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    •  Version: 2.3.2
    •  Author: Iggy05

June 2nd 2010


More Perks for Vanila Fallout 3

##Note

- More Perks Ver. 2.3.2 has been released.


As of Version. 2.2.3
-> More Perk is compatible with MMM 4.1 RC,XFO 0.84, FOOK2 V.1-3, UPP and Destruction V6 Destroyable Environment

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### Requirements
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- For Dree Perks.Esp and Dree Perks Reqeusted.esp, you only need fallout 3.esm
- For any DLC related ESP, you need that specific DLC loaded first.
- Toggle the Archive Invalidation. (Mandatory. If you dont know how, use FOMM.)
- I suggest 1.5 patch or higher because it fixes the hit chance in VATs. If you have fake patch, that should also be fine.

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More Perks Ver.2.3.2
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1) Compressionist: Added 10 More Suits to be upgradable.
2) Compressionist: Tesla Armor can now be used for upgrade.
3) Last Rem. Of Enc: Main Quest "Take it Back!" must start in order to take this perk.
4) Last Rem. of Enc: Removed all the custome bonus items. (Thus file size decreased.)
5) Readjust the Prophet of Salvation (make sure you are sneaking).
6) Steady Hunter: Removed the script that replaced the hunting rifle.
7) More Potatoes: Vendors no longer sell the Grenade Launchers.
8) More Potatoes: Fixed the issue that some merchants did not sell more explosives.
9) Vault-Tech Pharmacist : Now the med-x and rad-x can be made any time.
10) Millionaire: Added extra barter and speech skill while wearing business suits.
11) Millionaire: Removed the merchant -33% buy price penalty.
12) Skull of Steel: Removed the head part regeneration.
13) Rasputin: Decrased the Poison and Fire resistance bonus.
14) Totem Master: Increased the totem timer to 40 seconds.
15) Veteran: Increased the Poison and Radiation resistance.
16) Blind Luck: No longer be able to take if player already has more than +5 luck.
17) Elite Prankster: Decrased luck, and increased the sneak skills.
18) Grenade Engineer: Now receives 3%-6% Explosion damage bonus.
19) Smooth Criminal: Fixed the issue that player gets invisibility not trespassing.
20) Cursed: Fixed the issue that mask stayed on if player used console to remove this perk.
21) Dark Origin: Fixed the issue that mask stayed on if player used console to remove this perk.
22) Script Optimization: The quest script is now parted into effect scripts.
23) Overall Optimization: Removed all the unused scripts, items, perks and etc.
(compare the file size to the previous version.)
24) Perk descriptions updated.
25) Most of unfitting loading screens have been removed. (Another reason why the file size got decreased.)

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More Perks for Operation Anchorage: Ver.1.3.5
*****************************************************
1) Living in Delusion: Increase the soldiers spwan chance by additional +3%.
2) Grease Monkey: Added option to create Mr.Gutsy Assembly Kit.
3) Grease Monkey: Added option to create Sentry Bot Assembly Kit.
4) Grease Monkey: Fixed the issue that the game crash if 2 or more are used at a time.
5) Grease Monkey: Fixed the issue that the wrong item appears if player drops the assembly kit.
6) Grease Monkey: Increased the amount of required material to build a Chimera Tank.
7) Simulation Sickness: Fixed the issue that player can take the perk before entering the simulation.

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More Perks for The Pitt: Ver.1.1.2
******************************************
1) Improved the compatibility with other mods.
2) Supports Unexpected Happiness Perk.

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More Perks for Point Lookout Ver.1.2.1
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1) Electromagnetism: Adjusted the fire rate of microwave emitters.
2) Pipboy Images reworked: Lumberjack, and Gray Matters

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More Perks for Mothership Zeta Ver.1.0.5
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1) Pipboy Images Updated: Last Samurai, Xenotech Veteran.

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More Perks (Requested) Ver.1.3.2
******************************************
1) Shells for shelly: fixed the issue that player gets 10mm ammo as loot instead of shotgun shells.
2) Shells for Shelly: player gets 90-150 shotgun shell at the time of perk taken. (previously it was fixed at 100.)
3) Changed the Deathclaw Friend's name to Old Olney Citizen
4) Old Olney Citizen: Now player gets to fast travel to Old Olney when the perk is taken.
5) Old Olney Citizen: Fixed the issue that Little Lucky kept following player after sent to Vault 101 entrance.
6) Recon 101: Now the sneak skill bonus depend on player's level.
7) Mutated Metabolism: Removed +5Strength/Endurance requirements and replaced with "Cancerous Growth Perk."
8) Mutated Metabolism: Removed the health penalty and health gain rate %. Added -25 Action Points Penalty.

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Ver. 1.0.0
*******************
May 08, 2009

I was somewhat disappointed at how Bethesda made the perks for Broken Steel.
The number of perks were so few and not only that, majority of them were..well, too generic.

So, I present you more perks to play with.
Hopefully these perks makes your gaming experience better with the new Broken Steel DLC.

(I set the Perk Level to Lvl4-Lvl20, thus you can play with only Fallout 3.esm as well)

I did my best to avoid being too over-powered. If you think some of these perk
break the balance, please leave the comment, I hate presenting overpowered stuffs.


Perk List:


1) Full Swing (lvl4) (3 ranks)
req: +4 Strength
-> +5 Melee Damage per rank.

2) Early Power Armor Training. (lvl4)
Req: Only if you do not have the Power Armor Training Perk already.
-> Gives you Power Armor Training.
-> Increase the maximum carry weight by +15.

3) Workaholic (lvl4) (3 ranks)
req: +30 Barter, +4 Strength
-> +25% Discount for Alcohols and Cigarettes. (per rank.)
-> +10 Disposition to all other working individuals.(per rank.)

4) Destiny Gambler (lvl6)
-> Upon taking the perk, you will receive 2 dice.
-> During the combat, you will occasionally throw the dice of destiny.
-> If Die of Disaster gets a higher number than the Die of Fortune,
-> you will get a random negative effect for a short period of time.
-> If Die of Fortune gets a higher number than the Die of Disaster,
-> you will get a random positive effect for a short period of time.
-> If both dice have same number, nothing will happen.
(Note: To check which random effect you have received, take out your pipboy, select status, and select Effect.
You will see the name of the random effect next to the Dice of Destiny.)

5) Major Leaguer (lvl6)
req: little leaguer perk
-> +15% Damage with Baseball bat
-> +20% Discount on Buffout.
-> Player receives a few buffouts when this perk is taken.
(+15 Damage also apply for Board of Education, Nail board, Police baton, Ol Grady, Cursebreaker and Excalibar bat.)

6) Racist. (lvl6),(3 ranks)
Req: Evil or Very Evil Karma
-> +4% Damage and +4% Crit.Damage to other humans that are not your race.
-> +8% Damage and +8% Crit.Damage at 2nd rank.
-> +15% Damage and +15% Crit.Damage at 3rd rank.
-> +10 Disposition (per rank) from Very Evil NPCs who are the same race as player.

7) Roach Lover. (lvl6) (2 ranks)
-> Make a radroach become your follower for a long period of time.
2nd rank: following roach becomes much stronger and faster.

8) Father's Will (lvl6)
Req: Good or Very Good Karma, Water of Life (The scene where your father dies)
-> Turns dirty water into purified water
-> +5 Medicine while maintaining Good karma.
-> +10 Medicine while maintaining Very Good karma.

9) Delievery Man/Woman (lvl6)
req: Finished the delievery quest such as Blood Ties, Nuka Cola Challenge, Agatha's Song or Wasteland Survival Guide.
-> +35 Carry Weight
-> +5% Run/Walk Speed
-> -1 Charisma

10) More Potatoes (lvl6) (2 ranks)
req: +40 explosive, +50 barter
-> Most Weapon vendors sell more grenades and mines
-> you can purchase the greandes and mines for cheaper prices. (-15% Discount per rank)
2nd rank: More grenades and mines will be sold by the vendors for more cheaper prices.

11) Energy Protection (lvl6)
req: +45 explosive, +30 medicine, +35 science
-> while holding plasma grenade/mine,
-> your energy resistance will increase +25%
-> If you are not moving, you will gain a bright green light around you.
-> while holding pulse grenade/mine
-> your EMP resistance will be 65%.
-> If you are not moving, you will gain a bright white light around you.

12) Steed (lvl6) (3 ranks)
req: +6 Agility
-> +10% Run/Walk Speed per rank
3rd rank: +35% total speed.

13) Will of Creator (lvl6)
req: +10 Weapons Created.
-> +10% Crit. Damage with Schematic weapons.
(Note: This perk will not apply to any custome schematic from other mods.)

14) One way or another (lvl6)
req: +45 Big Guns
-> Missle launcher's damage can be fatal if targetting the head in VATS.
-> Targetting other body parts will do much less damage.

15) Vault-Tec Pharmacist (lvl8)
req: +45 Science, +45 Medicine
-> If Player has a Fission Battery and an Empty Syringe in his/her inventory.
-> Player gets Med-X and Rad-x at the cost of an empty syringe.
-> -15% Radiation from Drinking Water.

16) Mutant Hunter. (lvl8), (3 ranks)
-> +4% Damage and +4% Hit Chance to all mutant creatures such as Super Mutants and Deathclaws.
-> +8% Damage and +8% Hit Chance at 2nd rank.
-> +15% Damage and +15% Hit Chance at 3rd rank.

17) Bruiser (lvl8)
req: +6 Strength, +6 Endurance
-> -3% Run/Walk Speed
-> -3 Action Points
-> +1 Strength
-> +25 Carry Weight

18) Raider Slayer. (lvl8), (3 ranks)
-> +4% Damage and +4% Crit. Chance to all raiders.
-> +8% Damage and +8% Crit. Chance at 2nd rank.
-> +15% Damage and +15% Crit. Chance at 3rd rank.

19) Quantum Rush! (lvl8)
-> Increased the amount of Nuka Quantum found from the vending machines.

20) No, Not the Potato! (lvl8)
req: +45 Explosive, +7 Agility
-> when enemy is about to throw grenade or mine
-> Player will be granted 95% chance to hit and explode when you aim it in the VATS.
-> Player will be able to "Clog and Disarm" the thrown grenade.

21) Grenade Engineer (lvl8) (2 ranks)
req: +55 explosives, +35 Science, +35 Repair
-> turns a cherry bomb, scrap metal and 3 flaming fuel into a Frag Grenade/Mine.
2nd rank: a cherry bomb, scrap metal and a microfucion cell will be a Plasma Grenade/Mine.

22) Elite Prankster (lvl8)
req: +45 Explosive, +30 Sneak, +6 Agility
-> While equipping any explosive and sneaking,
-> +20 Sneak
-> +2 Luck
-> +5% Invisibility.

23) Steady Hunter (lvl8) (3 ranks)
req: +40 Small Gun, +5 Agility
-> +15% More Damage with Hunting Rifle and Ol Painless. (per rank.)
-> Additional Hit Chance bonus in VATS.

24) Persistent Manner (lvl8)
req: +4 Agility
-> +10 to 15% chance to hit in VATs when the enemy is reloading.
-> +8% Critical Damage when the target is still reloading.

25) Bring it On! (lvl8)
req: +4 Strength, +5 Endurance, +40 Big Guns
-> If enemy is using 2-hand-handled weapons while you are also using 2-hand-handled weapon,
-> your critical chance will be increased by +50% while enemy's critical chance gets also increased by 50%.

26) Chairman. (lvl10)
req: +30 Medicine and +45 Sneak.
-> When you sit down, you will be able to hide yourself.
-> Also gain healing and rad-removing while sitting.

27) Defender of Freedom. (lvl10)
req: Good or Very Good Karma,and Head Of State Quest should not be done with Slaver Victory.
-> You will instantly become enemy of all slaver factions in Capital Wasteland while becoming ally of Temple of Union.
-> Also, you will get 3 map markers: Temple of Union, Lincoln Memorial, and Paradise Falls. Among those, Fast Travel will be enabled for the Temple of Union.
-> +10% weapon damage against any slavers.

28) Communist (lvl10)
req: Barter skill less than 50.
-> Allies yourself with Chinese remnant force.
-> You will now be able to listen to the Communist Radio station wherever you go.
-> Upon taking this perk,and if you have followers,then your caps will be divided by the total number of followers
and be distributed. (you cannot get them back).

29) Doorbuster (lvl10) (3 ranks.)
req: +50 Explosive skills, Less than 20 Lockpick skills.
-> At a cost of Cherry bomb, you will be able to open a locked door.
1st rank: Bust open a door with Very Easy, Easy and Average locked door.
2nd rank: Bust open all the locked door except Very Hard difficulty.
3rd rank: Bust open all the locked door.
(Note: You will not be able to open the door that is quest related or require KEY.)

30) Scavenger Union (lvl10)
req: +35 Barter
-> the scavengers will now offer 100% repair service to the player.
-> Receives 25% discount from other outdoor merchants.
-> any wastelander you kill will have more junks you can loot.

31) Investor (3 ranks),(lvl10)
Req: Bater +65, Own 2000 Caps
-> adds more caps to general merchants in the wasteland (per rank)

32) Heavily Trained (lvl10)
req: +55 Big Guns, +6 Strength
-> When player equips a 2-hand-handled weapon
-> +15% Hit Chance while in VATs.

33) Double Slash (lvl10)
req: +6 Luck , +45 Melee Weapon
-> Occasionally (depending on your Luck stat), when you are fighting with a sword,
-> Another "Lone Wanderer" with Chinese Officer sword, will show up to finish the kill.
-> This Lone Wanderer disappears when the combat is over.

34) Shocking Punch (lvl12)
req: +60 unarmed skills
-> Randomly when the player attacks while using any unarmed weapon,
-> all nearby targets will take shocking damages for 3 seconds. (total amount of damage depend on player's level.)

35) Limb Grinder (3 ranks) (lvl12)
req: +70 Big Guns.
-> When equipping any 2-hand-handled weapons (Miniguns, Gatling Lasers, etc.)
-> +6% Hit Chance (per rank) in VATs while targetting arms and legs of the enemy.
-> +6% Increased Damage (per rank) in VATs while targetting arms and legs of the enemy.
3rd rank: total 20% hit chance and 20% damage while in VATs.

36) Ghoulficated Heart. (lvl12)
req: Good or Very Good Karma.
-> You will be allied to the feral ghouls.

37) Escape to Oasis! (lvl12)
req: Oasis Quest completed in non-violent method.
-> at below 30% health, Harold from Oasis might open the Oasis Entrance for you.
(This perk is currently disabled.)

38) Potato Farmer (lvl12) (3 ranks)
req: +65 Explosive, +7 Luck
rank 1:
-> Adds +33% Chance to find frag grenade and mines from super mutant.
rank 2:
-> +50% chance for frags from supermutants
-> +33% chance to find plasma grenade/mines from Mr.Gutsy/Mr.Handy robots.
rank 3:
-> +66% chance to find frags from supermutants.
-> +50% chance to find plasma explosives from Mr.Gutsy/Handy robots.
-> +33% chance to find pulse explosives from Sentry bots, Protectron and Robobrains.

39) Beanballer (lvl14)
req: +50 Explosive, +6 agility.
-> You have a high chance to hit target while throwing grenades in VATS.

40) Millionaire (lvl14)
req: +77 Barter, +7000 caps
-> +2 Charistma
-> Wearing Tenpenny Suit or Eulogy suit will provide extra barter and speech skills.
-> Any human npc you kill may contain few pre war moneys.

41) Uneducated Youth. (lvl14) (3 ranks)
req: Evil or Very Evil Karma, and Player must not have Here and Now and Educated perks.
-> You will inflict 25% more damage against old aged people. but gain -10% experience all the time.
-> +50% damage and -15% Experience at 2nd rank.
-> +75% Damage and -20% Experience at 3rd rank.

42) Two Faces. (lvl14)
req: Neutral Karma
-> During Night, you will gain +15 Sneak and Lockpick, and do +25% damage to good people.
-> During Day, you will gain +15 Repair and Medicine, and do +25% damage to bad people.

43) Let'em Do it.(lvl14)
req: +8 Charisma, +65 Speech
-> As long as the player has followers,
-> +25 Carry Weight per Follower (Up to 4 followers.)
-> +5 Action Points per follower (Up to 4 followers.)
-> -5% Experience Rate per follower. (Up to 4 followers.)

44) Unexpected Happiness. (lvl14)
req: +8 or higher luck
-> You will now be able to find most of unique
items present in Wasteland from most unexpected containers.

45) Smooth Criminial (lvl14)
req: Silent Running Perk, +10 Pockets Picked
-> +10% Speed while sneaking.(+10% Additional Speed while sneaking if the player is trespassing.)
-> +5% Invisibility while sneaking. (+5% Additional Invisibility while sneaking if the player is trespassing.)

46) Heavy Marksmanship (lvl14)
req: +6 Agility, +50 Big Guns
-> While zooming in with Two-Hand-Launcher weapons (such as missle launcher or fatman)
-> Every second (or two) of observation increase the hit chance in VATS until projectile is fired.
(Note: maximum observation time is 20 seconds.)

47) Pathfinder (lvl16)
req: +7 Perception, +8 Agility
-> If Player is currently exploring the indoors.
-> +15% Run/Walk Speed
-> +3 Lockpick
-> +1 Perception

48) Scout (lvl16)
req: +8 Perception, +7 Agility
-> If the player is currently exploring the outdoors.
-> +15% Run/Walk Speed
-> Gains Action Point Regenration (+3 AP/sec)
-> +1 Perception

49) Artist or Arsonist? (lvl16)
req: +75 Explosive, +9 Perception
-> when you throw a frag grenade to the crowd of human npc...
-> if target is female, she may run away from you with her dress off.
-> if target is male, he will burn to death.
(Bug: High Aggression/Confidence NPC such as Raider females will stand still.)[/i]

50) Voice from the Space. (lvl16)
req: +45 Science
-> You will be able to find Alien weapons and ammo more frequently.
-> +7% Damage while you are using any Alien weapons.

51) Blind Luck. (lvl16)
req: Less than 4 Luck
-> You will lose all your perceptions but you will gain enough luck to cover yourself.
-> You will also gain less gun-spread bonus and +15% Crit Damage.

52) Turret Expert (lvl16)
Req: Robotic Expert
-> Turn the enemy turret to your side.
-> It is unnecessary to sneak around to get to the turret.

53) Pip-Boy Upgrade (lvl16) (2 ranks)
req: +60 Repair +40 Medicine
-> Now Pip-boy talks like a Mr.Gutsy and warn you if enemies are nearby.
-> Pip-Boy will automatically use your stimpacks to heal you.
(Same as medic power armor effect, except it uses stimpacks instead of med-x)
-> at 2nd rank, Pipboy will use Jet, Buffout and Psycho without any addiction chance.

54) Weapon Repair Master (lvl 16) (3 ranks)
req: Gun Nut Perk, +60 Repair
-> If your weapon's condition is below 85%.
you will automatically apply scrap metal to repair your current equipped weapon.
-> Each scrap metal repairs 15% (per rank) of weapon health.
3rd rank: 50% weapon repair per scral metal.

55) Rasputin. (lvl18)
req: +7 Endurance and Evil or Very Evil Karma
-> Your physical body got improved to shield yourself from harms.
-> +5% Damage and Rad Resistance
-> +10% Poison and Fire Resistance.

56) Compressionist (lvl18)
req: +65 Repair
-> Increase the Armor Rating of Pre-War Cloth to 35-45.
-> You need to equip a Pre-War Suit/Dress and own a power armor in inventory.
-> Power Armor: Brotherhood Power Armor, Outcast Power Armor and Enclave Power Armor.
-> Power Armor: Power Armor, Army Power Armor.
(Teslas and T-51 do not count)

57) Last Remnant of Enclave. (lvl20), (3 ranks)
req: finished the main quest.
-> Every 12 Holotags of Brotherhood of Steel you bring, you will receive Enclave-related item as reward.
-> +3% Crit. Chance and +3% Crit. Damage to Any Brotherhood of Steel (including Outcast).
-> +6% Crit. Chance and +6% Crit. Damage and (10 Holotags for reward)
-> +10% Crit. Chance and +10% Crit. Damage and (8 Holotags for reward)

58) Prophet of Salvation. [i](lvl20)
req: Very Good Karma and +75 Medicine
-> With all 5 mutilated body parts, you will be able to revive the dead human npcs.
-> You will gain more Karma as a result.
(Required Materials: 2 mutilated arms and legs, and one mutilated torso, organ and skull.)

59) Totem Master (lvl20)
Req: Evil or Very Evil Karma
-> Player has to be sneaking in order to create totem.
-> Place a totem on humanoid enemy corpse to give warning to all the nearby enemies.
-> +10% Damage and Crit.Damage to all enemies that are nearby the totem.
-> totem disappears after 40 seconds.

60) Rejuvenation (lvl20)
req: finished the tranqulity lane quest.
-> Become a Child
-> Child at Heart Perk granted.
-> Mysterious Stranger Perk granted.
-> Animal Friend Perk granted.
-> -45 Carry Weight
-> -25 Action Points
(Warning: If you have or plan to have Broken Steel DLC,
Finish Brkoen Steel Main quests before taking this perk, otherwise,
Broken Steel Main Quest may not start.)
(Warning: When you equip some items, not all of them will show since some are designed for adult characters only)

61) Veteran (lvl20)
req: finished the main quest in vanila fallout 3. (Before the Vanila Ending)
-> Become little bit Old.
-> 25% Buy Price discounts on Medicine and Alcohol products.
-> 5% Poison and Radiation Resistance.
(Warning: If you have or plan to have Broken Steel DLC,
Finish Brkoen Steel Main quests before taking this perk, otherwise,
Broken Steel Main Quest may not start.)

62) New Era. (lvl20)
-> Reset all SPECIAL Points.
-> Adds One More Special Point.

63) Fire Immunity (lvl30)
Req: +10 End, +8 Str. and no other immunity perks.
-> Grants +85% Fire Resistance
-> with -10% Damage, Poison, Radiation, Energy Resistance.

64) Poison Immunity (lvl30)
Req: +10 End, +8 Str. and no other immunity perks.
-> Grants +85% Poison Resistance
-> with -10% Damage, Fire, Radiation, Energy Resistance.

65) Radiation Immunity (lvl30)
Req: +10 End, +8 Str. and no other immunity perks.
-> Grants +85% Radiation Resistance
-> with -10% Damage, Poison, Fire, Energy Resistance.

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1.5.0 Perks

** Hardcore Perks. (The following perks are for difficulty-adjusting purposes.)

1) Fragile
req: lvl5 or below
-> -1 Endurance
-> -1 Strength
-> -5% Damage Resistance and -5% Energy Resistance
-> -10% Fire, Radiation, Poison, and EMP resistance.
-> -10 Action Points.
-> Limbs get double damages.

2) Brain Damage
req: Lvl5 or below
-> -15% Experince rate.
-> -2 Intelligence.
-> -1 Agility
-> -1 Perception
-> Reset all the enabled map markers.

3) Cursed
req: lvl5 or below
-> Put a Permanant Cursed Mask (Same appearnace as a Ghoul Mask) on your head.
-> Reduced -12 Barter, -12 Speech.
-> -2 Luck and -2 Charisma
-> Vendors rip you off at 50% Price.
-> Crit. Chance at -25%.
-> Enemy Crit.Chance on you at 33%.
(When you enter the tranquility lane, the mask will be off for obvious reason.)

4) Not S.P.E.C.I.A.L
req: lvl5 or below
-> -1 to all SPECIAL points.
-> -5 to all skills.

5) Incurable Disease
req: lvl5 or below
-> Constantly loses health. (1 HP per 15 seconds.)
-> Constantly gain Radiation. (1 Rad per 25 seconds.)
-> -10 Carry Weight.
-> -10% Damage.

*** Perks you can choose by taking the Hardcore Perks.
(You will need either Broken Steel DLC or Level Cap Increasing Mod)
(Warning: Some of these perks may be overpowered.)

6) Skull of Steel (lvl22)
req: Brain Damage perk.
-> Regenerates the Brain Limb condition to 100% all the time.
-> Player can now "Attempt to Concentrate" on any locked door, terminal and container at the cost of 30 Action Points.
-> Adds Concentraion Fire Perk (if you already dont have.)

7) 7 Seconds. (lvl24)
req: Fragile Perk.
-> Player will receive Time Stopper (at AID section of inventory.)
-> Upon use of the Time stopper, all the NPC/Creatures near the player will be frozen for 7 seconds.
-> 7% Stealth during the 7 seconds.
-> +7 Luck during the 7 seconds.

8) Too Ordinary (lvl24)
req: Not S.P.E.C.I.A.L perk.
-> Raiders will not notice you if you wear any raider armor / raider helmets.
-> Slavers will not notice you if you wear any mercenary armor.
-> Enclave will not notice you if you wear Enclave armors/officer uniform. / Enclave Helmet.
-> Outcast will not notice you if you wear Outcast armors / Outcast Helmet.
-> They will notice if you unequip the item.
-> Some of the enemy will notice you anyways, dont expect all of them to trust you.

9) Dark Origin (lvl24)
req: Cursed perk.
-> Cursed Mask gets upgraded: (25% Radiation Resistance + 15 Action Points)
-> During the Combat, You will be able to spread your curse to some of your targets.

10) Art of Pain (lvl26)
req: Incurable Disease Perk.
-> Below 75% Health: +10% Damage
-> Below 60% Health: Additional 5% Damage
-> Below 45% Health: Additional 5% Damage
-> Below 30% Health: Additional 5% Damage
-> Below 10% Health: Additional 15% Damage

-> Raditaion Level 150: 10% Critical Damage
-> Radiation Level 350: Additional 5% Crit. Damage.
-> Radiation Level 550: Additional 5% Crit. Damage.
-> Radiation Level 700: Additional 5% Crit. Damage.
-> Radiation Level 900: Additional 15% Crit. Damage.

***************************************************

More Perks for Operation Anchorage. Ver.1.3.5


1) Winter Soldier (lvl6)
req: Entered VSS Simulation.
-> While equipping any Combat Armor/Combat Helmet
-> +10% Crit.Damage in VATS mode.
-> 10% Frost Resistances in VATS mode.
-> Player will look like wearing Winterized Combat Setup in the VATS Camera.

2) Microsensor Expert (lvl 6) (3 ranks)
req: +30 explosives, +30 science
req: finished the Main Operation Anchorage Quest.
-> When player has sensor module and a mine (frag, plasma, pulse or bottlecap mine).
-> player gains a spider mine follower.
-> Spider-mine will auto-attack the enemy at cost of its life.
-> Total number of Spider Mines depends on the rank of this perk.
(Note: Mine can be disarmed if you have Perk Control Device.)

3) Simulation Sickness. (lvl8)
req: Entered Operation Anchorage or Tranquility Lane
req: Player has not left the simulation.
-> -10 Action Points while in simulation.
-> -15 All resistance while in simulation.
-> Player gets to choose 1 SPECIAL points everytime Player leaves the simulation.

4) American Patriot. (lvl10)
req: Finished Operation Anchorage Main Quest.
-> In Places like Capitol Building, Jefferson Memorial, Anchorage Memorial,Lincoln's Memorial and National Archive
-> Player receives +15% Chance to hit critical.
-> Player receives +15% Critical Damage.
-> +10% Damage with Lincoln's Repeater
-> +10% Damage against the Chinese Remnant Force.

5) Polar Bear's Cola (lvl12)
req: Animal Friend Perk.
-> If Player has Iced Nuka Cola in the inventory
-> Player will be able to give a Iced Nuka Cola to a Yao Guai,(by pressing E for default key).
-> Yao Guai will then follow the player for a long period of time.

6) Alaskan Sniper. (3 ranks) (lvl14)
req: Finished Operation Anchorage Main Quest.
req: +6 Agility. +6 Perception. +45 Energy Weapon Skills.
-> The following stats only apply to Gauss Rifle.
-> +15 Damage (per rank).
-> +2 Ammo capacity. (per rank).
-> Zooms 15% More. (per rank).
-> Weapon Health +200. (per rank).
-> Weapon Range +300. (per rank).
(If you already own a mod that alters the Gauss Rifle, taking this perk will not add stats to your modded Gauss Rifle.)

7) Fried Circuits (lvl14)
req: Player must be in the VSS Simulation
req: Thief Perk, +8 Luck.
-> -50% Electric Resistance if player is not wearing the Neural Interface Suit.
-> -50% EMP Resistance if player is not wearing the Neural Interface suit.
-> Player can Steal by "Rez it!" option on someone else's property, which costs 50 action points.
-> Player must be sneaking and equip Neural Interface Suit in order to perform the rez.

8) Grease Monkey. (Lvl16)
req: Finished Operation Anchorage Main Quest.
req: Robotic Expert Perk.
-> With the 10 Scrap Metals, 8 Fission Battery, and 500 Microfusion Cells.
-> You can activate a dead robot while sneaking. Click on "Create a Chimera Tank Assembly Kit".
-> When you click on Chimera Tank Assembly Kit in AID section of the inventory,
-> The actual Chimera tank that the player fought in Operation Anchorage will show up to fight for player's side.
-> due to Wasteland structure problem, its size has been decreased 15%.
-> Activate "Disassemble" if you want the Chimera Tank to be repackaged into the Assembly Kit.
-> Repair your Chimera Tank with a scrap metal. (+20% Restore Health for Chimera Tank.)
(5 Scrap Metals + 3 Fission Battery + 200 5mm Ammo + 5 Missle will be required for Sentry Bot.)
(3 Scrap Metals + 1 Fission Battery + 150 Flame Fuels + 50 Microfusion cells will be required for Mr.Gutsy.)

9) Living in Delusion (lvl18)
req: Finished the Operation Anchorage.
req: Less than 4 Luck.
-> Randomly, Hostile Chinese Troops and Friendly American Soliders from Alaskan battleground may show up.
-> Randomly, Player will see the blue Alaskan sky.
(Note: If you wish to see the blue sky more frequently, raise your luck(av)!)
(Note: Ratio of Chinese Troops and American Troops depend on Player's Luck(av).)


******************************************

More Perks for The Pitt. Ver.1.1.2


1) Mildman/Mildwoman (lvl4)
req: +60 Speech, +4 Charisma.
-> Player does not get attack from the Wildman in the Pitts.
-> Vendors in the Pitts gives 25% discounts to player.

2) Deeply Paranoid (lvl6)
req: Become a slave in the Pitt.
-> -10% Damage Resistance while fighting against any slavers.
-> All health get fully restored once the combat against any slavers is finished.

3) Bright Side of Life (lvl8)
req: Become a slave in the Pitt.
-> +40 lbs Carry Weight
-> +5 Speech

4) Uprising (lvl10)
req: Joined Werhner's side to destroy Ashur.
-> As long as the player has follower,
-> +20 Health per follower (Up to 4 Followers.)
-> +5% Critical Damage with Two-Handed-Melee Weapons per follower. (Up to 4 followers.)

5) Supervisor (lvl10)
req: Joined Ashur's side to destroy Werhner.
-> Player does +10 melee damage against all slaves in Pitts and Capital Wasteland.
-> Player does +20 unarmed damage against all slaves in Pitts and Capital Wasteland.

6) Pittbull (lvl12)
req: +6 Endurance, +6 Strength.
-> When Player is running forward to the target with unarmed weapon equipped.
-> Player does +15% damage
-> Player receives +5% Chance to Critical.
-> Player receives +15% Damage Resistance.

7) Always Eat First (lvl14)
req: Cannibal Perk
-> If you are sneaking, you will be able to eat the corpses of Trogs, Super Mutants, Centaurs, and Deathclaws.
-> Restores +55 Health (if your level gets hihger,total healing amount also gets higher.)
-> Gains +35 Radiation. (if your level gets higher, total radiation amount also gets higher.)
-> Also gains a slight stat boost effect for a short period of time.
(Note: If you have Point Lookout DLC, you might be able to eat Swampfolks.)
(Note: If you have Mothership Zeta DLC, you might be able to eat Aliens and Abominations.)

8) Heavy Metals (lvl16)
req: +7 Luck, +5 Endurance.
-> Any Trog you kill will have 15% chance to give you Steel Ingot.
-> Any Wildman you kill will have 2% chance to give you Steel Ingot.
-> +5% Damage bonus When you use the Metal Blaster.
-> +15% Damage Resistance when you use Metal Master Armor.

********************************

More Perks for Point Lookout Ver.1.2.1


1) Ticket Master (lvl4)
req: +35 Barter, +35 Speech
-> Lowers the price of Ferry Ticket to 1.
-> Increase the price of Metro Ticket, Blue Pass card and Red Pass Card.
-> Reaveals most of the Metro Map markers in the Capital Wasteland.
-> +1 Barter skill bonus for every 5 Metro Tickets in the inventory. (Max is +10 Barter/50 Tickets.)

2) Fresh off the Boat (lvl6)
req: Arrived at Point Lookout Dock.
-> Does -15% less damage to Trival enemies and Hillbillies.
-> +8% Experience Rate while player is in the Point Lookout.
-> +6% Additional Experience Rate if his health is below 66%.
-> +6% Additional Experience Rate if his health is below 33%.
(Note: Additional Exp. % doesn't require player to be in Point Lookout.)

3) Swamp Ghost (lvl8)
req: +6 Agility
-> Hillbillies, Tribals and Smugglers will not be able to aim at player accurately in swampy area.
-> All Swamplurk/Mirelurks and Bloatflies will no longer attack the player on sight.

4) Swift City Boy/Girl (lvl10)
req: +7 Agility, +5 Endurance
-> +1 Agility when the player is in the Point Lookout.
-> +3 Action Points when the player is in the Point Lookout.
-> runs faster than hillibillies and Tribal.
(Note: Hillbillies and Tribal's base speed get lowered.)

5) Lumberjack (lvl12)
req: +50 Melee
-> +15% Critical Damage while using Axe/Dismemberer.
-> Enemies get their legs crippled when the player strikes them with Axe/Dismemberer.

6) Vacation in Maryland (lvl12)
req: +30 Barter, +1500 Bottlecaps
-> Costs 1500 caps upon taking the perk.
-> Receives two free Ferry tickets.
-> Receive 33% Discount from all the vendors in Point Lookout.
-> Enables fast-travel for all the friendly town/settlement in Point Lookout.
-> You also will be able to find your bodyguard at the Ferry Station (eyebot) which you can use it as both a body guard and a Luggage Bag.

7) Mystic (lvl14) (3 ranks)
req: Finished Walking with Spirits Quest.
req: +7 Charisma, +45 Speech
-> During the combat, if you were wearing Tribal Garb and your weapon remains holstered.
-> you will be able to put 2 decoys (+1 decoy per rank) while putting yourself into invisibility.
-> Decoys disappear and Invisibility wears off instantly if player takes out the weapon.
(Tip: The chance for Decoy/Invisibility is purely depending on your Luck stat.)

8) Gray Matters (lvl14)
req: Own the lump of brain
-> +1 Luck as long as lump of brain is with the player
-> +10% Damage to Cowards/Unaggresive targets while scar is attached to the player.(Player will receive a equippable scar upon taking the perk.)
-> +25% Limb Protection when get shot into the head.
(Enhancing the original perk that Bethesda made but not included in the final version of DLC.)

9) Confiscator (lvl16)
req: Good Karma, +7 Strength
-> +6 to +10 Damage against any Smugglers.
-> +5% Chance to find unique items while looting dead Smugglers.
-> Randomly, While combating the Smugglers,entire possessions of the target will be stripped and added to the player's inventory.
(Unique Items : Only the unique items from Point Lookout DLC that were made by Bethesda.)
(such as Microwave Emitter, Pint Size Slasher Mask, Desmond's Glasses, etc.)

10) Electromagnetism (lvl18) (3 ranks)
req: +60 Energy Weapons, +60 Science
-> +20% Electric and EMP Resistance per rank.
-> Upgrades the Microwave Emitter: Now each shot contains a certain amount of shock damage.
-> +5 Ammo Clip per rank.
-> +5 Damage per rank.
-> Increased the fire rate per rank.

11) Clown Face (lvl20)
req: Equip any Pint-Sized Slasher Mask upon level up.
-> Creates a second identity of yourself.
-> All the crimes you do while pint-sized mask is on, will not be related to yourself.
-> by unequipping the mask, your karma will go back as if you have done no other evil deed.
-> and the factions who track crimes will not recognize that it was you.
(Note: If you take off the mask while the guards are chasing you, they WILL recognize that it was you and thus you will pay for your crime.)


*********************************************

More Perks for Mothership Zeta Ver.1.0.6


1) Abductee Syndrome (lvl6)
req: Get Abducted by Aliens
req: +6 Charisma
-> +30% Energy Resistance in the Mothership Zeta.
-> After Coming back to the Wasteland, every Super Mutant Capitve rescued,
-> Player will receive +3% Energy Resistance.
(Note: Maximum +30% Energy Resistance / +10 Rescues)

2) Microcosmic Surgeon (lvl8)
req: Finished the Among the Stars Quest
req: +45 Science, +50 Medicine.
-> At the cost of a Biogel, player can raise the dead feral ghoul as an Alien Abomination.
-> This Abominations will run around and attack everyone except the player and player's followers.
(Note: Player must be sneaking in order to create the abomination, dead feal ghoul must not be a goo pile or ash pile.)

3) Last Samurai (lvl8)
req: Equipping the Samurai Armor at the level up
req: +35 Melee skills.
-> +10 Critical Damage whlie using a one-hand-melee weapon.
-> +10 Additional Critical Damage to enemy who is using two-hand-rifles.
-> +10% Damage Resistance bonus while using Samurai Armor.
-> +5% Damage Resistance bonus while using Samurai Helmet.

4) Xenobiotic Digestion (lvl10)
req: +45 Medicine
-> You no longer experience the Negative Biogel Anomaly while eating Alien Biogels.
-> Squid and Worms restores much more health.
-> Squid and worms provide Action Points for short period of time.
-> You can also now harvest squid and worms from dead centaur's corpse.

5) Value of Recycling (lvl12)
req: Finished Galaxy ain't big enough quest.
req: +60 Science, +60 Repair
-> With Large or Small Crystal, you can create Energy Ammos including Alien Power Cells and Alien Modules from Goo and Ashes.
-> With Wonderglue, you can create Alien Epoxy from Goo and Ashes.
-> Player must be sneaking in order to perfrom the recycling.

6) Tech. Junkie (lvl12)
req: Finished the Among the Stars quest.
req: +35 Repairs, +35 Science, +65 Barter
-> Player can now turn any dead robot that is not goo or ash, into a fancy alien junk that can be sold for expensive prices.
-> Player must be sneaking in order to create alien junks.

7) Xenotech Veteran (lvl14)
req: Xenotech Expert perk
req: +70 Energy Weapons skills
-> +5% Hit Chance in VATs while using Alien weapons.
-> +10% Critical Damage while using Alien weapons.

8) The Annihilator (lvl16)
req: Finished the Galaxy ain't big enough quest.
req: Evil or Very Evil Karma
-> All biological creatures on earth (such as human, mutants, animals, etc) will be marked with alien shader during the combat.
-> The marked enemies will suffer -20% Damage Resistance and -20% Energy Resistance for a short period of time.

9) Famous Survivor (lvl18)
req: Finished the Galaxy ain't big enough quest.
req: +75 Speech, less than 3 Endurance.
-> +20% Discount from all merchants.
-> +50% Dispoistion with everyone. (except the Talon Company Merc and Regulators.)
-> +1 Charisma
-> Now the Talon Company Mercenaries are much more eager to bring you down.
(Note: Talon Company Merc. become much more deadlier if encountered.)


**************************************************

More Perks (Requested by fans) Ver.1.3.1


1) Recon 101 (requested by Panpiper) (lvl4)
req: +30 Sneak Skills
-> Sneak Skill bonus if player is wearing a vault suit.

2) Cancerous Growth (Requested by Borrowdale) (lvl6)
req: less than 7 strength.
-> very slowly regenerates health
-> very slowly regenerates broken limbs.
-> if limbs get crippled, it might take up to 24 hours to replenish the body part.
(Every 25 seconds, you will restore lost 1 health/limb point.)

3) Shells for Shelly (Requested by Gabrilol) (lvl6)
req: +4 luck
-> Receives 90-150 shotgun shells upon taking the perk.
-> finds 32-54 more shotgun shells on dead enemy who was using a shotgun.
-> Weapon and Ammo merchants now sell more shotgun shells for cheaper prices.

4) Field Medic (Requested by Ricz) (lvl6)
req: +40 Medicine
-> If player does has less than 15 stimpaks in his/her inventory,
-> create a stimpack with Med-X and Any Chem. (Buffout, Jet, Psycho).
-> +5 Medicine during combat.

5) Urban Enigma (inspired by Panpiper) (lvl6)
req: Comprehension Perk.
-> Player can publish a book (Urban Enigma Vol.I) per 9 successful lockpicks.
-> Player can publish a book (Urban Enigma Vol.II) per 9 successful pockets picked.
-> Player can publish a book (Urban Enigma Vol.III) per 9 successful pants exploded.
-> The books can be given to a follower, which will boost follower's sneak ability increased.

6) Out to the Ball Game (Requested by N1c0l4735l4) (lvl8)
req: little leaguer perk
-> + 2 Melee damage for having a baseball bat.
-> + 2 Damage Resistance for having a baseball glove
-> + 2 Explosive skill for having a baseball.
-> + 2 Action points for having a baeball cap.
-> Having all 4 pieces of baseball items in the inventory grants +1 luck.

7) Sense of Emergency (Requested by Ricz) (lvl8)
req: +40 Science, +50 Medicine
-> During the Combat, if player gets hurt and has health below 75%, (and player has less than 285 stimpaks.)
-> Player automatically consumes an alcohol and a Bloodpack to apply an instant +30 Restore Health effect.
-> +1 Intelligence during Combat
(Note: The total healing amount gets higher if player's level gets higher. and it gets even higher if player has higher medicine skills.)

8) Tech Wizard (Requested by Borrowdale) (lvl10)
req: +6 Intelligence
-> +6 Lockpick, Repair,Science Skills (1st rank)
-> -1 Perception (1st rank.)
-> +10 Lockpick Repair Science Skills total without perception penalty at 2nd rank.

9) Step On My Property!(Requested by Tymog) (lvl10)
req: +35 Explosive, +45 Barter
-> +20% Damage to Bottlecap mines
-> +5% Force on Bottlecap mine explosion.
-> Each time your bottlecap mine explodes,
-> you will automatically receives certain amount of bottle caps (depending on your Luck stat.)

10) Fading Fingerprints (requested by Panpiper) (lvl10)
req: +40 Sneak
-> 8% Invisilibty and +8 Sneak when player is slowly sneaking while tresspassing into someone else's property.

11) Bonsai (Requested by Borrowdale) (lvl12)
req: +40 Science
-> Gains random fruits everyday.
(You will get more fruits if your luck(av) is high.)

12) Old Olney Citizen (Requested by yunias) (lvl12)
req: Animal Friend Perk.
-> Old Olney can now be fast traveled if player hasn't found this place yet.
-> All deathclaw in the Wasteland no longer consider you as an enemy.
-> Upon taking this perk, you will get a baby deathclaw as a follower.
-> By Default ("E") you can feed her yao guai meat, brahmin steak and human flesh.
-> you can also use med-x (for 15% Damage resistance) and stimpack (for +60 healing/30 sec)
(Note: Take a good take care of the "Little Lucky", she may be a little trouble at early stage, but once she is fully grown up, she will return the favors.)

13) Spartan (requested by Daimio) (lvl12) (2 ranks)
req: +7 Strengh, +50 Melee
-> +10 Action Points while using Melee weapons.
-> +4% Critical Hit Chance while using Melee weapons.
-> +4 Melee Damage
2nd rank:
-> +1 Endurance/5% Damage Resistance if player has a teammate.

14) Napalm on Sunrise (Requested by N1c0l4735l4) (lvl14)
req: Pyromanic perk.
-> +10% Critcal Chance with Fire-based weapons in the morning
-> +15% Critical Damage with Fire-based weapons in the morning.
-> Find 5-12 flaming fuels from the burned victims of yours. (only if the victims are not robots.)

15) Animal Fiend (Requested by N1c0l4735l4) (lvl14)
req: Player does not have Animal Friend perk.
-> Apply +25% Damage to all animals. (Mirelurks are not included.)
-> Takes -25% Damages Resistance when fighting the animals.

16) Sharpshooter (requested by Daimio) (lvl14)
req: +7 Perception, +7 Intelligence
-> When the player uses two hand rifle or two hand automatic weapons,
-> +2 Perception.
-> +3% to +5% Hit Chance in VATs if the target is 1500 units away from player.
-> +3% to +10% Hit Chance in VAts if the target is 2500 units away from player.
-> +3% to +15% Hit Chance in VAts if the target is 3500 units away from player.

17) Mobius Theory (Requested by Ryann122) (lvl14)
req: +6 Intelligence
-> Adds "Mobius Theory" into the player's inventory. (At Aid section.)
-> Upon taking the Mobius Theory a message prompt will show and ask the
-> player to teleport to any human settlements in the Capital Wasteland.
-> Each teleportation costs 50 action points.
(Warning: If you are in important location where the specific quest has to be finished prior
to leaving the place, using the Mobius Theory may terminate the quest.)

18) Beta Programming (requested by Daimio) (lvl16)
req: Cyborg Perk.
-> -15% Fire Resistance if player has +90% Health. (-10% if player has health between 80-90% health.)
-> if player's health drops below 80%, (Fire Resistance Penalty disappears.)
-> +5% Damage Resistance
-> +15% Energy Resistance
-> +25% EMP Resistance
-> the amount of resistance get doubled if player's health gets down by 40% or less.

19) Neutral Party (requested by fuger123) (lvl16)
req: Impartial Meditation Perk, +6 Charisma, +45 Speech.
-> As long as you maintain the neutral karma, the speech skill will be maxed.

20) Shotgun Diplomacy (Requested by Gabrilol) (lvl18)
req: +8 Endurance, +80 Small Guns
-> +10% Damage with shotguns
-> +10% Crit Damage with shotguns
-> +5 More Projectiles
-> Increased clip sizes.
-> Reduced the reloading timer by 30%.
-> Reduced the action point cost by half.
(This perk only applies to Combat Shotgun, Sawed off shotgun, Kneecapper, and Terrible Shotguns and WILL NOT have any effect on custom shotguns.)

21) Soul Taker (Requested by Ryann122) (lvl18)
req: +5 Sandman kills.
-> You can now also perform a sandman kill on NPC sitting on chair.
-> any successful sandman kill will grant you a 10% invisibility for a short period of time.

22) Wimp in Disguise (requested by Panpiper) (lvl18)
req: +75 Sneak, +75 Small Guns.
-> Per +10 Sneak/Small Gun skills beyond +80 each,
-> player will gain bonus action points and one-hand-firearm damage boost when stealthboy effect is on.
(Note: You will not get further bonus beyond +150 skills.)

23) Mutated Metabolism (Requested by Ryann122) (lvl20)
req: +200 Health, Cancerous Growth Perk.
-> -25 Action Points.
-> Gains health faster.

24) Tactical Strategist (Requested by Ryann122) (lvl28)
req: +8 Intelligence, +8 Perception
-> +12% Damage in the VATs Mode.
-> +10% Crit.Damage if player is aiming at the target's back.

******************************************************************


*****************************************
More Perks for Fallout 3 and DLC Packs.
*****************************************

Q1) How many random effects are there in Destiny Gambler perks?
A1) There are 20 positive and 20 negative ones and they are almost identical in terms of power.

Q2) Pipboy Upgrade perk still heals when I ran out of stimpaks in Mothership Zeta.
A2) There is a bug in Mothership Zeta that even though your inventory gets cleaned up, the data is not registered.
If you type GetItemCount in console, you will still see the amount of stimpaks you had before the abduction.

Q3) How does Skull of Steel help the lockpicking and hacking?
A3) By Selecting "Attempt to Concentrate" you will be given 100 lockpick or 100 science for 4 seconds. Make your move :)

Q4) Totem seems to be adding all the unlooted loots from previous bodies.
A4) That is an intended feature.

Q5) Does Shotgun Diplomacy perk influence the shotguns in Point Lookout?
A5) No, unfortunately, it only covers 4 shotguns in the vanila fallout 3.

Q6) There seems to be a lag when Chimera tank is summoned.
A6) If you summon the Chimera tank in the interior cells, make sure you summon in the area where the Chimera Tank can move without blocked by obstacles, otherwise, there will be tons of lag.

Q7) The Stat boost from Let Others Do it, is not same as my actual follower number.
A7) It uses the GetPlayerTeammateCount to calculate the total number of followers. Some Companion mods do not use SetPlayerTeammate function on their follower, and in this case, it will not increment the total number of follower.

Q8) The effect shaders from immunity perks seem to cause lags, is there a way to remove the shader effects?
A8) Yes, Type "Player.SMS XXYYYYYY"
(XX = mod index number.)
(YYYYYY = the editor id of effect shader)
(Poison Imm. = 0073b0, Rad.Imm. = 0073b1, Fire Imm. = 0073b2)
If that is too hard for you, you can just save, exit and reload the save file.

Q9) Can I use assets from this mod for my own mod?
A9) No, but contact me first, believe me, I love to share my work with entire community, but just contact me first.

Q10) I get subrecord errors with [BOOK] YNAM and ZNAM in Fo3edit.
Q10) Those are harmless. Some togglers and activators use Book format that overrides the default sound files.


If you have any other questions, feel free to PM or leave comments, thank you.

*******************************************************************************

Installation Procedure:

1) Download the More Perks.Zip (If you are using Planet Fallout3, download both Part 1 and Part2)
2) Open and Extract all files into the fallout3/Data folder


Uninstallation Procedure:

1) Delete Dree Perks folder in fallout 3/data/Meshes
2) Delete Dree PErks folder in fallout 3/data/Textures
3) Delete Dree Perks folder in fallout 3/data/Sound/fx
4) Delete Dree Perks.esp
5) Delete Dree Perks Read-Me.txt

(Installation/Uninstallation Procedure is similar to all other files.)

## Always remember to remove all the added perks by using the console before unloading the esp files.
Otherwise your save file will be corrupted.

I will not be responsible for your corrupted save files.

## If some perks still don't get removed with Player.RemovePerk, see the readme file included.

*********************************************************************

##Credits

GECK by Bethesda Software
Graphic & Design Tool Used: Photoshop by Adobe
Cover Art by Tymog
Scripts written by Dree74
Main Ideas/Plans by Dree74
Extra Ideas Offered by Borrowdale, Tymog, Ryann122, Gabrilol, Yunias, Daimio, Riczk, N1c0l4735l4
Art & Description by Dree74
Directed & Executed by Dree74

## Special Thanks

-> Thank you Tymog for such a lovely Cover art!

Russian Version is also available.

More Perks

Item Image

 Downloads offline


June 2nd 2010


More Perks for Vanila Fallout 3

##Note

- More Perks Ver. 2.3.2 has been released.


As of Version. 2.2.3
-> More Perk is compatible with MMM 4.1 RC,XFO 0.84, FOOK2 V.1-3, UPP and Destruction V6 Destroyable Environment

**********************
### Requirements
**********************
- For Dree Perks.Esp and Dree Perks Reqeusted.esp, you only need fallout 3.esm
- For any DLC related ESP, you need that specific DLC loaded first.
- Toggle the Archive Invalidation. (Mandatory. If you dont know how, use FOMM.)
- I suggest 1.5 patch or higher because it fixes the hit chance in VATs. If you have fake patch, that should also be fine.

****************************
More Perks Ver.2.3.2
****************************
1) Compressionist: Added 10 More Suits to be upgradable.
2) Compressionist: Tesla Armor can now be used for upgrade.
3) Last Rem. Of Enc: Main Quest "Take it Back!" must start in order to take this perk.
4) Last Rem. of Enc: Removed all the custome bonus items. (Thus file size decreased.)
5) Readjust the Prophet of Salvation (make sure you are sneaking).
6) Steady Hunter: Removed the script that replaced the hunting rifle.
7) More Potatoes: Vendors no longer sell the Grenade Launchers.
8) More Potatoes: Fixed the issue that some merchants did not sell more explosives.
9) Vault-Tech Pharmacist : Now the med-x and rad-x can be made any time.
10) Millionaire: Added extra barter and speech skill while wearing business suits.
11) Millionaire: Removed the merchant -33% buy price penalty.
12) Skull of Steel: Removed the head part regeneration.
13) Rasputin: Decrased the Poison and Fire resistance bonus.
14) Totem Master: Increased the totem timer to 40 seconds.
15) Veteran: Increased the Poison and Radiation resistance.
16) Blind Luck: No longer be able to take if player already has more than +5 luck.
17) Elite Prankster: Decrased luck, and increased the sneak skills.
18) Grenade Engineer: Now receives 3%-6% Explosion damage bonus.
19) Smooth Criminal: Fixed the issue that player gets invisibility not trespassing.
20) Cursed: Fixed the issue that mask stayed on if player used console to remove this perk.
21) Dark Origin: Fixed the issue that mask stayed on if player used console to remove this perk.
22) Script Optimization: The quest script is now parted into effect scripts.
23) Overall Optimization: Removed all the unused scripts, items, perks and etc.
(compare the file size to the previous version.)
24) Perk descriptions updated.
25) Most of unfitting loading screens have been removed. (Another reason why the file size got decreased.)

*****************************************************
More Perks for Operation Anchorage: Ver.1.3.5
*****************************************************
1) Living in Delusion: Increase the soldiers spwan chance by additional +3%.
2) Grease Monkey: Added option to create Mr.Gutsy Assembly Kit.
3) Grease Monkey: Added option to create Sentry Bot Assembly Kit.
4) Grease Monkey: Fixed the issue that the game crash if 2 or more are used at a time.
5) Grease Monkey: Fixed the issue that the wrong item appears if player drops the assembly kit.
6) Grease Monkey: Increased the amount of required material to build a Chimera Tank.
7) Simulation Sickness: Fixed the issue that player can take the perk before entering the simulation.

******************************************
More Perks for The Pitt: Ver.1.1.2
******************************************
1) Improved the compatibility with other mods.
2) Supports Unexpected Happiness Perk.

******************************************
More Perks for Point Lookout Ver.1.2.1
******************************************
1) Electromagnetism: Adjusted the fire rate of microwave emitters.
2) Pipboy Images reworked: Lumberjack, and Gray Matters

******************************************
More Perks for Mothership Zeta Ver.1.0.5
******************************************
1) Pipboy Images Updated: Last Samurai, Xenotech Veteran.

******************************************
More Perks (Requested) Ver.1.3.2
******************************************
1) Shells for shelly: fixed the issue that player gets 10mm ammo as loot instead of shotgun shells.
2) Shells for Shelly: player gets 90-150 shotgun shell at the time of perk taken. (previously it was fixed at 100.)
3) Changed the Deathclaw Friend's name to Old Olney Citizen
4) Old Olney Citizen: Now player gets to fast travel to Old Olney when the perk is taken.
5) Old Olney Citizen: Fixed the issue that Little Lucky kept following player after sent to Vault 101 entrance.
6) Recon 101: Now the sneak skill bonus depend on player's level.
7) Mutated Metabolism: Removed +5Strength/Endurance requirements and replaced with "Cancerous Growth Perk."
8) Mutated Metabolism: Removed the health penalty and health gain rate %. Added -25 Action Points Penalty.

*******************
Ver. 1.0.0
*******************
May 08, 2009

I was somewhat disappointed at how Bethesda made the perks for Broken Steel.
The number of perks were so few and not only that, majority of them were..well, too generic.

So, I present you more perks to play with.
Hopefully these perks makes your gaming experience better with the new Broken Steel DLC.

(I set the Perk Level to Lvl4-Lvl20, thus you can play with only Fallout 3.esm as well)

I did my best to avoid being too over-powered. If you think some of these perk
break the balance, please leave the comment, I hate presenting overpowered stuffs.


Perk List:


1) Full Swing (lvl4) (3 ranks)
req: +4 Strength
-> +5 Melee Damage per rank.

2) Early Power Armor Training. (lvl4)
Req: Only if you do not have the Power Armor Training Perk already.
-> Gives you Power Armor Training.
-> Increase the maximum carry weight by +15.

3) Workaholic (lvl4) (3 ranks)
req: +30 Barter, +4 Strength
-> +25% Discount for Alcohols and Cigarettes. (per rank.)
-> +10 Disposition to all other working individuals.(per rank.)

4) Destiny Gambler (lvl6)
-> Upon taking the perk, you will receive 2 dice.
-> During the combat, you will occasionally throw the dice of destiny.
-> If Die of Disaster gets a higher number than the Die of Fortune,
-> you will get a random negative effect for a short period of time.
-> If Die of Fortune gets a higher number than the Die of Disaster,
-> you will get a random positive effect for a short period of time.
-> If both dice have same number, nothing will happen.
(Note: To check which random effect you have received, take out your pipboy, select status, and select Effect.
You will see the name of the random effect next to the Dice of Destiny.)

5) Major Leaguer (lvl6)
req: little leaguer perk
-> +15% Damage with Baseball bat
-> +20% Discount on Buffout.
-> Player receives a few buffouts when this perk is taken.
(+15 Damage also apply for Board of Education, Nail board, Police baton, Ol Grady, Cursebreaker and Excalibar bat.)

6) Racist. (lvl6),(3 ranks)
Req: Evil or Very Evil Karma
-> +4% Damage and +4% Crit.Damage to other humans that are not your race.
-> +8% Damage and +8% Crit.Damage at 2nd rank.
-> +15% Damage and +15% Crit.Damage at 3rd rank.
-> +10 Disposition (per rank) from Very Evil NPCs who are the same race as player.

7) Roach Lover. (lvl6) (2 ranks)
-> Make a radroach become your follower for a long period of time.
2nd rank: following roach becomes much stronger and faster.

8) Father's Will (lvl6)
Req: Good or Very Good Karma, Water of Life (The scene where your father dies)
-> Turns dirty water into purified water
-> +5 Medicine while maintaining Good karma.
-> +10 Medicine while maintaining Very Good karma.

9) Delievery Man/Woman (lvl6)
req: Finished the delievery quest such as Blood Ties, Nuka Cola Challenge, Agatha's Song or Wasteland Survival Guide.
-> +35 Carry Weight
-> +5% Run/Walk Speed
-> -1 Charisma

10) More Potatoes (lvl6) (2 ranks)
req: +40 explosive, +50 barter
-> Most Weapon vendors sell more grenades and mines
-> you can purchase the greandes and mines for cheaper prices. (-15% Discount per rank)
2nd rank: More grenades and mines will be sold by the vendors for more cheaper prices.

11) Energy Protection (lvl6)
req: +45 explosive, +30 medicine, +35 science
-> while holding plasma grenade/mine,
-> your energy resistance will increase +25%
-> If you are not moving, you will gain a bright green light around you.
-> while holding pulse grenade/mine
-> your EMP resistance will be 65%.
-> If you are not moving, you will gain a bright white light around you.

12) Steed (lvl6) (3 ranks)
req: +6 Agility
-> +10% Run/Walk Speed per rank
3rd rank: +35% total speed.

13) Will of Creator (lvl6)
req: +10 Weapons Created.
-> +10% Crit. Damage with Schematic weapons.
(Note: This perk will not apply to any custome schematic from other mods.)

14) One way or another (lvl6)
req: +45 Big Guns
-> Missle launcher's damage can be fatal if targetting the head in VATS.
-> Targetting other body parts will do much less damage.

15) Vault-Tec Pharmacist (lvl8)
req: +45 Science, +45 Medicine
-> If Player has a Fission Battery and an Empty Syringe in his/her inventory.
-> Player gets Med-X and Rad-x at the cost of an empty syringe.
-> -15% Radiation from Drinking Water.

16) Mutant Hunter. (lvl8), (3 ranks)
-> +4% Damage and +4% Hit Chance to all mutant creatures such as Super Mutants and Deathclaws.
-> +8% Damage and +8% Hit Chance at 2nd rank.
-> +15% Damage and +15% Hit Chance at 3rd rank.

17) Bruiser (lvl8)
req: +6 Strength, +6 Endurance
-> -3% Run/Walk Speed
-> -3 Action Points
-> +1 Strength
-> +25 Carry Weight

18) Raider Slayer. (lvl8), (3 ranks)
-> +4% Damage and +4% Crit. Chance to all raiders.
-> +8% Damage and +8% Crit. Chance at 2nd rank.
-> +15% Damage and +15% Crit. Chance at 3rd rank.

19) Quantum Rush! (lvl8)
-> Increased the amount of Nuka Quantum found from the vending machines.

20) No, Not the Potato! (lvl8)
req: +45 Explosive, +7 Agility
-> when enemy is about to throw grenade or mine
-> Player will be granted 95% chance to hit and explode when you aim it in the VATS.
-> Player will be able to "Clog and Disarm" the thrown grenade.

21) Grenade Engineer (lvl8) (2 ranks)
req: +55 explosives, +35 Science, +35 Repair
-> turns a cherry bomb, scrap metal and 3 flaming fuel into a Frag Grenade/Mine.
2nd rank: a cherry bomb, scrap metal and a microfucion cell will be a Plasma Grenade/Mine.

22) Elite Prankster (lvl8)
req: +45 Explosive, +30 Sneak, +6 Agility
-> While equipping any explosive and sneaking,
-> +20 Sneak
-> +2 Luck
-> +5% Invisibility.

23) Steady Hunter (lvl8) (3 ranks)
req: +40 Small Gun, +5 Agility
-> +15% More Damage with Hunting Rifle and Ol Painless. (per rank.)
-> Additional Hit Chance bonus in VATS.

24) Persistent Manner (lvl8)
req: +4 Agility
-> +10 to 15% chance to hit in VATs when the enemy is reloading.
-> +8% Critical Damage when the target is still reloading.

25) Bring it On! (lvl8)
req: +4 Strength, +5 Endurance, +40 Big Guns
-> If enemy is using 2-hand-handled weapons while you are also using 2-hand-handled weapon,
-> your critical chance will be increased by +50% while enemy's critical chance gets also increased by 50%.

26) Chairman. (lvl10)
req: +30 Medicine and +45 Sneak.
-> When you sit down, you will be able to hide yourself.
-> Also gain healing and rad-removing while sitting.

27) Defender of Freedom. (lvl10)
req: Good or Very Good Karma,and Head Of State Quest should not be done with Slaver Victory.
-> You will instantly become enemy of all slaver factions in Capital Wasteland while becoming ally of Temple of Union.
-> Also, you will get 3 map markers: Temple of Union, Lincoln Memorial, and Paradise Falls. Among those, Fast Travel will be enabled for the Temple of Union.
-> +10% weapon damage against any slavers.

28) Communist (lvl10)
req: Barter skill less than 50.
-> Allies yourself with Chinese remnant force.
-> You will now be able to listen to the Communist Radio station wherever you go.
-> Upon taking this perk,and if you have followers,then your caps will be divided by the total number of followers
and be distributed. (you cannot get them back).

29) Doorbuster (lvl10) (3 ranks.)
req: +50 Explosive skills, Less than 20 Lockpick skills.
-> At a cost of Cherry bomb, you will be able to open a locked door.
1st rank: Bust open a door with Very Easy, Easy and Average locked door.
2nd rank: Bust open all the locked door except Very Hard difficulty.
3rd rank: Bust open all the locked door.
(Note: You will not be able to open the door that is quest related or require KEY.)

30) Scavenger Union (lvl10)
req: +35 Barter
-> the scavengers will now offer 100% repair service to the player.
-> Receives 25% discount from other outdoor merchants.
-> any wastelander you kill will have more junks you can loot.

31) Investor (3 ranks),(lvl10)
Req: Bater +65, Own 2000 Caps
-> adds more caps to general merchants in the wasteland (per rank)

32) Heavily Trained (lvl10)
req: +55 Big Guns, +6 Strength
-> When player equips a 2-hand-handled weapon
-> +15% Hit Chance while in VATs.

33) Double Slash (lvl10)
req: +6 Luck , +45 Melee Weapon
-> Occasionally (depending on your Luck stat), when you are fighting with a sword,
-> Another "Lone Wanderer" with Chinese Officer sword, will show up to finish the kill.
-> This Lone Wanderer disappears when the combat is over.

34) Shocking Punch (lvl12)
req: +60 unarmed skills
-> Randomly when the player attacks while using any unarmed weapon,
-> all nearby targets will take shocking damages for 3 seconds. (total amount of damage depend on player's level.)

35) Limb Grinder (3 ranks) (lvl12)
req: +70 Big Guns.
-> When equipping any 2-hand-handled weapons (Miniguns, Gatling Lasers, etc.)
-> +6% Hit Chance (per rank) in VATs while targetting arms and legs of the enemy.
-> +6% Increased Damage (per rank) in VATs while targetting arms and legs of the enemy.
3rd rank: total 20% hit chance and 20% damage while in VATs.

36) Ghoulficated Heart. (lvl12)
req: Good or Very Good Karma.
-> You will be allied to the feral ghouls.

37) Escape to Oasis! (lvl12)
req: Oasis Quest completed in non-violent method.
-> at below 30% health, Harold from Oasis might open the Oasis Entrance for you.
(This perk is currently disabled.)

38) Potato Farmer (lvl12) (3 ranks)
req: +65 Explosive, +7 Luck
rank 1:
-> Adds +33% Chance to find frag grenade and mines from super mutant.
rank 2:
-> +50% chance for frags from supermutants
-> +33% chance to find plasma grenade/mines from Mr.Gutsy/Mr.Handy robots.
rank 3:
-> +66% chance to find frags from supermutants.
-> +50% chance to find plasma explosives from Mr.Gutsy/Handy robots.
-> +33% chance to find pulse explosives from Sentry bots, Protectron and Robobrains.

39) Beanballer (lvl14)
req: +50 Explosive, +6 agility.
-> You have a high chance to hit target while throwing grenades in VATS.

40) Millionaire (lvl14)
req: +77 Barter, +7000 caps
-> +2 Charistma
-> Wearing Tenpenny Suit or Eulogy suit will provide extra barter and speech skills.
-> Any human npc you kill may contain few pre war moneys.

41) Uneducated Youth. (lvl14) (3 ranks)
req: Evil or Very Evil Karma, and Player must not have Here and Now and Educated perks.
-> You will inflict 25% more damage against old aged people. but gain -10% experience all the time.
-> +50% damage and -15% Experience at 2nd rank.
-> +75% Damage and -20% Experience at 3rd rank.

42) Two Faces. (lvl14)
req: Neutral Karma
-> During Night, you will gain +15 Sneak and Lockpick, and do +25% damage to good people.
-> During Day, you will gain +15 Repair and Medicine, and do +25% damage to bad people.

43) Let'em Do it.(lvl14)
req: +8 Charisma, +65 Speech
-> As long as the player has followers,
-> +25 Carry Weight per Follower (Up to 4 followers.)
-> +5 Action Points per follower (Up to 4 followers.)
-> -5% Experience Rate per follower. (Up to 4 followers.)

44) Unexpected Happiness. (lvl14)
req: +8 or higher luck
-> You will now be able to find most of unique
items present in Wasteland from most unexpected containers.

45) Smooth Criminial (lvl14)
req: Silent Running Perk, +10 Pockets Picked
-> +10% Speed while sneaking.(+10% Additional Speed while sneaking if the player is trespassing.)
-> +5% Invisibility while sneaking. (+5% Additional Invisibility while sneaking if the player is trespassing.)

46) Heavy Marksmanship (lvl14)
req: +6 Agility, +50 Big Guns
-> While zooming in with Two-Hand-Launcher weapons (such as missle launcher or fatman)
-> Every second (or two) of observation increase the hit chance in VATS until projectile is fired.
(Note: maximum observation time is 20 seconds.)

47) Pathfinder (lvl16)
req: +7 Perception, +8 Agility
-> If Player is currently exploring the indoors.
-> +15% Run/Walk Speed
-> +3 Lockpick
-> +1 Perception

48) Scout (lvl16)
req: +8 Perception, +7 Agility
-> If the player is currently exploring the outdoors.
-> +15% Run/Walk Speed
-> Gains Action Point Regenration (+3 AP/sec)
-> +1 Perception

49) Artist or Arsonist? (lvl16)
req: +75 Explosive, +9 Perception
-> when you throw a frag grenade to the crowd of human npc...
-> if target is female, she may run away from you with her dress off.
-> if target is male, he will burn to death.
(Bug: High Aggression/Confidence NPC such as Raider females will stand still.)[/i]

50) Voice from the Space. (lvl16)
req: +45 Science
-> You will be able to find Alien weapons and ammo more frequently.
-> +7% Damage while you are using any Alien weapons.

51) Blind Luck. (lvl16)
req: Less than 4 Luck
-> You will lose all your perceptions but you will gain enough luck to cover yourself.
-> You will also gain less gun-spread bonus and +15% Crit Damage.

52) Turret Expert (lvl16)
Req: Robotic Expert
-> Turn the enemy turret to your side.
-> It is unnecessary to sneak around to get to the turret.

53) Pip-Boy Upgrade (lvl16) (2 ranks)
req: +60 Repair +40 Medicine
-> Now Pip-boy talks like a Mr.Gutsy and warn you if enemies are nearby.
-> Pip-Boy will automatically use your stimpacks to heal you.
(Same as medic power armor effect, except it uses stimpacks instead of med-x)
-> at 2nd rank, Pipboy will use Jet, Buffout and Psycho without any addiction chance.

54) Weapon Repair Master (lvl 16) (3 ranks)
req: Gun Nut Perk, +60 Repair
-> If your weapon's condition is below 85%.
you will automatically apply scrap metal to repair your current equipped weapon.
-> Each scrap metal repairs 15% (per rank) of weapon health.
3rd rank: 50% weapon repair per scral metal.

55) Rasputin. (lvl18)
req: +7 Endurance and Evil or Very Evil Karma
-> Your physical body got improved to shield yourself from harms.
-> +5% Damage and Rad Resistance
-> +10% Poison and Fire Resistance.

56) Compressionist (lvl18)
req: +65 Repair
-> Increase the Armor Rating of Pre-War Cloth to 35-45.
-> You need to equip a Pre-War Suit/Dress and own a power armor in inventory.
-> Power Armor: Brotherhood Power Armor, Outcast Power Armor and Enclave Power Armor.
-> Power Armor: Power Armor, Army Power Armor.
(Teslas and T-51 do not count)

57) Last Remnant of Enclave. (lvl20), (3 ranks)
req: finished the main quest.
-> Every 12 Holotags of Brotherhood of Steel you bring, you will receive Enclave-related item as reward.
-> +3% Crit. Chance and +3% Crit. Damage to Any Brotherhood of Steel (including Outcast).
-> +6% Crit. Chance and +6% Crit. Damage and (10 Holotags for reward)
-> +10% Crit. Chance and +10% Crit. Damage and (8 Holotags for reward)

58) Prophet of Salvation. [i](lvl20)
req: Very Good Karma and +75 Medicine
-> With all 5 mutilated body parts, you will be able to revive the dead human npcs.
-> You will gain more Karma as a result.
(Required Materials: 2 mutilated arms and legs, and one mutilated torso, organ and skull.)

59) Totem Master (lvl20)
Req: Evil or Very Evil Karma
-> Player has to be sneaking in order to create totem.
-> Place a totem on humanoid enemy corpse to give warning to all the nearby enemies.
-> +10% Damage and Crit.Damage to all enemies that are nearby the totem.
-> totem disappears after 40 seconds.

60) Rejuvenation (lvl20)
req: finished the tranqulity lane quest.
-> Become a Child
-> Child at Heart Perk granted.
-> Mysterious Stranger Perk granted.
-> Animal Friend Perk granted.
-> -45 Carry Weight
-> -25 Action Points
(Warning: If you have or plan to have Broken Steel DLC,
Finish Brkoen Steel Main quests before taking this perk, otherwise,
Broken Steel Main Quest may not start.)
(Warning: When you equip some items, not all of them will show since some are designed for adult characters only)

61) Veteran (lvl20)
req: finished the main quest in vanila fallout 3. (Before the Vanila Ending)
-> Become little bit Old.
-> 25% Buy Price discounts on Medicine and Alcohol products.
-> 5% Poison and Radiation Resistance.
(Warning: If you have or plan to have Broken Steel DLC,
Finish Brkoen Steel Main quests before taking this perk, otherwise,
Broken Steel Main Quest may not start.)

62) New Era. (lvl20)
-> Reset all SPECIAL Points.
-> Adds One More Special Point.

63) Fire Immunity (lvl30)
Req: +10 End, +8 Str. and no other immunity perks.
-> Grants +85% Fire Resistance
-> with -10% Damage, Poison, Radiation, Energy Resistance.

64) Poison Immunity (lvl30)
Req: +10 End, +8 Str. and no other immunity perks.
-> Grants +85% Poison Resistance
-> with -10% Damage, Fire, Radiation, Energy Resistance.

65) Radiation Immunity (lvl30)
Req: +10 End, +8 Str. and no other immunity perks.
-> Grants +85% Radiation Resistance
-> with -10% Damage, Poison, Fire, Energy Resistance.

***********************

1.5.0 Perks

** Hardcore Perks. (The following perks are for difficulty-adjusting purposes.)

1) Fragile
req: lvl5 or below
-> -1 Endurance
-> -1 Strength
-> -5% Damage Resistance and -5% Energy Resistance
-> -10% Fire, Radiation, Poison, and EMP resistance.
-> -10 Action Points.
-> Limbs get double damages.

2) Brain Damage
req: Lvl5 or below
-> -15% Experince rate.
-> -2 Intelligence.
-> -1 Agility
-> -1 Perception
-> Reset all the enabled map markers.

3) Cursed
req: lvl5 or below
-> Put a Permanant Cursed Mask (Same appearnace as a Ghoul Mask) on your head.
-> Reduced -12 Barter, -12 Speech.
-> -2 Luck and -2 Charisma
-> Vendors rip you off at 50% Price.
-> Crit. Chance at -25%.
-> Enemy Crit.Chance on you at 33%.
(When you enter the tranquility lane, the mask will be off for obvious reason.)

4) Not S.P.E.C.I.A.L
req: lvl5 or below
-> -1 to all SPECIAL points.
-> -5 to all skills.

5) Incurable Disease
req: lvl5 or below
-> Constantly loses health. (1 HP per 15 seconds.)
-> Constantly gain Radiation. (1 Rad per 25 seconds.)
-> -10 Carry Weight.
-> -10% Damage.

*** Perks you can choose by taking the Hardcore Perks.
(You will need either Broken Steel DLC or Level Cap Increasing Mod)
(Warning: Some of these perks may be overpowered.)

6) Skull of Steel (lvl22)
req: Brain Damage perk.
-> Regenerates the Brain Limb condition to 100% all the time.
-> Player can now "Attempt to Concentrate" on any locked door, terminal and container at the cost of 30 Action Points.
-> Adds Concentraion Fire Perk (if you already dont have.)

7) 7 Seconds. (lvl24)
req: Fragile Perk.
-> Player will receive Time Stopper (at AID section of inventory.)
-> Upon use of the Time stopper, all the NPC/Creatures near the player will be frozen for 7 seconds.
-> 7% Stealth during the 7 seconds.
-> +7 Luck during the 7 seconds.

8) Too Ordinary (lvl24)
req: Not S.P.E.C.I.A.L perk.
-> Raiders will not notice you if you wear any raider armor / raider helmets.
-> Slavers will not notice you if you wear any mercenary armor.
-> Enclave will not notice you if you wear Enclave armors/officer uniform. / Enclave Helmet.
-> Outcast will not notice you if you wear Outcast armors / Outcast Helmet.
-> They will notice if you unequip the item.
-> Some of the enemy will notice you anyways, dont expect all of them to trust you.

9) Dark Origin (lvl24)
req: Cursed perk.
-> Cursed Mask gets upgraded: (25% Radiation Resistance + 15 Action Points)
-> During the Combat, You will be able to spread your curse to some of your targets.

10) Art of Pain (lvl26)
req: Incurable Disease Perk.
-> Below 75% Health: +10% Damage
-> Below 60% Health: Additional 5% Damage
-> Below 45% Health: Additional 5% Damage
-> Below 30% Health: Additional 5% Damage
-> Below 10% Health: Additional 15% Damage

-> Raditaion Level 150: 10% Critical Damage
-> Radiation Level 350: Additional 5% Crit. Damage.
-> Radiation Level 550: Additional 5% Crit. Damage.
-> Radiation Level 700: Additional 5% Crit. Damage.
-> Radiation Level 900: Additional 15% Crit. Damage.

***************************************************

More Perks for Operation Anchorage. Ver.1.3.5


1) Winter Soldier (lvl6)
req: Entered VSS Simulation.
-> While equipping any Combat Armor/Combat Helmet
-> +10% Crit.Damage in VATS mode.
-> 10% Frost Resistances in VATS mode.
-> Player will look like wearing Winterized Combat Setup in the VATS Camera.

2) Microsensor Expert (lvl 6) (3 ranks)
req: +30 explosives, +30 science
req: finished the Main Operation Anchorage Quest.
-> When player has sensor module and a mine (frag, plasma, pulse or bottlecap mine).
-> player gains a spider mine follower.
-> Spider-mine will auto-attack the enemy at cost of its life.
-> Total number of Spider Mines depends on the rank of this perk.
(Note: Mine can be disarmed if you have Perk Control Device.)

3) Simulation Sickness. (lvl8)
req: Entered Operation Anchorage or Tranquility Lane
req: Player has not left the simulation.
-> -10 Action Points while in simulation.
-> -15 All resistance while in simulation.
-> Player gets to choose 1 SPECIAL points everytime Player leaves the simulation.

4) American Patriot. (lvl10)
req: Finished Operation Anchorage Main Quest.
-> In Places like Capitol Building, Jefferson Memorial, Anchorage Memorial,Lincoln's Memorial and National Archive
-> Player receives +15% Chance to hit critical.
-> Player receives +15% Critical Damage.
-> +10% Damage with Lincoln's Repeater
-> +10% Damage against the Chinese Remnant Force.

5) Polar Bear's Cola (lvl12)
req: Animal Friend Perk.
-> If Player has Iced Nuka Cola in the inventory
-> Player will be able to give a Iced Nuka Cola to a Yao Guai,(by pressing E for default key).
-> Yao Guai will then follow the player for a long period of time.

6) Alaskan Sniper. (3 ranks) (lvl14)
req: Finished Operation Anchorage Main Quest.
req: +6 Agility. +6 Perception. +45 Energy Weapon Skills.
-> The following stats only apply to Gauss Rifle.
-> +15 Damage (per rank).
-> +2 Ammo capacity. (per rank).
-> Zooms 15% More. (per rank).
-> Weapon Health +200. (per rank).
-> Weapon Range +300. (per rank).
(If you already own a mod that alters the Gauss Rifle, taking this perk will not add stats to your modded Gauss Rifle.)

7) Fried Circuits (lvl14)
req: Player must be in the VSS Simulation
req: Thief Perk, +8 Luck.
-> -50% Electric Resistance if player is not wearing the Neural Interface Suit.
-> -50% EMP Resistance if player is not wearing the Neural Interface suit.
-> Player can Steal by "Rez it!" option on someone else's property, which costs 50 action points.
-> Player must be sneaking and equip Neural Interface Suit in order to perform the rez.

8) Grease Monkey. (Lvl16)
req: Finished Operation Anchorage Main Quest.
req: Robotic Expert Perk.
-> With the 10 Scrap Metals, 8 Fission Battery, and 500 Microfusion Cells.
-> You can activate a dead robot while sneaking. Click on "Create a Chimera Tank Assembly Kit".
-> When you click on Chimera Tank Assembly Kit in AID section of the inventory,
-> The actual Chimera tank that the player fought in Operation Anchorage will show up to fight for player's side.
-> due to Wasteland structure problem, its size has been decreased 15%.
-> Activate "Disassemble" if you want the Chimera Tank to be repackaged into the Assembly Kit.
-> Repair your Chimera Tank with a scrap metal. (+20% Restore Health for Chimera Tank.)
(5 Scrap Metals + 3 Fission Battery + 200 5mm Ammo + 5 Missle will be required for Sentry Bot.)
(3 Scrap Metals + 1 Fission Battery + 150 Flame Fuels + 50 Microfusion cells will be required for Mr.Gutsy.)

9) Living in Delusion (lvl18)
req: Finished the Operation Anchorage.
req: Less than 4 Luck.
-> Randomly, Hostile Chinese Troops and Friendly American Soliders from Alaskan battleground may show up.
-> Randomly, Player will see the blue Alaskan sky.
(Note: If you wish to see the blue sky more frequently, raise your luck(av)!)
(Note: Ratio of Chinese Troops and American Troops depend on Player's Luck(av).)


******************************************

More Perks for The Pitt. Ver.1.1.2


1) Mildman/Mildwoman (lvl4)
req: +60 Speech, +4 Charisma.
-> Player does not get attack from the Wildman in the Pitts.
-> Vendors in the Pitts gives 25% discounts to player.

2) Deeply Paranoid (lvl6)
req: Become a slave in the Pitt.
-> -10% Damage Resistance while fighting against any slavers.
-> All health get fully restored once the combat against any slavers is finished.

3) Bright Side of Life (lvl8)
req: Become a slave in the Pitt.
-> +40 lbs Carry Weight
-> +5 Speech

4) Uprising (lvl10)
req: Joined Werhner's side to destroy Ashur.
-> As long as the player has follower,
-> +20 Health per follower (Up to 4 Followers.)
-> +5% Critical Damage with Two-Handed-Melee Weapons per follower. (Up to 4 followers.)

5) Supervisor (lvl10)
req: Joined Ashur's side to destroy Werhner.
-> Player does +10 melee damage against all slaves in Pitts and Capital Wasteland.
-> Player does +20 unarmed damage against all slaves in Pitts and Capital Wasteland.

6) Pittbull (lvl12)
req: +6 Endurance, +6 Strength.
-> When Player is running forward to the target with unarmed weapon equipped.
-> Player does +15% damage
-> Player receives +5% Chance to Critical.
-> Player receives +15% Damage Resistance.

7) Always Eat First (lvl14)
req: Cannibal Perk
-> If you are sneaking, you will be able to eat the corpses of Trogs, Super Mutants, Centaurs, and Deathclaws.
-> Restores +55 Health (if your level gets hihger,total healing amount also gets higher.)
-> Gains +35 Radiation. (if your level gets higher, total radiation amount also gets higher.)
-> Also gains a slight stat boost effect for a short period of time.
(Note: If you have Point Lookout DLC, you might be able to eat Swampfolks.)
(Note: If you have Mothership Zeta DLC, you might be able to eat Aliens and Abominations.)

8) Heavy Metals (lvl16)
req: +7 Luck, +5 Endurance.
-> Any Trog you kill will have 15% chance to give you Steel Ingot.
-> Any Wildman you kill will have 2% chance to give you Steel Ingot.
-> +5% Damage bonus When you use the Metal Blaster.
-> +15% Damage Resistance when you use Metal Master Armor.

********************************

More Perks for Point Lookout Ver.1.2.1


1) Ticket Master (lvl4)
req: +35 Barter, +35 Speech
-> Lowers the price of Ferry Ticket to 1.
-> Increase the price of Metro Ticket, Blue Pass card and Red Pass Card.
-> Reaveals most of the Metro Map markers in the Capital Wasteland.
-> +1 Barter skill bonus for every 5 Metro Tickets in the inventory. (Max is +10 Barter/50 Tickets.)

2) Fresh off the Boat (lvl6)
req: Arrived at Point Lookout Dock.
-> Does -15% less damage to Trival enemies and Hillbillies.
-> +8% Experience Rate while player is in the Point Lookout.
-> +6% Additional Experience Rate if his health is below 66%.
-> +6% Additional Experience Rate if his health is below 33%.
(Note: Additional Exp. % doesn't require player to be in Point Lookout.)

3) Swamp Ghost (lvl8)
req: +6 Agility
-> Hillbillies, Tribals and Smugglers will not be able to aim at player accurately in swampy area.
-> All Swamplurk/Mirelurks and Bloatflies will no longer attack the player on sight.

4) Swift City Boy/Girl (lvl10)
req: +7 Agility, +5 Endurance
-> +1 Agility when the player is in the Point Lookout.
-> +3 Action Points when the player is in the Point Lookout.
-> runs faster than hillibillies and Tribal.
(Note: Hillbillies and Tribal's base speed get lowered.)

5) Lumberjack (lvl12)
req: +50 Melee
-> +15% Critical Damage while using Axe/Dismemberer.
-> Enemies get their legs crippled when the player strikes them with Axe/Dismemberer.

6) Vacation in Maryland (lvl12)
req: +30 Barter, +1500 Bottlecaps
-> Costs 1500 caps upon taking the perk.
-> Receives two free Ferry tickets.
-> Receive 33% Discount from all the vendors in Point Lookout.
-> Enables fast-travel for all the friendly town/settlement in Point Lookout.
-> You also will be able to find your bodyguard at the Ferry Station (eyebot) which you can use it as both a body guard and a Luggage Bag.

7) Mystic (lvl14) (3 ranks)
req: Finished Walking with Spirits Quest.
req: +7 Charisma, +45 Speech
-> During the combat, if you were wearing Tribal Garb and your weapon remains holstered.
-> you will be able to put 2 decoys (+1 decoy per rank) while putting yourself into invisibility.
-> Decoys disappear and Invisibility wears off instantly if player takes out the weapon.
(Tip: The chance for Decoy/Invisibility is purely depending on your Luck stat.)

8) Gray Matters (lvl14)
req: Own the lump of brain
-> +1 Luck as long as lump of brain is with the player
-> +10% Damage to Cowards/Unaggresive targets while scar is attached to the player.(Player will receive a equippable scar upon taking the perk.)
-> +25% Limb Protection when get shot into the head.
(Enhancing the original perk that Bethesda made but not included in the final version of DLC.)

9) Confiscator (lvl16)
req: Good Karma, +7 Strength
-> +6 to +10 Damage against any Smugglers.
-> +5% Chance to find unique items while looting dead Smugglers.
-> Randomly, While combating the Smugglers,entire possessions of the target will be stripped and added to the player's inventory.
(Unique Items : Only the unique items from Point Lookout DLC that were made by Bethesda.)
(such as Microwave Emitter, Pint Size Slasher Mask, Desmond's Glasses, etc.)

10) Electromagnetism (lvl18) (3 ranks)
req: +60 Energy Weapons, +60 Science
-> +20% Electric and EMP Resistance per rank.
-> Upgrades the Microwave Emitter: Now each shot contains a certain amount of shock damage.
-> +5 Ammo Clip per rank.
-> +5 Damage per rank.
-> Increased the fire rate per rank.

11) Clown Face (lvl20)
req: Equip any Pint-Sized Slasher Mask upon level up.
-> Creates a second identity of yourself.
-> All the crimes you do while pint-sized mask is on, will not be related to yourself.
-> by unequipping the mask, your karma will go back as if you have done no other evil deed.
-> and the factions who track crimes will not recognize that it was you.
(Note: If you take off the mask while the guards are chasing you, they WILL recognize that it was you and thus you will pay for your crime.)


*********************************************

More Perks for Mothership Zeta Ver.1.0.6


1) Abductee Syndrome (lvl6)
req: Get Abducted by Aliens
req: +6 Charisma
-> +30% Energy Resistance in the Mothership Zeta.
-> After Coming back to the Wasteland, every Super Mutant Capitve rescued,
-> Player will receive +3% Energy Resistance.
(Note: Maximum +30% Energy Resistance / +10 Rescues)

2) Microcosmic Surgeon (lvl8)
req: Finished the Among the Stars Quest
req: +45 Science, +50 Medicine.
-> At the cost of a Biogel, player can raise the dead feral ghoul as an Alien Abomination.
-> This Abominations will run around and attack everyone except the player and player's followers.
(Note: Player must be sneaking in order to create the abomination, dead feal ghoul must not be a goo pile or ash pile.)

3) Last Samurai (lvl8)
req: Equipping the Samurai Armor at the level up
req: +35 Melee skills.
-> +10 Critical Damage whlie using a one-hand-melee weapon.
-> +10 Additional Critical Damage to enemy who is using two-hand-rifles.
-> +10% Damage Resistance bonus while using Samurai Armor.
-> +5% Damage Resistance bonus while using Samurai Helmet.

4) Xenobiotic Digestion (lvl10)
req: +45 Medicine
-> You no longer experience the Negative Biogel Anomaly while eating Alien Biogels.
-> Squid and Worms restores much more health.
-> Squid and worms provide Action Points for short period of time.
-> You can also now harvest squid and worms from dead centaur's corpse.

5) Value of Recycling (lvl12)
req: Finished Galaxy ain't big enough quest.
req: +60 Science, +60 Repair
-> With Large or Small Crystal, you can create Energy Ammos including Alien Power Cells and Alien Modules from Goo and Ashes.
-> With Wonderglue, you can create Alien Epoxy from Goo and Ashes.
-> Player must be sneaking in order to perfrom the recycling.

6) Tech. Junkie (lvl12)
req: Finished the Among the Stars quest.
req: +35 Repairs, +35 Science, +65 Barter
-> Player can now turn any dead robot that is not goo or ash, into a fancy alien junk that can be sold for expensive prices.
-> Player must be sneaking in order to create alien junks.

7) Xenotech Veteran (lvl14)
req: Xenotech Expert perk
req: +70 Energy Weapons skills
-> +5% Hit Chance in VATs while using Alien weapons.
-> +10% Critical Damage while using Alien weapons.

8) The Annihilator (lvl16)
req: Finished the Galaxy ain't big enough quest.
req: Evil or Very Evil Karma
-> All biological creatures on earth (such as human, mutants, animals, etc) will be marked with alien shader during the combat.
-> The marked enemies will suffer -20% Damage Resistance and -20% Energy Resistance for a short period of time.

9) Famous Survivor (lvl18)
req: Finished the Galaxy ain't big enough quest.
req: +75 Speech, less than 3 Endurance.
-> +20% Discount from all merchants.
-> +50% Dispoistion with everyone. (except the Talon Company Merc and Regulators.)
-> +1 Charisma
-> Now the Talon Company Mercenaries are much more eager to bring you down.
(Note: Talon Company Merc. become much more deadlier if encountered.)


**************************************************

More Perks (Requested by fans) Ver.1.3.1


1) Recon 101 (requested by Panpiper) (lvl4)
req: +30 Sneak Skills
-> Sneak Skill bonus if player is wearing a vault suit.

2) Cancerous Growth (Requested by Borrowdale) (lvl6)
req: less than 7 strength.
-> very slowly regenerates health
-> very slowly regenerates broken limbs.
-> if limbs get crippled, it might take up to 24 hours to replenish the body part.
(Every 25 seconds, you will restore lost 1 health/limb point.)

3) Shells for Shelly (Requested by Gabrilol) (lvl6)
req: +4 luck
-> Receives 90-150 shotgun shells upon taking the perk.
-> finds 32-54 more shotgun shells on dead enemy who was using a shotgun.
-> Weapon and Ammo merchants now sell more shotgun shells for cheaper prices.

4) Field Medic (Requested by Ricz) (lvl6)
req: +40 Medicine
-> If player does has less than 15 stimpaks in his/her inventory,
-> create a stimpack with Med-X and Any Chem. (Buffout, Jet, Psycho).
-> +5 Medicine during combat.

5) Urban Enigma (inspired by Panpiper) (lvl6)
req: Comprehension Perk.
-> Player can publish a book (Urban Enigma Vol.I) per 9 successful lockpicks.
-> Player can publish a book (Urban Enigma Vol.II) per 9 successful pockets picked.
-> Player can publish a book (Urban Enigma Vol.III) per 9 successful pants exploded.
-> The books can be given to a follower, which will boost follower's sneak ability increased.

6) Out to the Ball Game (Requested by N1c0l4735l4) (lvl8)
req: little leaguer perk
-> + 2 Melee damage for having a baseball bat.
-> + 2 Damage Resistance for having a baseball glove
-> + 2 Explosive skill for having a baseball.
-> + 2 Action points for having a baeball cap.
-> Having all 4 pieces of baseball items in the inventory grants +1 luck.

7) Sense of Emergency (Requested by Ricz) (lvl8)
req: +40 Science, +50 Medicine
-> During the Combat, if player gets hurt and has health below 75%, (and player has less than 285 stimpaks.)
-> Player automatically consumes an alcohol and a Bloodpack to apply an instant +30 Restore Health effect.
-> +1 Intelligence during Combat
(Note: The total healing amount gets higher if player's level gets higher. and it gets even higher if player has higher medicine skills.)

8) Tech Wizard (Requested by Borrowdale) (lvl10)
req: +6 Intelligence
-> +6 Lockpick, Repair,Science Skills (1st rank)
-> -1 Perception (1st rank.)
-> +10 Lockpick Repair Science Skills total without perception penalty at 2nd rank.

9) Step On My Property!(Requested by Tymog) (lvl10)
req: +35 Explosive, +45 Barter
-> +20% Damage to Bottlecap mines
-> +5% Force on Bottlecap mine explosion.
-> Each time your bottlecap mine explodes,
-> you will automatically receives certain amount of bottle caps (depending on your Luck stat.)

10) Fading Fingerprints (requested by Panpiper) (lvl10)
req: +40 Sneak
-> 8% Invisilibty and +8 Sneak when player is slowly sneaking while tresspassing into someone else's property.

11) Bonsai (Requested by Borrowdale) (lvl12)
req: +40 Science
-> Gains random fruits everyday.
(You will get more fruits if your luck(av) is high.)

12) Old Olney Citizen (Requested by yunias) (lvl12)
req: Animal Friend Perk.
-> Old Olney can now be fast traveled if player hasn't found this place yet.
-> All deathclaw in the Wasteland no longer consider you as an enemy.
-> Upon taking this perk, you will get a baby deathclaw as a follower.
-> By Default ("E") you can feed her yao guai meat, brahmin steak and human flesh.
-> you can also use med-x (for 15% Damage resistance) and stimpack (for +60 healing/30 sec)
(Note: Take a good take care of the "Little Lucky", she may be a little trouble at early stage, but once she is fully grown up, she will return the favors.)

13) Spartan (requested by Daimio) (lvl12) (2 ranks)
req: +7 Strengh, +50 Melee
-> +10 Action Points while using Melee weapons.
-> +4% Critical Hit Chance while using Melee weapons.
-> +4 Melee Damage
2nd rank:
-> +1 Endurance/5% Damage Resistance if player has a teammate.

14) Napalm on Sunrise (Requested by N1c0l4735l4) (lvl14)
req: Pyromanic perk.
-> +10% Critcal Chance with Fire-based weapons in the morning
-> +15% Critical Damage with Fire-based weapons in the morning.
-> Find 5-12 flaming fuels from the burned victims of yours. (only if the victims are not robots.)

15) Animal Fiend (Requested by N1c0l4735l4) (lvl14)
req: Player does not have Animal Friend perk.
-> Apply +25% Damage to all animals. (Mirelurks are not included.)
-> Takes -25% Damages Resistance when fighting the animals.

16) Sharpshooter (requested by Daimio) (lvl14)
req: +7 Perception, +7 Intelligence
-> When the player uses two hand rifle or two hand automatic weapons,
-> +2 Perception.
-> +3% to +5% Hit Chance in VATs if the target is 1500 units away from player.
-> +3% to +10% Hit Chance in VAts if the target is 2500 units away from player.
-> +3% to +15% Hit Chance in VAts if the target is 3500 units away from player.

17) Mobius Theory (Requested by Ryann122) (lvl14)
req: +6 Intelligence
-> Adds "Mobius Theory" into the player's inventory. (At Aid section.)
-> Upon taking the Mobius Theory a message prompt will show and ask the
-> player to teleport to any human settlements in the Capital Wasteland.
-> Each teleportation costs 50 action points.
(Warning: If you are in important location where the specific quest has to be finished prior
to leaving the place, using the Mobius Theory may terminate the quest.)

18) Beta Programming (requested by Daimio) (lvl16)
req: Cyborg Perk.
-> -15% Fire Resistance if player has +90% Health. (-10% if player has health between 80-90% health.)
-> if player's health drops below 80%, (Fire Resistance Penalty disappears.)
-> +5% Damage Resistance
-> +15% Energy Resistance
-> +25% EMP Resistance
-> the amount of resistance get doubled if player's health gets down by 40% or less.

19) Neutral Party (requested by fuger123) (lvl16)
req: Impartial Meditation Perk, +6 Charisma, +45 Speech.
-> As long as you maintain the neutral karma, the speech skill will be maxed.

20) Shotgun Diplomacy (Requested by Gabrilol) (lvl18)
req: +8 Endurance, +80 Small Guns
-> +10% Damage with shotguns
-> +10% Crit Damage with shotguns
-> +5 More Projectiles
-> Increased clip sizes.
-> Reduced the reloading timer by 30%.
-> Reduced the action point cost by half.
(This perk only applies to Combat Shotgun, Sawed off shotgun, Kneecapper, and Terrible Shotguns and WILL NOT have any effect on custom shotguns.)

21) Soul Taker (Requested by Ryann122) (lvl18)
req: +5 Sandman kills.
-> You can now also perform a sandman kill on NPC sitting on chair.
-> any successful sandman kill will grant you a 10% invisibility for a short period of time.

22) Wimp in Disguise (requested by Panpiper) (lvl18)
req: +75 Sneak, +75 Small Guns.
-> Per +10 Sneak/Small Gun skills beyond +80 each,
-> player will gain bonus action points and one-hand-firearm damage boost when stealthboy effect is on.
(Note: You will not get further bonus beyond +150 skills.)

23) Mutated Metabolism (Requested by Ryann122) (lvl20)
req: +200 Health, Cancerous Growth Perk.
-> -25 Action Points.
-> Gains health faster.

24) Tactical Strategist (Requested by Ryann122) (lvl28)
req: +8 Intelligence, +8 Perception
-> +12% Damage in the VATs Mode.
-> +10% Crit.Damage if player is aiming at the target's back.

******************************************************************


*****************************************
More Perks for Fallout 3 and DLC Packs.
*****************************************

Q1) How many random effects are there in Destiny Gambler perks?
A1) There are 20 positive and 20 negative ones and they are almost identical in terms of power.

Q2) Pipboy Upgrade perk still heals when I ran out of stimpaks in Mothership Zeta.
A2) There is a bug in Mothership Zeta that even though your inventory gets cleaned up, the data is not registered.
If you type GetItemCount in console, you will still see the amount of stimpaks you had before the abduction.

Q3) How does Skull of Steel help the lockpicking and hacking?
A3) By Selecting "Attempt to Concentrate" you will be given 100 lockpick or 100 science for 4 seconds. Make your move :)

Q4) Totem seems to be adding all the unlooted loots from previous bodies.
A4) That is an intended feature.

Q5) Does Shotgun Diplomacy perk influence the shotguns in Point Lookout?
A5) No, unfortunately, it only covers 4 shotguns in the vanila fallout 3.

Q6) There seems to be a lag when Chimera tank is summoned.
A6) If you summon the Chimera tank in the interior cells, make sure you summon in the area where the Chimera Tank can move without blocked by obstacles, otherwise, there will be tons of lag.

Q7) The Stat boost from Let Others Do it, is not same as my actual follower number.
A7) It uses the GetPlayerTeammateCount to calculate the total number of followers. Some Companion mods do not use SetPlayerTeammate function on their follower, and in this case, it will not increment the total number of follower.

Q8) The effect shaders from immunity perks seem to cause lags, is there a way to remove the shader effects?
A8) Yes, Type "Player.SMS XXYYYYYY"
(XX = mod index number.)
(YYYYYY = the editor id of effect shader)
(Poison Imm. = 0073b0, Rad.Imm. = 0073b1, Fire Imm. = 0073b2)
If that is too hard for you, you can just save, exit and reload the save file.

Q9) Can I use assets from this mod for my own mod?
A9) No, but contact me first, believe me, I love to share my work with entire community, but just contact me first.

Q10) I get subrecord errors with [BOOK] YNAM and ZNAM in Fo3edit.
Q10) Those are harmless. Some togglers and activators use Book format that overrides the default sound files.


If you have any other questions, feel free to PM or leave comments, thank you.

*******************************************************************************

Installation Procedure:

1) Download the More Perks.Zip (If you are using Planet Fallout3, download both Part 1 and Part2)
2) Open and Extract all files into the fallout3/Data folder


Uninstallation Procedure:

1) Delete Dree Perks folder in fallout 3/data/Meshes
2) Delete Dree PErks folder in fallout 3/data/Textures
3) Delete Dree Perks folder in fallout 3/data/Sound/fx
4) Delete Dree Perks.esp
5) Delete Dree Perks Read-Me.txt

(Installation/Uninstallation Procedure is similar to all other files.)

## Always remember to remove all the added perks by using the console before unloading the esp files.
Otherwise your save file will be corrupted.

I will not be responsible for your corrupted save files.

## If some perks still don't get removed with Player.RemovePerk, see the readme file included.

*********************************************************************

##Credits

GECK by Bethesda Software
Graphic & Design Tool Used: Photoshop by Adobe
Cover Art by Tymog
Scripts written by Dree74
Main Ideas/Plans by Dree74
Extra Ideas Offered by Borrowdale, Tymog, Ryann122, Gabrilol, Yunias, Daimio, Riczk, N1c0l4735l4
Art & Description by Dree74
Directed & Executed by Dree74

## Special Thanks

-> Thank you Tymog for such a lovely Cover art!

Russian Version is also available.


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