Wraith9:
I also considered GURPS but with so little experience with the rules that will likely require to much work on my end and I�ll get burned out. But I�ve heard really good things about GURPS.
Firstly, GURPS is a toolset to build your own system, it will do whatever you want it to do, anyone saying otherwise either had a GM who didn't understand how to tweak it, or is themselves a GM who doesn't understand how to tweak it.
Frex, out of the box GURPS Basic's settings are at "gritty and (vaguely) realistic", which fits Fallout 1 and 2. For a world more like Fallout 3 and New Vegas you want "gritty and action", which is pretty easy to do, but you've got to know what you're doing (which means knowing what rules to ignore [like bleeding and different armor types] and what options to turn on [like Impulse Points]). But it also depends on what you're wanting to port over, the world, lore, and feel? Easy-peasy... Perks? That's a whole nother kettle of fish - for Fallout, F2, and Fallout: Tactics, it's not bad. Skills were still the predominant method of accomplishing things, Perks were just tiny bonuses. Fallout 3 and New Vegas, it's a bit more difficult, especially if you're also looking to emulate VATS. Fallout 4? Don't use GURPS, use some other system that's mushy and not gritty, because skills have no place in Fallout 4.
As much as I dislike Savage Worlds, it might be simpler to use than trying to learn a new system and then put together a game in that new system. The Perks can map pretty easily over to Edges if you're aiming at Fallout 1, 2, 3, and New Vegas.
Fallout 4 should probably be run using something completely squishy like FAE.