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