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 | 20 | 2 | Science 70 |
Junk Rounds | 45 | 2 | Luck six |
Light Touch | 45 | 2 | Agility 6 |
Hand Loader | lxx | 6 | — |
Jury Rigging | 90 | 14 | — |
Mad Bomber | 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.
- 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 | 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 | The Sink/Big MT | 100% |
Commissary terminal | 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.
Source: https://fallout.fandom.com/wiki/Repair_(Fallout:_New_Vegas)
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