About this mod
Some very light changes I made to some perks I considered underwhelming, or just not competitive with other perks.
- Requirements
- Permissions and credits
- Changelogs
Perk changes are as follows, in order of the Perk Chart from left to right, bottom to top:
Night Person, Rank 3 - Instead of 30 extra health, the third rank now increases your healing over time as well as your action point regeneration during the night hours. I felt this was more appealing than extra health, and I think capstones the perk nicely as fully establishing you as a night person with both greater resilience and greater combat capability during the night.
Refractor - This is probably the biggest diversion from the vanilla version of the perk. Like toughness and rad resist, it's one of those perks that increase your damage resistance, but at 10 per perk, but unlike those two it requires a decent investment into its relevant SPECIAL stat to be available. Thus, giving what refraction is, I decided to turn it into both a defensive *and* offensive per, specialising on energy defence and offence. Each rank now does the following:
- Refractor 1 now gives you 15 Energy Resistance and increases your damage with Energy Weapons by 5%.
- Refractor 2 gives you another 15 Energy Resistance; for a total of 30; and increases your damage with Energy Weapons by 10%.
- Refractor 3 gives another 10 Energy Resistance; for a total of 40; increases your damage with Energy Weapons by 15%, and now Energy Weapons ignore 10% of an enemy's armour.
- Refractor 4 gives another 10 Energy Resistance; for a total of 50; increases your damage with Energy Weapons by 20%, and Energy Weapons now have increased range.
- Refractor 5 gives another 10 Energy Resistance; for a total of 60; increases your damage with Energy Weapons by 25%, and Energy Weapons now have a small chance to disarm enemies.
In essence, I decided to turn into a perk for energy weapons as well, for people (like myself, or I wouldn't have made the changes) who want to focus on energy weapons. I decided not to make the damage multiplier too large, as energy weapons are still affected by the relevant other damage perks too; and the same is true for the auxiliary effects, Refractors 3 through 5 add only 10 Energy Resistance due to them also adding auxiliary effects.
Toughness - All ranks now increment in sets of 15 rather than 10, for a total of 75 Damage Resistance with all ranks of the perk.
Reasoning: Only really useful at low levels, and heavily eclipsed by other perks and armour items at high levels.
Life Giver - The first two ranks now give 30 more health instead of 20. Reasoning being that 20 is useful at low levels, but not so much at medium to higher levels. The third rank is unchanged, as it already adds the heath regeneration.
Rad Resistant - All ranks now give 20 Radiation Resistance each, for a total of 100 with all five perks, which is now equivalent to having a permanent Rad-X.
Quick Hands, Rank 3 - Instead of 10 whole action points, which is the would be the same as spending a perk in Agility Training (and thus makes this perk mostly redundant), Quick Hands' third rank now gives a small boost to AP regeneration as well as a 5% increase to hit things in VATs.
That's more or less it. I mostly made these for myself, it's my first time using the FO4 iteration of the Creation Kit, so this is my first mod. and thus I make no guarantees on things working the way they should. I might have accidentally deleted the entirety of Goodneighbour for all I know. (seriously though, I didn't)
Compatibility - Should be compatible with everything that doesn't make changes to the same perks. Obviously, big perk overhauls are probably incompatible, though if you have one you probably don't want this.