Cut Perks Restored
🟠 Updated over a year ago⚠️ Install Order · 2 steps
Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.
Preview

🔍 Analysis
- 👍 0.8% endorsement rate
- 🏆 #27 of 27 Perks mods in this game by downloads
📋 About This Mod
This mod restores several perks that were cut from the game, and modifies one of them with a new effect. I've also edited their perk descriptions to better suit the menu (the ones from the original perks were very crude. For example, Station Master says: "Get a 5% bonus on selling items").
It doesn't restore all the perks, though, just several of them. Also note that I've had to change the effect of the Knight perk, as the original one did nothing (and I wasn't sure how to make its intended effect work).
Brotherhood perks:
- Initiate: You take 10% less damage from Feral Ghouls, Super Mutants, and Synths.
- Knight: Its original effect was "Smaller power armor core explosion". I wasn't sure how to make that work with the player, so I've instead changed it to have fusion cores last 10% longer (yes, it can stack with the repair bobblehead).
- Paladin: You recover Health while in Power Armor. (The perk's intended heal-rate is extremely slow but does take into account fast travelling.)
Railroad perks:
- In The Blood: You have +5 Radiation Resistance but lose -5 maximum Health.
- Secret Agent: Your Stealth Boy effects last 10 seconds longer.
- Station Master: Your selling prices at vendors are 5% better.
- "The Heavy": You deal 10% more damage to Synths and Institute foes.
("The Heavy" is only partially cut, as the Institute Killer Weave uses its effect. But if you have this perk, it makes the weave redundant, and you can use that slot for the usual ballistic weave if you want. Or you could give the weave to your companion instead.)
None of those perks had icons or sounds, but I've decided to use the icon for the factions' radiant quests.
How are these perks added?
It uses a script that checks the game each time you load (except for the first time, but that's a common issue with these kinds of scripts). You'll get each of the perks (or more than one, if you're eligible) if you've done the following:
- Brotherhood perks: when you've reached the rank promotion.
- Railroad perks: In the Blood = accepted Tinker Tom's injection, Secret Agent = completed Memory Interrupted, Station Master = completed Mercer Safehouse, "The Heavy" = completed the first quest of Randolph Safehouse.
Remember:
The game will only add the perk if you don't have it already, so no need to worry about the engine spamming it each time you've loaded. And please note that it won't come from your first load (the one from the main menu). That's just how it is with the type of script that I've used.
Install this mod manually or with a mod manager. It has a plugin, script, and files in the Interface folder (for the perk icons).
Restores several perks cut from the game via a script that adds them upon quest completion, without editing quests. ESL plugin. A niche utility for players wanting cut content back, with modest community support (52 endorsements).
✨ Key Features
📊 Pros & Cons
✅ Pros
- Brings back cut content for players who want the full experience
- Script-based approach avoids editing quests, reducing conflict risk
- ESL flagged, so it won't eat your plugin limit
⚠️ Cons
- Small mod with only 52 endorsements, so community testing is limited
- Script triggers depend on quest completion, so perks may not appear until late game
- Compatibility with other mods that alter those quests is a gamble
For completionists and lore hounds who hate seeing cut content left on the floor. If you're running a heavily modded load order and want to avoid plugin bloat, the ESL flag is a plus. Skip if you're fine with the vanilla perk list or don't want script-added perks popping up mid-playthrough.
💡 Beginner Tips
- Since it's an ESL plugin, you can drop it in your mod manager and enable it without worrying about load order conflicts with other ESLs.
- Perks are added via script when quests complete, so don't expect them at game start—plan your build around when those quests trigger.
- If you're using other mods that overhaul the same quests, test early to make sure the script fires correctly.
📊 Mod Details
- Game
- Fallout 4 Mods
- Author
- Vergil65
- Version
- 1.0
- Downloads
- 6,252
- Endorsements
- 52
- Category
- Perks
- Created
- 8/29/2025
- Updated
- 8/31/2025
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