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PlatinumShad0w

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PlatinumShad0w

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About this mod

A collection of new Perks and Traits to expand specialization, roleplay, and character building possibilities.

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This mod adds a collection of new perks to the game that I thought would be fun and fill in a gap left by the game's existing character building options. Some were inspired by similar perks from classic Fallout or Fallout 4, some are new Traits that provide opposite effects from existing traits in the game, some are intended to help provide support for neglected weapon types, and some add extra ranks to existing vanilla perks that add new abilities to reward greater specialization.

Below are listed all the new perks I've added and their corresponding effects. All of the traits have been added to the NVDLC03SinkAutodocScript so they can be removed in the Big MT.

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Agoraphobia: Trait.
You have a fear of going outside (probably because of the mutants out there). You gain +1 to S.P.E.C.I.A.L. attributes when inside, but suffer -1 when outdoors.

Minimalist: Trait.
You gain +1 to all attributes as long as you're carrying less than 75 lbs but suffer a -25 to your carrying capacity.

Big Gunner: Requires Level 8+, 45+ Guns OR 45+ Explosives OR 45+ Big Guns AND 7+ Strength.
Size does matter! When using heavy weapons like Miniguns or Missile Launchers, you ready the weapon 50% faster and reload 25% faster than normal. Additionally, you have reduced spread while moving and your accuracy in V.A.T.S. is improved by 25%.

Born Bad: Trait.
Maybe you were just Born Bad, more prone to solving your problems with violence than with your mind. You gain +5 to Energy Weapons, Explosives, Guns, Melee Weapons and Unarmed but have -5 to Barter, Medicine, Repair, Science and Speech.

Built to Endure: Trait.
The flamethrower that burns half as bright burns twice as long. Your equipment degrades 50% slower but all weapons have -5% Critical Chance.

Breacher: Requires Level 10+, 25+ Melee Weapons AND 6+ Strength.
Why pick it when you can break it down? You can attempt to force open locks with Unarmed or Melee Weapons as long as your skill is equal to the lock's difficulty and, the higher your Strength, your chances of breaking a lock by forcing it are reduced.
*Forcing locks open this way makes noise which will draw the attention of nearby actors with ownership over the lock and reduces the weapon's condition by an amount equal to the difference between the player's damage and the lock's level. This is intended as a roleplaying alternative to lockpicking. I recommend making sure the setting in lStewieAl's Tweaks bPreventUseLockWithNoBobbyPins = 0 so that you can enter the lockpicking menu to try and force the lock without needing to carry lockpicks.

Chem Reliant:  Trait.
No one parties as hard as you! You recover faster from the negative side effects of chems like Psycho and Jet but have a higher chance to become addicted.

Live Wire: Requires Level 12+.
The higher the voltage, the better! With the Live Wire perk, you gain +25 Electric Resistance and inflict +50% damage with all electrical weapons like Pulse Grenades and Tesla Cannons.
*If you want to add other weapons or ammo to it, the formlists are PerkLiveWireWeapons [##00262E] and PerkLiveWireAmmo [##00262F].

Gifted: Trait.
You're naturally gifted with more innate ability than most so you rarely need to rely on your skills. Every S.P.E.C.I.A.L. attribute is raised by 1, but you start with -5 in all skills and earn 2 less skill points per level.

Heavy: Trait. Requires 5+ Strength.
Due to your large size, you hit hard but a little slow. Your limbs are less likely to be crippled and your carry weight is increased.
*This is kind of like Bruiser from the classic Fallout games and is meant to contrast with Small Frame.

Hand To Hand: Requires Level 4+, 25+ Unarmed AND 5+ Strength AND 5+ Endurance.
You must've studied martial arts...or you're just good in a brawl. Either way, you hit harder and faster. When your fists are out, you're  lighter on your feet and all unarmed strikes cost 20% less AP in V.A.T.S. and do an additional 5 points of damage for every 25 points of Unarmed skill.

Jinxed: Trait. Requires 5- Luck.
The good thing is all your attacks are much more likely to be critical hits. The bad thing is so are those of your enemies!
*Just for fun. This overrides your critical chance so you never know when your attack or your enemies is going to be a critical, but someone's day is gonna be ruined.

Lone Wanderer: Requires Level 6+, 5- Charisma AND 50+ Survival.
Who needs friends anyway? When traveling without any companions, you take 15% less damage, your AP is increased by 20 and your carry weight is raised by 25.
*A perk I liked from Fallout 4. Provides a contrast to perks for companions like Ferocious Loyalty.

Mobster: Requires Level 8+, Guns 50+ AND Barter 50+.
Wearing a suit gives you +6 DT and you inflict 20% more damage with .22 Pistols and SMGs, 9mm Pistols and SMGs, .45 Submachine Guns, and Sawed Off and Riot Shotguns. Make an offer they can't refuse!
*A mirror to perks like Cowboy or Grunt and an homage to the Made Man perk from Fallout 2 supporting all the classic gangster weapons in New Vegas. If you want to add other weapons or clothing to it, the formlists are PerkMobsterWeapons [##00172D] and PerkMobsterSuits [##00172E].

Night Owl: Trait.
What hath night to do with sleep? Night hath better sweets to prove. Enjoy a +2 to each of your S.P.E.C.I.A.L. scores from 6 pm to 12 am, but suffer a -1 from 6 am to 6 pm when you're not at your best.
*It always seemed incomplete that there wasn't a trait with the opposite effect of Early Bird.

Nevada Chainsaw Massacre: Requires Level 12+, Melee Weapons 45+ AND the Cannibal perk.
Who will survive and what will be left of them? You do 20% more damage with automatic melee weapons like Chainsaws and Rippers and recover double the amount of Health and Hunger from cannibalized corpses.
*If you want to add other weapons to it, the formlist is PSPNevadaChainsawMassacreWeapons [##006DEB].

Pacifist: Trait.
You're determined to prove that violence is never the answer. As long as you never take a life, you gain double the amount of experience for non-violent activities such as completing quests, passing skill checks, hacking computer terminals or picking locks. Killing earns no experience, however.

Wasteland Warrior: Requires Level 6+, 45+ Melee Weapons AND 5+ Strength AND 5+ Agility.
While everyone else was out shooting, you studied the blade. When using Melee Weapons, you draw your weapon twice as fast and blocking increases your Damage Threshold by 5. Additionally, you attack 5% faster for every 25 points of Melee Weapons skill.

Animal Friend II: Requires Level 10+, 6+ Charisma AND 45+ Survival, Animal Perk I
With the second rank of the Animal Friend perk, crouching down to activate a passive wild animal will allow you to tame it to follow and even defend you.

Certified Tech II: Requires Level 24+, 90+ Science AND 60+ Repair AND 6+ Intelligence, Certified Tech I
With the second rank of the Certified Tech perk, activating a robot that you've previously shut down will allow you to reprogram it to follow and fight for you.

Computer Whiz II: Requires Level 18+, 8+ Intelligence AND 25+ Science, Computer Whiz I.
Unable to hack a computer because your Science skill is too low? With the second rank of the Computer Whiz perk, your Science skill is raised by 50 points when activating any terminal.
*This temporarily raises your Science skill by 50 points whenever your reticle is over a terminal within activation range, allowing you to hack it when you otherwise wouldn't be able to. Unfortunately, the Hacking Science Bonus entry point in the editor doesn't actually do that. The intent is to support characters who want to hack terminals but otherwise have no reason to invest in the Science skill.

In Shining Armor II: Requires Level 2+, 20+ Repair AND 70+ Science, In Shining Armor I
With the second rank of the In Shining Armor perk, you also gain +25 Energy Resistance while wearing any metal armor and an additional +5 while wearing reflective eyewear. Wearing both gives you a +2 bonus to Charisma because you just look so damn cool.

Pyromaniac II: Requires Level 12+, Pyromaniac I.
With the second rank of the Pyromaniac perk, you gain +25% Fire Resistance and inflict 25% extra damage against living targets that are on fire. No matter how you burn, burn bright! 

Slayer II: Requires Level 24+, 7+ Agility AND 7+ Strength AND 90+ Melee Weapons OR 90+ Unarmed, Slayer I.
With the second rank of the Slayer perk, all your power attacks with Unarmed and Melee Weapons do double their regular damage.
*I found this to be a more worthy inheritor to its incredible power in the original Fallout. If this feels too unbalanced, I recommend the tweak that makes power attacks consume AP in StewieTweaks.

Sniper II: Requires Level 24+, 8+ Perception AND 6+ Agility AND 75+ Sneak AND 90+ Guns OR 90+ Energy Weapons, Sniper I.
One shot, one kill! With the second rank of the Sniper perk, your Sneak Attack Criticals deal twice as much damage as they normally would while aiming through any scoped rifle.
*I found this to be a more worthy inheritor to its incredible power in the original Fallout. Increasing the critical hit chance wouldn't matter much when you're already getting Sneak Attack Criticals (unless you disable them with StewieTweaks).

Tribal Wisdom II: Requires Level 8+, 70+ Survival AND 45+ Melee Weapons OR 45+ Unarmed, Tribal Wisdom I
You've gone native! With the second rank of the Tribal Wisdom perk, you inflict 20% more damage with tribal weapons like spears, bladed gauntlets, war clubs, and tomahawks.
*Another roleplay-focused perk similar to Cowboy, Grunt, and Mobster. If you want to add other weapons to it, the formlist is PSPPerkTribalWeapons [##0061F6].





As I mentioned in the description, some of these ideas came from numerous little perk mods I've seen over the years. That said, I would not have completed the mod without the following creators and community resources.

Sweet6Shooter for troubleshooting and balancing advice as well as for some inspiration from their S6S Special Base Game Perks Redux 
ItsMeJesusHChrist for the fantastic modders resources from which I compiled icons for the new perks as well as their helpful tutorials.
JazzIsParis and LuthienAnarion for JIP LN NVSE
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c6, carxt and lStewieAl for JohnnyGuitar NVSE
Demorome and AVeryUncreativeUsername for ShowOff NVSE and their help on the xNVSE discord.



If you would like to show some extra support to me and can afford to do so, I have a Ko-Fi: