Perk Paths - A Roleplaying Overhaul
⚪ Last updated 2016⚠️ Install Order · 2 steps
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🔍 Analysis
- 👍 2.6% endorsement rate — high engagement, a strong quality signal
- 🏆 #21 of 31 Overhauls mods in this game by downloads
📋 About This Mod
Reorganizes the perk system into different "paths" for more specialized character progression -- you can't have it all anymore!
Requires Far Harbor!
"Two roads diverged in a wood, and I -- I took the one less travelled by, that let me explode a Supermutant's head with my bare hands and that has made all the difference"
A roleplaying overhaul of the Fallout 4 perk system giving you a greater feeling of progression in your chosen skill-sets.
Features:
- []The aim is to create a character who specializes in skills rather than just stats -- you can't get all the perks in a given Special category just by maxing out that stat. []No level requirements -- perk ranks are unlocked through Special stats and dependency on other perks. []Perks are interdependent in a logical way, and some planning must go into how you want your character to develop.
June 14: Version 2. 0. If you noticed the file earlier and decided to track it instead of download yet, this is the version you've probably been waiting for.
Every single perk should have some requirements attached now. Depending on the perk, advancement in perk rank will depend on what other perks you have or don't have, and/or on Special stat. Some higher-rank perks may require a different Special stat than lower ranks -- e.g., Inspirational, a Tactician Path perk, advances through higher Perception until rank three, which requires Charisma as in the base game.
June 12: Added stat and perk requirements to many of the top and bottom rung perks so you progress through them at a more reasonable pace; some bugfixes Added optional perk poster which marks off the paths and the "unlock" perks
Perk Paths arranges every perk from the level-up poster into a series of paths. Each SPECIAL stat has at least two paths under it -- unlock the first perk in each path to continue progressing down it. Choosing some perks or paths locks you out of others, or at least cuts you off from further progress, and other perks or paths synergise well together.
For example, Rooted and Moving Target are mutually exclusive at higher levels, but each can benefit a melee- or unarmed-focused character in different ways. Do you want to stand your ground and wait for your enemy to come to you, or do you want to take a screaming, bloody-minded run at them?
The perks have literally been rearranged -- The top couple "floors" of the poster contain the perks needed to unlock each column.
The actual effects of the perks aren't very different, though that will likely change in future updates, and the crafting benches -- chems, weapons, etc. -- have been moved under the Tinkerer path. Many of the perks, at least at the first le
📊 Mod Details
- Game
- Fallout 4 Mods
- Author
- AQS
- Version
- 2.0
- Downloads
- 1,520
- Endorsements
- 40
- Category
- Overhauls
- Created
- 6/12/2016
- Updated
- 6/15/2016
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