As you go through the game settling in to your preferences of weaponry and tactics, you can adapt your character to suit them! In sacrificing access the melee specialty perks in this way, you'll get access to a versatile array of perks that you can mix and match. The 4th, in Big Sal's office, requires 100 lockpick. ³ Only 3 copies of this book are available at this stage of the build without entering expansion territory meant for higher level Couriers. ² Weapon Handling, combined with T-51b Power Armor/ T-45d Power Armor, will open up many weapons to be used without food or Steady dependency, for convenience. Or if aiming to be able to craft Tremble, into Survival, and also substituting a point out of lockpick or barter to also put into Survival. I recommend the spare points be distributed in Barter, Speech, and/or Sneak. ¹ 16 if getting the 5th Big Book of Science.
#VAULT GIRL FOR NEW VEGAS FUTA MANUAL#
Tag: Explosives, Medicine, and Repair LevelĤ Chinese Army: Special Ops Training Manual So, you can control what order you distribute points within the level range based on your necessities or preferences, but be sure to keep track of what you are doing. Rather than dictate everything by level, this will show what you would need to distribute, and books you need to find and use, within level ranges so that you can meet the prerequisites for perks when you get to the level for them, particularly Living Anatomy and Jury Rigging. It's outrageously expensive and just as outrageously useless and insignificant. Usanagi, with the one left out due to the Endurance limitation being the regeneration implant.
Once you're filthy rich (34,000 caps for implants and maybe some more for gearing yourself) go buy all the implants from Dr. You'll be out of Deathclaw territory, so making it to Freeside from here is cake. Pressing in this direction (still hugging the cliff to not attract Deathclaws,) you'll soon get to REPCONN Headquarters. Hug this cliff, following it left, where you'll encounter a ledge, that you can easily jump on thanks to a nearby rock. From here, head north until you run into a cliff. Bear left, to the northeast, and make way to Neil's Shack. You could get to Freeside the long way around the Mojave, trying to avoid enemies and experience gains (It actually doesn't hurt to hit level 2, as you'll only forfeit the half a skill point remainder you would have at lvl 30.but it does make it so you'll be receiving the extra skill point on even levels instead of odd levels, so keep that in mind.) but there is a way to make a shorter trip, bypassing the Deathclaws around the quarry.įrom Goodsprings, head east, through Sloan and into Hidden Valley.
The way to do this is to head straight to the strip at the start, after looting the generous doc's home so you can have some caps to start with, and amass a fortune through blackjack (or at least enough to get the intelligence implant, which you'll want before entering the Tops.) This should go quickly and easily, considering the 9 starting luck! You'd have to start with the Atomic Wrangler in Freeside so you can have enough caps for the credit check into the strip. I took, and recommend, the traits: Built to Destroy and Fast Shot. Charisma's effect of "nerve" seems lackluster compared to everything else, but it is not difficult to boost by consumables either, if you feel your companions are in need of it.
That's right, 1 strength! The melee damage benefit of strength is pointless here, you can have companions lug your stuff around, and strength boosting foods are incredibly easy to come by, to cover weapon strength requirements. The others (with the exception of Sneak which caps at 97 without a Stealth Boy, and Survival since maxing it is mostly unnecessary and you'll still be able to cook what you want,) can be enhanced to 100, and by later levels, the dependency on food and chems for them will reduce. This build gets natural 100s in Energy Weapons, Explosives, and Guns. So melee can still play a role for this build without spending any points on the respective skills.) Special Unarmed moves like Ranger Takedown and Khan Trick can still be acquired and be used for combat utility. Melee related perks have demanding requirements that my methods don't pretend to meet, and without the perks to make your melee useful and dangerous, why bother? ( Pyromaniac will be available, though, to enhance the Shishkebab, it will just swing slower without meeting the wield requirements, and that would be irrelevant if you use melee weapons for sneak attacks. This is a pre-DLC NV character build that I aimed for optimal ranged combat, while being adept at non-combat skills, and also having a wide variety of perks to be available for customization.