How to Get 100 in All Skills in Fallout: New Vegas & Ace The Early Game THE RIGHT WAY

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An updated guide on how to max out all your skills in Fallout: New Vegas, build a perfect character, and get to the Strip with over 4000 caps at level 1.
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I've always made 9 INT builds and never considered how it wasn't necessary. I'm impressed by the level of research and knowledge that go into these vids.

proboscideank.
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Just one thing: You don't actually need the stealth boy to get past the deathclaws on your way to new vegas, it certainly helps, but that route is entirely doable without one. You could sell that stealth boy or save it for later.

colonelcrossfire
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13:35 "as long as you spend time to get all the skill books"

Always read the fine print

armacham
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The funny part is, if you're going for dialog options depending on your perks you only need 80-90 in all skills and then read a magazine

chriskoloski
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You could steal a star bottlecap in one of the goodsprings houses, sleep, and murder Malcom Holmes for his trader clothes for a +10 boost to barter before you even leave goodsprings

kiwifarmsalwayswins
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One thing I do when breaking the casinos is I play blackjack up until I’m about 100 caps from getting banned, then save and switch to roulette. It’ll take a few tries but hitting a single number gives you a boatload of caps way beyond the regular number for the ban. A way to maximize the gains from gambling.

Orion-yddy
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How dare you remaster doc Mitchell this hard. You’ve erased the chadliest mustache in all of fallout

TubaTron
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I've always gone by a rule where I stash and don't use skill books until I reach a threshold of 64 skill points. 4 skill books = 16 points with comprehension, which brings the skill to 80. 80 + magazine = 100, that way I don't have to scrape every last bit. I just max out my one gun combat skill, melee skill, sneak, and the rest is pretty much "Do I need higher than 80 for a skill check? If so, magazine." Makes it a lot less of a juggling game for the books.

AoBaiGaming
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If you want to get better caps for this early-game portion of the run, make your second trait "Good Natured." Doesn't alter your starting number of skill ranks, just reshuffles them a bit, taking five out of each combat-oriented skill and putting them in the "friendly" skills, such as barter and speech. Five extra points of barter doesn't make much difference in price per item, but you'd be amazed how quickly it adds up.

DaZebraffe
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'you can use an exploit to get skilled perk 3 times but thats cheating'

'ok so first thing you need to do is save scum until a certain super rare item spawns'

ratzinger
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I always take the Early Bird perk, but not for minmaxxing. I find that it's the absolute best perk for immersion because it forces you to plan out your day and be like "well I'm going back to Novac because it's the only player home I have so I need to plan my day around walking back to Novac, sleeping 8 hours and being awake by 4 or 5 to beat the sun." It really makes you feel like you're a Wasteland walker on an adventure and not just a Bethesda PC on a Forever Walk.

kingofthegrill
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Wow, you really understand this game. I wish I would have known many of these strategies earlier on. Great job making this video… you’re a pro, bro!

stephaniehowe
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You might not need 7 Strength, if you do OWB you get an additional 1 STR for rhe duration of the DLC which you can increase to 2 once you finished it (Spineless and Reinforced Spine perks) so counting the STR implant you have 3 additional S.P.E.C.I.A.L. points to distribute elsewhere while still being able to effectively use most weapons if you lower your initial STR, the minimal i recommend with this setup is 4 base STR but i generally go for 5 for comfort
Edit: additionally, most weapons with a high STR requirement don't really hurt that badly from the accuracy penalty since they're mostly spray and pray type weapons like a Minigun or AOE explosives like Fat Man or Missile Launchers so they're fine as long as ypu point them in the enemy's general direction. Only exception i can think of is Anti-Material Rifle which can still be wielded with the minimum 4 base plus implant and Reinforced Spine

angeryboye
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I like this guide. It's totally different from what I've been told to do. Having to essentially forget the "optimal ways" that I've been following like gospel gives me the same feeling as if I were playing it for the first time

zergeistrush
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The regen implant is godlike if you do a HC run of Dead Money. Since just standing in the plaza drains your health slowly.

jaskapenttila
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I've always gone by the Cazadors when I do a run taking me straight to Vegas, since they have to stop to do their attack they can't actually hit you if you're running away.

Tried going the way you did once a long time ago and had trouble with Deathclaw spawns

dudeist_priest
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Great guide. Taught me a couple of things. My favorite part about this game is learning new things about it after playing it for 8 years. Only things I would add would be:
1. There's a second Salesman's Weekly that you could buy/steal from Chet (on the bottmom shelf of the bookshelf on the left). Not necessary but nice to have as a backup. Just be careful because it loves to clip through the floor.
2. There's always a Stealth Boy in the easy safe in the Goodsprings School. If you need a boost to get to 25 lockpick, just get the magazine from Sunny and wear the hat you can loot from Doc's house. If you're still short, make a new game and take Good Natured then get rid of it when leaving Goodsprings. You can also open it with 25 Science using the easy terminal next to it. If you don't want to save scum for the Stealth Boy in Victor's Shack, get this one instead.
3. At first, tag Repair and Science so you can repair the 9mm Machine Gun and use the Chemistry Kit in Doc's house (make the chems because they sell for more than stims), then untag them when leaving Goodsprings. Will get you a few extra caps. (I'd still tag Repair because it's OP and Light Touch is the best level 2 perk and requires 45 Repair.)
4. Fast Shot is actually a really good trait. A lot of weapons (notably Energy Weapons) have such low spread that the downside isn't that noticable and the increased firing speed more than makes up for it. I wouldn't take it over Built to Destroy, but I'd consider it a viable trait. I'd even use the Auto Doc in the late game (level 40) to get rid of Skilled and replace it with Fast Shot so you still have levels to max out your skills (only applies if you have YUP or UPP; if you are playing Vanilla and the Skilled exploit isn't patched you could even wait until level 50 as you won't lose skill points when getting rid of Skilled).

mooper
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You can bring INT down to 3 and still max. Get the Intelligence Implant before hitting level 2 and get comprehension + every book along with Skilled Trait exploit x2. This gives you +2 special stats to put wherever.

FriedChckn
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My only problem with relying on skill books is that you have to go through the tedium of finding all of the skill books. If you just want to do a fun/straightforward playthrough, then you should still go for the 9 int build. Skill books busted, but they're not fun to find for everyone.

tonightscake
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Instead of buying the luck implant right away, pass the 30 speech check to open Mick and Ralph's secret stock and steal the naughty nightwear between the bars for +1 luck

Lumpofchicken