Reasonable Workbench Perks
This is a simple mod that makes it so that rather than needing Local Leader 2 (and by extension, Charisma 6) you can craft a workbench once you have rank 2 of its relevant skill. In addition, the requirements for stores have been redone to be reliant on their relevant skill and Cap Collector.
Big thanks to Gopher for including this in his Mod Vault series!
Workbenches:
Armor Workbench – Armorer 2
Chemistry Station – Chemist 2 OR Demolitions Expert 2 (The two different styles use different perks)
Cooking Station – NONE!
Power Armor Station – Armorer 1, Science 2
Weapons Workbench – Gun Nut 2 OR Blacksmith 2 (The two different styles use different perks)
Stores:
Armor 1 – Armorer 1
Armor 2 – Armorer 1, Cap Collector 1
Armor 3 – Armorer 2, Cap Collector 2
Clinic 1 – Medic 1
Clinic 2 – Medic 2, Cap Collector 1
Clinic 3 – Medic 2, Cap Collector 2
Clothing 1 – NONE! (We should all get to play dress-up)
Clothing 2 – Cap Collector 1
Clothing 3 – Cap Collector 2
Misc 1 – Scrapper 1
Misc 2 – Scrapper 1, Cap Collector 1
Misc 3 – Scrapper 1, Cap Collector 2
Weapon 1 – Blacksmith 1, Gun Nut 1
Weapon 2 – Blacksmith 1, Gun Nut 1, Cap Collector 1
Weapon 3 – Blacksmith 2, Gun Nut 2, Cap Collector 2
This mod plays well with vanilla, as the levels at which you unlock the above perks are roughly the same as the level you unlock Local Leader 2, so your progression should be about the same. No more wasting precious perk points on SPECIAL to get to Local Leader 2!
Let me know how you feel about the balance of the perk swaps for stores in the comments section. I made the Weapon Store require both Blacksmith and Gun Nut, as it sells both melee and ranged weapons. If you feel that this requirement is a little too harsh, I’ll look into changing it.
If you like this mod and want another small tweak, consider looking at my Emergent Properties mod, which makes it so you can build guns from those spare mods you have lying around.
Made using FO4Edit