==========Moogmawg Games Presents=========== ========Advanced Perks for Fallout 4======== Author: Moogrim Current Version: 0.3.2 1. Overview 2. Installation 3. Uninstallation 4. Compatibility 5. Perk Changes 6. New Perk Ranks 7. Known Issues 8. Changelog 9. Contact ============================================ Overview The wasteland is a dangerous place. It’s downright savage to anyone who comes in unprepared. But that’s why you’re here, right? Advanced Perks adds a new rank to 55 different perks in Fallout 4 with requirements up to level 60. These new ranks not only make each perk better, but they add new effects that were previously missing and help make your character uniquely powerful in ways not possible in the original game. With these new perk ranks come scaling changes for many of the weapon specialization perks that we all know and love. While they give less raw damage now, they’re now accessible at lower levels and their secondary effects are more powerful than ever, so you’ll be able to cripple, disarm, and otherwise destroy your enemies in more devastating ways. These perks are also no longer the sole source of increased damage for your character builds. You now gain damage and defense directly from the crafting perks you invest in, and many of your perks will boost your stats to make you into the powerhouse, playboy, stealth assassin, or lucky wastelander you’ve always dreamed of. Whether playing on Very Hard, Survival, or even Normal, these perk changes will make reaching the pinnacles of power feel much more rewarding, and no longer will characters need to rely on specific niche weapons to make their builds work on harder difficulties. No more will your character hit a wall of power scaling between levels 45 and 50, unable to get any stronger without relying on that elusive Explosive or Instigating weapon. It's time to strap on your gear and travel out into the Commonwealth wasteland more prepared than ever. ============================================ Installation Nexus Mod Manager: - Download through NMM and install as normal. Installing this mod for use on a high level character will result in some perk effects failing to be applied due to the way that Fallout handles what are called “Perk Abilities”. To work around, I would recommend resetting your perks with any of the wonderful perk reset mods available on the Nexus. ============================================ Uninstallation Nexus Mod Manager: - Uninstall from all profiles as you normally would. New perk ranks purchased by your character will disappear upon uninstallation and those perk points will be lost permanently. ============================================ Compatibility This mod is incompatible with any mod that changes the majority of perks in the game. The following is a list of perks in the base game that were _NOT_ changed by this mod: StrongBack03 StrongBack04 SteadyAim01 SteadyAim02 Awareness NightPerson01 NightPerson02 RadResistant01 RadResistant02 RadResistant03 RadResistant04 Ghoulish01 Ghoulish02 Ghoulish03 LoneWanderer01 LoneWanderer02 LoneWanderer03 AttackDog01 AttackDog02 AttackDog03 LocalLeader01 LocalLeader02 VANS Scrapper01 Scrapper02 ActionBoy01 ActionBoy02 ActionGirl01 ActionGirl02 QuickHands01 QuickHands02 MysteriousStranger01 MysteriousStranger02 MysteriousStranger03 CriticalBanker01 CriticalBanker02 CriticalBanker03 No perks with ranks added by Far Harbor or Nuka-World were harmed in the construction of this mod. This is to ensure compatibility, and because those two pieces of DLC already accomplish what this mod sets out to do for those specific perks. If a new expansion to Fallout 4 is released that adds more perks, this mod will be updated to peacefully coexist with it and maintain similar compatibility. ============================================ Perk Changes The following is a list of changes to current perks. New perks are listed in the next section. Strength: Iron Fist * All ranks have had their bonus damage multiplier reduced, and each rank’s level requirement has been reduced. * Rank 1 now reduces the action point cost of unarmed weapon power attacks by 50%. * Rank 2 now has a 20% chance to disarm (up from 10%). * Rank 3 now has a 20% chance to cripple a limb when power attacking (up from 10%). * Rank 4 now has a 35% chance to cripple a limb when power attacking (up from 15%). Big Leagues * All ranks have had their bonus damage multiplier reduced, and each rank’s level requirement has been reduced. * Rank 1 now reduces the action point cost of melee weapon power attacks by 50%. * Rank 2 now has a 15% chance to disarm (up from 10%). * Rank 3 now has a 35% chance to disarm (up from 15%). * Rank 5 now has a 20% chance to cripple (up from 10%). Armorer * Rank 1 now reduces weapon damage taken by 5%. * Rank 3 now reduces weapon damage taken by 10%. Heavy Gunner * Rank 2 cone of fire decreased slightly, granting 15% accuracy (up from 10%). * Rank 3 cone of fire decreased more, granting 30% accuracy (up from 20%). * Rank 4 stagger chance increased to 20% (up from 10%). Strong Back * Rank 1 now grants 50 carrying capacity. * Rank 2 now grants 100 carrying capacity. Basher * Now scales damage at four times the effective rate to help make gun bashing a competitive choice. * Rank 1 now reduces the AP cost of gun bashing by 50%. Perception: Rifleman * All ranks have had their bonus damage multiplier reduced, and each rank’s level requirement has been reduced. * Rank 4 now has a 10% chance to cripple a limb (up from 5%). * Rank 5 now has a 20% chance to cripple a limb (up from 7%). Demolition Expert * Rank 3 now increases your explosive damage radius by 35% (up from 25%). Refractor * This perk now grants 50% additional energy resistance for the first five ranks, then caps out at +100 with the final rank. Endurance: Toughness * This perk now grants 50% additional damage resistance for the first five ranks, then caps out at +100 with the final rank. Life Giver * Rank 1 now gives +40 Health. * Rank 2 now gives +50 Health and requires level 12. * Rank 3 now gives +60 Health and requires level 30. The healing rate was reduced from .50 to .30. Adamantium Skeleton * This perk now reduces falling damage taken along with limb damage at all ranks. Intelligence: Gunsmith * Each rank now also grants an additional 5% damage with guns. Chemist * Each rank now also improves the magnitude of chems by 20%. Nuclear Physicist * Each rank now increases the efficiency of fusion cores a bit more. Nerd Rage * All ranks of Nerd Rage now grant twice as much damage resistance as well as energy resistance. * Nerd Rage now activates sooner on successively higher ranks, capping at 35% or less health at maximum rank. Agility: Gunslinger * Rank 2 pistol range bonus increased to 35% (up from 25%). * Rank 3 pistol range bonus increased to 75% (up from 50%). * Rank 4 pistol disarm chance greatly increased to 15% (up from 5%). * Rank 5 pistol disarm chance greatly increased to 25% (up from 7%), and cripple chance increased to 15% (up from 7%). The level requirement was also reduced from 42 to 37. Commando * All ranks have had their bonus damage multiplier reduced, and each rank’s level requirement has been reduced. * Rank 2 cone of fire decreased slightly, granting 15% accuracy (up from 10%). * Rank 3 cone of fire decreased more, granting 30% accuracy (up from 15%). * Rank 4 stagger chance increased to 6% (up from 3%). * Rank 5 stagger chance increased to 12% (up from 5%). Ninja * All ranks now work with unarmed weapons in addition to one-handed melee weapons. Also specified in the game text that only one-handed weapons receive the bonus (this was always the perk’s functionality). Charisma: Idiot Savant * This perk has been reworked to always have a 15% proc chance regardless of your current Intelligence score. The amount of bonus XP received has been adjusted per point of Intelligence. The purpose of this rework is to minimize the value (or hassle, if you’re into that sort of thing) of save scumming while retaining the same efficiency of the vanilla perk. * The original design intent of this perk was kept completely intact; at equal ranks, 1 int gives you the most mathematically effective use of this perk, and 11 int gives you the least effective use of it. * On a side note, rank 3 was not changed. Its proc chance is still based on your Int. Rank 4 is now much more powerful, which is completely intended. The proc chance was so low before that you rarely were able to benefit from the stat boost that rank 4 provides. * Exact numbers are listed below (bearing in mind a 15% proc chance): **|x Int: Rank1/Rank2 XP| ** 1 Int: x2.50/x4.00 XP ** 2 Int: x2.35/x3.70 XP ** 3 Int: x2.20/x3.40 XP ** 4 Int: x2.05/x3.10 XP ** 5 Int: x1.90/x2.80 XP ** 6 Int: x1.75/x2.50 XP ** 7 Int: x1.60/x2.20 XP ** 8 Int: x1.45/x1.90 XP ** 9 Int: x1.30/x1.60 XP ** 10 Int: x1.15/x1.30 XP ** 11+ Int: x1.08/x1.15 XP ============================================ New Perk Ranks All new perk ranks are listed here. There are 49 in total. The in-game descriptions are a bit more clear in places. Strength: * Iron Fist: Rank 6, level 52 - You deal 100% more damage with punching weapons, and the AP cost of VATS attacks with punching weapons is reduced by 50%. * Big Leagues: Rank 6, level 51 - You deal 100% more damage with melee weapons, and your melee weapon power attacks do double damage. * Armorer: Rank 5, level 48 - You take 15% less damage from weapons. * Blacksmith: Rank 4, level 39 - You deal 20% more damage with melee and unarmed weapons. * Heavy Gunner: Rank 6, level 55 - You deal 100% more damage with big guns (this is higher than other rank 6 weapon damage perks). * Basher: Rank 5, level 37 - Gun bashing no longer costs AP and has improved crit chance. * Rooted: Rank 4, level 53 - While standing still, explosions deal way less damage to you and you gain +3 endurance. * Pain Train: Rank 4, level 60 - While wearing power armor, your Strength is increased by 3 and sprinting costs 50% less AP. Perception: * Rifleman: Rank 6, level 54 - You deal 60% more damage and ignore 50% damage resistance with non-automatic rifles. * Pickpocket: Rank 5, level 46 - Picking pockets is now 200% easier, and you gain +2 perception. * Locksmith: Rank 5, level 50 - Gain +3 Agility and Perception. * Demolition Expert: Rank 5, level 42 - You deal 100% more damage with explosives and their area of effect is now 2x of normal. * Refractor: Rank 6, level 55 - When you are hit by an energy weapon, you have a 25% chance to negate the damage. Also gain +100 ER. * Sniper: Rank 4, level 46 - Scoped, non-automatic rifles cost half as many action points in vats. * Penetrator: Rank 3, level 52 - Ignore 20% of a target’s armor in VATS. * Concentrated Fire: Rank 4, level 60 - All damage in VATS is increased by 15%. Endurance: * Toughness: Rank 6, level 58 - When you are hit by a ballistic weapon, you have a 25% chance to negate all damage from the attack. Also gain +100 DR. * Lead Belly: Rank 4, level 33 - You’re highly resistant to poison. * Lifegiver: Rank 4, level 35 - Gain +100 life and slowly heal rads. * Chem Resistant: Rank 3, level 41 - Permanent +1 Strength, Perception, Endurance, and Agility. * Aquaboy/Aquagirl: Rank 3, level 34 - Being submerged in water heals your Health and Radiation. * Adamantium Skeleton: Rank 4, level 40 - Melee attacks reflect damage, and you take half damage from them. * Cannibal: Rank 4, level 49 - Eating a corpse increases all of your stats by 2 for five minutes. * Solar Powered: Rank 4, level 60 - Sunlight increases all of your damage by 15%. Charisma: * Cap Collector: Rank 4, level 48 - Bribe attempts are nearly free. * Lady Killer/Black Widow: Rank 4, level 33/29 - The benefits of this perk now apply to your own gender as well. * Animal Friend: Rank 4, level 38 - Do +30% damage vs animals. * Party Boy: Rank 4, level 49 - While under the influence of alcohol, your damage and energy resistance are increased by 20. * Inspirational: Rank 4, level 57 - Companion damage is now doubled. * Wasteland Whisperer: Rank 4, level 59 - Do +30% damage vs creatures * Intimidation: Rank 4, level 60 - Do +30% damage vs humans. Intelligence: * Medic: Rank 5, level 59 - When you use a Stimpack, Action Points are restored quickly. * Gun Nut: Rank 5, level 51 - You deal 20% more damage with ballistic and energy weapons. * Hacker: Rank 5, level 42 - Gain +3 Intelligence and Luck. * Science!: Rank 5, level 57 - You now take 10% less damage while in Power Armor. * Chemist: Rank 5, level 55 - Chems are 75% stronger. * Robotics Expert: Rank 4, level 58 - Do +30% damage vs robots. * Nuclear Physicist: Rank 4, level 52 - Fusion cores now last a really, really long time, and radiation weapons have a chance to vaporize their targets. * Nerd Rage!: Rank 4, level 60 - You now gain 120 damage and energy resistance and do 50% more damage while Nerd Rage is in effect. Agility: * Gunslinger: Rank 6, level 54 - You deal 120% more damage and disarm with 50% of your pistol shots. * Commando: Rank 6, level 54 - You deal 60% more damage with automatic weapons, and your accuracy while hip firing is significantly improved. * Sneak: Rank 6, level 50 - While sneaking, you have +3 Agility. * Mister Sandman: Rank 4, level 47 - Silenced weapons now deal massive limb damage. * Moving Target: Rank 4, level 58 - You now get +100 Damage Resistance and Energy Resistance and your limbs take no damage while sprinting. * Ninja: Rank 4, level 47 - Your attacks have a chance to paralyze opponents. * Blitz: Rank 3, level 51 - Blitz range is doubled from rank 2, and you gain +2 to Str and Agi. * Gun Fu: Rank 4, level 60 - You now do twice as much damage to your second and third targets, and 2.5x on 4+ targets instead of 1.5x. Luck: * Fortune Finder: Rank 5, level 53 - Enemies explode into caps twice as often, and you gain +5 luck. * Scrounger: Rank 5, level 51 - You have a much higher chance to fill your ammo clip. * Bloody Mess: Rank 4, level 59 - You now do 20% more combat damage, and the explosion radius is hugely increased. * Idiot Savant: Rank 4, level 46 - When you get a Bright Idea, all of your stats (except Intelligence) are increased by 2 for four hours. * Better Criticals: Rank 4, level 56 - Your criticals now do three times as much extra damage. * Grim Reaper’s Sprint: Rank 4, level 58 - Any kill in VATS has a 40% chance to restore all Action Points and refill your Critical Meter, and your damage is increased by 10% in VATS. * Four Leaf Clover: Rank 5, level 59 - Each hit in V.A.T.S. now has a huge chance of filling your Critical meter. Oh, and your Luck is increased by 4. * Ricochet: Rank 4, level 60 - Ricochets happen much more often, and you always refill your critical meter when they do. ============================================ Known Issues * Chemist scales up a few non-chems in interesting ways. Particularly, RadAway as well as Nuka Cola and its variants become ludicrously strong due to double dipping from both benefits of the perk - increased magnitude and increased duration. This likely won’t be fixed. Enjoy! * Blitz rank 3 tends to cause your melee attacks to fail to teleport you. This is a bug from the original game where the game can’t calculate a path to your target quickly enough if it’s too far away or if there’s a lot of terrain between you, so the teleport fails and the attack just becomes a ranged melee attack. It happens more often at the new rank of Blitz due to the massively increased range on Blitz. * I had to cheat a little bit to implement Toughness and Refractor’s final ranks. Damage isn’t actually negated 25% of the time - it’s reduced by 99%. Setting it to 0 wasn’t working for some reason. * Sometimes it can feel like Idiot Savant procs way too often. While the 20% proc rate is intentional with the redesign of the perk, it can get annoying with the sound effect constantly going off. I might look into a way of fixing this in the future. For now, I recommend installing a mod that eliminates the sound effect of Idiot Savant if it becomes too much. ============================================ To-Do List: * Do something with Rad Resistant. Right now, it’s among the most boring perks in the game, and it needs some love. * Critical Banker is one of those perks that feels like a tax. It’s effective, but I feel like ranks 1 and 2 can be better. * Steady Aim is kind of awful. I can’t help but feel like its bonus should apply while, you know, aiming. ============================================ Changelog V0.3.2 * Fixed a really dumb bug with Nuclear Physicist at low ranks that caused endless fusion cores in Power Armor, a result of my previous bugfix. Better late than never? * Also took the opportunity to rescale Nuclear Physicist a bit. The final rank now makes your Power Armor essentially endless (like the first rank used to, oops), so you can use all of your fusion cores as grenades! Yay! * Updated most weapon perks to scale better in general. ** Big Leagues and Iron Fist are now 15% additional damage per rank, with rank 6 granting 25% more than rank 5 (for a total of 100%). I even fixed a typo in one of the perk descriptions! ** Demolition Expert is now 20% damage per rank, and the level scaling has returned to normal (with rank 5 being moved back to level 46). The bonus explosion size is definitely worth the wait. ** Gunslinger got a great buff, returning to vanilla scaling. Rank 6 now grants 120% boosted damage. Pistols are one of those weapons that have never particularly scaled well into the latter half of the game despite the great fantasy around them, and this should help the gunslinger/pistol assassin archetypes fit in a little better without the need for other perks. ** Commando and Rifleman weren’t touched. They’re still pound for pound the best damage builds in the game, not evening counting their incredible versatility in weapon availability. Radium rifle OPAF. ** Heavy Gunner is 15% damage per rank now, with the final rank returning to 100% as in vanilla. This is still a net damage boost, what with all the other perks in the game that add to your damage. ** Gun bashing still feels weak, so I boosted the damage of Basher a fair bit and gave the final rank a little extra crit chance. It still kinda sucks, but that’s endemic to the massive Strength requirement and overall sour feeling of using it. * Blacksmith, Gun Nut, and Science have had their bonus damage at early ranks removed, making these perks less vital while leveling. Blacksmith and Gun Nut still add a bonus to damage at their final rank (200% for Blacksmith, 15% for Gun Nut), making it worth the investment way later on when perk points aren’t as precious. Science now reduces damage taken while in power armor with its final rank. * Chemist now increases the efficacy of chems by 10% per rank instead of 20%, (aside from rank 5) and the duration was reduced back to vanilla values. This perk was just too good, and Jet lasting a full minute wasn’t a good, um, user experience. The last rank boosts chem effectiveness by 75% and leaves the duration at 3x. V0.3.1 * Demolition Expert has had its damage bonus reduced at all ranks. Combined with the bonuses from other perks, it was far too effective at high levels (even more than unmodded). The damage boost is still significant enough that grenades and mines remain useful at all tiers of gameplay. Also ever-so-slightly reduced the aoe magnitude on the third rank. * Pulled back the life regeneration of Lifegiver rank 3 a bit. It was far too effective for its opportunity cost given the other benefits of the perk. * Found a bug in Nuclear Physicist that was causing the perk to function way, way more effectively at high ranks in terms of fusion core depletion than intended. This has been corrected. v0.3.0 * New ranks have been added for all weapon specialization perks that increase your damage with those weapons to 60% (Heavy Gunner and Demolition Expert’s new final ranks grant you 100% increased damage). * Demolition Expert now grants 20% damage per rank with five total ranks. * Final ranks of weapon specialization perks grant a massively powerful secondary bonus (except for Heavy Gunner). See details in the section above. * Chemist now scales the power of chems 20% per rank. * Chem Resistant’s final rank now gives you +1 Str, Per, End, and Agi permanently instead of its previous effect. * Idiot Savant has been reworked. See above for specific changes. * Animal Friend, Wasteland Wanderer, Intimidation, and Robotics Expert each had the damage bonus on their final rank reduced to 30% (down from 50%). * Nuclear Physicist fusion core values have been tinkered with. Rank 1 is now correctly front-loaded to make early game power armor less of a hassle (equivalent of vanilla max rank) while later ranks don’t scale quite as much as before. (Note: This was bugged and reverted in newer versions.) * Medic’s final rank now makes Stimpaks restore 85 AP over five seconds instead of its previous effect. * All ranks of Ninja now work give the same bonus to unarmed weapons as melee weapons. Hooray! * Blacksmith and Gun Nut have been slightly rescaled to grant 5% damage per rank with their associated weapons. * Blacksmith’s final rank had a bug that caused the benefit of all ranks of the perk to be negated. This has been fixed. It now correctly increases damage by an additional 5%. v0.2.4 * Blitz rank 3 now functions as expected. It also received a small balance update. The value changes seemed to be what was breaking it, so I tested some new values that seem to work and be nice and fair. ** Melee range distance increased to 6.00 from 5.00. ** Minimum Blitz distance to receive a damage bonus changed from 0.25 to 0.10. ** Blitz damage multiplier change was removed, making the multiplier the same as rank 2. Since the multiplier kicks in way sooner though, the damage increase will still be there. * Cleaned up Cannibal to remove the rank 1 script changes. Hopefully this will resolve a pesky unconfirmed issue with the PS4 version, and it doesn't seem like it broke anything. v0.2.3 * Nerd Rage now correctly increases your damage at each rank. v0.2.2 * Fixed an issue with the bonus damage from Nerd Rage failing to apply at Health values above 20% on higher ranks of the perk. v0.2.1 * Initial public release. ============================================ Feedback? Bug reports? Post in the comments section on the Nexus site! Tell me what you like about the mod! Tell me what you hate! Tell me what your favorite character builds are or if there’s a build you’d really like to do, but it just won’t quite work the way things are. I’m open to all suggestions and feedback, and who knows? Maybe I’ll update things to fit your playstyle. Also, please please PLEASE keep reporting bugs! I can't possibly do enough QA on this mod on my own because of how extensive all the changes are. Every bug that gets reported helps make the mod better! ============================================ For those interested, here’s a list of some (emphasis on some) of the music that was listened to repeatedly while working on this mod: Dream Theater - The Bigger Picture Coheed and Cambria - The Light and the Glass Thank You Scientist - A Wolf in Cheap Clothing Seventh Wonder - Paradise The Dear Hunter - Night on the Town Rush - Cinderella Man Haken - Earthrise Nano - Palette Uverworld - Qualia Asian Kung-Fu Generation - Aru Machi no Gunjou Funkist - Ai no Uta Remember - Art is how we decorate space; Music is how we decorate time. Always keep listening.