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How To Repair Guns Fallout New Vegas

Repair is a skill in Fallout: New Vegas.

Characteristics

Items can now be repaired to 100% regardless of the player grapheme's current skill. Repair still governs the effectiveness of repairing one item with some other, using the same repair efficiency calculation as Fallout three, but with a static 100% condition limit in place of the skill-based limit.

A higher Repair skill unlocks crafting recipes for dissimilar types of armament and other gear at reloading benches and workbenches, such as the Weapon repair kit with 50 skill. High Repair also allows 1 to repair mechanical or electronic world objects (elevators, doors, computers, etc.).

Ways to increase Repair

Permanent
  • Leveling upwardly (upwardly to +15 or +17 with Educated)
  • Dean's Electronics (+3 or +4 with Comprehension)
  • Logic Co-Processor implant (+2 depending on Intelligence, a perfect Intelligence of 10 will see no benefit.)
  • Good Natured (+5)
  • Skilled (+v)
Temporary

Perks that require Repair skill

Perk Requirement Level Additional Requirements
In Shining Armor Dead Money 20 2 Science 70
Junk Rounds Dead Money 45 2 Luck six
Light Touch Dead Money 45 2 Agility 6
Hand Loader lxx 6
Jury Rigging 90 14
Mad Bomber Gun Runners' Arsenal 45 6 Explosives 45

Interactions that crave Repair skill

  • twenty Repair to repair Trudy's radio in Goodsprings.
  • xx Repair to salvage the solar assortment parts at HELIOS One.
  • 25 Repair to repair the broken 9mm SMG in Doc Mitchell'south house.
  • 35 Repair to repair ED-E (forth with 55 Science).
  • 35 Repair to repair the broken elevator in the Bison Steve Hotel.
  • 35 Repair to repair the broken generator in Sloan.
  • 35 Repair to repair the auxiliary generator in the quest That Lucky Old Sunday (along with 1 slice of chip metal).
  • 35 Repair to gain entrance to the Ultra-Luxe kitchen area without requiring honorary White Glove Society membership or a White Glove Society disguise.
  • xl Repair to deduce, when speaking to Pete, how to salve the crashed B-29 laying at the bottom of Lake Mead.
  • 45 Repair to disarm rigged shotgun traps and get the ammo from them.
  • 50 Repair to repair the broken elevator in Vault 22, allowing easier travel through the vault.
  • fifty Repair to defuse the bomb on board Behave Forcefulness One in You'll Know It When Information technology Happens.
  • Dead Money 60 Repair to jury rig the fuse box in the Puesta del Sol switching station.
  • 65 Repair to repair the cleaved solar panels at the Nellis assortment.
  • 65 Repair to jam the 12 subconscious doors throughout the REPCONN headquarters.
  • 65 Repair to repair ED-E (without any other skill).
  • 80 Repair to jury rig the food processor during Not Worth a Hill of Corn and Beans.

Non-thespian characters who repair

Proper noun Location Repair cap
Dale Barton The Fort 58%
Samuel Kerr 188 Trading Mail service 64%
Calamity Jacobstown 76%
Old Lady Gibson Gibson flake g 79%
Mick Mick & Ralph's 85%
Joshua Graham Honest Hearts Zion Coulee 100%
Paladin Sato Brotherhood of Steel safehouse 100%
Raul Tejada Blackness Mount / Raul'southward shack 100%
Major Knight Mojave Outpost 100%
Sink Central Intelligence Unit of measurement Old World Blues (add-on) The Sink/Big MT 100%
Commissary terminal Lonesome Road (add-on) The Divide 100%

The Repair skill of an NPC dictates the maximum condition they tin repair to, based on the same maximum condition formula used in Fallout 3. The total cost to repair is independent of one'south Barter and Repair skills and is calculated with this formula:

If repairing an detail were to increase its value past 1000 caps, the repair would cost 2000 caps, essentially a 100% overhead.

Notes

  • Non-player characters volition not repair wearing apparel (such equally Benny's adapt) that has no DT.
  • Normally, common weapon variants can non be repaired with unique weapons unless the Jury Rigging perk is selected, which tin result in the potential loss of these rare items.
  • Items whose HP values withal circular to 100% will not offering the option to repair/maintain them, even if they bear witness less than maximum cap value, and will non appear in the listing of spare weapons when repairing some other of the same type.

Skills

Source: https://fallout.fandom.com/wiki/Repair_(Fallout:_New_Vegas)

Posted by: richfror1964.blogspot.com

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