grants, back into the perk description
- Edit: *Recluse* this perk now also increases Fire Rate, Reload Speed and Accuracy for the Hunting Rifle, Assault Rifle and Shotgun, to make them more viable.
- Edit: *Recluse* buffed the Attributes Slighty more, to make up for the fact you are not traveling with Companions
- Edit: *Supreme K9* - Change Dogmeat's Bleed Damage to a DOT instead of Upfront Damage, so it actually acts as bleed damage now, instead of burst damage.
- Edit: *Animal Friend*, *Intimidation*, and *Wasteland Whisperer* - Each rank of this perk, now also increase the Duration that the Target Will Remain Pacified.
- - Ranks 1 - 9, will increase the duration by 1 day per rank. rank 10, will make them Permantly Pacified, essentially making them a permanent companion ;)
- Edit: *Lady Killer* & *Death Mistress* - These Perks are now Classed as Specialized Perks, as such All Buffs Granted now use Specialized values
- - Essentially these perks have had their values buffed to be on levels of other Specialized perks, such as Terminator, Cowboy, Spray 'n' Prey. etc etc
- - These Perks also now state they they work on both Men & Women. and they are now much more powerful perks.
- Edit: *Momentum* - Restored the V.A.T.S Melee Distance
- Edit: *Momentum* - Rank 2, Restored the further increased V.A.T.S Melee Distance, and V.A.T.S Melee bonus damage based on distance, which increases up to 20%
- Edit: *Momentum* - Ranks 3-6, now further increases V.A.T.S Melee bonus damage based on distance, which now increases by 20%, up to 100%
- Reworked: *Ricochet* - This perk now grants a Large amount of Very Powerful, varying Buffs based on how Low your Health is. but also increases the amount of damage you take by 20% Per Rank.
- Renamed: *Ricochet* to *Blood Craze*
-
Version 4.3.S
- Fixed: All 3 Pacify Perks - Rank 10 - Typos
- Edit: *Momentum* - Restored the V.A.T.S Melee Distance
- Edit: *Momentum* - Rank 2, Restored the further increased V.A.T.S Melee Distance, and V.A.T.S Melee bonus damage based on distance, which increases up to 25% as in vanilla
- Edit: *Momentum* - Ranks 3-6, now further increases V.A.T.S Melee bonus damage based on distance, which now increases by 15%, up to 75%
- Reworked: *Ricochet* - This perk now grants a Large amount of Very Powerful, varying Buffs based on how Low your Health is. but also increases the amount of damage you take by 20% Per Rank.
- Renamed: *Ricochet* to *Blood Craze*
-
Version 4.3.A
- Same as Original
But swaps the majority of the Perk Locations around, which is based on their Power and Survivability. this combined with the new level requirements, is done to make the mod much more natural in progression. and to give a true sense of your character becoming more powerful as they level. these changes should make it feel as though you have earned the power and survivaibility through experience, rather then just being handed it, should make the leveling experience much more natural, and arguably immersive, via being more realistic with matching the expectations for the perks. for example a level 2 player is largely going to be pretty inept in power armour, so as such by making furious juggernaut require level 10, would imply that your character is much more experienced at this level and thus would make much more sense that they can now handle power armour and use it effectively ;) hence more natural and somewhat immersive, via realism, through expectation :P
also Each row of perks now adds +1 Level to the Base Rank of each perk. this additional Level is also added onto each subsequent rank
Essentially:- Row 1 - Base Rank = Requires Level 1 - Rank 2 = Require Level 11, Rank 3 = Require level 21, and so on
- Row 2 - Base Rank = Requires Level 2 - Rank 2 = Require Level 12, Rank 3 = Require level 22, and so on
- Row 3 - Base Rank = Requires Level 3 - Rank 2 = Require Level 13, Rank 3 = Require level 23, and so on
- Row 4 - Base Rank = Requires Level 4 - Rank 2 = Require Level 14, Rank 3 = Require level 24, and so on
- Row 5 - Base Rank = Requires Level 5 - Rank 2 = Require Level 15, Rank 3 = Require level 25, and so on
- Row 6 - Base Rank = Requires Level 6 - Rank 2 = Require Level 16, Rank 3 = Require level 26, and so on
- Row 7 - Base Rank = Requires Level 7 - Rank 2 = Require Level 17, Rank 3 = Require level 27, and so on
- Row 8 - Base Rank = Requires Level 8 - Rank 2 = Require Level 18, Rank 3 = Require level 28, and so on
- Row 9 - Base Rank = Requires Level 9 - Rank 2 = Require Level 19, Rank 3 = Require level 29, and so on
- Row 10 - Base Rank = Requires Level 10 - Rank 2 = Require Level 20, Rank 3 = Require level 30, and so on
New Perk Locations:- Strength 1: Strong Back
- Strength 2: Rooted - *Nature's Guardian*
- Strength 3: Armorer
- Strength 4: Blacksmith
- Strength 5: Basher - *Power Bash*
- Strength 6: Iron Fist - *Brawler*
- Strength 7: Big Leagues - *Warrior*
- Strength 8: Steady Aim - *Bullseye*
- Strength 9: Heavy Gunner - *Terminator*
- Strength 10: Pain Train - *Furious Juggernaut*
- Perception 1: Locksmith
- Perception 2: Refractor
- Perception 3: Awareness - *Primal Hunter*
- Perception 4: Night Person - *Creature of the Night*
- Perception 5: Penetrator
- Perception 6: Pickpocket - *Thieving Magpie*
- Perception 7: Concentrated Fire - *Eagle Eye*
- Perception 8: Rifleman - *Cowboy*
- Perception 9: Sniper - *High Caliber*
- Perception 10: Demolition Expert - *Blast Master*
- Endurance 1: Rad Resistant
- Endurance 2: Aquaboy/girl - *Mystic Water*
- Endurance 3: Ghoulish - *Fusion*
- Endurance 4: Toughness
- Endurance 5: Cannibal
- Endurance 6: Life Giver
- Endurance 7: Chem Resistant - *Performance Enhancer*
- Endurance 8: Lead Belly - *Wasteland Survivor*
- Endurance 9: Solar Powered - *Pheonix*
- Endurance 10: Adamantium Skeleton - *Unstoppable Force*
- Charisma 1: Cap Collector
- Charisma 2: Local Leader
- Charisma 3: Animal Friend - *Pack Alpha*
- Charisma 4: Party Girl/ Boy - *Dutch Courage*
- Charisma 5: Lone Wanderer - *Recluse*
- Charisma 6: Attack Dog - *Supreme K9*
- Charisma 7: Intimidation - *Smooth Operator*
- Charisma 8: Wasteland Whisperer - *Apex Predator*
- Charisma 9: Inspirational - *BFFs*
- Charisma 10: Lady Killer/ Black Widow - *Lady Killer / Death Mistress*
- Intelligence 1: Hacker
- Intelligence 2: VANS - *Explorer*
- Intelligence 3: Scrapper - *Efficient Scavanger*
- Intelligence 4: Robotics Expert - *Supreme Rust Devil*
- Intelligence 5: Gun Nut
- Intelligence 6: Medic
- Intelligence 7: Chemist - *Fiend*
- Intelligence 8: Nerd Rage - *Inner Beast*
- Intelligence 9: Science - *Cyborg Commando*
- Intelligence 10: Nuclear Physicist - *Megaton*
- Agility 1: Action Boy/ Action Girl
- Agility 2: Sneak - *Supreme Infiltrator*
- Agility 3: Blitz - *Momentum*
- Agility 4: Moving Target - *Future Soldier*
- Agility 5: Gunslinger
- Agility 6: Commando - *Spray 'n' Prey*
- Agility 7: Quick Hands - *Dead Eye*
- Agility 8: Ninja - *Executioner*
- Agility 9: Mister Sandman - *Assassin*
- Agility 10: Gun Fu - *Bullet Storm*
- Luck 1: Fortune Finder - *Money $hot*
- Luck 2: Idiot Savant - *Chaos* <-- whilst now very powerful, it also now a very RNG heavy perk, hence low priority.
- Luck 3: Four Leaf Clover - *Fatal Blow*
- Luck 4: Scrounger -*Endless Mag*
- Luck 5: Grim Reaper's sprint - *Soul Harvest*
- Luck 6: Mysterious Stranger - *Mysterious Shroud*
- Luck 7: Critical Banker - *Fatal Shot*
- Luck 8: Better Criticals - *Magic Bullet*
- Luck 9: Bloody Mess - *Destined Death*
- Luck 10: Ricochet - *Blood Craze*
-
Version 4.3
- Edit: *Momentum* - Restored the V.A.T.S Melee Distance
- Edit: *Momentum* - Rank 2, Restored the further increased V.A.T.S Melee Distance, and V.A.T.S Melee bonus damage based on distance, which increases up to 25% as in vanilla
- Edit: *Momentum* - Ranks 3-6, now further increases V.A.T.S Melee bonus damage based on distance, which now increases by 25%, up to 125%
- Reworked: *Ricochet* - This perk now grants a Large amount of Very Powerful, varying Buffs based on how Low your Health is. but also increases the amount of damage you take by 20% Per Rank.
- Renamed: *Ricochet* to *Blood Craze*
Ricochet was the last perk needed to edit, as it is now edited, means This mod now Covers Absolutely Every Single Perk in the Perk Tree - Note: Added a Note to player inventory, that explains what *Blood Craze* does, since the game has a very small character limit for the perk description. and due to how much this perk now does, it would not fit in the description, as such the perk description will cutoff a large amount of what it does.
- Note: said note will likely only be availble on a new game. however should it not work, Open Console and Type: "Help Supreme 0" <-- without quotation marks. then in the console: "player.additem *id* 1" <-- without quation marks and asteriks. alternatively just grabbing the perk, you will be able to see the full description in the pipboy.
Alternatively the mod, EspExplorer, you can add it via that: Supreme Perks - Blood Craze Perk, note.
-
Version 4.2.S
- This file Completely Changes every single Value, to be more inline with a Difficulty Enhanced Setup, Especially Survival Based, Most Damage buffs are Less Then a Vanilla Game
- It uses a New Formula, and Level Requirements, and is Designed for much Longer Term Progression, with regards to unlocking Power and Survivability
- Base Rank now has level Requirements. and each Subsequent Rank now requires higher Levels. this effectively means the highest level requirements now Caps at Level 110
- Swapped the Majority of Perks around, to add an additional layer of difficulty for the mod, and to comply with my new level requirements
- Edit: *Locksmith* - Removed: Auto Lockpicking chance, completely
- Edit: *Mystic Water* - For Ranks 6-10, Drinking Water, now also Restores AP
- Edit *Hacker* - the Hacking Lockout Prevention normally granted from Rank 4 , Has been removed
- Edit *Hacker* - Removed Auto Hack chance.
- Edit: *Medic* - Highest Ranks of This perk, no longer Grants 100% Full Restore from a Single Stimpak / Radaway, they now max at 80% Restoration, meaning 2 will need be consumed for Full Restore.
- Edit: *Medic* - This Perk no longer grants the ability to Passively Restore Health and Remove Radiation
- Edit: *Inner Beast* - Reduced the Proc Duration to 10 Seconds - (-5 Seconds) - Less then Vanilla
- Edit: *Supreme Infiltrator* - Removed Invisibility from rank 5
-
Version 4.2
- Fixed: *Mystic Water*: Rank 1 - Number of Ranks
- Fixed: *Mystic Water* Rank 2 - Undetectable Typo
- Edit: *Mystic Water* - Ranks 6-10, Drinking Water now Also Restores Action Points.
- Edit: *Dutch Courage* - Added the SPECIAL Attributes, this perk grants, back into the perk description
- Fixed: *Dutch Courage* - Rank 9, Melee Weapon Damage.
- Edit: *Recluse* this perk now also increases Fire Rate, Reload Speed and Accuracy for the Hunting Rifle, Assault Rifle and Shotgun, to the make this perk more viable.
- Edit: *Recluse* buffed the Attributes Slighty more, to make up for the fact you are not traveling with Companions
- Edit: *Supreme K9* - Changed Dogmeat's Bleed Damage to a DOT instead of Upfront Damage, so it actually acts as bleed damage now, instead of burst damage.
- Edit: *Pack Alpha*, *Smooth Operator*, and *Apex Predator* - Each rank of these perks, now also increase the Duration that the Target Will Remain Pacified.
Ranks 1 - 9, will increase the duration by 1 day per rank. rank 10, will make them Permanently Pacified, essentially making them a permanent companion ;) - Edit: *Lady Killer* & *Death Mistress* - These Perks are now Classed as Specilized Perks, as such All Buffs Granted now use Specialized values
- Edit: *Lady Killer* & *Death Mistress* - Essentially these perks have had their values buffed to be on levels of other Specialized perks, such as Terminator, Cowboy, Spray 'n' Prey. etc etc, basically these perks are a lot more powerful now.
- Edit: *Lady Killer* & *Death Mistress* - These Perks now also state that they work on both Men & Women. which they have done by default since version 3.0 of the mod.
-
Version 4.1.VB
- This file Completely Changes every single Value, to be more inline with Vanilla, and as a More Balanced Variant of the Mod, but Still Far Superior to Vanilla, With an Abundant of Options.
- It uses a New Formula making it far more consistant in changes, and especially with regards to the Future Variants to come.
- Edit: *Creature of the Night* - This Perk now Once Again Mentions The SPECIAL Attributes it Grants, in its Perk Description - this will Truncate the Description However, But the Full Perk Description can be seen in Pipboy.
- Edit: *Performance Enhancer* - This Perk now Once Again Mentions its Grants SPECIAL Attributes in its Perk Description - this will Truncate the Description However, But the Full Perk Description can be seen in Pipboy.
- Edit: *Dead Eye* - This perk now Slows down time by 8%, which now Increases by 8% Per Rank, Maxing to 80%, effectily at max rank time will be slower then vanilla - (Vanilla = 70%), When ADS
- Edit: *Supreme Rust Devil* - This Perk now Additionally Buffs *Robot Armor* by 5 Points Per Rank, Increasing by 5 Points Per Rank
- Note: *Supreme Rust Devil* - the Robot Armor Buff is per Piece, as such a *Full Set* of Robot Armor at Max Rank (Level 100), Will be 300 Points Additional Armor Rating, as such could act as an alternative to PA, Full Set = (Left Arm, Right Arm, Left Leg, Right Leg, Torso, Helmet)
- Edit: *Supreme Rust Devil* - This Perk now Also Buffs Codsworth, as such Codsworth will now also get the Same Buffs that, Ada and Built Robots Get.
- Reworked: *Idiot Savant* - This Perk Reduces the Buffs granted for Weapon Attributes to 20%, which now increases by 20% Per Rank, Maxing at 120% (-30%)
- Reworked: *Idiot Savant* - This Perk Reduces the Buffs granted for Damage Reduction to 5%, Maxing at 30%, and Weapon Stagger Chance to 10%, Maxing at 50%
- Reworked: *Idiot Savant* - This Perk Increases All Debuffs by 5%, Higher Risk lower reward.
- See - Readme - Found in the *Docs* Section for the Complete Mod Comparison Between All Files.
-
Version 4.1
- Edit: *Supreme Rust Devil* - This Perk now Additionally Buffs *Robot Armor* by 10 Points Per Rank.
- Note: *Supreme Rust Devil* - the Robot Armor Buffs is per Piece, as such a Full Set of Robot Armor, Will be Equilvent to Power Armor, (at High ranks of this perk) - this likewise means it could act as an alternative to PA - Rank 10 (Level 100) of *Supreme Rust Devil* = 500 Armor rating for a Full set of Robot Armor.
- Edit: *Supreme Rust Devil* - This Perk now Also Buffs Codsworth, as such Codsworth will now also get the Same Buffs that, Ada and Built Robots Get.
- Edit: *Idiot Savant* - Reduced Max Damage Reduction Buff to 40%, and Max Stagger Chance to 70%
- Edit: *BFFs* - Edited the Perk Description to be more Consistant.
-
Version 4.0.2
- Removes: the Damage Reduction buff completely from *Idiot Savant* - however the Debuff still remains.
-
Version 4.0.1
- - Reduced: *Idiot Savant* Max Damage Reduction to 35% - to Comply with Rank 10 of *Adamantium Skeleton*
- - Note: *Idiot Savant* - Rank 10 of *Adamantium Skeleton* Combined with Rank 6 of *Idiot Savant* will now Grant a Maximium of 85% Damage Reduction for 15 Seconds - when idiot savant buff wears off, it will drop back down to 50%
- - Note: *Idiot Savant* - Currently 4.0 of *Idiot Savant* at max rank - will grant invulnability for 15 seconds if the buff procs, *this file however will remove that possibility*
- - both files will remain up, leaving it up to the end user if they are happy with either invulability for 15 seconds, or prefer that they can still take damage if that buff procs, by using this file.
-
Version 4.0
- Edit: *Dead Eye* - This perk now Slows down time by 9%, which now Increases by 9% Per Rank, Maxing to 90%, effectivily at Max Rank time will be much slower then vanilla - (Vanilla = 70%), When ADS
- Note: *Dead Eye* - at Min Ranks, time will be barely any Slower, this is to create a True sense of Feeling that at higher levels your Character is Able to *Focus* Much Better ;)
- Reworked: *Idiot Savant*, This perk now Has a 15% Chance to grant Buffs, and a 15% Chance to Grant Debuffs, see Spoiler for Complete Details. Also changed the sound that plays when the perc procs, to use the Vats Critical Execute
- Note: *Idiot Savant* - Due to the Way this perk works now, Every single Buff and Debuff will Last 15 Seconds, this Should create a Nice balance between Positive and Negatives Effects (depending on just how common 15% is), as Opposed to Vanilla's 60 Seconds.
- Renamed: *Idiot Savant* to *Chaos*
- Edit: *Toughness* - This Perk now increases the *Nuka Girl* Armor rating to 10 Points, which increases by 10 Points per Rank, maxing at 100 Points.
- Edit: *Explorer* - This perk now increases the *Field Scribe* Armor rating to 10 Points, which increases by 10 Points per Rank, maxing at 100 Points.
-
Version 3.3
- Edit: *Bullseye* Chance to Cripple Limb chance, for Ranks 6-10, now starts at 20% and increases by 10% Per Rank, maxing at 60% (Increased by 10%)
- Renamed: *Warhead* to *Megaton* as its more fitting name for this perk.
- Edit: *Thieving Magpie* - this perk now much better explains what it does.
-
Version 3.2.VB
- See the Readme in the *DOCS* section for the complete changelog for this File.
-
Version 3.2
- Fixed: *Bullet Storm* - Removed the Additional Minigun Fire Rate from Ranks 6-10
- Fixed: *Mysterious Shroud* - This Perk now gives the Correct Armor Ratings
- Fixed: *Mysterious Shroud* - Lucky Shot Proc Chance (.44 Pistol Chance to One-Shot)
- Fixed: *Magic Bullet* - This Perk now gives the Correct Armor Ratings
- Fixed: *Fatal Shot* - Removed Additional Crit Damage from rank 1
- Fixed: *Fatal Blow* - Removed Additional Crit Damage from rank 1
-
Version 3.1.8
- Fixed: *Supreme Infiltrator* Ranks 1-10 = Sneak Detection
- Fixed: *Assassin* = This Perk now Actually Increases the Reload speed for Supressed Weapons
-
Version 3.1.7
- Fixed: *Apex Predator* - Rank 4: Armor Rating
- Fixed: *Explorer* - Fusion Core Duration
- Fixed: *Cyborg Commando* - Ranks 9-10 Energy Weapons DMG
- Fixed: *Inner Beast* - Ranks 8-10 Damage Reduction
- Fixed: *Gunslinger* - Rank 5: Molotov DMG
-
Version 3.1.6
- Fixed: *Recluse* - this perk now Correctly gives the Attributes Specified
- Fixed: *BFFs* - Added ranks 6-10 Missing Additional Weapon Damage Buffs for Companions
-
Version 3.1.5
- Fixed: *Ghoulish* - Ranks 1-5 the Radiation now Correctly Restores the Amount of Health Specified.
- Edit: *Ghoulish* - This perk now has a much more Detailed Description
- Edit: *Mystic Water* - This perk now has a much more Detailed Description
- Edit: *Death Mistress* - Removed the Companion Buffs From the Romanced Companions, as this perk is no longer Designed to Grant them Buffs
-
Version 3.1.4
- Fixed: *Performance Enhancer* - Removed the Reduced Chem Addiction Chance, as its Counterproductive to what this Perk Does, and its synergy with the *Fiend* Perk
- Essentially this perk no longer reduces the chances of being Addicted to Chems, as that would be Counterproductive
- Fixed: *Performance Enhancer* - Removed the Reduced Chem Addiction Chance, as its Counterproductive to what this Perk Does, and its synergy with the *Fiend* Perk
-
Version 3.1.3
- Edit: *Thieving Magpie* - This perk now has a much more Detailed Description
- Fixed: *Life Giver* - Perk now Correctly Increases the Health Regeneration by the Value Specified.
- Fixed: *Wasteland Survivor* - Rank 2 Typo.
-
Version 3.1.2
- Fixed: *Eagle Eye* - It Now Correctly has a Chance to Disarm Targets
- Fixed: *Eagle Eye* - It Now Correctly has a Chance to Cripple the Limbs of the Target
- Fixed: *Eagle Eye* - It Now Correctly only Increases ADS Accuracy, as it was supposed to, instead of Both ADS and Hip-Fire.
-
Version 3.1.1
- Fixed - Exectuioner Perma Stealth bug.
-
Version 3.1
- Fixed the Purified Water and Dirty Water - Inventory Description Bug - (Load of Health Values Appearing)
- Renamed the ESP files to Supreme Perks - Original <-- this will make sense later.
-
Version 3.0
- 1. Fixed: Bullet Storm - Fire FX Bug
- 2. Fixed: Spray 'n' Prey - Fire FX Bug
- 3. Fixed: Armor Rating Buffs - All Armors for Each Relevant Perk, now gets the Correct Additional Armor Rating, as stated by their Respective Perk Description.
- 4. Changed: All Relevant Perks that Grant Armor Buffs, Now Give 10 Points per Rank, maxing at 100 Points Additonal Armor Rating at level 100.
- 4a. with the Exception of Vault Suits, Hazmat Suit and Field Scribe, these still max at 50 points, at level 80
- 3. Brawler: This Perk now Grants a 10% Chance to Disarm Targets with Unarmed Power Attacks, which increases by 5% chance per rank
- 3a. Brawler: This Perk No Longer Grants the Ability to Knock Down Targets.
- 4. Warrior: This perk now Grants a 10% Chance to Knock Down Targets with Melee Weapon Power Attacks, which increases by 5% chance per rank
- 4a. Warrior: This Perk No Longer Grants the Ability to Disarm Targets.
- 4b. Warrior: Removed the Speed Multiplier
- 7. Armorer: This perk now Gives +5 Armor Rating per Rank for each Individual Armor Addon. (the armor that comes in 5 individual pieces, that is typically worn over underarmor)
- 8. Blacksmith: This perk now Increases Melee Weapons Armor Penetration by 10% Per Rank instead of 5%.
- 9. Cowboy: Fixed Rank 2 - Typo
- 10. Mystic Water: This perk now Increases the Amount of Health you Recieve from Drinking Water by 20% Per Rank. this includes All Water Sources + Consumables
- 10a. Mystic Water: Added 5 More Ranks, which further Increase the Amount of Health Restored from All Water Sources, and Further Increases Marine Armor Rating.
- 10b. Mystic Water: Due to the Additional Ranks added, each rank now follows the standards of other perks that have 10 ranks.
- 10b. Mystic Water: Removed Movement Speed Multiplier
- 11. BFFS: Removed Dogmeat's Movement Speed Multiplier.
- 12. Local Leader: Increased Laser Musket Damage Buff to 20% Per Rank instead of 10%
- 13. Executioner: Sneaking now actually Activates a Stealth Field, and Damage is now Correctly buffed, whilst its Active.
- 13a. Exectuioner: Removed Movement Speed Multiplier
- 14. Dead Eye: Dead eye now actually works
- 16. Bullet Storm: Ranks 5-10 Removed the Miniguns Further Increased Fire Rate.
- 17. Endless Mag: Significantly Lowered the chance to gain ammo from firing last round, now maxes out at 30% chance to level 100, as opposed to 60% chance, to prevent the possiblity of literally having endless ammo.
- 18. Money $hot: significantly Lowered the Chance for the Money Shot to proc (enemies exploding into caps), now maxes at 30% chance instead of 50% Chance.
- 19. Fixed: Cowboy - This perk now correctly Buffs Non-Automatic Rifles, Pistols and Shotguns
- 20. Fixed: Terminator - This Perk now correctly increases the Reload speed of all Heavy Guns.
- 21. Fixed: Blast Master - This perk now correctly knocks down targets at higher ranks
- 22. Fixed: Gunslinger - This Perk now Correctly Increases Reload Speed
- 23. Fixed: Warhead - This perk now correctly increases the reload speed of Radiation Weapons, and Nukes now Correctly Knock down all targets at higher ranks.
- 24. Fixed: Eagle Eye - This perk now Correctly increases Weapons Accuracy.
- 25. Fixed: Dead Eye - This Perk now Correctly Increases Weapons Accuracy, higher Ranks will Significantly Increases Accuracy, Pin-Point Accuracy.
- 26. Fixed: Momentum - This Perk now Correctly Increases Shotguns Hip-Fire Weapons Accuracy
- 27. Fixed: Dutch Courage - This perk now Correctly Decreases all Weapons Accuracy, whilst Under the Influence of Alcohol
- Reworked many perks
- plus many more undocumented changes
-
Version 2.1
- 1. Fixed: Mysterious Stranger - Vault Boy Icon Issue, Description, and perk can now be chosen.
- 2. Fixed: All Truncated Perk Descriptions
- 3. Fixed: Typos
- 4. Corrected: Some Perk Descriptions
- 4. Night Person: The Strength, Perception and Agility Buffs, Perk Description is removed, due exceeding the max character limit for Perk Descriptions.
- 4a. Night Person: this Perk grants +2 to Strength, Perception and Agility, which increases by +1 Per Rank, however it will be Undisclosed due to the above.
- 5. Chem Resistant: Fixed Ranks 5-10 Perk Descriptions, it now correctly states what these ranks do.
- 6. Solar Powered: The Endurance and Intelligence Buffs, Perk Description is removed, due exceeding the max character limit for Perk Descriptions.
- 6a. Solar Powered: This Perk grants +2 to Endurance and Intelligence, which increases by +1 Per Rank, however it will be Undisclosed due to the above.
- 7. Black Widow: Completely Reworked this perk, to now offer Offense and Defense that is Inspired by the *Black Widow Spider*.
- 7a. Black Widow: Renamed the perk name to: Death Mistress
- 8. Lady Killer: Completely Reworked this perk, to now offer Offense and Defense that is some what Inspired by the *Grognak the Barbarian Comics*.
- 8a. Lady Killer: Renamed the perk name Back to: Lady Killer
- 9. Lone Wanderer: Buffed the Wastelander Armor back to 10 points per Rank (as its only Buffed if your Traveling Without a Companion)
- 9a. Lone Wanderer: Wastelander = Drifter, Cage and Spike Armor (Including Helmeted Variants)
- 10. Party Boy/Party Girl: The Strength and Endurance Buffs, Perk Description is removed, due exceeding the max character limit for Perk Descriptions.
- 10a. Party Boy/Party Girl: these Perks grants +2 to Strength and Endurance, which increases by +1 Per Rank, however it will be Undisclosed due to the above.
- 11. Mysterious Stranger: .44 Pistol Now has a 5% Chance to One-Shot a Target Per Rank, Instead of 10%
- 11a. Mysterious Stranger: changed to 5% because at 10% your chance to to one-shot would be higher then the mysterious shroud himself appearing in vats due to other elements in the equation such as AP required for vats.
- 11b. Mysterious Stranger: as such at 5% this would be much more inline with the vats equilvent. as the reason for this perk edit is to grant the benefits of mysterious stranger without the Need to use V.A.T.S for the player
- 12. Wasteland Whisperer: this Perk now also Buffs *Raider* Armor instead of *Erikson*
- 13. Sneak: now increases Mines, Caltrops and Bear Traps Damage, instead of just Bear Traps.
- 14. Sneak: Perk Description only states *Traps* in order to prevent the Perk Description from truncating.
- 15. Bullet Storm: Ranks 6-10 still Further increases the Miniguns Fire Rate by 25% Per Rank, however this tidbit of information has been removed from the Perk Description, due to Truncating it.
-
Version 2.0
- 1. Optimized All Perk Descriptions
- 2. Added Safety Checks: on Damage Reduction Perks, to Prevent God Mode like Affects, essentially Prevents the Likelyhood of Damage Reduction Stacking to 100%, (Invulnerability) when Multiple Damage Reduction Perks are chosen.
- 3. Added Safety Checks: on Movement Speed Multiplier Perks, to Prevent Potentional Issues of Unintentional Stacking (ie movement speed being much higher then Stated for each Relevant Perk), and to Ensure that Movement Speed is only Increased when the Specific Condition is Met.
- 4. Iron Fist: the *Road Leathers* Armor Buff for each Rank of *Iron Fist* now increases by *5* Points per Rank instead of *10* Points.
- 5. Big Leagues: the *Grognak* Armor Buff for each Rank of *Big Leagues* Perk now increases by *5* Points per Rank instead of *10* Points.
- 6. Ranks 6-10 of Big Leagues, now Grants a Chance to Disarm the Target, instead of Knocking them Down.
- 7. Armorer: Lowered the Armor Rating Granted for Each Individual Armor Addon to *2* Points per rank instead of *5* Points per rank. to prevent Armor Addons from offering Protection on the Levels of Power Armor. at high ranks
- 8. Heavy Gunner: Replaced the *Cage and Spike* Armor Buff with *Maxons Battlecoat*
- 8a. Heavy Gunner: the *Maxons Battlecoat* Armor Buff for each Rank of *Heavy Gunner* Perk now increases by *5* Points per Rank instead of *10* Points.
- 9. Steady Aim: Ranks 6-10 now also increases the Chance to Cripple the Targets Limb(s)
- 10. Rooted: Lowered the Increased Weapon Damage to 10% Per rank instead of 25% Per Rank, and also Lowered the Increased Power Attack Damage to 20% Per rank instead of 50% Per Rank, for balancing reasons.
- 11. Pain Train: Ranks 6-10, Lowered the Armor Rating Granted for Each Individual Power Armor Piece to *20* Points per rank instead of *50* Points per rank.
- 12. Increased Pickpocket Max Chance to 100% - At Rank 10 you will now have a Guranteed Chance to Pickpocket Targets. this is done via modifiyng a game setting.
- 13. Optimized *Fortune Finder*, and *Scrounger* Perks to properly give additional *Ammo* and *Caps* Respectively, this is a complete overhaul of these perks, they will now give significantly more (and they now only use my own created LLs for them) LLs = Leveled Lists
- 14. Scrounger: Added DLC Ammo into the *Scrounger* Leveled Lists
- 15. Rifleman: the *Cowboy Outfits* Armor Buff for each Rank of *Rifleman* Perk now increases by *5* Points per Rank instead of *10* Points.
- 16. Awareness: the *Wildman Outfit* Armor Buff for each Rank of *Awareness* Perk now increases by *10* Points per Rank instead of *20* Points.
- 17. Demolition Expert: Removed the *Robot Armor* Armor Buff, and Each Rank of Demoltion Expert now Significantly Reduces The Damage You Take From Explosives. much more fitting ;)
- 18. Adamantium Skeleton: Removed the Explosive resistance from this Perk, as its now covered by the *Demolition Expert* Perk
- 18a. Adamantium Skeleton: now Also Reduces Falling Damage by 10% Perk Rank. also quite fitting, especially with my new name for the Perk.
- 19. Night Person: Each Rank of *Night Person* now Grants *+1* point into Strength, Perception and Agility Per Rank, and Also Grants 5% Damage Reduction Per Rank
- 19a. Night Person: Each Rank of *Night Person* now Increases Cryo Weapons, Munitions and Super Sledge Damage by *20%* Per Rank instead of *25%*
- 19b. Night Person: Now also Increases the Harpoon Gun, Gauss Rifle and Railway Rifle Damage by 20% Per Rank
- 20. Refractor: the *Vault Suits* Armor Buff for each Rank of *Refractor* Perk now increases by *10* Points per Rank instead of *20* Points.
- 21. Sniper: the *Kellogs Outfit* Armor Buff for each Rank of *Sniper* Perk now increases by *5* Points per Rank instead of *10* Points.
- 22. Penetrator: the *Courser Outfit* Armor Buff for each Rank of *Penetrator* Perk now increases by *10* Points per Rank instead of *20* Points.
- 23. Toughness: the *Nuka Girl Outfit* Armor Buff for each Rank of *Toughness* Perk now increases by *10* Points per Rank instead of *20* Points.
- 24. Aqua Boy/Aqua Girl: the *Marine Armor* Armor Buff for each Rank of *Aqua Boy/Aqua Girl* Perk now increases by *10* Points per Rank instead of *20* Points.
- 24a. Aqua Boy/Aqua Girl: Added a Safety Check to Ensure that Health and AP Regeneration for this perk, only procs when Swimming, aswell as movement speed multiplier.
- 25. Ghoulish: the *Children of Atom Outfits* Armor Buff for each Rank of *Ghoulish* Perk now increases by *5* Points per Rank instead of *10* Points.
- 26. Solar Powered: Each Rank of *Solar Powered* now Grants *10* Points of Health and *20* Points of Radiation Resistance Per Rank, Instead of Damage Reduction.
- 26a. Solar Powered: Also Grants +2 to Endurance and Intelligence, and increases by +1 per Rank.
- 26a. Solar Powered: Each Rank of *Solar Powered* now Increases Flamer, Molotov and Shishkebab Damage by *20%* Per Rank instead of *25%*
- 26b. Solar Powered: Now also Increases, Fatman, Gamma Gun and Nuka Grenades Damage by 20% Perk Rank
- 26c. Solar Powered: is Now Actually Renamed to *Pheonix*
- 27. Lady Killer: the *Tuxedo Outfit + Hat* Armor Buff for each Rank of *Lady Killer* Perk now increases by *5* Points per Rank instead of *10* Points.
- 28. Black Widow: the *Featherd Dress* Armor Buff for each Rank of *Black Widow* Perk now increases by *5* Points per Rank instead of *10* Points.
- 29. Lady Killer / Black Widow: Changed the Condition for the Health, AP, And Damage Resistance buffs granted from these perks, to now only Affect You and a Romanced Companion (Companions that you have Reached Max Affinity with, and have chosen the Option to become Lovers).
- 29a. Lady Killer / Black Widow: As such You and the Romanced Companion will now Only Get these buffs if you are a *Couple* and are *Traveling Together*. the condition change makes more sense for these perks.
- 29b. Lady Killer / Black Widow: the Potentional Romance-Able Companions Are: Cait, Curie, Paladin Danse, Hancock, MaCcready, Piper, Preston Garvey and Porter Gage, any of these can gain the Buffs as long as Your Character is In-Love with them and Vice Versa.
- 30. Lone Wanderer: your Heatlh and AP now increases by *5* Points per rank instead of *10* Points. and Removed the Health and AP Regeneration from the perk.
- 30a. Lone Wanderer: the *Drifter Outfit*, *Cage and Spike* Armor Buff for each Rank of *Lone Wanderer* Perk now increases by *5* Points per Rank instead of *10* Points.
- 31a. Lone Wanderer: Replaced the *Maxons Battlecoat* Armor Buff with *Drifter Outfit*, *Cage and Spike* Armor. as it makes more sense.
- 32. Animal Friend: the *Pack Armor* Buff for each Rank of *Animal Friend* Perk now increases by *5* Points per Rank instead of *10* Points.
- 33. Local Leader: the *Minuteman General Outfit* Armor Buff for each Rank of *Local Leader* Perk now increases by *5* Points per Rank instead of *10* Points.
- 34. Party Boy/ Party Girl: Removed the Damage Reduction from these Perks, and Replaced it with bonuses to SPECIAL
- 34a. Party Boy/ Party Girl: Each Rank Now Grants +1 to Strenght and Endurance per rank.
- 35. Wasteland Whisperer: the *Erikson Outfit* Armor Buff for each Rank of *Wasteland Whisperer* Perk now increases by *5* Points per Rank instead of *10* Points.
- 36. Intimidation: the *Operator* Armor Buff for each Rank of *Intimidation* Perk now increases by *5* Points per Rank instead of *10* Points.
- 37. Robotics Expert: the *Mechanist* Armor Buff for each Rank of *Robotics Expert* Perk now increases by *5* Points per Rank instead of *10* Points.
- 38. Nerd Rage: Each Rank now increases All Weapons damage by 20%, instead of 25% Per Rank
- 38a. Nerd Rage: Removed the Weapon Damage Buff From Ranks 6-10, the Weapon Damage for this perk now Maxes out to 100% More Damage, instead of 200%
- 39. Gunslinger: the *Hunters Long Coat* Armor Buff for each Rank of *Gunslinger* Perk now increases by *5* Points per Rank instead of *10* Points.
- 40. Commando: the *Military and Combat* Armor Buff for each Rank of *Commando* Perk now increases by *5* Points per Rank instead of *10* Points.
- 41. Sneak: the *Trapper* Armor Buff for each Rank of *Sneak* Perk now increases by *5* Points per Rank instead of *10* Points.
- 42. Mister Sandman: the *Railroad* Armor Buff for each Rank of *Mister Sandman* Perk now increases by *5* Points per Rank instead of *10* Points.
- 43. Ninja: Reduced the Weapon Damage to *25%* from *50%*, and weapon damage for this perk now maxes at *125%* rather then *150%* at level 100.
- 44. Blitz: Reduced the Unarmed, Power Attacks and Shotgun Damage bonus to *25%* instead of *50%*, and the damage buff, now Maxes at *150%* instead of *180%* at level 100.
- 44a. Blitz: Sprinting now Also increases Shotguns Hip-Fire Accuracy by 100% at base, and then increases by 20% per rank, this is to live up to the purpose of this perk, so that charging into enemies with a shotgun will blow them away.
- 44b. Blitz: Added the Hip-Fire Accuracy for Shotguns, to prevent a problem of missing with the shotgun even at point blank when firing from the hip, as sprinting will mean you cannot ADS, and would also lower the accuracy even further, as such the buff should solve this potentional problem.
- 45. Mysterious Stranger: This perk now buffs the Silver Submachine Gun, Silver Shroud Armor, and Faded Trench Coat and hat, also now Grants a 10% Chance for Kellogs Pistol to 1 Shot An Enemy.
- 46. Better Criticals: the *Disciples* Armor Buff for each Rank of *Better Criticals* Perk now increases by *5* Points per Rank instead of *10* Points.
- 1. Pain Train: now Correctly Uses the Speed Multiplier Created for it.
- 2. Fixed: *Psycho Jet Addiction*, Was Supposed to Reduce Agility by -1, but this was an oversight on bethesda part, as such it now correctly reduces agility by -1
- 3. Aqua Boy/ Aqua Girl: Now Correctly increases Health and AP Regen to Values Listed, When Swimming.
- 4. Fixed: Solar Powered. Solar Powered Buffs now only Last for as long as its daytime, instead of permanently.
-
Version 1.1
- Fixed Semi Transparent / Static Vault Boys - for the 7 perks affected
- which in turns also means the other 5+ ranks can now be selected
-
Version 1.0
- Initial Release
-
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)
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
<>--<>.
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)