About this mod Currently adds two new perks and a way to rebuild Liberty Prime outside the quest. Permissions and credits Author's instructions File credits Produced by AceCarteria on behalf of SiderisTech Enterprises. Donation Points system This mod is not opted-in to receive Donation Points Changelogs Version 002 Added 2 new perks, including the titular Ascendance Added craftable barrels Added the first Ascendance Chip Created settlement category for Project Ascendance

Version 001 Initial release



NOTE: This mod does not require SiderisTech Core.



Project Ascendance [Or, A Bunch of Random Ideas I Slapped Together]



Welcome to the Ascendance. This mod contains a bunch of ideas that I came up with to improve your Fallout 4 experience.

A list of currently implemented features:

1. Perk system

This mod adds a series of new perks. However, these perks are not obtained via the standard perk selection menu. Instead, they need to be crafted at the Perk Workbench [which can be created for 1 Screw at any settlement.] To obtain the perks, you need to craft Applicators for them using Perk Point Items.



How do you get Perk Point Items? Good question!



To obtain Perk Point Items, you need to craft a Perk Checker [also crafted at the Perk Workbench, but it's free.] When you use the Perk Checker for the first time, via a probably inefficient script, the item will detect your current level, and give you an Information Holotape that will give you info as to perks added by this mod. Further uses will, based on your current level and the level you were at when the item was last used, give you a number of Perk Point Items equal to the amount of times you leveled up.



Anyway, back to the applicators. The applicators, when used, will, via a probably inefficient method, detect what rank of their perk you have, and give you a book that gives the next rank of the perk. These books act like standard magazines, and will show the same menu that appears when a magazine is found. These books also carry insights into the Republic of Sideris, it's people, and it's military, as well as various other entities in the world of New Zenith.

Note that if you do not meet the requirements for a perk, or if you have the max rank of a perk, the Perk Point Item spent will be refunded.



A list of perks currently added:

Atom's Glory: You have studied the wonders of Atom, and have learned how to combat them more effectively. Deal +5% damage against members of the Church of Atom per rank. 5 ranks. Perk requirements: Level 14

Tit for Tat: Chemicals deployed by the Prometheus Initiative have granted you increased damage when a limb is crippled. Deal +20% damage while you have a crippled limb. Perk requirements: Level 26

2. Rebuilding Liberty Prime

You can now rebuild Liberty Prime outside the quest where you do so. Simply go and break down the door to the gantry [it has 3000 health, you may want to bring some nukes], steal the parts [most of them are marked stolen], get the Beryllium Agitator [which you can get outside the quest where you do so], get a whole bunch of fusion cores, head to a chemistry station, build Liberty Prime, and drop the Liberty Prime item. Bam, Liberty Prime appears. [A custom Liberty Prime, mind you, the original one is invulnerable.]

3. Barrels

In the settlement menu, you will now find a category for Barrels. These barrels, when placed, allow you to store up to 10,000 mL of a certain liquid. Due to scripting limitations, each liquid implemented has a barrel for it. You can also withdraw liquids stored in the barrel into a variety of vessels [currently only 4; will be changed when GECK comes out.]

4. The Ascendance

Upon taking the Ascendance perk, you will be granted 1000 max energy. Energy does not currently appear on the HUD [again, will be corrected when GECK comes out.] To get your current and max energy, craft an Energy Checker at the Ascendance Workbench. Energy is used to power a variety of gadgets, artifacts, and baubles supplied by this mod. In the future, these creations will be found on Legendary enemies.

Known bugs:

The recruitable entities do not function. This is deliberate, as I have not fully scripted them yet.

Incompatibilities:

None

