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About This File

I play with Bullet Time instead of V.A.T.S. and find it irritating to have no use for perks aimed for it.

 

There already is a mod out to allow criticals outside of V.A.T.S. and I suggest using it with my additions:
http://www.nexusmods.com/fallout4/mods/12653/? by NotSure700

 

This is not yet a finished overhaul of all the V.A.T.S. related perks, but since I don't know how soon I will have them all done I will submit each perk individually. I've now merged all perks into one ESP, but if there is request for it I can also make specific perk changes into single esps.

 

Perks I've touched up so far:

  • Sniper Rank 3: Changed 25% head shot chance in V.A.T.S. to 20% more sneak damage with non-automatic, non-heavy gun, scoped rifles. I don't know how game breaking this is, since I play with 5x damage multiplier for all actors, most of my shots one shot enemies anyway without this perk. However it does give me a bit more dmg against larger or bulkier enemies, which makes sense to me, since if I got the sneak attack on them it will ideally be a shot to a vital body part.
  • Awareness: Small chance of paralyzing small to medium enemies with any weapon. This excludes Deathclaws, Behemoths, Mirelurk Kings & Queens.
  • Concentrated Fire: Adding stagger chances to guns and rifles. Excludes any energy or plasma weapons and explosives.
  • Blitz: Chance to stagger enemies with meele weapons based on weapon type and enemy size. Better chances with Rank 2.


Perks I still need to touch up:

  • Grim Reaper: I hope to be able to change it to any kill having the chance to fill up the AP bar.
  • V.A.N.S.: Originally I had changed this to 2x scrapping yields, but while I find that a good perk to add, it doesn't go with the icon. However, I might tweak it to 50% more yields from scrapping and re-use the icon from another perk.
  • Penetrator: Not sure yet, maybe armor piercing.
  • Gun-Fu: Not sure at this moment.
  • Attack Dog: Simple remove the V.A.T.S. reference in the description. I haven't played around with it too much, but I believe he does it either way.
  • Quick Hands Rank 2: Either even faster reloading or AP refresh on reload.
  • Mysterious Stranger: I doubt I will be able to spawn the mysterious stranger outside of V.A.T.S. so might change it to companion or utility type perk.
  • Critical Banker: Since the crits outside v.a.t.s. mod uses luck to determine criticals instead of a build up I don't know how to change this mod while keeping it's original purpose. I might just put flat luck values on it for more critical chances.
  • KillShot: Same as Sniper. Might be changed to headshot damage multiplier.


Please keep in mind that I am making this mod for myself based on my gameplay experience with Fallout 4, so it may be imbalanced for you. I play on Survival with a difficulty mod enabled that multiplies all damage by me and to me by 5. When shooting someone with a Sniper Rifle I expect it to kill them, unless they aren't human.

 


Suggestions always welcome.


What's New in Version 2.0b

Released

  • - Merged all into one ESP
  • - Changed order of Perks to aquire staggers sooner
  • - Altered Blitz, Sniper, Concentrated Fire and Awareness Perks
  • ---------------------------------------------------------------------
  • v1.2b: Tweaked Gun-Fu Perk
  • v1.1b: Tweaked Awareness Perk

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