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    •  Downloads: 665

    •  File Size: 392698

    •  Version: 1.0
    •  Author: TheFakeEmpire

Hi everyone, I know it's been a long time coming, but here's an update of where I stand with this mod.

I've been very busy lately, and simply haven't had enough time for playing Fallout, let alone modding it. But now I'm much freer and am starting to work on this again, as well as a few new mods. I'd like to quickly thank you for your continuing support of this mod.

I am planning on updating Pack 1 with new icons, expanding Quest and Experience Perks, and starting a new Pack. I also recently purchased Operation: Anchorage and The Pitt, and am planning on individual mod packs for each of these DLC, I see a lot of potential for some cool stuff.

I buy DLC only on disk, so don't expect Broken Steel stuff until it is released on disk. However once I get it, it will be my highest priority to make versions of components adjusted for a Level 30 cap, as well as to make a Broken Steel component in it's own right.

I'm also looking into creating FOSE versions of some of these perks, in particular the ones dealing with scoped weapons so as to accommodate mods such as WMK and FOOK.
So that's where everything stands, stay tuned and thanks for the support. Check out my (relatively) recent interview over at Planet Fallout for some more info. This mod will remain the premier perk mod, I promise.

File Of The Month January '09
A big thank-you to everyone who voted


The UPP

This page is now the center for downloading all components of the UPP, which is now modular. All files here will work perfectly by themselves, however for the full experience, all UPP mods should be used. Combined, they add over 70 high quality perks to the world of Fallout 3, along with new unique icons for some of these new perks (only Pack 2 currently).

The Files

UPP - Original Perks: Makes alterations to the original perks of Fallout 3.
Current Version- 2.0

UPP - Experience Perks: Adds the ability to earn some original perks via your miscellaneous repeated actions.
Current Version- 1.0

UPP - Pack 1: Adds nearly 40 balanced, innovative, funny, and fun, perks to the game.
Current Version- FINAL

UPP - Pack 2: Adds 27 new perks to compliment and expand Pack 1, most of them with new icons.
UPDATED: Current Version- FINAL

UPP - Quest Perks: Adds perks to the game that are obtained through completing quests.
Current Version- 1.5

UPP - Beverage Perks: Adds perks to the game relating to the consumption of beverages (eg. Alcoholic).
Current Version- 1.5


The Perks

"UPP - Pack 1" Perks

Fishboy/girl
Requires
-Level 2
Thanks to the radiation of the Wasteland, you have developed gills that allow you to breathe underwater. As a result of this, you also receive 25% less radiation when drinking from an irradiated water source.

Nimble
Requires:
-Level 2
-Agility 6
-Strength less than 5
With this perk, you gain 25 AP as a result of your small and maneuverable frame, but yet you cannot carry nearly as much.
-Note: Reduce carry weight by 50

Pacifist (3 Ranks)
Requires:
-Level 2
You detest conflict in all its forms, instead reveling in the intellectually stimulating and peaceful solutions. Your combat skills decrease by 10, but your non-combat skills increase by 10.
-Note: Explosives is not decreased, due to a limitation of the G.E.C.K.

Paranoid
Requires:
-Level 2
You are extremely anxious of those around you, and are constantly on the look-out. As a result, you have greatly increased perception, but your fear results in decreased AP.
-Note: AP -15, PER +2

Powered By Money
Requires:
-Level 2
You collect some caps, and it only drives you to collect more, which gives you strength you never knew you had. With this perk, for every 5000 caps you have, you can carry 10 pounds more of equipment (up to a maximum 50 pounds).

T.G.I.F.
Requires:
-Level 2
Thank God It's Friday. You love Fridays, and feel so much more free on them. With this perk, you gain +15% EXP and 15 AP on Fridays.

Grognak's Disciple (3 Ranks)
Requires:
-Level 4
-Strength 5
You are becoming more and more like the legendary Barbarian. With each rank you gain 5 points of damage to your melee attacks.

Polar Existence
- Level 4
People either love you or hate you. With this perk, peoples' reactions to you will be more extreme, one way or the other.

Evil Genius
Requires:
-Level 6
-Intelligence 6
-Science 50
With this perk, while you maintain an Evil or Very Evil Karma level, you gain 30% more experience points.

I Don't Like Mondays
Requires:
-Level 6
Mondays make you angry. With this perk, you can unleash that anger- you gain +50% critical chance on Mondays.

Tough Motherfucker
Requires:
-Level 6
-Strength 6
-Endurance 6
You are one tough motherfucker. With this perk you gain a point each to both endurance and strength, and enemies are 25% less likely to critically hit you. However, chems have no effect on you.

Worth The Wait
Requires:
-Level 6
-Luck exactly 5
Your critical hits don't happen often, but when they do it's certainly worth the wait. Your chance to critically hit is halved, but they deal twice as much damage (sneak attack criticals are not affected).


Bang! (3 Ranks)
Requires:
-Level 8
-Explosives 50
-Agility 5
You are an expert in throwing grenades, and your accuracy when doing so significantly increases.
-Note: +15% accuracy with grenades, then +30%, then +50%

Last Gasp Effort
Requires:
-Level 8
-Strength 6
With your dying breath you gain the power to kill whatever nearly killed you. When your HP drops below 10%, all your attacks result in critical hits.

Steady As She Goes
Requires:
-Level 8
-Endurance 5
-Big Guns 50
Description: You have learned how to hold big guns steady when firing. With each rank of this perk you gain +15% accuracy (plus a small mastery bonus at rank 3) in V.A.T.S. when using a big gun.
-Note: +15% accuracy with big guns, then +30%, then +50%

Crazy Ivan
Requires:
-Level 10
-Explosives 50
Bang! Boom! Hahahaha! You love your explosives, making you much more effective at using Grenades. However you can't hold traditional weapons without shaking nervously, decreasing your accuracy with all other weapons in V.A.T.S.
-Note: +10% hit chance with grenades in V.A.T.S., +25 AP with grenades equipped, +10 explosives, -15% accuracy with other weapons in V.A.T.S.

Desire To Help
Requires:
-Level 10
You are driven by helping others, and you find that doing so gives you strength. With this perk, for each captive you rescue from the Super Mutants, you gain +5% damage against any Super Mutant (to a maximum of +50% damage).

Merciful Killer
Requires:
-Level 10
You are quick to put your enemies out of their misery. For their own good, of course. With this perk, while you maintain a Karma level of at least Good, you deal twice as much damage to foes beneath 25% health.

Bear Grylls
Requires:
-Level 12
-Endurance 6
You have the amazing ability to be able to eat any creature you kill, no matter how disgusting. While in sneak mode, you can devour creatures you have slain to replenish HP.

Kamikaze
Requires:
-Level 12
-Endurance 5
-Intelligence less than 7
You have learned from those Mole Rats, and now charge into combat with no thought for your own safety. You gain 25 AP, but lose 20 DR.

Steady Hand
Requires:
-Level 12
-Agility 7
You have learned how to hold your hand steady when firing, increasing your accuracy with all weapons outside of V.A.T.S.
-Note: All weapons have half their normal spread

Love Being Hated
Requires:
-Level 14
-Charisma less than 6
You have become accustomed to being hated by the majority of the Wasteland. Their taunts, insults and, yes, even bullets, don't hurt you anymore. While you have an Evil or Very Evil Karma level, you gain 15% Damage Resistance.

Natural-Born Sniper
Requires:
-Level 14
-Agility 6
-Perception 6
You've never been a big fan of this mechanized stuff. With this perk, while not using V.A.T.S., you deal 50% more damage with Sniper Rifles.

The Brave
Requires:
-Level 14
-Endurance 9
-Strength 9
Fortune favours... you. You find your bravery finally being rewarded with good fortune. Gain 2 points of luck.

Realist
Requires:
-Level 16
Your adventures in the Wasteland have taught you a harsh truth- in order to gain, you must sacrifice. All your combat skills decrease by 25, but all your attributes rise by 1.
-Note: Explosives is not decreased, due to a limitation of the G.E.C.K.

The Repairman/woman
Requires:
-Level 16
Ranks: 1
You can repair a lifetime of bad habits. You're used to using fully repaired weapons, and as such deal much more damage with weapons that are over 90% of their condition, but less damage with those below 90% of their condition.

V.A.T.S. Master
Requires:
-Level 18
-Agility 7
You are an expert at using V.A.T.S. and have significantly more AP to do so, however your attacks outside of V.A.T.S. now quickly drain your AP.
-Note: Attacks outside of V.A.T.S. cost 25 AP, your AP can go into negative values, and you will not be able to enter V.A.T.S. until it goes into a positive value from normal methods of recovery (drugs, waiting, sleeping, or just the normal recovery rate), regardless of your AP value you can attack normally, but it will continue to send your AP into negatives.

Juggernaut
Requires:
-Level 20
-Endurance 8
-Strength 8
You are an unstoppable force of nature, and as such have significant damage resistance and increased health.
-Note: HP +60, DR +20%

Rad Invulnerability
Requires:
-Level 20
-Endurance 9
Your body has grown accustomed to the radiation that is so prevalent in the Wasteland, and you are now mostly immune to it. You gain 85% radiation resistance, and receive no radiation from water sources.

The Shadow
Requires:
-Level 20
-Sneak 75
You are a master at moving without being seen. So much so, that whenever you are sneaking you are cloaked in 25% invisibility.

"UPP - Pack 2" Perks


Perks marked with * have a unique icon.

*Amnesia*
Requires:
-Level 2
You've forgotten everywhere you've been. Ah well at least now you can go out and explore the Wasteland as if you've never been there before. Now, are Deathclaws friendly or not?...
-Note: All locations disappear from your map. This means that you can gain XP from discovering them again.

*Body Shield*
Requires:
-Level 2
-Agility 5
-Perception 5
You have mastered the skill of using objects to shield yourself from incoming attacks. With this perk, whenever you are holding an object out in front of you (with the "Grab" key), you have maximum Damage Resistance.
-Note: This works for all objects, no matter how small. Technical limitation, but still a very functional perk.

Controlled Breathing
Requires:
-Level 2
-Agility 5
-Perception 5
With this perk, while you are completely still, you have much steadier aim when using scoped weapons, and also deal more damage with them. As your actual skill with these guns increases, the effect of controlling your breathing decreases.
-Note: This is achieved through increasing your Small Guns skill by 60 when you have a scoped weapon equipped and are not moving. Therefore, unless you use my Wasteland Mastery mod, you will notice less and less effects of this perk as your Small Guns skill increases.

*Pistola*
Requires:
-Level 2
-Agility 10
-Small Guns 100
You have mastered the use of one-handed guns. After all, they are a patriot's weapon of choice. With this perk, while using one-handed guns, you deal +25% damage, have +5% chance of causing a critical hit, and are more accurate.
-Note: Eliminates spread of pistols as much as possible.

*Ambitious...*
Requires:
-Level 4
But rubbish. You aim high, yet never seem to quite get there. With this perk, you gain an extra 2 skill points per level, but yet do 10% less damage with all weapons.

*Coward!*
Requires:
-Level 4
You just hate cowards. With this perk, you deal +200% damage to any opponent that is fleeing.

*Higher Ground*
Requires:
-Level 4
Gonna keep on tryin, till you reach the higher ground. With this perk, while you are standing on a table or a chair, your attacks inflict double damage.

Marksman
Requires:
-Level 4
All those years of shooting at the stationary targets in Vault 101 with your BB Gun have paid off. With this perk, you deal 10% more damage to targets that are not moving.

*Not A Morning Person*
Requires:
-Level 4
With this perk, when you are forced to be active between the hours of 5am and 10am, you are so angry that you deal 20% more damage. However this comes at the cost of a lack of awareness due to how tired you are.
-Note: Perception -2 between 5am and 10am.

*The Will To Death*
Requires:
-Level 4
The will to death is what keeps you alive. With this perk, if you kill a target in V.A.T.S., 10 Action Points are restored upon exiting V.A.T.S.

*Curve The Bullet*
Requires:
-Level 6
You have the exceptional ability of being able to curve bullets. With this perk, you can block enemies' attacks with your own bullets. Therefore, while you are firing a gun, you gain 15% to overall Damage Resistance.

*D.I.Y. Man/Woman (3 Ranks)*
Requires:
-Level 6
-Repair 60
If you want something done well, do it yourself. With each rank of this perk, you deal more damage with weapons you have crafted yourself.
-Note: +15% damage at rank 1, +30% at rank 2, +50% at rank 3

*Overkill*
Requires:
-Level 6
Killing an enemy isn't enough. You want to annihilate them. And there's no better way to do that than with the Fat-Man. With this perk, you deal 200% more damage with the Fat-Man and its unique counterpart.

*Robin Hood*
Requires:
-Level 6
Steal from the rich, give to... yourself? With this perk, while you maintain a Very Good Karma level, your Sneak skill increases by 50 whenever you are pickpocketing someone.

*Sunglasses At Night*
Requires:
-Level 6
You wear your sunglasses at night. With this perk, whenever you wear sunglasses between the hours of 6pm and 6am, you look so damn cool that your Charisma is maxed.

*Zidane*
Requires:
-Level 6
-Endurance 7
Your habit of headbutting things has led to interesting consequences. Although you feel a bit thicker, and therefore gain fewer skill points when you advance in level, enemies simply cannot manage to deal critical hits through your tough skin.
-Note: 2 less skill points per level.

*Gladiator*
Requires:
-Level 8
-Melee Weapons 50
Sometimes you think you would have been better suited to medieval times than post-apocalyptic ones. With this perk, you have a much greater chance of scoring a critical hit with swords, knives, and switchblades.
-Note: +30% greater critical chance.

*Loner*
Requires:
-Level 8
Seclusion is the price of greatness. You function best when left alone, and with this perk, you gain 50% more experience while in combat without anyone fighting alongside you, as well as deal 5% more damage.

*Safety In Numbers*
Requires:
-Level 8
-Charisma 6
You only feel truly safe when you are with a companion. With this perk, when you are in combat with at least one person fighting alongside you, you recover health very slowly.

*Chinese Commando (3 Ranks)*
Requires:
-Level 10
We will definitely be victorious! You have learned how to deal with those imperialist dogs, and with each rank of this perk the damage you deal with Chinese weapons increases.
-Note: +15% damage at rank 1, +30% at rank 2, +50% at rank 3

*Heavy Handed*
Requires:
-Level 10
-Strength 7
You may not be the most skillful unarmed fighter, but when you hit someone, they stay hit. With this perk you cannot deal critical hits with Unarmed attacks, however you do an additional 10 points of Unarmed damage.

*Jump Into Action*
Requires:
-Level 10
-Agility 8
There's something thrilling- and, let's face it, cool- about leaping into a battle. With this perk, whenever you are in mid-jump, you deal +50% damage.

*Wildifre*
Requires:
-Level 12
-Big Guns 50
With the Wildfire perk, you are less accurate with Big Guns (both inside and outside V.A.T.S.), however you deal 25% more damage with them.
-Note: 30% less accuracy with Big Guns in V.A.T.S., 40% greater spread with Big Guns outside of V.A.T.S.

*Born Survivor*
Requires:
-Level 16
-Endurance 5
You just love the wilderness. With this perk, while outside, you deal twice as much damage with Combat Knives, gain an additional 30 Hit Points, and deal twice as much damage against animals.
-Note: Effects same animals as the "Animal Friend" perk.

*No Hero*
Requires:
-Level 16
The world will look up and shout, "Save us!" and you'll look down and whisper, "No". You aren't really evil, you just don't care about people one way or the other. With this perk, while you maintain a Neutral Karma level, you deal +15% damage.

Western Movie Hero
Requires:
-Level 16
-Perception 9
You have learned a thing or two from those old Western movies. With this perk, you can shoot the weapon out of your enemies' hands with ease.
-Note: 10x better accuracy when aiming at a weapon in V.A.T.S.

*Attuned Senses*
Requires:
-Level 18
When you are wary, you are completely in tune with your environment. With this perk, whenever you have your weapon out, your Perception is maxed.

*Hot Streak*
Requires:
-Level 18
-Luck 7
When you get on a roll, you are just unstoppable. With this perk, whenever you land a critical hit on an opponent, you are twice as likely to then score a critical hit with your next attack on them.

*Mr./Mrs Apocalypse*
Requires:
-Level 20
-Endurance 8
You can wake up now, the universe has ended. You were born to thrive in the post-apocalyptic world, this is where you belong. With this perk, you suffer no effects from crippled limbs, and enemies never get critical hits on you.

*Renaissance Man/Woman*
Requires:
-Level 20
-Strength 4
-Perception 4
-Endurance 4
-Charisma 4
-Intelligence 4
-Agility 4
-Luck 4
Jack of all trades, master of none. With this perk, all your skills are set to 75, however you will never be able to raise them above this, not even by reading skill books.
-Note: Skills can still be altered by collecting bobbleheads and raising skills or attributes through equipment- this is unavoidable at the moment, and solutions are being looked at. For best results, take this perk when there are no effects on you.

"UPP - Beverage Perks" Perks


Alcoholic
Requires:
-Level 2
Well it was bound to happen after your childhood. You now feel completely at home with a bottle in your hand. Your stats increase dramatically when drunk, but your Charisma and Intelligence decrease when not.
-Note: While drunk- CHR +4, STR +4, INT +0; While not drunk- CHR - 3, STR + 0, INT -2; This is very deliberately implemented so that your PERMANENT values of Charisma and Intelligence are reduced (permanent values are used as perk requirements etc.), this is a side effect of being an alcoholic.

Forger
Requires:
-Level 2
-Perception 5
You have mastered the art of forgery, and now are capable of turning any bottle cap-like object into a Nuka-Cola Cap. With this perk, every time you drink a beverage of any kind, you gain a Cap.

Liquid Courage
Requires:
-Level 6
-Endurance 6
You have realised that reality is just an illusion that occurs due to a lack of alcohol. With this perk, whenever drunk, you feel invincible, gaining +10% to your overall damage resistance.

Aquaholic
Requires:
-Level 8
Screw those beggars, you love your water. With this perk, Purified Water heals you three times as much, but if you go too long without drinking some you begin to tire, and cannot carry as much equipment until you have a sip of pure water.
-Note: If you go for 30 minutes of REAL LIFE TIME without drinking a Purified Water, you lose 15 to your Carry Weight. This is immediately regained upon consuming a Purified Water.

Feel No Pain
Requires:
-Level 10
When you're drunk you don't even notice if there's a Deathclaw feasting on your arm. With this perk, while you are under the influence of alcohol, you gain an additional 30 Hit Points, but watch out for the hangover...

Angry Drunk
Requires:
-Level 12
-Strength 7
You have no idea why, but people seem to fear you when you're drunk. It's not your fault that everyone wants to pick a fight with you. With this perk, you deal +15 Unarmed damage while drunk.

"UPP -Quest Perks" Perks


WARNING: Spoilers of Quests follow


A Little Push
As you have just discovered, madness is like gravity... all it takes is a little push. And you're an expert at pushing people over the edge. Literally. With this perk, you deal and extra +10% when aiming at the torso in V.A.T.S.
Awarded if you chose via dialogue to push Mister Lopez off the edge.

Avenge My Father
You swear a vendetta on the killers of your father. You gain 10% damage against all members of the Enclave.
Awarded at the stage of "The Waters Of Life" when your father dies.

Cannibal's Bane
Thanks to your experience of dealing with the Andale cannibals, you gain +500% damage against the people hunting parties of the Wasteland.
Awarded if you kill the cannibals of Andale.

Evil Mastery
Betty has shown you new and more brilliant outlets for your evil intent. Thanks to completing her tasks, you deal +10% damage against good or very good characters.
Awarded at the end of "Tranquility Lane", only if you have completed all of Betty's tasks.

Marriage Counsellor
It wasn't easy, but you managed to help Angela and Diego marry. This experience has given you expertise in dealing with delicate situations, and as a result you gain 5 points to your Speech skill.
Awarded if you witness Angela and Diego's marriage.

Master Of The Wastes
You find that your vast experience in exploring the Wasteland allows you to adapt better and recover faster. With this perk, now that you have completed 25 or more Quests, you regenerate health slowly while not in combat.
Awarded automatically when you have completed 25 quests.

"UPP - Experience Perks" Earnable Perks


Entomologist
Now that you have killed more than 1000 creatures, you feel as if you have a greater understanding of how best to deal with the slaughter of mere insects.

Lead Belly
Now that you have taken more than 100 doses of Radaway, some of its effects have stayed in your system. As a result you now absorb less radiation from drinking sources.

Fast Metabolism
Now that you have administered more than 200 Stimpaks, you have a greater understanding of how to get the absolute most out of the medication.

Chemist
Now that you have taken more than 150 Chems, you are an expert at using Chems properly and getting the maximum duration out of them.

Chem Resistant
Now that you have been addicted to Chems more than 50 times, you have developed somewhat of a limited immunity to addictions.

Light Step
Now that you have disarmed more than 100 Mines, you are quite sick of doing it, and you resolve to use all this experience to teach yourself how to avoid setting off mines in the first place.

Computer Whiz
Now that you have hacked more than 100 computers, you have a greater understanding of the inner workings of the machines, and can use this knowledge to attempt to hack into computers you were previously locked out of.

Infiltrator
Now that you have picked more than 200 locks, you feel as if you are skilled enough at lockpicking to attempt to pick locks which you have previously failed to force open.

"UPP - Original Perks" Modifications


Intense Training
Changed to 5 ranks only.

Gunslinger
Changed to 3 ranks (+15% accuracy for rank one, +30% for rank two, +50% for rank 3), description suitably changed, added requirements of Agility 5 and Small Guns or Energy Weapons 50.

Commando
Changed to 3 ranks (+15% accuracy for rank one, +30% for rank two, +50% for rank 3), description suitably changed, added requirements of Agility 5 and Small Guns or Energy Weapons 50.

Life Giver
Changed to 3 ranks (as was originally intended by Bethesda), description suitably changed.

Chem Resistant
Changed to give zero addiction chance, description suitably changed.

Barkskin
Changed to give +1 to Endurance (as was originally intended by Bethesda), description suitably changed.

Lawbringer
Changed to a level requirement of 6.

Contract Killer
Changed to a level requirement of 6.

Nerd Rage
DR bonus changed to 85, description suitably changed.

Entomologist
DMG bonus changed to +100%, description suitably changed.

Finesse
Description changed to be more clear.

Demolition Expert
Changed so that it affects Nuka Grenades.

Pyromaniac
Changed so that it affects the Burnmaster, Nuka Grenades, and the Zhu-Rong v418 Chinese Pistol.

Chemist
Changed to that chems last three times as long.

Better Criticals
Changed so that it does not affect sneak attack criticals, description suitably changed.


The Compatibility

UPP - Original Perks: Not compatible with another mod that alters the same original perks.

UPP - Experience Perks: Compatible with everything (even mods that change original perks).

UPP - Pack 1: Compatible with everything.

UPP - Pack 2: Compatible with everything except for mods that alters the Generic Quest, which is needed to implement two of the new perks.

UPP - Quest Perks: Not compatible with mods that change the same quest or dialogue scripts.

UPP - Beverage Perks: Not compatible with mods that change the effects of beverages.

It is best to use all these mods with a savegame not using a previous (non-modular) form of the UPP.


FAQ:


Why won't the new icons work?
This is an issue with Archive Invalidation, make sure you have bInvalidateOlderFiles set to 1 in your settings .ini file.

Why are these perks so imbalanced?
I have learned that I cannot please everyone with balance, which is the chief aim of this mod. All I can do is take on board the view of the majority, which so far has found this mod to be as balanced as possible, and my own experience in using this mod. If you think this mod is unbalanced, then do not use it.

Why are some perks traits? Fallout 3 doesn't have traits!
Yes, some of these perks are more like traits. I see no problem in defining your character's strengths and weaknesses as your game progresses. There is no reason to be limited to what is or isn't included in the original Fallout 3- that's what modding is all about, going beyond the limits of the original game.

Why don't the V.A.T.S. accuracy perks work?
This is a known problem with the latest patch- it breaks all V.A.T.S. accuracy perks, both in the original game and those added by mods. There is nothing I can do about this, it is up to Bethesda to fix this problem.

Why are there references to the no post-apocalyptic world?
This mod aims to preserve the dark humour of the Fallout world. This includes references to the real world. Some of these are obvious, some are not. I don't think a single player would pick up on every reference I have put into some of these perks. It adds a bit of fun, and hopefully amuses the player.

Seriously, why is "Loner" so imbalanced?!?!
Remember here that it is only combat XP that is effected. And when you consider that what you are giving up for this perk is effectively having a very powerful companion that follows you around doing your dirty work, then I think this is a fair trade-off.

Doesn't "The Will To Death" contain bad grammar?
It's a reference. Google if you must.

Why is [insert level 20 perk here] overpowered?
My level 20 perks are balanced against Grim Reaper's Sprint from original Fallout 3. Indeed I don't think any of mine come close to it in terms of power. So I have to give viable alternatives to it, which means powerful perks.


The Rest:


Thanks To:
Bethesda for Fallout 3 and the G.E.C.K.
The following community members for contributions- Red.Room.Service, spineyurchin, domanz, kettchup, Jardar, Exsequien, YX33A, Enidehalas

Licensing And Contact:
I do not give permission for my work to be used by anyone else or repackaged in any way. If you wish to use my work then please email me at TheFakeEmpire@hotmail.com, or contact me at Nexus or The Official Forums, both under the name "TheFakeEmpire". I am very open to translations of my mods, but please contact me first.

Foreign Translations:
UPP Modular Form - Italian (translation by arcadio21)
These are old versions and will not function with this new modular system-
UPP Version 2 - Spanish (translation by Greeny)
UPP Version 2 - French (translation by Davidelessar)

Ultimate Perk Pack

Item Image

 Downloads offline


Hi everyone, I know it's been a long time coming, but here's an update of where I stand with this mod.

I've been very busy lately, and simply haven't had enough time for playing Fallout, let alone modding it. But now I'm much freer and am starting to work on this again, as well as a few new mods. I'd like to quickly thank you for your continuing support of this mod.

I am planning on updating Pack 1 with new icons, expanding Quest and Experience Perks, and starting a new Pack. I also recently purchased Operation: Anchorage and The Pitt, and am planning on individual mod packs for each of these DLC, I see a lot of potential for some cool stuff.

I buy DLC only on disk, so don't expect Broken Steel stuff until it is released on disk. However once I get it, it will be my highest priority to make versions of components adjusted for a Level 30 cap, as well as to make a Broken Steel component in it's own right.

I'm also looking into creating FOSE versions of some of these perks, in particular the ones dealing with scoped weapons so as to accommodate mods such as WMK and FOOK.
So that's where everything stands, stay tuned and thanks for the support. Check out my (relatively) recent interview over at Planet Fallout for some more info. This mod will remain the premier perk mod, I promise.

File Of The Month January '09
A big thank-you to everyone who voted


The UPP

This page is now the center for downloading all components of the UPP, which is now modular. All files here will work perfectly by themselves, however for the full experience, all UPP mods should be used. Combined, they add over 70 high quality perks to the world of Fallout 3, along with new unique icons for some of these new perks (only Pack 2 currently).

The Files

UPP - Original Perks: Makes alterations to the original perks of Fallout 3.
Current Version- 2.0

UPP - Experience Perks: Adds the ability to earn some original perks via your miscellaneous repeated actions.
Current Version- 1.0

UPP - Pack 1: Adds nearly 40 balanced, innovative, funny, and fun, perks to the game.
Current Version- FINAL

UPP - Pack 2: Adds 27 new perks to compliment and expand Pack 1, most of them with new icons.
UPDATED: Current Version- FINAL

UPP - Quest Perks: Adds perks to the game that are obtained through completing quests.
Current Version- 1.5

UPP - Beverage Perks: Adds perks to the game relating to the consumption of beverages (eg. Alcoholic).
Current Version- 1.5


The Perks

"UPP - Pack 1" Perks

Fishboy/girl
Requires
-Level 2
Thanks to the radiation of the Wasteland, you have developed gills that allow you to breathe underwater. As a result of this, you also receive 25% less radiation when drinking from an irradiated water source.

Nimble
Requires:
-Level 2
-Agility 6
-Strength less than 5
With this perk, you gain 25 AP as a result of your small and maneuverable frame, but yet you cannot carry nearly as much.
-Note: Reduce carry weight by 50

Pacifist (3 Ranks)
Requires:
-Level 2
You detest conflict in all its forms, instead reveling in the intellectually stimulating and peaceful solutions. Your combat skills decrease by 10, but your non-combat skills increase by 10.
-Note: Explosives is not decreased, due to a limitation of the G.E.C.K.

Paranoid
Requires:
-Level 2
You are extremely anxious of those around you, and are constantly on the look-out. As a result, you have greatly increased perception, but your fear results in decreased AP.
-Note: AP -15, PER +2

Powered By Money
Requires:
-Level 2
You collect some caps, and it only drives you to collect more, which gives you strength you never knew you had. With this perk, for every 5000 caps you have, you can carry 10 pounds more of equipment (up to a maximum 50 pounds).

T.G.I.F.
Requires:
-Level 2
Thank God It's Friday. You love Fridays, and feel so much more free on them. With this perk, you gain +15% EXP and 15 AP on Fridays.

Grognak's Disciple (3 Ranks)
Requires:
-Level 4
-Strength 5
You are becoming more and more like the legendary Barbarian. With each rank you gain 5 points of damage to your melee attacks.

Polar Existence
- Level 4
People either love you or hate you. With this perk, peoples' reactions to you will be more extreme, one way or the other.

Evil Genius
Requires:
-Level 6
-Intelligence 6
-Science 50
With this perk, while you maintain an Evil or Very Evil Karma level, you gain 30% more experience points.

I Don't Like Mondays
Requires:
-Level 6
Mondays make you angry. With this perk, you can unleash that anger- you gain +50% critical chance on Mondays.

Tough Motherfucker
Requires:
-Level 6
-Strength 6
-Endurance 6
You are one tough motherfucker. With this perk you gain a point each to both endurance and strength, and enemies are 25% less likely to critically hit you. However, chems have no effect on you.

Worth The Wait
Requires:
-Level 6
-Luck exactly 5
Your critical hits don't happen often, but when they do it's certainly worth the wait. Your chance to critically hit is halved, but they deal twice as much damage (sneak attack criticals are not affected).


Bang! (3 Ranks)
Requires:
-Level 8
-Explosives 50
-Agility 5
You are an expert in throwing grenades, and your accuracy when doing so significantly increases.
-Note: +15% accuracy with grenades, then +30%, then +50%

Last Gasp Effort
Requires:
-Level 8
-Strength 6
With your dying breath you gain the power to kill whatever nearly killed you. When your HP drops below 10%, all your attacks result in critical hits.

Steady As She Goes
Requires:
-Level 8
-Endurance 5
-Big Guns 50
Description: You have learned how to hold big guns steady when firing. With each rank of this perk you gain +15% accuracy (plus a small mastery bonus at rank 3) in V.A.T.S. when using a big gun.
-Note: +15% accuracy with big guns, then +30%, then +50%

Crazy Ivan
Requires:
-Level 10
-Explosives 50
Bang! Boom! Hahahaha! You love your explosives, making you much more effective at using Grenades. However you can't hold traditional weapons without shaking nervously, decreasing your accuracy with all other weapons in V.A.T.S.
-Note: +10% hit chance with grenades in V.A.T.S., +25 AP with grenades equipped, +10 explosives, -15% accuracy with other weapons in V.A.T.S.

Desire To Help
Requires:
-Level 10
You are driven by helping others, and you find that doing so gives you strength. With this perk, for each captive you rescue from the Super Mutants, you gain +5% damage against any Super Mutant (to a maximum of +50% damage).

Merciful Killer
Requires:
-Level 10
You are quick to put your enemies out of their misery. For their own good, of course. With this perk, while you maintain a Karma level of at least Good, you deal twice as much damage to foes beneath 25% health.

Bear Grylls
Requires:
-Level 12
-Endurance 6
You have the amazing ability to be able to eat any creature you kill, no matter how disgusting. While in sneak mode, you can devour creatures you have slain to replenish HP.

Kamikaze
Requires:
-Level 12
-Endurance 5
-Intelligence less than 7
You have learned from those Mole Rats, and now charge into combat with no thought for your own safety. You gain 25 AP, but lose 20 DR.

Steady Hand
Requires:
-Level 12
-Agility 7
You have learned how to hold your hand steady when firing, increasing your accuracy with all weapons outside of V.A.T.S.
-Note: All weapons have half their normal spread

Love Being Hated
Requires:
-Level 14
-Charisma less than 6
You have become accustomed to being hated by the majority of the Wasteland. Their taunts, insults and, yes, even bullets, don't hurt you anymore. While you have an Evil or Very Evil Karma level, you gain 15% Damage Resistance.

Natural-Born Sniper
Requires:
-Level 14
-Agility 6
-Perception 6
You've never been a big fan of this mechanized stuff. With this perk, while not using V.A.T.S., you deal 50% more damage with Sniper Rifles.

The Brave
Requires:
-Level 14
-Endurance 9
-Strength 9
Fortune favours... you. You find your bravery finally being rewarded with good fortune. Gain 2 points of luck.

Realist
Requires:
-Level 16
Your adventures in the Wasteland have taught you a harsh truth- in order to gain, you must sacrifice. All your combat skills decrease by 25, but all your attributes rise by 1.
-Note: Explosives is not decreased, due to a limitation of the G.E.C.K.

The Repairman/woman
Requires:
-Level 16
Ranks: 1
You can repair a lifetime of bad habits. You're used to using fully repaired weapons, and as such deal much more damage with weapons that are over 90% of their condition, but less damage with those below 90% of their condition.

V.A.T.S. Master
Requires:
-Level 18
-Agility 7
You are an expert at using V.A.T.S. and have significantly more AP to do so, however your attacks outside of V.A.T.S. now quickly drain your AP.
-Note: Attacks outside of V.A.T.S. cost 25 AP, your AP can go into negative values, and you will not be able to enter V.A.T.S. until it goes into a positive value from normal methods of recovery (drugs, waiting, sleeping, or just the normal recovery rate), regardless of your AP value you can attack normally, but it will continue to send your AP into negatives.

Juggernaut
Requires:
-Level 20
-Endurance 8
-Strength 8
You are an unstoppable force of nature, and as such have significant damage resistance and increased health.
-Note: HP +60, DR +20%

Rad Invulnerability
Requires:
-Level 20
-Endurance 9
Your body has grown accustomed to the radiation that is so prevalent in the Wasteland, and you are now mostly immune to it. You gain 85% radiation resistance, and receive no radiation from water sources.

The Shadow
Requires:
-Level 20
-Sneak 75
You are a master at moving without being seen. So much so, that whenever you are sneaking you are cloaked in 25% invisibility.

"UPP - Pack 2" Perks


Perks marked with * have a unique icon.

*Amnesia*
Requires:
-Level 2
You've forgotten everywhere you've been. Ah well at least now you can go out and explore the Wasteland as if you've never been there before. Now, are Deathclaws friendly or not?...
-Note: All locations disappear from your map. This means that you can gain XP from discovering them again.

*Body Shield*
Requires:
-Level 2
-Agility 5
-Perception 5
You have mastered the skill of using objects to shield yourself from incoming attacks. With this perk, whenever you are holding an object out in front of you (with the "Grab" key), you have maximum Damage Resistance.
-Note: This works for all objects, no matter how small. Technical limitation, but still a very functional perk.

Controlled Breathing
Requires:
-Level 2
-Agility 5
-Perception 5
With this perk, while you are completely still, you have much steadier aim when using scoped weapons, and also deal more damage with them. As your actual skill with these guns increases, the effect of controlling your breathing decreases.
-Note: This is achieved through increasing your Small Guns skill by 60 when you have a scoped weapon equipped and are not moving. Therefore, unless you use my Wasteland Mastery mod, you will notice less and less effects of this perk as your Small Guns skill increases.

*Pistola*
Requires:
-Level 2
-Agility 10
-Small Guns 100
You have mastered the use of one-handed guns. After all, they are a patriot's weapon of choice. With this perk, while using one-handed guns, you deal +25% damage, have +5% chance of causing a critical hit, and are more accurate.
-Note: Eliminates spread of pistols as much as possible.

*Ambitious...*
Requires:
-Level 4
But rubbish. You aim high, yet never seem to quite get there. With this perk, you gain an extra 2 skill points per level, but yet do 10% less damage with all weapons.

*Coward!*
Requires:
-Level 4
You just hate cowards. With this perk, you deal +200% damage to any opponent that is fleeing.

*Higher Ground*
Requires:
-Level 4
Gonna keep on tryin, till you reach the higher ground. With this perk, while you are standing on a table or a chair, your attacks inflict double damage.

Marksman
Requires:
-Level 4
All those years of shooting at the stationary targets in Vault 101 with your BB Gun have paid off. With this perk, you deal 10% more damage to targets that are not moving.

*Not A Morning Person*
Requires:
-Level 4
With this perk, when you are forced to be active between the hours of 5am and 10am, you are so angry that you deal 20% more damage. However this comes at the cost of a lack of awareness due to how tired you are.
-Note: Perception -2 between 5am and 10am.

*The Will To Death*
Requires:
-Level 4
The will to death is what keeps you alive. With this perk, if you kill a target in V.A.T.S., 10 Action Points are restored upon exiting V.A.T.S.

*Curve The Bullet*
Requires:
-Level 6
You have the exceptional ability of being able to curve bullets. With this perk, you can block enemies' attacks with your own bullets. Therefore, while you are firing a gun, you gain 15% to overall Damage Resistance.

*D.I.Y. Man/Woman (3 Ranks)*
Requires:
-Level 6
-Repair 60
If you want something done well, do it yourself. With each rank of this perk, you deal more damage with weapons you have crafted yourself.
-Note: +15% damage at rank 1, +30% at rank 2, +50% at rank 3

*Overkill*
Requires:
-Level 6
Killing an enemy isn't enough. You want to annihilate them. And there's no better way to do that than with the Fat-Man. With this perk, you deal 200% more damage with the Fat-Man and its unique counterpart.

*Robin Hood*
Requires:
-Level 6
Steal from the rich, give to... yourself? With this perk, while you maintain a Very Good Karma level, your Sneak skill increases by 50 whenever you are pickpocketing someone.

*Sunglasses At Night*
Requires:
-Level 6
You wear your sunglasses at night. With this perk, whenever you wear sunglasses between the hours of 6pm and 6am, you look so damn cool that your Charisma is maxed.

*Zidane*
Requires:
-Level 6
-Endurance 7
Your habit of headbutting things has led to interesting consequences. Although you feel a bit thicker, and therefore gain fewer skill points when you advance in level, enemies simply cannot manage to deal critical hits through your tough skin.
-Note: 2 less skill points per level.

*Gladiator*
Requires:
-Level 8
-Melee Weapons 50
Sometimes you think you would have been better suited to medieval times than post-apocalyptic ones. With this perk, you have a much greater chance of scoring a critical hit with swords, knives, and switchblades.
-Note: +30% greater critical chance.

*Loner*
Requires:
-Level 8
Seclusion is the price of greatness. You function best when left alone, and with this perk, you gain 50% more experience while in combat without anyone fighting alongside you, as well as deal 5% more damage.

*Safety In Numbers*
Requires:
-Level 8
-Charisma 6
You only feel truly safe when you are with a companion. With this perk, when you are in combat with at least one person fighting alongside you, you recover health very slowly.

*Chinese Commando (3 Ranks)*
Requires:
-Level 10
We will definitely be victorious! You have learned how to deal with those imperialist dogs, and with each rank of this perk the damage you deal with Chinese weapons increases.
-Note: +15% damage at rank 1, +30% at rank 2, +50% at rank 3

*Heavy Handed*
Requires:
-Level 10
-Strength 7
You may not be the most skillful unarmed fighter, but when you hit someone, they stay hit. With this perk you cannot deal critical hits with Unarmed attacks, however you do an additional 10 points of Unarmed damage.

*Jump Into Action*
Requires:
-Level 10
-Agility 8
There's something thrilling- and, let's face it, cool- about leaping into a battle. With this perk, whenever you are in mid-jump, you deal +50% damage.

*Wildifre*
Requires:
-Level 12
-Big Guns 50
With the Wildfire perk, you are less accurate with Big Guns (both inside and outside V.A.T.S.), however you deal 25% more damage with them.
-Note: 30% less accuracy with Big Guns in V.A.T.S., 40% greater spread with Big Guns outside of V.A.T.S.

*Born Survivor*
Requires:
-Level 16
-Endurance 5
You just love the wilderness. With this perk, while outside, you deal twice as much damage with Combat Knives, gain an additional 30 Hit Points, and deal twice as much damage against animals.
-Note: Effects same animals as the "Animal Friend" perk.

*No Hero*
Requires:
-Level 16
The world will look up and shout, "Save us!" and you'll look down and whisper, "No". You aren't really evil, you just don't care about people one way or the other. With this perk, while you maintain a Neutral Karma level, you deal +15% damage.

Western Movie Hero
Requires:
-Level 16
-Perception 9
You have learned a thing or two from those old Western movies. With this perk, you can shoot the weapon out of your enemies' hands with ease.
-Note: 10x better accuracy when aiming at a weapon in V.A.T.S.

*Attuned Senses*
Requires:
-Level 18
When you are wary, you are completely in tune with your environment. With this perk, whenever you have your weapon out, your Perception is maxed.

*Hot Streak*
Requires:
-Level 18
-Luck 7
When you get on a roll, you are just unstoppable. With this perk, whenever you land a critical hit on an opponent, you are twice as likely to then score a critical hit with your next attack on them.

*Mr./Mrs Apocalypse*
Requires:
-Level 20
-Endurance 8
You can wake up now, the universe has ended. You were born to thrive in the post-apocalyptic world, this is where you belong. With this perk, you suffer no effects from crippled limbs, and enemies never get critical hits on you.

*Renaissance Man/Woman*
Requires:
-Level 20
-Strength 4
-Perception 4
-Endurance 4
-Charisma 4
-Intelligence 4
-Agility 4
-Luck 4
Jack of all trades, master of none. With this perk, all your skills are set to 75, however you will never be able to raise them above this, not even by reading skill books.
-Note: Skills can still be altered by collecting bobbleheads and raising skills or attributes through equipment- this is unavoidable at the moment, and solutions are being looked at. For best results, take this perk when there are no effects on you.

"UPP - Beverage Perks" Perks


Alcoholic
Requires:
-Level 2
Well it was bound to happen after your childhood. You now feel completely at home with a bottle in your hand. Your stats increase dramatically when drunk, but your Charisma and Intelligence decrease when not.
-Note: While drunk- CHR +4, STR +4, INT +0; While not drunk- CHR - 3, STR + 0, INT -2; This is very deliberately implemented so that your PERMANENT values of Charisma and Intelligence are reduced (permanent values are used as perk requirements etc.), this is a side effect of being an alcoholic.

Forger
Requires:
-Level 2
-Perception 5
You have mastered the art of forgery, and now are capable of turning any bottle cap-like object into a Nuka-Cola Cap. With this perk, every time you drink a beverage of any kind, you gain a Cap.

Liquid Courage
Requires:
-Level 6
-Endurance 6
You have realised that reality is just an illusion that occurs due to a lack of alcohol. With this perk, whenever drunk, you feel invincible, gaining +10% to your overall damage resistance.

Aquaholic
Requires:
-Level 8
Screw those beggars, you love your water. With this perk, Purified Water heals you three times as much, but if you go too long without drinking some you begin to tire, and cannot carry as much equipment until you have a sip of pure water.
-Note: If you go for 30 minutes of REAL LIFE TIME without drinking a Purified Water, you lose 15 to your Carry Weight. This is immediately regained upon consuming a Purified Water.

Feel No Pain
Requires:
-Level 10
When you're drunk you don't even notice if there's a Deathclaw feasting on your arm. With this perk, while you are under the influence of alcohol, you gain an additional 30 Hit Points, but watch out for the hangover...

Angry Drunk
Requires:
-Level 12
-Strength 7
You have no idea why, but people seem to fear you when you're drunk. It's not your fault that everyone wants to pick a fight with you. With this perk, you deal +15 Unarmed damage while drunk.

"UPP -Quest Perks" Perks


WARNING: Spoilers of Quests follow


A Little Push
As you have just discovered, madness is like gravity... all it takes is a little push. And you're an expert at pushing people over the edge. Literally. With this perk, you deal and extra +10% when aiming at the torso in V.A.T.S.
Awarded if you chose via dialogue to push Mister Lopez off the edge.

Avenge My Father
You swear a vendetta on the killers of your father. You gain 10% damage against all members of the Enclave.
Awarded at the stage of "The Waters Of Life" when your father dies.

Cannibal's Bane
Thanks to your experience of dealing with the Andale cannibals, you gain +500% damage against the people hunting parties of the Wasteland.
Awarded if you kill the cannibals of Andale.

Evil Mastery
Betty has shown you new and more brilliant outlets for your evil intent. Thanks to completing her tasks, you deal +10% damage against good or very good characters.
Awarded at the end of "Tranquility Lane", only if you have completed all of Betty's tasks.

Marriage Counsellor
It wasn't easy, but you managed to help Angela and Diego marry. This experience has given you expertise in dealing with delicate situations, and as a result you gain 5 points to your Speech skill.
Awarded if you witness Angela and Diego's marriage.

Master Of The Wastes
You find that your vast experience in exploring the Wasteland allows you to adapt better and recover faster. With this perk, now that you have completed 25 or more Quests, you regenerate health slowly while not in combat.
Awarded automatically when you have completed 25 quests.

"UPP - Experience Perks" Earnable Perks


Entomologist
Now that you have killed more than 1000 creatures, you feel as if you have a greater understanding of how best to deal with the slaughter of mere insects.

Lead Belly
Now that you have taken more than 100 doses of Radaway, some of its effects have stayed in your system. As a result you now absorb less radiation from drinking sources.

Fast Metabolism
Now that you have administered more than 200 Stimpaks, you have a greater understanding of how to get the absolute most out of the medication.

Chemist
Now that you have taken more than 150 Chems, you are an expert at using Chems properly and getting the maximum duration out of them.

Chem Resistant
Now that you have been addicted to Chems more than 50 times, you have developed somewhat of a limited immunity to addictions.

Light Step
Now that you have disarmed more than 100 Mines, you are quite sick of doing it, and you resolve to use all this experience to teach yourself how to avoid setting off mines in the first place.

Computer Whiz
Now that you have hacked more than 100 computers, you have a greater understanding of the inner workings of the machines, and can use this knowledge to attempt to hack into computers you were previously locked out of.

Infiltrator
Now that you have picked more than 200 locks, you feel as if you are skilled enough at lockpicking to attempt to pick locks which you have previously failed to force open.

"UPP - Original Perks" Modifications


Intense Training
Changed to 5 ranks only.

Gunslinger
Changed to 3 ranks (+15% accuracy for rank one, +30% for rank two, +50% for rank 3), description suitably changed, added requirements of Agility 5 and Small Guns or Energy Weapons 50.

Commando
Changed to 3 ranks (+15% accuracy for rank one, +30% for rank two, +50% for rank 3), description suitably changed, added requirements of Agility 5 and Small Guns or Energy Weapons 50.

Life Giver
Changed to 3 ranks (as was originally intended by Bethesda), description suitably changed.

Chem Resistant
Changed to give zero addiction chance, description suitably changed.

Barkskin
Changed to give +1 to Endurance (as was originally intended by Bethesda), description suitably changed.

Lawbringer
Changed to a level requirement of 6.

Contract Killer
Changed to a level requirement of 6.

Nerd Rage
DR bonus changed to 85, description suitably changed.

Entomologist
DMG bonus changed to +100%, description suitably changed.

Finesse
Description changed to be more clear.

Demolition Expert
Changed so that it affects Nuka Grenades.

Pyromaniac
Changed so that it affects the Burnmaster, Nuka Grenades, and the Zhu-Rong v418 Chinese Pistol.

Chemist
Changed to that chems last three times as long.

Better Criticals
Changed so that it does not affect sneak attack criticals, description suitably changed.


The Compatibility

UPP - Original Perks: Not compatible with another mod that alters the same original perks.

UPP - Experience Perks: Compatible with everything (even mods that change original perks).

UPP - Pack 1: Compatible with everything.

UPP - Pack 2: Compatible with everything except for mods that alters the Generic Quest, which is needed to implement two of the new perks.

UPP - Quest Perks: Not compatible with mods that change the same quest or dialogue scripts.

UPP - Beverage Perks: Not compatible with mods that change the effects of beverages.

It is best to use all these mods with a savegame not using a previous (non-modular) form of the UPP.


FAQ:


Why won't the new icons work?
This is an issue with Archive Invalidation, make sure you have bInvalidateOlderFiles set to 1 in your settings .ini file.

Why are these perks so imbalanced?
I have learned that I cannot please everyone with balance, which is the chief aim of this mod. All I can do is take on board the view of the majority, which so far has found this mod to be as balanced as possible, and my own experience in using this mod. If you think this mod is unbalanced, then do not use it.

Why are some perks traits? Fallout 3 doesn't have traits!
Yes, some of these perks are more like traits. I see no problem in defining your character's strengths and weaknesses as your game progresses. There is no reason to be limited to what is or isn't included in the original Fallout 3- that's what modding is all about, going beyond the limits of the original game.

Why don't the V.A.T.S. accuracy perks work?
This is a known problem with the latest patch- it breaks all V.A.T.S. accuracy perks, both in the original game and those added by mods. There is nothing I can do about this, it is up to Bethesda to fix this problem.

Why are there references to the no post-apocalyptic world?
This mod aims to preserve the dark humour of the Fallout world. This includes references to the real world. Some of these are obvious, some are not. I don't think a single player would pick up on every reference I have put into some of these perks. It adds a bit of fun, and hopefully amuses the player.

Seriously, why is "Loner" so imbalanced?!?!
Remember here that it is only combat XP that is effected. And when you consider that what you are giving up for this perk is effectively having a very powerful companion that follows you around doing your dirty work, then I think this is a fair trade-off.

Doesn't "The Will To Death" contain bad grammar?
It's a reference. Google if you must.

Why is [insert level 20 perk here] overpowered?
My level 20 perks are balanced against Grim Reaper's Sprint from original Fallout 3. Indeed I don't think any of mine come close to it in terms of power. So I have to give viable alternatives to it, which means powerful perks.


The Rest:


Thanks To:
Bethesda for Fallout 3 and the G.E.C.K.
The following community members for contributions- Red.Room.Service, spineyurchin, domanz, kettchup, Jardar, Exsequien, YX33A, Enidehalas

Licensing And Contact:
I do not give permission for my work to be used by anyone else or repackaged in any way. If you wish to use my work then please email me at TheFakeEmpire@hotmail.com, or contact me at Nexus or The Official Forums, both under the name "TheFakeEmpire". I am very open to translations of my mods, but please contact me first.

Foreign Translations:
UPP Modular Form - Italian (translation by arcadio21)
These are old versions and will not function with this new modular system-
UPP Version 2 - Spanish (translation by Greeny)
UPP Version 2 - French (translation by Davidelessar)


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