About this mod
A mod that changes vanilla perks to be more interesting, fun and balanced.
- Requirements
- Permissions and credits
-
Translations
- Mandarin
- Changelogs
It modify most of the perks. It also bug-fix quite a few in the process.
Notes:
- Perks have no level requirement. Weapon Perks have level requirement set to 5/10/20/40.
- Versatility is a keyword representing a simultaneous increase in damage dealt and a reduction in damage taken by the same percentage. For example, +10% Versatility means you deal 10% more damage while taking 10% less damage.
- Inside the spoiler is the Vanilla description.
STRENGTH
Iron Fist
- Power attacks deal 10% more damage. Gun bashing does 25% more damage.
- Power attacks now deal 20% more damage. Gun bashing now does 50% more damage and has a 1% chance per Strength to critically hit.
- Power attacks now deal 30% more damage. Gun bashing now does 75% more damage and has a 2% chance per Strength to critically hit.
- Power attacks now deal 40% more damage. Gun bashing now does double damage and has a 3% chance per Strength to critically hit.
- Power attacks now deal 50% more damage. Gun bashing and melee attacks are lethal against targets below 25% HP.
- Rank 1: Channel your Chi to unleash devastating fury! Punching attacks do 20% more damage to your opponent.)
- Rank 2: Punching attacks now do 40% more damage and can disarm your opponent.
- Rank 3: Punching attacks now do 60% more damage. Unarmed Power Attacks have a chance to cripple one of your opponent's limbs.
- Rank 4: Punching attacks now do 80% more damage. Unarmed Power Attacks have an increased chance to cripple one of your opponent's limbs.
- Rank 5: Punching attacks now do double damage. Criticals in V.A.T.S will paralyze your opponent.
Big Leagues
Now also benefits punching attacks.
- You do 15% more melee damage, and while in combat, sprinting with a melee weapon or unarmed consumes 30% less Action Points.
- You now do 30% more melee damage and gain a chance of knocking down your target.
- You now do 45% more melee damage and take 20% less damage when unarmed or using a melee weapon.
- You now do 60% more melee damage. Melee weapons will hit all targets in front of you, while punching attacks ignore 50% of a target's armor.
- You now do 75% more melee damage. Melee weapons have a chance to cripple enemies or even decapitate them! Punching attacks have a high chance to stagger your foes.
- Rank 1: Swing for the fences! Do 20% more melee weapon damage.
- Rank 2: Do 40% more melee weapon damage and gain a chance to disarm your opponent.
- Rank 3: Do 60% more melee weapon damage and gain an increased chance to disarm your opponent.
- Rank 4: Do 80% more melee weapon damage and hit all targets in front of you.
- Rank 5: You now do double damage with a melee weapon, and gain a chance to cripple your opponent, or grand slam their head clean off!
Heavy Gunner
- Heavy guns do 15% more damage, and while wielding one, you gain increased resistance to staggering.
- Heavy guns now do 30% more damage, and have improved hip fire accuracy.
- Heavy guns now do 45% more damage. Hip fire accuracy is increased even more.
- Heavy guns now do 60% more damage and have a chance to stagger your opponent.
- Heavy guns now do 75% more damage and an additional 25% against big enemies*.
- Rank 1: Thanks to practice and conditioning, heavy guns do 20% more damage.
- Rank 2: Heavy guns now do 40% more damage, and have improved hip fire accuracy.
- Rank 3: Heavy guns now do 60% more damage. Hip fire accuracy is increased even more.
- Rank 4: Heavy guns now do 80% more damage and have a chance to stagger your opponent.
- Rank 5: Heavy guns now do double damage.
Strong Back
- Gain +25 to carry weight and an additional 15 while your weapon is holstered.
- You now have +50 to carry weight and an additional 30 while your weapon is holstered.
- Your carry weigh is increased by 1% per Strength point, and when overencumbered, you can use Action Points to run.
- Your carry weigh is now increased by 2% per Strength point, and when overencumbered, running costs 50% less Action Points.
- Your carry weight is now increased by 3% per Strength point. The damage resistance of your armor is increased by 1% of your total carry weight.
- Rank 1: What are you, part pack mule? Gain +25 to carry weight.
- Rank 2: You now have +50 to carry weight
- Rank 3: When overencumberred, you can use Action Points to run.
- Rank 4: When overencumberred, you can fast travel.
- Rank 5: (Far Harbor DLC) While over-encumbered, running costs 50% less action points.
Steady Aim
- Hip-fire accuracy is improved by 25% when firing any gun. You also take 10% less damage when reloading.
- Hip-fire accuracy is now improved by 50% when firing any gun and you now take 20% less damage when reloading.
- Hip-fire damage is improved by 10% when firing any gun and you now take 30% less damage when reloading.
- Rank 1: Stay on target! Hipfire accuracy is improved (20%) when firing any gun.
- Rank 2: Hip-fire accuracy is improved (40%) even more when firing any gun.
- Rank 3: (Nuka-World DLC) Hip-fire damage is improved (5%) when firing any gun.
Shotgun Surgeon (Basher)
- When using Shotguns you gain +20% Versatility.
- Shotguns do 50% more damage against targets below 50% health.
- Shotguns do 25% more damage, and Double Barrel Shotgun do an additional 50% damage!*
- Shotguns have a chance of staggering or knocking down your target. The more pellets, the greater the chance.
Note that Shotguns will still benefit from Rifleman perk, but only Shotguns will benefit from Shotgun Surgeon.
- Rank 1: Get up close and personal! Gun bashing does 25% more damage.
- Rank 2: Gun bashing now does 50% more damage and possibly cripples your opponent.
- Rank 3: Gun bashing now does 75% more damage and has an increased chance to cripple your opponent.
- Rank 4: Gun bashing does double damage and has an increased chance to cripple your opponent. It may also inflict a Critical Hit.
Barbarian Frenzy (Rooted)
- Power Attacks cost 15% less Action Points and are 25% faster. You also have a chance to explode your enemies into a gory red paste.
- Power Attacks now cost 30% less Action Points and while in combat you perform all actions 10% faster*.
- Power Attacks now cost 50% less Action Points and while in combat you now perform all actions 20% faster.
- Rank 1: You're part tree! While standing still, you gain +25 Damage Resistance and your melee and unarmed attacks deal 25% more damage.
- Rank 2: While standing still, you now gain +50 Damage Resistance and your melee and unarmed attacks deal 50% more damage.
- Rank 3: While standing still, you may automatically disarm enemies that use melee weapons against you.
Pain Train
- You move faster and jump higher when walking underwater in a Power Armor. Sprinting into enemies hurts and staggers them.
- While wearing a Power Armor your persuasion chance is increased by 15%, and sprinting into enemies now causes severe damage and a more powerful stagger.
- While wearing a Power Armor you take 50% less damage from explosions. Sprinting into enemies now knocks them down, and impact landing inflicts more damage.
- Rank 1: Choo Choo! All aboard! While wearing Power Armor, sprinting into enemies hurts and staggers them.
- Rank 2: Sprinting into enemies while wearing Power Armor now causes severe damage and a more powerful stagger.
- Rank 3: Sprinting into enemies while wearing Power Armor now causes massive damage and knocks them down. Impact landing near enemies inflicts even more damage.
PERCEPTION
Thievery (Pickpocket)
- Picking pockets and Locks are 30% easier. You pick locks so subtly that no one suspects a thing. (Makes lockpicking not a crime).
- Picking pockets and Locks are now 60% easier. You can place a live grenade in a person's inventory.
- Picking pockets and locks are now twice as easy. You can steal equipped items.
- Grab and run! Gain +5 to carry weight for each point of Agility. You're also 40% harder to hit while using the Stealth Boy.
- Rank 1: Your quick hands and sticky fingers make picking pockets 25% easier.
- Rank 2: Picking pockets is now 50% easier. You can place a live grenade in a person's inventory.
- Rank 3: Picking pockets is now 75% easier, and you can steal equipped weapons.
- Rank 4: Picking pockets is now twice as easy, and you can steal equipped items.
Rifleman
Now also benefits automatic rifles.
- Rifles do 15% more damage and ignore 10% of a target's armor.
- Rifles now do 30% more damage and ignore 20% of a target's armor.
- Rifles now do 45% more damage, with 20% improved hip fire accuracy.
- Rifles now do 60% more damage and gain a chance to stagger opponents.
- Rifles now do 75% more damage and have chance of crippling a limb.
Rank 1: Keep your distance long and your kill-count high. Attacks with non-automatic rifles do 20% more damage.
Rank 2: Attacks with non-automatic rifles now do 40% more damage and ignore 15% of a target's armor.
Rank 3: Attacks with non-automatic rifles now do 60% more damage and ignore 20% of a target's armor.
Rank 4: Attacks with non-automatic rifles now do 80% more damage and ignore 25% of a target's armor. They also have a slight chance of crippling a limb.
Rank 5: Attacks with non-automatic rifles now do double damage and ignore 30% of a target's armor. They also have a slightly higher chance of crippling a limb.
Awareness
- While in V.A.T.S. you can view a target's specific damage resistances and gain 5% increased damage and chance to hit.
- You deal 3% more Limb Damage per Perception and take 50% less damage when performing your attacks in V.A.T.S.
- Rank 1: To defeat your enemies, know their weaknesses! You can view a target's specific damage resistances in V.A.T.S.
- Rank 2: (Nuka-World DLC) Knowing their weaknesses lets you attack more efficiently. 5% increase to hit chance and damage dealt to VATS targets.
Infiltrator (Locksmith)
- You have Advanced skills in picking locks and hacking terminals. Stealth Boy effect lasts 25% longer.
- You have Expert skills in picking locks and hacking terminals. Stealth Boy effect now lasts 50% longer.
- You have Master skills in picking locks and hacking terminals. Stealth Boy effect now lasts 75% longer.
- Your bobby pins never break, and you can't be locked out of terminals. Stealth Boy effect now lasts twice as long and makes you completely undetectable while sneaking out of combat.
- Rank 1: Your nimble fingers allow you to pick Advanced locks.
- Rank 2: You can pick Expert locks.
- Rank 3: You can pick Master locks.
- Rank 4: Your bobby pins never break during lockpicking.
Night Person
- You're a cold creature of the night, your touch can freeze the living! Your melee attacks and gun bashing have a chance to freeze the target.
- When in combat sprinting will turn you invisible, but will drain much more Action Points.
- Your damage, chance to hit on V.A.T.S, and XP gain from killing are increased by 10% during night time. You also have Night Vision when sneaking.
- Rank 1: You are a creature of the night! Gain +2 Intelligence and perception between the hours of 6:00 p.m and 6:00 a.m.
- Rank 2: You now have +3 to Intelligence and Perception between the hours of 6:00 p.m and 6:00 a.m, and night vision when sneaking.
- Rank 3: (Far Harbor DLC) You have 30 extra health between the hours of 6:00 p.m. and 6:00 a.m.
Refractor
- You gain +15 Energy Resistance and take 5% less damage from legendary enemies.
- You now have +30 Energy Resistance and take 10% less damage from legendary enemies.
- You now have + 45 Energy Resistance and take 15% less damage from legendary enemies.
- You now have + 60 Energy Resistance and take 20% less damage from legendary enemies.
- You take 25% less energy damage, and 25% less damage from legendary enemies.
- Rank 1: You must be part mirror! Instantly gain +10 Energy Resistance.
- Rank 2: You now have +20 Energy Resistance.
- Rank 3: You now have +30 Energy Resistance.
- Rank 4: You now have +40 Energy Resistance.
- Rank 5: You now have +50 Energy Resistance.
Sniper
- You have improved control and can hold your breath longer when aiming with scopes. Scoped rifles gain +10% headshot accuracy in V.A.T.S. when used outside of combat.
- When aimed through scopes, non-automatic rifles do double damage against targets at full health. (Does not stack with Instigating Legendary Effect).
- While aiming through a scope, non-automatic rifles do 30% more damage, you also have improved control over scopes.
- Rank 1: It's all about focus. You have improved control and can hold your breath longer when aiming with scopes
- Rank 2: Non-automatic, scoped rifles have a chance of knocking down your target.
- Rank 3: Non-automatic, scoped rifles gain +25% accuracy to headshots in V.A.T.S.
Penetrator
- Your attacks ignore 15% of a target's armor, and in V.A.T.S. you can target an enemy's body parts that are blocked by cover, with a decrease in accuracy.
- Your attacks now ignore 30% of a target's armor, and in V.A.T.S. when you target an enemy's body parts that are blocked by cover, there is no decrease in accuracy.
- Rank 1: There's no place to hide! In V.A.T.S you can target an enemy's body parts that are blocked by cover, with a decrease in accuracy.
- Rank 2: In V.A.T.S. when you target an enemy's body parts that are blocked by cover, there is no decrease in accuracy.
Concentrated Fire
- In V.A.T.S. every attack on the same body part gains +5% accuracy, and +5% damage.
- In V.A.T.S. every attack on the same body part now gains +10% accuracy, and +10% damage.
- In V.A.T.S. every attack on the same body part now gains +15% accuracy, and +15% damage. Attacks also cost 2% less Action Points per Agility point.
- Rank 1: Stay focused! In V.A.T.S. every attack on the same body part gains +10% accuracy.
- Rank 2: In V.A.T.S., every attack on the same body part gains +15% accuracy.
- Rank 3: In V.A.T.S., evert attack on the same body part gains +20% accuracy and does 20% more damage.
ENDURANCE
Toughness
- You gain +15 Damage Resistance and take 10% less limb damage.
- You now have +30 Damage Resistance and take 20% less limb damage.
- You now have +45 Damage Resistance and take 30% less limb damage.
- You now have +60 Damage Resistance and take 40% less limb damage.
- Your gain 25% more Damage Resistance from your equipment, and now take 50% less limb damage.
- Rank 1: If nothing else, you can take a beating! Instantly gain +10 damage resistance
- Rank 2: You now have +20 Damage Resistance
- Rank 3: You now have +30 Damage Resistance
- Rank 4: You now have +40 Damage Resistance
- Rank 5: You now have +50 Damage Resistance
Lead Belly
- You gain +20 Poison resistance and take less radiation from eating or drinking.
- You have now +40 Poison resistance, and take even less radiation from eating or drinking.
- You take no radiation from eating or drinking and receive double bonus and Health Regeneration from any food.*
- Rank 1: Your digestive tract has been adjusted to the weirdness of the Wasteland. Take less radiation from eating or drinking.
- Rank 2: Take even less radiation from eating or drinking.
- Rank 3: You take no radiation from eating or drinking.
Spiritwalker (Life Giver)
- Awaken the spirit within. You gain +20 maximum Health and unlock the ability to brew a Mystic Tea*, which increases your immunity and XP gain for a limited time.
- With greater power comes greater endurance. Gain another +20 maximum Health, and double the duration of Mystic Tea.
- Open the doors of perception. You gain another +20 maximum Health, slowly regenerate Health, and have Perception +2 while Mystic Tea is active.
Rank 1: You embody wellness! Instantly gain +20 maximum Health.
Rank 2: You instantly gain another +20 maximum Health.
Rank 3: You instantly gain another +20 maximum Health, and slowly regenerate lost Health.
Chem Resistant
- Chems last 50% longer and are 30% less likely to cause addiction.
- Chems now last twice as long and are 60% less likely to cause addiction.
- Rank 1: All the rush without the hassle! You’re 50% less likely to get addicted when consuming chems.
- Rank 2: You gain complete immunity to chem addiction.
Athletic Boy/Girl (Aquaboy/girl)
- You jump twice as high, swim faster and no longer take radiation damage from swimming.
- You are more resistant to stagger and drain 50% less Action Points from sprinting.
- Rank 1: Water is your ally. You no longer take radiation damage from swimming and can breathe underwater.
- Rank 2: You become totally undetectable while submerged.
Resilience (Rad Resistant)
- You gain +20 Radiation Resistance and take 10% less damage from explosions.
- You now have +40 Radiation Resistance and take 20% less damage from explosions.
- You now have +60 Radiation Resistance and take 30% less damage from explosions.
- Rad damage will now begin to slowly heal when out of combat. You also can not be critically hit by enemies.
- Rank 1: Exposure to the Wasteland has made you more resilient, instantly granting a +10 Radiation Resistance.
- Rank 2: You now have +20 Radiation Resistance.
- Rank 3: You now have +30 Radiation Resistance.
- Rank 4: (Far Harbor DLC) You now have +40 Radiation Resistance.
Synthetic Nature (Adamantium Skeleton)
- Your synthetic nature has been revealed! Gain +50 Poison and Radiation resistance, but suffer 20% more Limb damage.
- You've mastered your synthetic body. You are immune to fall damage and can breathe underwater.
- You've unlocked your true potential as the ultimate Terminator. When aiming down sights, you can detect hostile lifeforms. You now take 20% less Limb damage, instead of more.
- Rank 1: Your skeleton has been infused with indestructible metal, reducing limb damage by 30%.
- Rank 2: Your limb damage is now reduced by 60%.
- Rank 3: Your limb damage is completely eliminated.
Survival Instincts (Cannibal)
- You deal more Limb Damage the more hungry you are, and more Critical Damage the more thirst.
- Each rank of adrenaline also reduce all damage you take by 5%.
- You can feed on corpses of humanoids* to restore Health, and when you do, you gain +30 to all resistances and can smell the living for a limited time.
- Rank 1: Feast on mortal flesh to heal your wounds! Eating human corpses restores Health.
- Rank 2: Eating Ghoul or Super Mutant corpses restores Health.
- Rank 3: Eating human, Ghoul or Super Mutant corpses now restores a significant amount of health.
Ghoulish
- Radiation now regenerates your lost Health (twice vanilla rate). You also take less damage from radiation based attacks the higher your radiation level is.
- Radiation now regenerates even more of your lost Health and you gain +2 to Strength and Perception while your radiation level is above 25%.
- You gain +50 Damage and Energy resistances while your radiation level is above 25%. Higher radiation levels will further increase this bonus.*
- You do 5% more and take 10% less damage for every 10% of your HP contaminated by radiation. (Up to 50% of your HP).
- Rank 1: Sure, you're still human - on the outside! Radiation now regenerates your lost Health.
- Rank 2: Radiation now regenerates even more of your lost Health.
- Rank 3: Radiation now regenerates even more of your lost Health, and some Feral Ghouls will randomly become friendly.
- Rank 4: (Nuka-World DLC) Rad damage will now begin to slowly heal, restoring health in the process.
All Natural (Solar Powered)
- You enjoy life, and experience it as it is. While clear of chems, XP gain, critical damage and persuasion chance are increased by 20%.
- While clear of chems, you gain + 1 to all SPECIAL's and is more resistant to stagger.
- While clear of chems, you gain +20 Action Points and Health, and have the duration of diseases vastly reduced.
- Rank 1: Catch some rays! Gain +2 to Strength and Endurance between the hours of 6:00 a.m and 6:00 p.m.
- Rank 2: Sunlight slowly heals your radiation damage.
- Rank 3: Sunlight regenerates your lost Health.
CHARISMA
Cap Collector
- Buying and selling prices at vendors are 10% better. You can also invest a total of 500 caps to raise a store's buying capacity.
- Buying and selling prices at vendors are now 20% better, and an additional 20% better while clear of chems.*
- You gain +5 Action Points and +1 Charisma for every 3.000 Caps in your pocket (up to 15.000 Caps).
- Rank 1: You've mastered the art of the deal! Buying and selling prices at vendors are better.
- Rank 2: Buying and selling prices at vendors are now much better.
- Rank 3: You can now invest a total of 500 caps to raise a store's buying capacity.
Black Widow/ Lady Killer
- Your persuasion chance is increased by 1% per Charisma, you also gain thrice as much XP when succeeded.
- Your persuasion chance is now increased by 2% per Charisma, with an additional 10% bonus against male/female characters. They are also easier to pacify with the Intimidation perk.
- Your persuasion chance is now increased by 3% per Charisma, with now an additional 20% bonus against male/female characters. You also do 15% more damage against them.
- Rank 01: You're charming... and dangerous. Women suffer +5% damage in combat, and are easier to persuade in dialogue.
- Rank 02: Women now suffer +10% damage in combat, and are even easier to persuade in dialogue. They are also easier to pacify with the Intimidation perk.
- Rank 03: Women now suffer +15% damage in combat, and are even easier to persuade in dialogue. They are now even easier to pacify with the Intimidation perk.
Lone Wanderer
- When adventuring without a companion you gain +10% Versatility, and your carry weight increases by 50.
- When adventuring without a companion you now gain +15% Versatility, and your carry weight increases by 100.
- When adventuring without a companion you now gain +20% Versatility, and +25 maximum Health when also without a dog.
- When adventuring without a companion you have 25 more Action Points, and now gain +50 maximum Health when also without a dog.
- Rank 1: Who needs friends, anyway? When adventuring without a companion, you take 15% less damage and carry weight increases by 50.
- Rank 2: When adventuring without a companion, you take 30% less damage and increases carry weight by 100.
- Rank 3: When adventuring without a companion, you do 25% more damage.
- Rank 4: (Far Harbor DLC) When adventuring without a companion, you have 25 more action points.
Attack Dog
- Your canine companion can hold an enemy, giving you +15% chance to hit them in V.A.T.S. It also gains a 2% chance to critically hit for each point of your Charisma.
- When your dog holds an enemy, there's a chance he'll cripple the limb he's biting. Your dog is also undetectable when you are sneaking.
- When your dog holds an enemy, there's a chance he'll cause them to bleed. Your dog also takes 30% less damage.
- You and your dog gain +10% Versatility when adventuring together.
- Rank 1: Your faithful canine companion can hold an enemy, giving you a greater chance to hit them in V.A.T.S.
- Rank 2: When your dog holds an enemy, there's a chance he'll cripple the limb he's biting.
- Rank 3: When your dog holds an enemy, there's a chance he'll cause them to bleed.
- Rank 4: (Nuka-World DLC) When adventuring with your dog, you take 10% less damage.
Animal Friend
Now works on any creature type instead of only animal type.
- Rank 1: Commune with beasts! With your gun, aim at any animal below your level and gain a chance to pacify it.
- Rank 2: When you successfully pacify an animal, you can incite it to attack.
- Rank 3: When you successfully pacify an animal, you can give it specific commands.
Local Leader
- You are able to establish supply lines between your workshop settlements. You also gain + 50% XP from building things on your settlements.
- You can build stores and workstations at workshop settlements. You also get 15% better prices when dealing inside your settlements.
- Rank 1: As the ruler everyone turns to, you are able to establish supply lines between your workshop settlements.
- Rank 2: You can build stores and workstations at workshop settlements.
Party Boy/Girl
- There's no chance you'll get addicted to alcohol (Unaltered).
- The effects of alcohol are doubled and last twice as long.
- You gain +3 Luck and +30 to all resistances while you're under the influence of alcohol.
- Rank 1: Nobody has a good time like you! There's no chance you'll get addicted to alcohol.
- Rank 2: The effects of alcohol are doubled.
- Rank 3: Your Luck is increased by 3 while you're under the influence of alcohol.
Inspirational
- Because you lead by example, your companion does 25% more damage in combat, cannot hurt you, and is much stealthier.
- Your companion have +50 Damage and Energy Resistance, can't be harmed by your attacks, and can't trigger enemy mines.
- Your companion takes 30% less damage, carry 50 additional weigh, and does not consume ammunition*.
- Rank 1: Because you lead by example, your companion does more damage in combat, and cannot hurt you.
- Rank 2: Your companion resists more damage in combat, and can't be harmed by your attacks.
- Rank 3: Your companion can carry more items.
Pest Control (Wasteland Whisperer)
- You gain +15% Versatility against any creature of the wasteland, and 30% more XP from killing them.
- You now gain +30% Versatility against any creature of the wasteland, and 60% more XP from killing them.
- You now gain twice as much XP from killing creatures, and your weapon have a chance poison any living target.
- Rank 1: Master the post-apocalypse! With your gun, aim at any Wasteland creature below your level and gain a chance to pacify it.
- Rank 2: When you successfully pacify a Wasteland creature, you can incite it to attack.
- Rank 3: When you successfully pacify a Wasteland creature, you can give it to specific commands.
Intimidation
- With your gun, aim at any human opponent of your level or bellow and gain a chance to pacify them. You also gain +10% Versatility against higher level opponents.
- When you successfully pacify someone, you can incite them to attack. You now gain +15% Versatility against higher level opponents.
- Your simple presence will eventually scare the heck out of humanoid enemies, and when you successfully pacify someone, you can give them specific commands.
- Rank 1: Time to show everyone who's boss! With your gun, aim at any human opponent below your level and gain a chance to pacify them.
- Rank 2: When you successfully pacify someone, you can incite them to attack.
- Rank 3: When you successfully pacify someone, you can give them specific commands.
INTELLIGENCE
Traveler (VANS)
- Hold your V.A.T.S key to see the path to your closest quest target. You also move faster with your weapon holstered.
- You gain 50% more XP from exploration, and have all map locations revealed on your Pip-Boy.
- Rank 1: Let Vault-Tec guide you! The path to your closest quest target is displayed in V.A.T.S.
- Rank 2: +2 Perception.
Medic
- Increase the effectiveness of Stimpak and RadAway to 35% and vastly reduce the duration of immunodeficiency caused by RadAway.
- Increase the effectiveness of Stimpak and RadAway to 40%. You take 1% less damage per Intelligence while being healed by a Stimpak.
- Increase the effectiveness of Stimpak and RadAway to 45%. You now take 2% less damage per Intelligence while being healed by a Stimpak.
- Increase the effectiveness of Stimpak and RadAway to 50%. You now take 3% less damage per Intelligence while being healed by a Stimpak.
- Rank 1: Is there a doctor in the house? Stimpaks restore 40% of lost health, and RadAway removes 40% of radiation
- Rank 2: Stimpaks restore 60% of lost health, and RadAway removes 60% of radiation.
- Rank 3: Stimpaks restore 80% of lost health, and RadAway removes 80% of radiation.
- Rank 4: Stimpaks and RadAway restore all health and radiation, and work much more quickly.
Mechatronics (Hacker)
- You get one extra guess when hacking terminals. You can also craft Stealth Boys.
- You now get two extra guesses when hacking terminals. You can also craft powerful Mechatronic mods for Laser Guns.
- You now get three extra guesses when hacking terminals. You can also craft Mechatronic Weave for your clothing which have a chance to ricochet projectiles back at your attacker.
- Your Mechatronic-modified weapon electrocutes enemies, dealing extra damage with a chance to paralyze. You can also craft Mechatronic Implants* that grant you a free perk.
- Rank 1: Knowledge of cutting edge computer encryption allows you to hack Advanced terminals.
- Rank 2: You can hack Expert terminals.
- Rank 3: You can hack Master terminals.
- Rank 4: When hacking, you never get locked out of a terminal when things go wrong.
Master Tinker (Scrapper)
- You can salvage uncommon components when scrapping weapons and armor. You can also craft Tinker's Receivers for pipe weapons.
- You can salvage rare components when scrapping weapons and armor. Items with favorited components are highlighted while your weapon is wielded.
- You gain 50% more components when scrapping items in your settlements. Additionally, you can create and sell specialized toolboxes for profit.*
* Craft the toolbox at the Chemistry Station. Require tools. More profitable, and convenient, than selling them at Vault 81.
- Rank 1: You can salvage uncommon components like screws, aluminum, and copper when scrapping armor and weapons.
- Rank 2: You can salvage rare components like circuitry, nuclear material, and fiber optics when scrapping weapons and armor. Items with favorited components are highlighted.
- Rank 3: (Far Harbor DLC) You get more from salvaging.
Chemist
- Gain access to unique crafting recipes like Buffout, Chemical Cosh*, Vegetable Starch, Venom Sting, and Cryo Sting**.
- You can craft ballistic ammo at the chemistry station.
- You can craft battery cells and fusion cores at the chemistry station.
- You can craft Jet and Psycho, and harvest twice the amount of ingredients from plants.
** (Syringe Ammo) Cryo Sting: Freezes the target. Venom Sting: Deals poison damage based on your level.
- Any chems you take last 50% longer. Far out.
- Any chems you take now last twice as long.
- Any chems you take now last an additional 150% Longer.
- Any chems you take now last an additional 200% Longer.
Robotics Expert
- Hack a robot, and gain a chance to power it on or off, or initiate a self-destruct sequence. You also gain +10% Versatility against robots.
- When you successfully hack a robot, you can incite it to attack. You now gain +20% Versatility against robots.
- When you successfully hack a robot, you can give it specific commands. You now gain +30% Versatility against robots and earn double XP for destroying them.
- Rank 1: Machines will always serve humans, if you have anything to say about it. Hack a robot, and gain a chance to power it on or off, or initiate a self destruct.
- Rank 2: When you successfully hack a robot, you can incite it to attack.
- Rank 3: When you successfully hack a robot, you can give it specific commands.
Nuclear Physicist
- Energy weapons do 10% more damage and Radiation weapons do 50% more damage. Fusion Cores last an extra 25% longer.
- Energy weapons now do 20% more damage and Radiation weapons now do double damage. Fusion Cores last an extra 50% longer.
- Energy weapons now do 30% more damage. Fusion Cores last twice as long. (Fusion Core ejection is removed).
- Rank 1: You've learned to split the atom... and command it. Radiation weapons do 50% more damage and Fusion Cores last an extra 25% longer.
- Rank 2: Radiation weapons now do double damage and Fusion Cores last an extra 50% longer.
- Rank 3: Fusion Cores can be ejected from Power Armor like devastating grenades and Fusion Cores last twice as long.
Nerd Rage
- When your Health drops below 30% (up from 20%), time slows and you gain +25 to all resistances and do 10% more damage while the effect lasts.
- You now gain 50 to all resistances and do 20% more damage while Nerd Rage is in effect.
- You now gain 100 to all resistances and do 30% more damage while Nerd Rage is in effect. Kills you make while enraged restore some lost Health.
- Rank 1: Genius. Is. ANGRY! When your health drops below 20%, time slows and you gain +20 Damage Resistance and do 20% more damage while the effect lasts.
- Rank 2: You now gain 30 more Damage Resistance and do 30% more damage while Nerd Rage is in effect.
- Rank 3: You now gain 40 more Damage Resistance and do 40% more damage while Nerd Rage is in effect. Kills you make while enraged restore some lost Health.
AGILITY
Gunslinger
Now also benefits automatic pistols.
- Pistols do 15% more damage, with 20% improved hip fire accuracy.
- Pistols now do 30% more damage and have increased range.
- Pistols now do 45% more damage and range is increased even farther.
- Pistols now do 60% more damage and their attacks can disarm opponents.
- Pistols now do 75% more damage and 25% more critical damage. Their attacks have a much better chance to disarm opponents.
- Rank 1: 20% more damage with pistols (Requires: AGI 1)
- Rank 2: Non-automatic pistols now do 40% more damage and have increased range.
- Rank 3: Non-automatic pistols now do 60% more damage and range is increased even further.
- Rank 4: Non-automatic pistols now do 80% more damage and their attacks can disarm opponents.
- Rank 5: Non-automatic pistols now do double damage. Their attacks have a much better chance to disarm opponents, and may even cripple a limb.
Guns Blazing (Commando)
- When subtlety isn't your style, you go in loud and proud! Your sneaking speed and skill are significantly reduced, but when not sneaking, you deal 10% more damage and gain +10 Action Points.
- When not sneaking, you now deal 20% more damage and gain +20 Action Points.
- When not sneaking, you now deal 30% more damage and gain +30 Action Points.
- When not sneaking, you now deal 40% more damage and gain +40 Damage and Energy Resistances.
- When not sneaking, you now deal 50% more damage and gain +60 Damage and Energy Resistances. Your sneaking speed is no longer reduced*.
- Rank 1: Rigorous combat training means automatic weapons do 20% more damage.
- Rank 2: Your automatic weapons now do 40% more damage, with improved hip fire accuracy.
- Rank 3: Your automatic weapons now do 60% more damage. Hip fire accuracy is improved even more.
- Rank 4: Your automatic weapons now do 80% more damage and gain a chance to stagger opponents.
- Rank 5: Your automatic weapons now do double damage and have a greater chance to stagger opponents.
Sneak
- You are 15% harder to detect and move faster while sneaking.
- You are now 20% harder to detect while sneaking, and no longer trigger floor-based traps.
- You are now 25% harder to detect while sneaking, and no longer trigger enemy mines.
- You are now 30% harder to detect and totally undetectable while submerged.
- You are now 35% harder to detect while sneaking, and running no longer adversely affects stealth.
- Rank 1: Become whisper, become shadow. You are 20% harder to detect while sneaking.
- Rank 2: You are now 30% harder to detect while sneaking, and no longer trigger floor-based traps.
- Rank 3: You are now 40% harder to detect while sneaking, and no longer trigger enemy mines.
- Rank 4: You are now 50% harder to detect while sneaking, and running no longer adversely affects stealth.
- Rank 5: Engaging stealth causes distant enemies to lose you.
Mister Sandman
- You can instantly kill a sleeping person. Melee sneak attacks are lethal against trivial enemies*.
- Your silenced weapons do an additional 50% sneak attack damage, and blades** have a chance to apply a strong poison on hit.
- Sneak attacks with silenced weapons have a 30% chance to be lethal against trivial enemies. Engaging stealth causes distant enemies to lose you.
**Works with any blade: knife, sword, shishkebab, or any "stab-type" weapon.
- Rank 1: As an agent of death itself, you can instantly kill a sleeping person. Your silenced weapons do an additional 15% sneak attack damage.
- Rank 2: Your silenced weapons do an additional 30% sneak attack damage.
- Rank 3: Your silenced weapons do an additional 50% sneak attack damage.
Action Boy/Girl
- There's no time to waste! Your Action Points regenerate 25% faster, and your sprint speed is increased by 10%.
- Your Action Points now regenerate 50% faster, and your sprint speed is now increased by 15%.
- Your Action Points now regenerate 75% faster, and your sprint speed is now increased by 20%.
Rank 1: There's no time to waste! Your Action Points regenerate 25% faster.
Rank 2: Your Action Points regenerate 50% faster.
Rank 3: (Far Harbor DLC) Your Action Points now regenerate 75% faster.
Acrobatics (Moving Target)
- While not wearing a power armor you have a 10% chance to dodge any incoming attack, and your equipped apparel weighs 3% less per Agility.
- While not wearing a power armor you now have a 20% chance to dodge any incoming attack, and your equipped apparel weighs 5% less per Agility.
- While not wearing a power armor you have now a 30% chance to dodge any incoming attack or explosion, and your equipped apparel weighs 7% less per Agility.
- Rank 1: They can't hurt what they can't hit! Get +25 Damage Resistance and +25 Energy Resistance when you're sprinting.
- Rank 2: You now get +50 Damage Resistance and +50 Energy Resistance when you're sprinting.
- Rank 3: Sprinting costs 50% fewer Action Points.
Ninja
- Sneak attacks do 25% more damage and have a 20% chance of a critical hit. For melee sneak attacks, the critical hit chance is doubled.
- Sneak attacks now do 50% more damage and have a 30% chance of a critical hit. For melee sneak attacks, the critical hit chance is doubled.
- Sneak attacks now do 100% more damage and have a 40% chance to critically hit. Melee sneak attacks are always critical.
- Rank 1: Trained as a shadow warrior, your ranged sneak attacks do 2.5x normal damage and your melee sneak attacks do 4x normal damage.
- Rank 2: Your ranged sneak attacks do 3x normal damage and your melee sneak attacks do 5x normal damage.
- Rank 3: Your ranged sneak attacks do 3.5x normal damage, melee sneak attacks do 10x normal damage.
Quick Hands
- You reload guns 35% faster and swing melee weapons 7% faster.
- Reloading guns cost 50% less Action Points in V.A.T.S. and you now swing melee weapons 15% faster.
- You reload guns and swing melee weapons twice as fast while under effects that slow time.
- Rank 1: In combat, there's no time to hesitate. You can reload all guns (35%) faster.
- Rank 2: Reloading guns cost no Action Points in V.A.T.S.
- Rank 3: (Nuka-World DLC) Quick and efficient. You gain 10 additional Action Points.
Blitz
- V.A.T.S. melee distance is increased significantly. You also gain +25 Damage and Energy resistance when sprinting.
- V.A.T.S. melee distance is increased even more, and the farther the Blitz distance, the greater the damage. You now gain +50 Damage and Energy resistance when sprinting.
- Rank 1: Find the gap and make the tackle! V.A.T.S. melee distance is increased significantly.
- Rank 2: V.A.T.S. melee distance is increased even more, and the farther the Blitz distance, the greater the damage.
Free Ranger (Gun-Fu)
- While not wearing Power Armor, Versatility, reload speed, and Action Point regeneration are increased by 10%.
- While not wearing Power Armor, Versatility, reload speed, and Action Point regeneration are increased by 15%.
- While not wearing Power Armor, Versatility, reload speed, and Action Point regeneration are increased by 20%.
- Rank 1: You've learned to apply ancient martial arts to gunplay! Do 25% more damage to your second V.A.T.S. target and beyond.
- Rank 2: In V.A.T.S. you do 50% more damage to your third target and beyond.
- Rank 3: In V.A.T.S. you instantly do a Critical Hit against your fourth target and beyond.
LUCK
Beginner's Luck (Fortune Finder)
*Old Fortune Finder is now merged with Scrounger
- Your chance to hit on V.A.T.S is increased by 2% per Luck. (Don't increase headshot chance).
- Versatility and hip-fire accuracy are increased by 1% per Luck.
- Your sneak attacks and critical hits do 5% more damage per Luck.
- Headshot accuracy in V.A.T.S. is increased by 2% per Luck. Additionally, you always place your bobby pin on the "sweet spot" when lockpicking.
- Rank 1: You've learned to discover the Wasteland's hidden wealth, and find more bottle caps in containers.
- Rank 2: You find even more bottle caps in containers.
- Rank 3: You find even more bottle caps in containers.
- Rank 4: You find even more bottle caps in containers, and there is a chance of enemies exploding in a shower of caps when you kill them.
Serendipity (Scrounger)
- You've learned to discover the wasteland's hidden wealth, and find more ammunition and bottle caps in containers.
- You find even more ammunition and bottle caps in containers.
- You find even more ammunition and bottle caps in containers.
- You have a chance to find rare components on your loot. Quantity based on your luck.
- Rank 1: You know just how to scavenge to keep the fight going, and find more ammunition in containers.
- Rank 2: You find even more ammunition in containers.
- Rank 3: You find even more ammunition in containers.
- Rank 4: You find even more ammunition in containers, and there is a chance to gain more ammo when you fire the last round in your clip.
Classic Criticals (Bloody Mess)
- Your attacks outside V.A.T.S have a 1% chance per Luck to critically hit.
- Your attacks outside V.A.T.S now have 1.5 % chance per Luck to critically hit.
- Classic Criticals now also works on V.A.T.S mode.
- Your attacks now have a 2% chance per Luck to critically hit.
** Classic Criticals will also proc "On critical" effects, like "Freeze the target on critical".
- Rank 1: +5% bonus damage means enemies will sometimes explode into a gory red paste. Watch out for flying eyeballs!
- Rank 2: You now inflict +10% damage in combat.
- Rank 3: You now inflict +15% damage in combat.
- Rank 4: When an enemy explodes, nearby enemies may suffer the same fate.
Gumshoe (Mysterious Stranger)
- This case calls for good, old-fashioned private eye work. Your XP gain, persuasion chance, and sneak skill are increased by 1% per Perception.
- Put on your trench coat! When not wearing any armor pieces (arms, legs, chest, or helmet), you gain double the Damage Resistance from your base outfit.
- While not wearing armor pieces you also gain +2 Agility and Charisma, and +50 to all resistances.
- Plot Twist! A Mysterious Stranger is helping your case! He will appear occasionally in V.A.T.S to lend a hand and refill your critical bar.
- Rank 1: Who is he? Why does he help? Who cares! The Mysterious Stranger will appear occasionally in V.A.T.S to lend a hand, with deadly efficiency...
- Rank 2: The Mysterious Stranger appears more often in V.A.T.S.
- Rank 3: The Mysterious Stranger appears more often in V.A.T.S. When he kills an opponent, there is a chance your Critical meter gets filled.
- Rank 4: (Nuka-World DLC) The Mysterious Stranger appears more often in V.A.T.S. When he kills an opponent, there is a high chance your Critical meter gets filled.
Tripping Junkie (Idiot Savant)
- You're past rehabilitation, so you might as well enjoy the trip and randomly receive 3x XP from any action. Double the chance while suffering from at least one addiction.
- You now randomly receive 5x XP from any action. Double the chance while suffering from at least one addiction.
- Randomly receiving bonus XP from any action may trigger 3x XP for all kills. During this trippy time, your attacks* may leave enemies dazed and confused, like yourself.
*Attacks may apply Frenzy, which makes the target unable to differ friend/ foe.
Rank 1: You're not stupid! Just... different. Randomly receive 3x XP from any action, and the lower your intelligence, the greater the chance.
Rank 2: You now randomly receive 5x XP from any action, and the lower your intelligence, the greater the chance.
Rank 3: Randomly receiving bonus XP from any action may trigger 3x XP for all kills for a short period of time. The lower intelligence, the greater the chance.
Better Criticals
- Criticals do 35% extra damage, and you can save a Critical Hit, to be used in V.A.T.S. when you need it the most.
- Criticals now do 70% extra damage, and you can now save 2 Critical Hits, to be used in V.A.T.S.
- Criticals now do twice as much extra damage, and you can now save 3 Critical Hits, to be used in V.A.T.S.
- Rank 1: Advanced training for enhanced combat effectiveness! Criticals do 50% extra damage.
- Rank 2: Your criticals now do twice as much extra damage.
- Rank 3: Your criticals now do 2.5x as much extra damage.
Deadly Rush (Critical banker)
- Your attacks on V.A.T.S cost 10% less action Points, and charge your Critical bar 10% faster.
- Your attacks on V.A.T.S now cost 15% less action Points, and charge your Critical bar 15% faster.
- Your attacks on V.A.T.S now cost 20% less action Points, and charge your Critical bar 20% faster.
- Your attacks on V.A.T.S now cost 25% less action Points, and charge your Critical bar 25% faster.
- Rank 1: You're a patient battlefield tactician, and can save a Critical Hit, to be used in V.A.T.S. when you need it the most.
- Rank 2: You can now save 2 Critical Hits, to be used in V.A.T.S. when you need them the most.
- Rank 3: You can now save 3 Critical Hits, to be used in V.A.T.S. when you need them the most. Banking a Critical has a chance to save an additional Critical.
- Rank 4: (Far Harbor DLC) You can now save 4 Critical Hits, to be used in V.A.T.S. when you need them the most.
Deadly Strike (Grim Reaper's Sprint)
- Your attacks have a 3% chance to be lethal. (Automatic weapons have reduced chance).
- Your attacks now have a 5% chance to be lethal. (Automatic weapons have reduced chance).
- Your attacks now have a 7% chance to be lethal. (Automatic weapons have reduced chance).
- Rank 1: Death becomes you! Any kill in V.A.T.S. has a 15% chance to restore all Action Points.
- Rank 2: Any kill in V.A.T.S. now has a 25% chance to restore all Action Points.
- Rank 3: Any kill in V.A.T.S. now has a 35% chance to restore all Action Points and refill your Critical meter.
Four Leaf Clover
- There's a chance of enemies exploding in a shower of caps when you kill them.
- Each hit in V.A.T.S. has a chance of filling your Critical meter.
- Any kill in V.A.T.S. has a chance to restore all Action Points.
- Feeling lucky? You should! Previous ranks have their chances increased.
- Rank 1: Feeling lucky? You should! Each hit in V.A.T.S. has a chance of filling your Critical meter.
- Rank 2: Each hit in V.A.T.S. now has an even better chance of filling your Critical meter.
- Rank 3: Each hit in V.A.T.S. now has a very good chance of filling your Critical meter.
- Rank 4: Each hit in V.A.T.S. now has an excellent chance of filling your Critical meter.
Against All Odds (Ricochet)
- You trust your luck against overwhelming odds. You take 5% less damage for each enemy in combat with you, up to 10 enemies.
- You do 20% more damage to your second V.A.T.S. target, 40% more to your third, and 60% more to your fourth and subsequent targets.
- You do 30% more damage against big*, legendary or higher level enemies.
- Rank 1: What goes around comes around! An enemy's ranged attack will sometimes ricochet back and instantly kill them. The closer you are to death, the higher the chance.
- Rank 2: There's an increased chance that an enemy's shot will ricochet back and kill them.
- Rank 3: When an enemy's shot ricochets back and kills them, there is a chance your Critical meter gets filled.
Optional files:
COMPANION PERKS
Cait: Trigger Rish
Thanks to your relationship with Cait, Action Points regenerate 50% faster and you do 20% more damage when your HP is bellow 35%.
Codsworth: Robot Sympathy
Thanks to your relationship with Codsworth, you take 10% less Damage from robot energy weapons, and 50% less from Assaltron laser beams.
Curie: Combat Medic
Thanks to your relationship with Curie, you gain Luck + 1 while being healed by a Stimpak, and once per day you heal 200 Hit Points if your health falls below 25%. (fixed from vanilla)
Deacon: Cloak & Dagger
Thanks to your relationship with Deacon, you do +20% Sneak Attack damage and have +20% accuracy on VATS when out of combat.
Hancock: Isodoped
Thanks to your relationship with Hancock your attacks on VATS fills your critical bar 10% faster, and you receive 25% less damage from Radiation based attacks.
MacCready: Killshot
Thanks to your relationship with MacCready, headshot accuracy in V.A.T.S. is increased by 5% (fixed from vanilla), and you gain a 25% chance to critically hit enemies bellow 25% HP.
Nick: Bullet for My Valentine
Thanks to your relationship with Nick Valentine, you deal 5% more ballistic damage, and your chance to persuade in dialogue is increased by 5%.
Piper: Gift of Gab
Thanks to your relationship with Piper, you receive double XP for speech challenges and discovering new locations, and 3% more XP from all sources.
Strong: Berserk
Thanks to your relationship with Strong, you deal 5% more melee damage, and gun bashing does 20% more damage.
X6-88: Shield Harmonics
Thanks to your relationship with X6-88, energy weapons do 5% more damage, and you gain +15 Energy Resistance.
Gage: Lessons in blood
Thanks to your relationship with Gage, you gain +5% more XP from killing and +10 to all resistances.
Danse and Preson: Unaltered
Want just some of the Perks?
This is a continuation of my previous mod, Creative Perks. I am splitting them to provide a more stable overhaul experience. Creative Perks allows you to select only what you want from the mod, which can sometimes cause unexpected results due to effects being moved around the sheet. These effects can end up stacking or breaking each other. If you prefer a more customizable version, you can still use Creative Perks. However, it will no longer receive updates and remains in an older version.
Incompatibilities:
This mod os pretty much compatible with anything, the only problem is if you have another mod that also modify the same perks, if that comes to happen, the last installed mod will prevail. This may break some perks, so, only do it if both mods don't touch the same perks, or if you know what you're doing.
FAQ:
Q: Is it compatible with LevelUpMenuEx ?
A: Yes.
Q: Is it compatible with Be Exceptional ?
A: Yes, but you'll have to install Creative Perks after Be Exceptional. (Keep it on a higher priority on the load list).
Bare in mind that Be Exeptional is not a mod friendly to mid-playthrough installation, or uninstallation.
Q: Is it compatible with Idiot Savant to Idiot Slut ?
A: Yes, just install it AFTER Creative Perks overhaul.
Q: Is it compatible with Critical Hits Outside of VATS ?
A: Creative Perks does the same thing as Critical Hits Outside of VATS, but it will require you to pick the perk "Classic Criticals"(old Bloody Mess). If you still want to use Critical Hits Outside of VATS, than you should avoid picking the "Classic Criticals" perk, or your critical chance will be twice as high.
Q: is it safe to install mid-playthrough ?
A: Yes, it's safe to install on your mid-playthrough.
Q: is it safe to uninstall mid-playthrough ?
A: Not so much. It wont break your game on anything, but you may get some lingering effects, like increased jump height. The safest way is to remove all perks before uninstalling. I recommend this mod to remove all at once.
Q: Is it possible to become immune to damage if I stack up to 100%+ damage reduction?
A: No, it can never make you totally immune. For instance, 2 perks that gives you 50% damage reduction, will just multiply incoming damage by 0.5 then by 0.5 again, which is the same as multiply by 0.25
Recommended Mods:
Unofficial Fallout 4 Patch (Highly recommended)
Fallout Loot Overhaul (lite)
Unbogus Health Scaling
More Realistic Stealth and Sneaking
Requirements:
DLC - Far Harbor
DLC - Nuka World
Install / Uninstall:
Use Vortex, or just drop the .esp file on your Fallout 4 Data folder.
My Other Mods:
Toolbox Packer
Fusion Cores To Perks
Fallout loot overhaul (LITE)
Difficulty Options
Sellable Nuka-Cade tickets