PAYDAY 2

PAYDAY 2

67 ratings
Introducing Sydch's Skill Overhaul
By kyuketsuki★ and 2 collaborators
A guidance for more challenging yet fair game experience. Restores missed features and makes complete control over skill trees and perk decks with brand new abilities.
   
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Getting Started


Requires up-to-date Super BLT[superblt.znix.xyz] and BeardLib only.
Download it from here[modwork.shop] and be sure it's the latest version.
Click here to join the official Steam Group.

Skill Overhaul is a mod that completely changes character building from what you get used to. It takes the good parts from the legacy tree and combines it with current system while adding bunch of new upgrades you could have never seen it, until now.

Guide will inform what has been changed and what's not - and how to install it. It's easier to use, easier to install and uninstall because it doesn't need any dependencies. You will lose nothing when using this. Your save files will be untouched. Everything done with limitations of vanilla game offers. Playing with this mod doesn't mark you as a cheater as well.

Heavily recommended for player that bored of vanilla meta, but doesn't want to be locked from multiplayer and also knows how to make build.
Installation & Contents
If you don't have any BLTs or regular BLT - you need to use SuperBLT. Regular one is pretty outdated, and probably won't work with this.

You can find how to install SuperBLT from here[superblt.znix.xyz]. You also need to use BeardLib, which allows me to push easy updates and keep my hooks clean - you can find more information from here[modworkshop.net]. You will stuck in black infinite loading screen if you don't keep them updated.

Once you setup SuperBLT and BeardLib or you have already using them - extract the content from .zip file and place it into your mods. You can't install this mod in a categorised folder with BLT+, textures will not load and you'll have a complete mess when you look at menus.

Once you have boot your game up, if everything done correctly - you will see bunch of different names and icons.

WHAT TO EXPECT
The skill icons have been extensively redesigned to enhance the immersion of each respective skill. When checking your skill tree, you may notice changes in ace icons, images, names, and descriptions compared to what you're accustomed to. However, this feature is completely optional, and you can choose other variations if desired. Using Skill Overhaul is not considered cheating, as it actually puts you at a disadvantage compared to vanilla players. It provides you with more choices to create diverse builds instead of being limited to a few options. The mod follows the anticheat rules set by OVERKILL and modworkshop and is regularly updated based on user feedback to address any issues. Therefore, using the mod will not label you as a cheater.

You don't need to back up your saves when using this mod. Simply create a clean profile with a clean skill page. If you decide to remove the mod, you can easily respec and rebuild your skill trees. In many cases, you won't even need to respec, as the game automatically converts your build based on the order of the skills in the skill tree. Skill costs, tier requirements, and points gained per level remain unchanged. Infamy progression effects also remain the same. Other mods that modify skills, the skill tree itself, perk decks, or skill behaviors are generally incompatible unless the authors explicitly state otherwise. This also applies to cosmetic changes. The images and official guide may be outdated, as it takes time to edit and update them. To get the best results, please refer to the in-game information.

Skill Overhaul introduces buffs, nerfs, and rebalances to over 120+ upgrades, essentially touching almost everything. This brings a fresh and diverse experience. The mod includes 40+ new upgrades that were scrapped during development or remained unused, while still preserving their vanilla spirit. Descriptions provide more in-depth explanations and may even include Easter eggs. The mod also restores the unlocking skill tree descriptions with completely new ones for sub trees, offering examples of what you will gain. The concept of Tier Bonuses, which PAYDAY 2 originally had before the first Crimefest update, is reintroduced without removing or altering the purpose of Perk Decks.
Gameplay Changes
GENERAL
The "Grace Period," also known as the time between taking damage, is now dynamically scaled with difficulty levels, instead of being fixed at 0.35 seconds as in the vanilla game. The mod aims for a slower and more realistic pacing, moving away from the fast-paced gameplay of the base game. Holding heavy weapons such as LMGs and Miniguns affects your movement speed, adding a sense of realism and tactical consideration. Armor has less impact on movement speed, making armor-based builds more rewarding. Dodge mechanics have been overhauled to reduce reliance on RNG. Instead of being purely chance-based, dodge now represents the percentage of bullets you can dodge. Sprinting now has a starting animation, during which reloading or firing is not possible to cancel the animation. Additionally, the counter-taser animation has been restored. In stealth, you can disable a titan-camera for 9 seconds without any skill.

COMBAT
Headshots now deal 30% more damage, allowing low-damage weapons to be more effective, especially with headshots and critical hits on higher difficulties. The mod adjusts the behavior of recoil and accuracy stats. Actions that lower your stats, such as firing from the hip, spraying, or moving, are not rewarded. Suppression and panic mechanics play a more significant role for both enemies and players. Player suppression resets armor recovery time and adds the suppression percentage as a multiplier to armor recovery time. However, reaching maximum suppression grants suppress immunity for a few seconds. Higher suppression levels result in reduced gun control, stability, and accuracy. Dodge numbers are also affected by suppression. Players can sprint even when out of stamina, but the lower the stamina, the lower the gun control, stability, and accuracy. Bullets will always deal at least 1 damage, regardless of damage absorption. Complete negation of damage relies on dodging. Cable tied hostages can take damage once in every 2 seconds, but the next damage will kill them. Shouting at civilians will work generally instead of a single target. Marshal units are limited to Texan Campaign.

EQUIPMENT
Sentries no longer use player ammo when placed and their damage values are adjusted dynamically based on difficulty. They can run out of ammo easily, so players must keep an eye on them. Doctor Bags no longer instantly recover 100% health; instead, they trigger health regeneration over time. Grenade Cases provide additional throwable items if the player has more than 3 charges. Sentry Guns are vastly changed to be viable and controllable, as they overheat when they are out of ammo and doesn't cost any to place. Trip Mines will kill anything to they touched. Armor Bags have been replaced with Conversion Kits that recover health, armor, and ammo when used. Ordnance Bags now recover ammo and throwable items when used. Special Weapons that can pick up ammo now requires at least 30 boxes to refill one.
Optional Changes I of II
SKILLS & PERKS
Most skills have been completely changed in terms of their mechanics and value compared to the vanilla version. No skill is useless or unreliable. Perk Decks have also been completely redone, offering new rewards with each card. The shared upgrade bonuses that used to come from perk decks have been removed and integrated into the skill tree. Completing a perk deck now rewards your crew with an experience bonus. Each skill grants a specific ability, so you can't do everything with a low reputation. Additionally, crew bonuses no longer apply to the user, emphasizing the need to rely on teammates for those bonuses. Starting with upgrades without investing any skills is no longer possible. To obtain the free upgrades you used to get in the vanilla version, you now need to invest approximately 40+ skill points, making it harder to create a build. Deployables are now locked behind skill trees, and the number of skill points you invest determines which deployables you can access. Dominating cops can only be done between assault waves, and a specific skill is required to achieve this. Ammo boxes no longer provide cable ties; you must acquire a skill for that. Special weapons and Akimbo weapons have prerequisites, requiring a certain level of proficiency with normal weapons and at least one point invested in the Fugitive tree, respectively. Almost every weapon and throwable now have access to damage bonuses, making them more reliable when creating a build. Skills also allow for unique features, such as dealing critical hits with projectile-based weapons. Critical hit values have been adjusted to reflect their increased importance.

USER INTERFACE
You have the option to use or not use UI changes to the Skill Tree and Perk Deck screens made by the mod. The Classic option aims to faithfully replicate the old skill tree while maintaining the same functionality as the new version. There is also another option that allows you to use your own skill tree UI mods.

EXTRA VOICE LINES
Based on Vocal Heisters by rokk, this version offers slightly fewer features. You can choose to use this feature only on skills, where your heisters may make references when certain skills are used. This feature is optional and can be used alongside other mods that add more voice lines to the game. The complete version adds several more voice lines and synchronizes with other Skill Overhaul or Vocal Heisters users.

SCREEN EFFECTS
Certain skills trigger a subtle tint change on the screen when activated. The Exaggerated option adds an overlay to the screen during skill and perk deck activations.

VARIED LOCALIZATION
Many strings have been changed, and the description section for weapons has been unlocked. You can choose to keep the default values for difficulties, heists, and soundtracks. These changes affect many strings that may not be directly related to the mod but contribute to an enhanced experience.

SKILL INDICATORS
An icon is added to your health bar when certain skills are active, providing visual cues for their effects.

MORE HINTS
Some skills now display additional hints in the middle of the screen. The mod also restores the "TAKE COVER - YOU'RE HURT" hint when your armor is broken.

DAMAGE VISUALS
The mod restores the old version of the DAMAGE FLASH, which is compatible with new accessibility features. It also adds a suppression effect when you're suppressed, expanding on the concept of being under fire.

SOUND EVENTS
Based on Immersive Dodge Sounds and Jump Sound by △urelius, the mod adds sound cues for various events that were lacking in the vanilla version.

STEP DODGE
This feature, based on the Advanced Movement feature of Irenfist, allows you to hop in a specific direction by pressing the same movement button twice. It works in 4-way and consumes stamina.

SLIDE FEATURE
Based on the Advanced Movement feature of Irenfist, the slide feature allows you to crouch from a sprint and slide along the ground. It works in 8-way and consumes stamina. The slide can be canceled by inputting the opposite direction or jumping. It also triggers various actions that work while sprinting or crouching. While it loosely affects the crouch-jumping feature, it works better in stealth situations.

ASSAULT TWEAKS
The mod reduces the frequency of assaults, making enemies more aggressive and dynamic. The complete version also restores old enemy units that were removed from PAYDAY 2 during updates. Some features may only work when hosting, but they still make a difference when playing as a client. Zeal enemies deal less damage at a range but have varied weapon values, making some enemies deadlier at close range. Taking hostages extends assault breaks, allowing players to complete objectives during those phases. The mod slightly modifies the AI but not to the extent of other AI enhancement mods. Other AI mods can still be used alongside this mod if desired.

AI IMPROVEMENTS
The mod adds 12 new abilities and 8 new boosts for your crew AI. However, these abilities and boosts are disabled when someone without the mod joins your game. The abilities are designed to mimic the abilities from skill trees. The mod also improves how bots use melee, prioritize other players over shooting, use cover more effectively, and utilize melee attacks at close range.

RELOAD TYPE
You can choose between different reloading types. In the vanilla mode, players reload automatically once they fire a shot with an empty magazine. The manual mode requires you to press the reload input to reload, and firing with an empty magazine plays a dry-fire sound. The automatic mode starts the reloading process instantly after reaching zero ammo.

RECOIL COMPENSATION
The mod offers two different modes for recoil compensation. In the vanilla version, after stopping shooting, the crosshair reallocates to the first position when shooting resumes. The static mode completely removes this feature, making weapon control harder but more satisfying for hardcore players. The last shot mode, common in modern games, reallocates the crosshair to the position of the last shot when shooting resumes instead of the first.

SHOTGUN MECHANICS
Shotguns in PAYDAY 2 deal full damage regardless of the number of pellets that hit the enemy. The mod retains this aspect while adjusting how shotguns work. The fixed spread version modifies the shotgun spread using Spread Fix by TRANS RIGHTS, but this version has slightly less compatibility. The per-pellet hit version provides a more immersive and realistic gunplay experience but has limited compatibility.

VARIED HAND MOVEMENT
This feature allows you to adjust how your first-person movement reacts when looking around, also known as Gun Inertia. The slower option makes your hands react slower to the direction you look, while the faster option does the opposite. The static mode keeps the hands static, which can be helpful for players with motion sickness. The varied movement option mixes default weapon values for this feature with new ones, creating a different feel for each weapon.
Optional Changes II of II
WEAPON OVERHAUL
This feature does not modify weapon stats, allowing compatibility with other weapon overhaul mods. It removes the old weapon boosts and adds 11 new boosts to choose from. These boosts provide either small bonuses with no penalties or significant bonuses with penalties to other stats, allowing players to fine-tune their weapons. The fire mode lock by cyclics is also removed, allowing players to use fire modes as they prefer. Melee weapons are significantly improved, with added gimmicks such as the ability to cut fences, revive teammates, and use chainsaws. Different gimmicks are available, and they are described in the mod's description section. Some weapons can attack during the charging animation, such as chainsaws and chain whips. Small weapons can instantly knock down enemies that do not have time to react. Knives can parry enemy melee attacks, stunning the enemy without dealing damage. Bladed weapons make enemies bleed visually. Bladed heavy weapons prevent enemies from regenerating health when attacked by a medic unit. Breaching weapons can break lock-picks on doors but not locks requiring a keycard, ECM, or OVE9000 Saw. Blunt weapons also knock down enemies with the first hit. Some weapons can make enemies panic when hit or killed, especially if witnessed by other enemies. Poison, fire, and electricity effects are also available on more weapons, adding to the immersive experience. Additionally, there are various other small gimmicks, such as weapons that generate cash on hit or steal ammo from enemies. Nail guns shoot nails, and the mod improves melee action by allowing attacks while charging a melee weapon, followed by the ability to charge again immediately after the animation ends.

RATIONAL BALANCE
The mod introduces checks to determine the damage you receive from a shot, considering factors beyond damage reduction or absorption values. Cops may miss shots, and their damage output is reduced at a distance, although this may result in taking more damage initially. Each difficulty level has its own lowest damage thresholds, and if your damage falls below that value, Skill Overhaul will force it back to that threshold. Non-special enemies cannot take more than 14 shots, ensuring that low-damage weapons have a fixed damage breakpoint. Health and armor values may be lower than in the vanilla version, but Skill Overhaul aims for a fair difficulty level and includes a modified version of Reduced I-Frame Damage, preventing players from being quickly overwhelmed while downed. Heavy-hitting weapons, such as Rocket Launchers, require fewer shots to destroy Swat-Turrets. The mod provides a fair and somewhat easier gameplay experience. However, the option to disable these changes is available for players seeking greater challenge, though it's worth noting that increased challenge doesn't necessarily mean it's a smarter challenge. Additionally, some functions are overridden, slightly reducing compatibility.

PROFESSIONAL MODE
This mode replaces the One Down mode and offers a faithful and modern take on old Pro Jobs. Unused bullets in your magazine are lost when reloading. Similar to One Down mode, your down chance is reduced to one without any skills. Answering pagers while someone else is already answering one is not possible. Special enemies are not affected by whether you're the last player standing. The AI has a one-second reduction in revive time with each down. Completing a job without a restart grants a 15% experience bonus, but canceling the contract no longer provides a bonus, as it used to.

AGGRESSIVE HOLDOUT
The mod transforms holdouts into a more fast-paced, challenging, and diverse experience. All waves are now streamlined to match the difficulty of the last wave. Some enemy units that were lost over time have been restored. Spawn limits have been adjusted to compensate for the increased difficulty resulting from standardization. The mod can also be used as a standalone version without certain features.

IMPROVE MUTATORS
Mutators have been redesigned to provide more rewarding and less restrictive gameplay. These changes affect all players with the mod, but vanilla players in the lobby remain unaffected. Some mutators have been modified to prevent exploiting with extremely low values. The mod offers the same mutators as before, without adding new ones, ensuring compatibility with other mods and other players.

MORE HEIST OUTFITS
Additional specific outfits have been added to heists. The mod expands on the locked outfit system that Overkill decided not to update, inspired by the nostalgia from PAYDAY: The Heist. The Sneaking suit has been replaced with Legacy Tactical due to its superior functionality. This mod is also available as a standalone version without certain features.

NO SCREEN SHAKE
The mod removes the screen shake effect when firing weapons, leaving everything else unchanged. It is also available as a standalone mod and is one of the most popular mods in PAYDAY 2.
Skill Tree Changes
Skill trees are completely different from vanilla. You can see all of them from this (might be outdated, does not represent the current version) spreadsheet.[docs.google.com] Also it's have a color coded version we can talk about later. You can find more information below. But first lets just try to understand what the new concepts are.

TIER BONUS
Once you reach the third tier however you like, you'll get an additional effect. You can see the effect from any skill placed in that tier, but each subtree have it's own thing. You don't need to take a skill from that tier, just spend 4 points to unlock it.

CREW BONUS
Skill trees have it's own thing once it comes to skills that benefit your team. Unlike team bonuses in perk decks, skill tree bonuses are only affects your teammates - not you. If you want something, rely on your teammates. There is four different bonuses in Skill Overhaul and almost all of them present in vanilla.

STREAMLINED PLACEMENT
Same kind of skills in different gimmicks are placed on same tiers and if it was possible, same places. As an example, all spotting skills are placed on second tier. Not by just that, i did my best to balance all of them between certain tiers.

Now, those information is all about what skill trees focused on and what they representing. I also made side notes on tier bonuses because new players might miss those.

THE MASTERMIND
MEDIC
Professional who possess skills based on aiding crew members.

Medic is almost the same what it's represent in vanilla. Keep yourself and your allies healthy. Doctor Bags are bit more Jack of all Trades friendly. First Aid Kits is cheaper alternative, you have option to spend less points to get inferior deployable.

Tier bonus allows you to revive your crew members faster, because you don't need inspire to make a good build. And while we speaking of Inspire, it got nerfed with 90 seconds cooldown but you can use it even while you have downed, only if you are able to shoot.

DOMINATOR
Manipulative leader who excels in situational control.

Dominator is now less about jokers and more about hostages. Old Stockholm Syndrome and new one have been merged. All joker related skills packed into one.

Taking any kind of hostage will be faster with tier bonus.

RIFLEMAN
They specializes in accurate shots.

Rather only focuses on single-shot weapons, it's more global now and won't force you to have same kind of weapons. Even graze is not all about sniper rifles now!

Tier bonus increases your accuracy - and unlike vanilla, you have limited options about increasing your weapon stats.

THE ENFORCER
ASSAULT
Master of cleaning mass numbers of enemies, no matter what the range is.

Still gives it's most benefits to shotguns, but won't force you to pick up one. Skills that were too similar to others have been merged - such as shooting while sprinting. Also with some balancing, shotguns won't be cheap alternative snipers but still destructive on short ranges.

Also with some minor changes, skills will affect inferior shotguns instead of meta akimbo shotguns. And not just that, they also affect saws! You can get Overkill skill without any unnecessary point spending.

Tier bonus increases your stability and like accuracy, you have limited options on stats.

TANK
Criminals have been employed to execute jobs that no one else can.

Mostly based on increasing armor or benefits of having one.

With tier bonus, you can sprint with heaviest bag - Almir's Toast. But the movement penalties will still apply.

SPECIALIST
Who are responsible for the management of ordnance.

Anything related with ammo management or ammo box pickups will be here. Ammo bags are more Jack of all Trades friendly, saw skills are reduce to one so you don't have to spend enormous points to make it viable.

Tier bonus allows you to pick ammo boxes from more distance.

THE TECHNICIAN
ENGINEER
Adopts science and math when solving problems.

Rebalanced sentry guns so all of those vanilla upgrades are just in 2 different skills. Third Law is something new, allows sentries to mark enemies and makes you deal more damage against them. Rest of the tree is mostly based on resource management.

Every type of interaction will be shorten with tier bonus. If you have interaction circle, that action will be affected.

BREACHER
Expertise in criminal science, enjoying anything that goes blast.

Mostly based on breaching something and trip mines.

Breaching interactions will be shorten with tier bonus, even if they are part of the heist such as Panic Room's C4 sequence.

SAPPER
Mastered in keeping enemies under pressure.

Instead of Rifleman, this subtree mostly based on suppressing fire and giving more meaning to it. Like all other changes, you are not restricted just with auto-fire weapons. Also gives special weapon benefits if you unlock them.

Tier bonus increases your damage by 10%.

THE GHOST
PURIST
Capable of grand theft without force or violence.

Anything related with basic stealthing and ECM jammers are in this tree, but placed and designed for loud builds too.

With tier bonus, you can do more stuff in casing mode - pushing buttons, placing items, minor interactions etc.

COMMANDO
Relies on luck to be effective in any kind of situation.

Movement, dodge and critical hit skills are placed in this tree.

You will move faster with tier bonus.

FIGHTER
Escape artist, that cannot be catched.

If you want to lay low or escape from the heat, anything in this tree will be helpful to you.

THE FUGITIVE
GUNSLINGER
Noted for handling when shooting a gun.

Mostly focused on pistols, but have some stuff for akimbo weapons as well. This tree is bit restrictive due it makes pistols compliment to your primary weapon.

Tier bonus is reload speed, plain and simple.

UNDEAD
Always on the run and an expert at hiding from the law.

With spending most of your points, you can revive yourself without any kind of help. Swan Song have been changed and nerfed, it might still feel like a necessary skill to majority tho.

With tier bonus, you get your one more down. It's a necessary skill, never skip that.

BERSERKER
Tough, enduring all types of pain no matter what.

Berserker is not just about melee, it'll also affect how much damage you can take.

With steadiness comes from tier bonus, your screen will less shaken when taking damage.

If you want to compare it with vanilla, please check this[docs.google.com] spreadsheet. It's color coded, and each one of them means;
• Orange background means it's what it was in vanilla, nothing has been touched on concept.
• Blue background is just a basic > ace swap, mostly used for Jack of all Trades benefits.
• Green background means skill stays the same as concept but the values have been changed.
• Yellow background means this skill was in vanilla but was part of somewhere else.
• Red background represent new skills, but they were present in old versions.
• Purple background is all-new skills created with new or unused codes.

Spreadsheets might be outdated, so please check them later once they have been updated.
Perk Deck Changes I of IV
I'll make a list for what you get when you have fulled out your desired Perk Deck. Instead of showing them one by one, this would also help you to see what's changed.

Shared Perk Deck Upgrades
• You deal 30% more headshot damage.
• Your concealment increased by 1.
• You get 1 extra bullet with each ammo box.
• Unlocks the Akimbos and Special weapons for you to use.
• Your crew members will gain 40% more experience.

You gain those bonuses from every deck you are going to use. Now, let's talk about what unique upgrades you'll gain from your role, if a bonus is similar with other decks they will be in same place too.

Unique Perk Deck Upgrades
Following decks will show you a description for what deck stands for and documents a list for the upgrades you gain. Each deck's name will be written bold.

Oppressor is the head of a branch of an organized crime syndicate, commands a crew of soldiers and reports directly to a boss or an underboss. When the crime syndicate needs to have someone to dealt with, Oppressor and his soldiers make sure it's done.
  • You and your crew take 8% less damage.
  • You take 10% less damage when you have enemy within 7 meters.
  • You and your crew will gain 10% more health.
  • You and your crew gains 5% more armor.
  • You and your crew will gain 10% maximum health and 5% stamina for each hostage up to 4 times and take 14% less damage for once.

Muscle is a tough guy who uses violence to send messages from his Mafia superiors. They are the backbone of any criminal organization. The muscle is called in whenever you need to rough someone up, break some legs, crush a skull or remind people who's boss.
  • You regenerate 8% health every 5 seconds.
  • You are 30% more likely to be targeted when you are close to your crew members.
  • You gain 60% more health.
  • When you've killed an enemy, you have 60% chance to cause nearby enemies in a 8 meters to panic that make enemies go into short bursts of uncontrollable fear.
  • Killing an enemy speeds up your armor recovery rate depending on how much you have until your armor recovers. More armor means less speed gained per kill.

Armorer was formerly a profession within the military. Armorer's job is to maintain, repair and improve armors. Any self-respecting crime syndicate needs someone who can make sure the soldiers have the necessary protection to do their jobs.
  • Your armor cannot be pierced.
  • You absorb damage worth of 2% armor.
  • When your armor is broken you will be immune to health damage for 2 seconds once for every 20 seconds.
  • You gain 40% more armor.
  • Your armor regeneration won't be interrupted when you have suppressed.

Rogue is a stealthty criminal, capable of sneaky tricks and deadly force. Versatile and deceptive, hired to do anything from pickpocketing, to burglaries and con jobs. The trademark of a Rogue is his versitalitiy, what he lacks in strength he makes up for in skill.
  • Your dodge is increased by 30.
  • You are 30% less likely to be targeted when you are close to your crew members.
  • Extends the time between taking damage by 30%.
  • Your movement speed is increased by %10.
  • For each down you are closer to custody, you gain 5 dodge.

Hitman is a professional killer from the criminal underworld who excels at close and ranged combat. Criminal syndicates will hire a hitman as a last resort to enforce criminal autority, deliever retribution or eliminate competition.
  • When surrounded by three or more enemies, you gain 10 dodge for 9 seconds.
  • When surrounded by three or more enemies, you absorb 6 damage for 9 seconds.
  • Your armor will recover 2 seconds after being broken no matter what the situation.
  • You gain 5 entropy with each shot you take until you dodge.
  • Dodge penalty of lightweight ballistic vest is reduced by 10.

Crook is a versatile criminal. The term is as old as crime itself. Truly, Crook is a Jack of All Trades and master of none. He lies, cheats, steals and does any and every dishonest or illegal work necessary to get by.
  • Your dodge is increased by 20 with ballistic vests.
  • Reduces your armor recovery time by 40%.
  • Dodging will restore 20 armor once for every second.
  • Your armor is increased by 60% for ballistic vests.
  • Dodge penalty of all ballistic vests are reduced by 10.

Burglar has benefits beyond merely breaking and entering, due the natural dexterity of it. Being nimble allows to pick locks, bag bodies and answer pagers faster. Burglar also harder to hit in combat. They stay alive by staying out of the way. Physical conditioning also gives a high tolerance to pain and ability to shrug off wounds quickly.
  • You gain 25 dodge while crouching.
  • Crouching decreases your chance to be targeted by 30%.
  • Crouching reduces your armor recovery time by 30%.
  • You can interrupt and reschedule each pager for once without triggering the alarm.

Infiltrator is an agent hired by a government or syndicate to obtain information about its enemies, or by a corporation to obtain industrial secrets from its competitors. Infiltrator is a close combat specialist who knows how to use the environment in order to get the upper hand.
  • When you are surrounded by three enemies or more, you take 22% less damage.
  • Your second and each consecutive melee hit within 1 second deal 40% more damage until you miss.
  • You restore 20 armor for killing an enemy in close range.
  • You gain 30% more armor.
  • Melee hits against enemies restore 5% health.

Sociopath is known to be one of the most effective type of criminals. Where he is effective, he is also difficult to deal with, which is why larger organizations avoid him. Bold, disinhibitted and mean, Sociopath excels in the most violent of jobs. Unable to feel guilt for the crimes he commits, he is a dangerous enemy.
  • When you are in close range of an enemy, you gain 20 dodge for 9 seconds.
  • Your second and each consecutive melee hit within 1 second of the last one will deal 40% more damage until you miss.
  • You restore 10 armor for killing an enemy.
  • Killing an enemy at medium range has 80% chance to cause nearby enemies in a 9 meters to panic that make enemies go into short bursts of uncontrollable fear.
  • You restore 50 health for killing an enemy with melee.
Perk Deck Changes II of IV
Gambler will plays any game of chance for money or other stakes. Heading into the furnace of battle requires skill, hardness and more than a little luck. Some people just have it. Luck is an elusive quality. The ancient Greeks believed it was the design of the Gods. It isn't. It certainly exists, but it's something you can earn. It requires preparation and forethought to get your pieces in place, and maximize your chances of a return. It's counting cards, rather than the blessing of Fortuna. Anyone can help the team win, but it takes the Gambler to help the team win big.
  • Ammo packs you pick up recovers 12 to 24 health. If your health is lower than partner's, heal effect will be increased by 10%. Stacks up to three times for 30%.
  • You gain 40% more health.
  • Ammo packs grant permanent 1 damage absorption up to 9.
  • When you pick up ammo, you trigger an pickup for 30% of normal amount of ammo to your partners and when you get healed, your partners also get healed for 30% of the amount. This cannot occur more often than once every second.
  • When you pick up ammo, it will grant you 10 armor.

Grinder is a hard working individual, able take control of difficulty situations and turn them around. Grinder relies heavily on always being in the front and dishing out punishment, being able to survive due to the fact that he does damage to enemies regardless of how much damage he has sustained.
  • Damaging an enemy heals 4 health every seconds for 6 second. Stacks once you get healed, if you keep it. This effect stacks and perk only works while wearing the Two-piece Suit, Lightweight Ballistic Vest or Flak Jacket.
  • You will keep restoring health for 1 more second.
  • You will restore 2 more health.
  • You gain 20% armor.
  • Dodge penalty of lightweight ballistic vest is reduced by 10.

Yakuza are one of the most feared crime syndicates in the world, ruled by the ninkyo and lead by the Oyabun, are known for their strict code of conduct, organized nature and the tattoos that cover their entire bodies. An outcast and a dropout from society, Yakuza knows how it is to fend for himself. While he appears gentle, he is not be taken lightly.
  • The lower your health, the more movement speed you gain. You will gain up to 20% movement speed that scale linearly with health. Entering this state negates third party regeneration effects.
  • The lower your health, the more time between taking damage. You gain up to 50% time between damages you take.
  • The lower your health, the more armor recovery rate you have. You will gain up to 50% armor recovery rate that scale linearly with health.
  • The lower your health, the less fear you have. You will gain up to 50% suppression resistance.
  • The lower your health, the more pain you can endure. You will gain up to 20% damage reduction that scale linearly with health.

Daredevils are one of the most daring heisting crews out there. Great risk takers and brothers in arms. Their lack of fear for their own mortality brough them together and made them as successful as they are. They are follows no rules and only adheres to the Ozaki 8, a set of trails to honor nature.
  • Your dodge is increased by 20.
  • You gain 20% more health.
  • When your armor is broken you will be immune to health damage for 2 seconds. This cannot occur more often than once every 20 seconds.
  • While your armor is up, you will stack 16 health for every enemy you or your gang kills. When your armor is broken and then starts to regenerate, you consume stacks equal to missing health amount and regenerate. Maximum amount of stored health depends on your equipped armor. The more armor the less health storage but Flak Jacket and Two-Piece Suit
  • Your armor is increased by 30% with ballistic vests.

Maniac is the embodiment of crazy and to never accept bad odds in moments of danger. By pushing through and constantly deal damage, your fellow heisters will be granted a temporary shield making all of you feel Jimmy's invulnerable spirit.
  • Damaging an enemy grants hysteria stack for once every second up to 8. You absorb 2 damage per every stack. For every 9 seconds, you lose all stacks.
  • Your crew also absorb damage with your stacks. Does not stack with others.
  • Reduces amount of decayed stacks to 1.
  • You absorb damage worth of 3 stacks.
  • Killing an enemy speeds up your armor recovery rate depending on how much you have until your armor recovers. More armor means less speed gained per kill.
Perk Deck Changes III of IV
Anarchist is someone who don't believe the cops are the ones who should dictate order and that people should be able to self-control themselves. Rebellious sabotage and violence are simply means to achieve a better end, never ducks out of a fight and will always withstand the punches. It's not just for money but also as destruction is fun. Anarchist refuses to acknowledge the arbitrary laws imposed by traditional authority. Kings, queens and presidents hold no sway over mind. Fly free and make your own rules is the motto. This refusal to abide by established truths enables to go where others cannot, employing unconventional tactics to slip through the cracks and reach seemingly impossible objectives.
  • Instead of fully regenerating armor when out of combat, Anarchist will continuously regenerate armor throughout the entire combat. Heavier armor regenerates more armor, but during long intervals. Skills and Perks that affects the armor recovery rate are disabled when using Anarchist.
  • You are 30% more likely to be targeted when you are close to your crew members.
  • When your armor is broken you will be immune to health damage for 2 seconds. This cannot occur more often than once every 20 seconds.
  • Half of your health is converted into 90% armor.
  • Dealing damage will grant you 10 armor. This can only occur once every second.

Nomad was in a gang are feared all over the world, and the biggest clubs are common household names. To be a biker you need to be tough and loyal, and know that the rules of the club are absolute. Bikers are known to be ruthless and violent people, and they are never afraid to challange anyone that dare to cross them. When wearing your patch and riding yor bike, you proclaim to everyone that you belong to the 1. The 1 that refuse to follow the rules of society and proudly carry the title of Outlaw. For a biker, all that matters are your fellow club members and your ride.
  • Every time you or your brothers performs a kill, you will gain 4 health and armor. This cannot occur more often once every second.
  • Every 5% health missing will increase the amount of Armor gained from kills by 1.
  • You and your brothers will gain 10% more health.
  • You and your brothers gains 5% more armor.
  • Every 5% armor missing will increase the amount of Health gained from kills by 1.

Kingpin is the boss, an autocrat whose every whim must be obeyed. But you gotta get the money first. Then when you get the money, you get the power. Remember, the only thing in this world that gives orders... is power.
  • Unlocks and equips the Auto Injector. When used, every shot consumes from your ammo reserve to keep your clip loaded and you will get healed with 90% of armor damage taken for 4 seconds. Autoinjector can only be used once every 20 seconds.
  • You will replenish your armor and primarily to be targeted whenever possible after an epinephrime shot.
  • You gain 20% armor recovery time.
  • You gain 10% more armor.
  • Your armor regeneration won't be interrupted when you have suppressed.

Sicario is a must in every cartel. Someone who takes care of all types of problems in a most lethal way. Never ducks out of a fight, they get the job done without hesitation or fear.
  • Your dodge is increased by 10 and 5 more with ballistic vests.
  • Unlocks and equips the Smoke Grenade. When thrown, it creates a smoke screen that lasts for 10 seconds. You and any of your allies are 50% likely to avoid bullets and enemies will have 50% less accuracy while standing in smoke. Smoke Grenade can only be throwed once every 40 seconds.
  • Dodging successfully will replenish 20 armor.
  • You gain 5 entropy each time you get hit until you dodge.
  • Your dodge values will be doubled and allies gain 20 dodge while standing in smoke.

Stoic is an unbreakable wall of resolve and calm. Discipline of the mind helps the overcome situations that would make others fall crying into shaking heaps. Combinations of breathing and physical reaction-control learned from buddhist monks will let you keep going long enough to finish the job, no matter what the enemy throws at you.
  • Unlocks and equips the Alcohol Flask. 70% of taken damage will be applied over-time for 12 seconds and remaining 30% damage will be applied directly. When consumed, you can negate any pending over-time damage. Alcohol can only be consumed once every 10 seconds.
  • All of your armor is converted into 90% health.
  • After not taking damage for 4 seconds any over-time damage you are still waiting to receive will be negated.
  • When your health is below 50% the cooldown of your Alcohol Flask will be reduced by 1 second for each enemy you killed.
  • When over-time is removed, you will be healed for an additional 50% of the damage remaning at that point.

Handler based on some way that experience are best when shared, even in the case of performance-enchancing aerosol dispencer! For that special heister you like, this is something to bond over while you're looting bank vaults and taking care of business.
  • Unlocks and equips the Gas Dispenser. You need to have a clear line of sight to bond with someone within a 40 meters. You can only be bonded with one unit at the time and will last for 20 seconds. When bonded, each enemy killed will heal both of you for 20 health and extends the duration of the effect by 2 seconds. Transreciever can only be bonded once every 90 seconds.
  • Each enemy killed will grant you 1 absorption up to a maximum of 8.
  • You and your team will gain 10% more health.
  • You and your team gains 5% more armor.
  • Each enemy the bonded member kills will now reduce your perk deck equipment cooldown timer by 2 seconds until you are no longer paired.
Perk Deck Changes IV of IV
Hacker uses sharp mind and gear, you can bring any security system to it's knees with the push of a button. You are never caught unaware by a camera or security guard, but if things do go away, you can just as easily brute-force your way into enemy comms to deliver a nasty suprise for anyone listening.
  • Dodging will recover 20 health.
  • Unlocks and equips the Mini Jammer. When activated before the alarm is raised will trigger jamming effect that disables electronics and pagers, if alarm is raised then it will trigger feedback effect that disturbs enemies for a 6 second duration. Device can only be activated 2 times once every 90 seconds but each kill you do will shorten cooldown by 4 seconds.
  • You gain 30% more health.
  • With such strong programming and computer networking skills, you interact with all systems 20% faster.
  • Activating jammer will grant 15 dodge for 90 seconds. Each enemy killed will restore 40 health during the effect is active.

Leech is a selective parasite in combat, draining foes to strengthen their selves and their crew members. Not just some brick ♥♥♥♥♥♥♥♥♥ that can take a beating, can also dish out the pain and use that aggression towards their enemies.
  • Unlocks and equips the Glass Vile. Armor will be disabled and health will be divided into 18 parts when used. When used, recover 3 parts and each damage taken removes a part. Every 2nd enemy killed will restore one and activates grace period. Works for 9 seconds, cools down for 30 second.
  • Can keep alive until Vile lost it's effect. At zero health, every kill cause a panic effect.
  • You gain 20% more health.
  • Taking a damage will restore 2% health of crew members.
  • When downed, using a vile can temporarily revives you. Every shot consumes from your ammo reserve, but it adds 60 seconds to the cooldown.

Disciple with an eidetic memory and photographic reflexes, a physical phenomenon. Anticipating movement has made them quick on their feet. They studied others closely, and can mimic their abilities.
  • Does not offer any additional abilities to it's user other than selecting your own card.
  • Have eight different choices for first and last card, seven different choices for second and fourth card and six choices for the third card. that's roughly make 3125 different decks you can make.
Frequently Asked Questions I of II
Can I play with other people who do not have Skill Overhaul?
Kinda. Skill Overhaul does not restricts it's players with matchmaking barriers due it's nature. But for the best experience this mod offers, it's better to play with people who have it.

Am I going to lose levels, skill trees or perks?
As I stated before, mod doesn't touch what you have already accomplished. But you need to check what skills you've gained before mod and where are they placed now.

Do I need to update mod every time you update it? Is auto-updates a thing? Why updates are taking so long?
Auto-Updates are supported via BeardLib. If you don't update, you will miss stuff because I really spare good amount of time to develop mod further, and more enjoyable. If OVERKILL release something that could have broke how Skill Overhaul works, you definitely need to update it. I know updates are not so frequently pushed, but there is a reason behind it. I don't have a development team. I'm almost single-handedly running this project. Testing before public release is also mostly on me. If you know how to make stuff, I'm also looking for people to help me.

Does it affects my game stabilization or performance?
Most likely not, I don't even see a difference with mod installed or not, however every rig is different and results might be changing due how BLT works - so if you have a problem just comment below. But 99% likely you don't even have a difference.

My game is crashing! How compatible Skill Overhaul is with mods that changes how skills behave?
This mod tested on latest-updated BLT with over 200+ mods installed so it doesn't have ANY problems standalone. Check your other mods that I've noted that might have been conflicting issue or outdated version. I'm not sure, but most likely it works with stuff changes how skill works. I've used it with those kinds of mods a while ago. You have to set The Fixes with certain options like turning off Gambler's Ammo Sharing Fix and with using The Fixes Preventer turn on Joker Skill Upgradetweak, Sentry Ammo Round and Sixth Ammo Box Playerman. Otherwise, some skills behave awkward.

Why Sydch's Skill Overhaul while there are others?
Yes, there is others and they offer some good stuff as well. There is no definitive answer, so try all of them to find which is best for you. All I can say, SSO offers complete overhaul, not just rebalancement. And while overhauling the system, It's try it's best to not completely distinguish the vanilla feel. It's compatible with other mods due it's only affects the skills/perks.

With this mod game is not even challenging now…
Pick rogue and shotguns in vanilla and say what you've said again. This mod basically revamps most aspects for people who don't like to use same thing over and over again, so I tried my best to make everything powerful as most powerful things in vanilla. Also, if you contact with me in any kind of platform - I'm happily collaborate for balancements sake, unless if you are self-centered ***hole.

Isn't this cheating?
No, but technically… You are the judge, jury and the executioner. Your conscience will do the job. Yes, mod offers some new stuff that vanilla players couldn't access but it doesn't give advantage over vanilla players, most of the meta skills are even nerfed with this - so you have less health, stamina, reload, base damage and movement speed against other players. Even it doesn't enough for you, ask yourself - since when you could able to play almost EVERY deck on Death Sentence? We already have a broken meta so let there be some variety. Oh, also I don't even think it's based as extra difficulty and meant to be absurdly boring. This post by Ellie pretty much summaries it.

You don't know how this game works, scrub. Don't make mods next time!
I'll have you know I graduated top of my class in the Crime.NET, and I've been involved in numerous secret heists on Washington D.C, and I have over 300 confirmed cop kills. Did you know you can simply check my profile? I've almost over 4000+ hours at PAYDAY 2 just on STEAM and I bought the game on multiple platforms at multiple generations as well. I also have an second account that I've banned because of a FOV slider at MW2. I didn't count, but it makes like over 6000+ hours of playtime. I get One Down achievement at second week, most of the heists I've done was before rebalancement. You are kind of wrong with that arguement.
Frequently Asked Questions II of II
Does it have any kind of translation support atm?
Sadly, no. It only supports English language for now, and translating everything is a bit hard thing to do. If you want to translate it, please don't do that with missing quotes, exclusive description and detailed information like i did. If you keep them, I'll happily include them in next update.

Is it works with Virtual Reality?
It's 100% VR friendly. It also adds few new stuff to VR gameplay so go ahead and try it!

How can I uninstall it?
Delete the file from mods. It should be fine, but better safe than sorry - respec your skill tree and swap equipped perk something else and reselect it after restart your game. It doesn't affect your save file. Also, if you have issues after uninstalling - use The Fixes mod.

This mod marked me as a cheater!
No, just no. It's literally impossible. This mod does not touch anything that flag you as a cheater.

There is no GitHUB or GitLAB links, how can I contribute?
I'm suck at managing changes from sites like that, but in near future mod will have developmental version on GitHUB. For now, just message me from private messages.

Why it's no longer on beta?
It's pretty much exactly what i've dreamed once i started this project, so it's out of beta. This means; there will be no longer major changes if it's not needed - because I'm pleased all of them at the moment. But there is no promise, take it with a pinch of grain salt.

Why did you changed insert something here?
As someone who played PAYDAY 2 at highest difficulties most of the time; i believe that spefically upgrade is sucks. If I changed it, it's probably doesn't work or have slight change to your gameplay on those difficulties. I always believed game's default should have been set as OVERKILL, not below. I always thought it as it is when I make changes. You didn't liked it or you think it's overpowered? Please, let me know instead of writing them on places that I couldn't reach. I'll happly collaborate for a better balance.

Okay, but why did you changed something that you've changed before?
Skill Overhaul was in betaphase, which means everything can be changed during that stage. But it's no longer like that.

Mod removes AP bullets, does Snipers and 5/7 also doesn't have AP?
Yes, i read every feedback even when the feedback isn't given to me, rather places i couldn't see. No - they still have AP rounds. It's different concept actually. Their AP rounds and the one skill in vanilla gives you AP is different.

I got huge amount of health on Stoic! Balance broken.
Well, it was the same amount of health once you got Joker skill. Oh, hell you even get less with SSO. Read the descriptions, and try to match it with vanilla counterparts. Why it bothers you when it becomes another skill just plain increases your health? I don't want people to be forced to pick Jokers - as you can see with DSOD builds on Steam Guides.

Skill Overhaul adds dodge to every deck (?) to make them viable!
You gotta be kidding me... There are only two decks that changed into dodge. Not all. They are not even half of all. Do you able to read? Because I wrote almost every change and where do you come with that argument is beyond me. For people who wondering; it's only Hitman and Sociopath. The reason is not even make them viable, it's because what those decks based on. Their source materials.

Why this mod is not popular yet?
It kind of is now, right? Download this desu.
Miscellaneous
Following list is not definitive yet it's informative for understanding what can be used with it, because those mods are personally used from me while developing this.

Compatability
GUARANTEED TO WORK WITH
KNOWN TO BE NOT COMPATIBLE
  • Cali's All in One Realism, changes skills on it's own - using both will mix up trees, might even cause crashes
  • Skill and Perk Tweaks by erasel, for obvious reasons
  • Crackdown, it has it own skills and gameplay changes - it's 100% incompatible (however some users reported that it can be compatible with certain options)
  • Restoration Mod, SC and Restoration Team did excellent job with their overhaul - since it's a overhaul, you know the rest
  • Original Pack, an awesome mod gives the feeling of classic PAYDAY 2 from years ago, but it has different skill tree and perk concept
  • Ace of Aces, great mod but impossible to work with Skill Overhaul
  • Hinaomi's Skills & Perk Decks, not compatible - it does a great job with rebalancing but not working with complete overhaul, I highly recommend it if you looking for more vanilla-ish experience
  • Reversed Skills Pack, it's just works with vanilla
  • Hyper Heisting, seems like crashes with sniper skills
  • Any kind of weapon/enemy/skill & perk rebalance or overhaul, might not be compatible due gameplay changes
  • Custom perk decks or skill trees, might not be compatible due shared upgrade changes
  • Skill Overhaul categorize some weapons to make them work with it's upgrades, mod itself work with many custom weapons but some of them might have issues on those kind of skills

Credits
If i missed your contribution, please let me know.

I sincerely thank to my friends; for being supportive for 2 years while developing this mod. Huge thanks to Hoppip (allowing me to merge his Mind-Blown mod for me), SC (highly inspired from his mod ~ also i used most of the codes for creating a skeleton), NewPJzuza (answered most of the codding stuff when i asked her) Dr. Newbie, Marijn211, LunaticLunarian (got the idea to reverse some skills from mod he create), Marple Maniac (got the idea of my sociopath from his perk deck), Krimzin, Sora (lua dump in GitHUB was everything i have) and last but not least - Rokk (also inspired from his overhaul few years ago) for their help on my road to create this mod. Also, another bunch of thanks goes to my friends who helped me testing this mod, they will have their names on staff.txt located on docs. And last but not least; people who stand for me against recent anti-cheat fiasco; you guys are the reason why I like this community.

I can take feedback, bug reports and suggestion from both comments below or Sydch's Skill Overhaul Steam Group.

REMEMBER TO KEEP THOSE HELMETS FLYING, WITH MORE STYLE