Perk Pack 2 now updated! This is a collection of modular mods that each function perfectly on their own, but work best when combined. They focus on adding new high-quality perks to the game that are innovative, funny, and fun. Combined.
ANOTHER UPDATE:I'm back. Just bought the GOTY edition, so I'm getting used to the new DLC and the game itself (and dealing with some computer issues). I'll be away for a week around New Year's, but after that I'll start modding again and updating this. Thanks to anyone who still cares :)
**UPDATE:**Hi everyone, I know it's been a long time coming, but here's an update on where I stand with this mod.
I've been very busy lately, and simply haven't had enough time to play Fallout, let alone mod it. But now I have much more free time and am starting to work on this again, along with a few new mods. I'd like to quickly thank you for your continued support of this mod.
I'm planning to update Pack 1 with new icons, expand the Quest and Experience Perks, and start work on a new Pack. I also recently picked up Operation: Anchorage and The Pitt, and I'm planning to create individual mod packs for each of these DLCs. I see a lot of potential for some cool content.
I only buy DLC on disc, so don’t expect Broken Steel content until it’s released on disc. But once I get it, my top priority will be to create versions of components adjusted for level cap 30, as well as a standalone Broken Steel component.
I'm also looking into making FOSE versions of some of these perks, especially the ones that affect scoped weapons, to support mods like 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 more info. This mod will remain the premier perk mod—I promise.
**File Of The Month February '09**
A big thank-you to everyone who voted
The UPP:
This page is now the central hub for downloading all UPP components, which are now modular. Each file works perfectly on its own, but for the full experience, all UPP mods should be used together. Combined, they add over 70 high-quality perks to Fallout 3, along with new unique icons for some of these perks (currently only in Pack 2).
The Files:
UPP - Original Perks: Modifies the original perks in Fallout 3.
Current Version - 2.0UPP - Experience Perks: Unlocks the ability to gain unique perks through your repeated miscellaneous actions.
Current Version - 1.0UPP - Pack 1: Adds nearly 40 balanced, innovative, funny, and fun perks to the game.
Current Version - FINALUPP - Pack 2: Adds 27 new perks to complement and expand Pack 1, most with new icons.
**UPDATED:** Current Version - FINALUPP - Quest Perks: Adds perks to the game that are obtained through completing quests.
Current Version - 1.5UPP - Beverage Perks: Adds perks to the game related to drinking beverages (e.g., alcoholic drinks).
Current Version - 1.5The Perks:
"UPP - Pack 1" Perks
Fishboy/FishgirlRequires
-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.
NimbleRequires:
-Level 2
-Agility 6
-Strength less than 5
With this perk, your small and agile frame grants you +25 AP, but your carry capacity is significantly reduced.
-
Note: Reduces carried weight by 50Pacifist (3 Ranks)**Requires:**
-Level 2
You detest conflict in all its forms, instead reveling in intellectually stimulating and peaceful solutions. Your combat skills decrease by 10, but your non-combat skills increase by 10.
-
Note: Explosives are not reduced 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 5,000 caps you have, you can carry 10 pounds more of equipment (up to a maximum of 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, their reactions toward you will be more extreme, one way or another.
Evil GeniusRequires:
-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 MondaysRequires:
-Level 6
Mondays make you angry. With this perk, you can unleash that anger—you gain +50% critical chance on Mondays.
Tough MotherfuckerRequires:
-Level 6
-Strength 6
-Endurance 6
You're one tough motherfucker. This perk grants +1 to both Endurance and Strength, and reduces the chance of enemies landing a critical hit on you by 25%. However, chems have no effect on you.
Worth The WaitRequires:
-Level 6
-Luck exactly 5
Your critical hits are rarer, but well worth the wait. Critical hit chance is halved, but critical damage is doubled (sneak attack criticals are not affected).
Bang! (3 Ranks)Requires:
-Level 8
-Explosives 50
Agility 5
You are an expert at throwing grenades, significantly improving your accuracy when doing so.
-
Note: +15% grenade accuracy, then +30%, then +50%Last Gasp EffortRequires:
-Level 8
-Strength 6
With your dying breath, you gain the power to destroy what nearly destroyed you. When your HP falls below 10%, all your attacks become critical hits.
Steady As She Goes**Requires:**
-Level 8
-Endurance 5
-Big Guns 50
Description: You have learned how to keep big guns stable while firing. Each rank of this perk grants +15% accuracy in V.A.T.S. when using a big gun (with a small mastery bonus at rank 3).
-
Note: +15% accuracy with heavy weapons, then +30%, then +50%Crazy IvanRequires:
-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% grenade hit chance in V.A.T.S., +25 AP with grenades equipped, +10 Explosives, -15% accuracy with other weapons in V.A.T.S.Desire To HelpRequires:
-Level 10
You are driven to help others, and doing so fuels your strength. With this perk, for each captive you rescue from the Super Mutants, you gain +5% damage against any Super Mutant (up to a maximum of +50% damage).
Merciful KillerRequires:
-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 GryllsRequires:
-Level 12
**Endurance 6**
You have the amazing ability to eat any creature you kill, no matter how disgusting. While in sneak mode, you can devour creatures you have slain to replenish HP.
KamikazeRequires:
-Level 12
-Endurance 5
Intelligence below 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 HandRequires:
- Level 12
**Agility 7**
You have learned to keep your hand steady while firing, improving your accuracy with all weapons outside of V.A.T.S.
-
Note: All weapons have 50% reduced spread.Love Being HatedRequires:
-Level 14
-Charisma less than 6
You have grown used to being despised by most of the Wasteland. Their jeers, insults—and yes, even their bullets—no longer faze you. While your Karma is Evil or Very Evil, you gain 15% Damage Resistance.
Natural-Born SniperRequires:
-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 BraveRequires:
-Level 14
**Endurance 9**
-Strength 9
Fortune favours... you. You find your bravery finally being rewarded with good fortune. Gain 2 points of luck.
RealistRequires:
-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 increase by 1.
-
Note: Explosives are not decreased due to a G.E.C.K. limitation.The Repairman/womanRequires:
-Level 16
Ranks: 1
You can fix a lifetime of bad habits. You're used to using fully repaired weapons, so you deal more damage with weapons above 90% condition, but less with those below 90% condition.
V.A.T.S. MasterRequires:
-Level 18
Agility 7
You are an expert at using V.A.T.S. and have significantly more AP for it, but attacks outside V.A.T.S. now rapidly drain your AP.
-
Note: Attacks outside of V.A.T.S. cost 25 AP. Your AP can go negative, and you won't be able to enter V.A.T.S. until it returns to a positive value through normal recovery methods (drugs, waiting, sleeping, or natural regeneration). Regardless of your AP value, you can still attack normally, but it will keep pushing your AP further into negatives.JuggernautRequires:
**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 ShadowRequires:
**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 are removed from your map, allowing you to earn XP by rediscovering them.*
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 BreathingRequires:
-Level 2
-Agility 5
-Perception 5
With this perk, while standing completely still, your aim is much steadier when using scoped weapons, and you also deal more damage with them. As your skill with these weapons improves, the effect of controlling your breathing diminishes.
-
Note: This is achieved by boosting your Small Guns skill by 60 when you have a scoped weapon equipped and remain stationary. So, unless you use my... Wasteland Mastery Mod, you will notice diminishing effects from this perk as your Small Guns skill increases.*
Pistol*
**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: Minimizes pistol spread 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 deal 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 standing on a table or chair, your attacks deal double damage.
MarksmanRequires:
-Level 4
All those years plinking at stationary targets in Vault 101 with your BB Gun have paid off. With this perk, you deal 10% more damage to non-moving targets.
*
Not A Morning Person*
**Requires:**
-Level 4
With this perk, between 5 AM and 10 AM, if you're forced to be active, your rage boosts damage by 20%. However, your fatigue also reduces your situational awareness.
-
Note: Perception -2 between 5:00 and 10:00 AM.*
The Will To Death*
Requires:
- Level 4
The will to death keeps you alive. This perk restores 10 Action Points when you kill a target in V.A.T.S. and exit the system.
*
Curve The Bullet*
Requires:
-Level 6
You have the exceptional ability to curve bullets. With this perk, you can block enemy attacks using your own bullets. While firing a gun, you gain 15% 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% DMG 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 6PM and 6AM, you look so damn cool that your Charisma is maxed out.
*
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 fewer 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% increased 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 have someone by your side. With this perk, you slowly regain health while in combat with at least one ally fighting alongside you.
*
Chinese Commando (3 Ranks)*
Requires:
- Level 10
We will definitely be victorious! You’ve learned how to handle those imperialist dogs, and with each rank of this perk, your damage 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 skilled bare-handed fighter, but when you land a hit, they stay down. With this perk, Unarmed attacks cannot land critical hits, but you deal 10 additional points of Unarmed damage.
*
Jump Into Action*
Requires:
-Level 10
Agility 8
**Leap Attack:** Jumping into battle is thrilling—and, let's be honest, cool. While mid-jump, you deal +50% damage.
*
Wildfire*
Requires:
-Level 12
-Big Guns 50
With the Wildfire perk, your accuracy with Big Guns decreases (both in and out of V.A.T.S.), but 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: Affects the 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 HeroRequires:
-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're on edge, you're fully attuned to your surroundings. With this perk, your Perception is maxed out whenever your weapon is drawn.
*
Hot Streak*
Requires:
-Level 18
-Lucky 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 land 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, but they cannot be raised above that—not even through skill books.
-
Note: Skills can still be modified by collecting bobbleheads or boosting skills/attributes through equipment — this is currently unavoidable, and solutions are being explored. For best results, take this perk when no active effects are affecting you.UPP - Beverage Perks
AlcoholicRequires:
-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 intentionally designed so that your PERMANENT Charisma and Intelligence stats are reduced (permanent stats are used for perk requirements, etc.). This is a side effect of being an alcoholic.ForgerRequires:
-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 CourageRequires:
-Level 6
-Endurance 6
You have realized that reality is just an illusion caused by a lack of alcohol. With this perk, whenever you're drunk, you feel invincible, gaining +10% to all 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 30 minutes of real time without drinking Purified Water, your Carry Weight is reduced by 15. This penalty is instantly removed upon drinking Purified Water.Feel No PainRequires:
-Level 10
When you're drunk, you won't even notice a Deathclaw chewing on your arm. With this perk, while under the influence of alcohol, you gain an additional 30 Hit Points—but watch out for the hangover...
Angry DrunkRequires:
-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
WARNING: Quest spoilers ahead
A Little PushAs 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 an extra +10% damage when aiming at the torso in V.A.T.S.
Awarded for choosing to push Mr. Lopez off the edge during dialogue.Avenge My FatherYou swear a vendetta against your father's killers. You gain 10% bonus damage against all Enclave members.
Awarded during "The Waters of Life" when your father dies.Cannibal's BaneThanks to your experience with the Andale cannibals, you gain +500% damage against Wasteland hunting parties.
Awarded for killing the cannibals of Andale.Evil MasteryBetty has shown you new and more brilliant outlets for your evil intent. Completing her tasks grants you +10% damage against good or very good characters.
Awarded at the end of "Tranquility Lane," only if you completed all of Betty's tasks.Marriage CounselorIt wasn’t easy, but you helped Angela and Diego tie the knot. This experience sharpened your ability to handle delicate situations, granting you +5 to your Speech skill.
Awarded for witnessing Angela and Diego's wedding.Master Of The WastesYou find that your vast experience exploring the Wasteland helps you adapt and recover faster. With this perk, after completing 25 or more quests, you slowly regenerate health while out of combat.
Awarded automatically upon completing 25 quests.UPP – Experience Perks: Earnable Perks
EntomologistNow that you've slain over a thousand creatures, you feel you've gained a deeper insight into the best way to handle the slaughter of mere insects.
Lead BellyNow that you've taken over 100 doses of Radaway, some of its effects have lingered in your system. As a result, you now absorb less radiation from drinking sources.
Fast MetabolismHaving administered over 200 Stimpaks, you now have a deeper understanding of how to maximize their effectiveness.
ChemistNow that you've taken over 150 Chems, you're an expert at using them properly and getting the maximum duration out of each dose.
Chem ResistantNow that you've been hooked on Chems over 50 times, you've built up a partial immunity to addiction.
Light StepNow that you've disarmed over 100 mines, you're thoroughly sick of it. Using all that experience, you decide to teach yourself how to avoid setting them off in the first place.
Computer WhizNow that you've hacked over 100 computers, you've gained a deeper insight into how they work. You can now use this knowledge to try hacking into systems that were previously locked to you.
InfiltratorNow that you've picked over 200 locks, you feel confident enough to try those you've failed to open before.
"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 three). Description updated accordingly. Added requirements: Agility 5, and Small Guns or Energy Weapons at 50.
Commando Changed to 3 ranks (+15% accuracy for rank 1, +30% for rank 2, +50% for rank 3). Description updated accordingly. Added requirements: Agility 5 and Small Guns or Energy Weapons 50.
Life Giver Changed to 3 ranks (as originally intended by Bethesda), description updated accordingly.
Chem Resistant Changed to give zero addiction chance, description suitably changed.
Barkskin Changed to give +1 to Endurance (as originally intended by Bethesda), with description updated accordingly.
Lawbringer Changed to level 6 requirement.
Contract Killer Changed to level requirement 6.
Nerd Rage DR bonus changed to 85, description updated accordingly.
Entomologist DMG bonus increased to +100%. Description updated accordingly.
Finesse Description updated for clarity.
Demolition Expert Changed so that it affects Nuka Grenades.
Pyromaniac Changed to affect the Burnmaster, Nuka Grenades, and the Zhu-Rong v418 Chinese Pistol.
Chemist Lasts three times as long when chems are changed to that.
Better Criticals Changed so that it no longer affects sneak attack criticals; description updated accordingly.
**The Compatibility:**
UPP - Original Perks: Not compatible with another mod that changes the same original perks.
UPP - Experience Perks: Compatible with everything (even mods that alter original perks).
UPP - Pack 1: Compatible with everything.
UPP - Pack 2: Compatible with everything except mods that modify the Generic Quest, which is required to implement two of the new perks.
UPP - Quest Perks: Not compatible with mods that alter the same quest or dialogue scripts.
UPP - Beverage Perks: Not compatible with mods that alter beverage effects.
It is best to use all these mods with a save file that has not used a previous (non-modular) version of the UPP.**FAQ:**
Why won't the new icons work?Archive invalidation issue detected. Please ensure `bInvalidateOlderFiles` is 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 main goal of this mod. All I can do is listen to the majority's opinion—so far, most have found this mod to be as balanced as possible—along with my own experience using it. If you feel this mod is unbalanced, then simply 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, pushing beyond the limits of the original game.
Why don’t the V.A.T.S. accuracy perks work?This is a known issue with the latest patch — it breaks all V.A.T.S. accuracy perks, both in the base game and those added by mods. There's nothing I can do about it; it's up to Bethesda to fix this problem.
Why are there references to a non-post-apocalyptic world?This mod aims to preserve the dark humor of the Fallout world, including references to the real world. Some are obvious, others less so. I don't think any single player would catch every reference I've woven into these perks. It adds a bit of fun and, hopefully, keeps players amused.
Seriously, why is "Loner" so imbalanced?!?!Remember: only combat XP is affected. And when you consider that what you're giving up for this perk is essentially a very powerful companion that follows you around and does your dirty work, I think it's a fair trade-off.
Doesn't "The Will To Death" contain bad grammar?It's a reference. Google it if you must.
Why is [insert level 20 perk here] overpowered?My level 20 perks are balanced against Grim Reaper's Sprint from the original Fallout 3. In fact, I don't think any of mine come close to it in terms of power. So I need to provide 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, please email me at
[email protected], 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 work with this new modular system.
UPP Version 2 - Spanish (translation by Greeny)
UPP Version 2 - French (translation by Davidelessar)