Fallout New Vegas made easy

Fallout: New Vegas15 views10 min readby gambitView on Steam ↗

Special Stats and Skills

Special

Strenght modifies: Melee Weapons skill, Melee Damage, Carry Weight and which weapons the Courier is strong enough to use (weapon handling).

Perception Modifies: Explosives, Lockpick and Energy Weapons skills and the distance where the enemies appear on the compass.

Endurance determines a character's environmental resistances (poison, radiation), Hit Points, and Healing Rate, as well as the starting levels of the Unarmed and Survival skills. It also determines the number of implants allowed ( implant/point of endurance, caps at 9)

Charisma modifies Barter, Speech and Companion Nerve. Companion Nerve gives each companion in the party +5% to their damage and armor, up to a maximum of +50% at 10 Charisma.

Intelligence Modifies: Medicine, Repair, and Science skills, as well as skill rate.The number of skill points gained each level is based on the formula 10 + (0.5 * IN) per level, including level 1, where IN is the Courier's Intelligence. If one gets a non-whole number of skill points per level (e.g. 10.5 for INT 1) it will be saved for the next even level up.

Agility Modifies: Action Points available (65 + (Agility x3) for V.A.T.S., draw and holster speed, reload speed, and the Guns and Sneak skills.

Luck: 1% critical chance per level, raises all skills by luck/2,additionally it improves the odds of winning at any casino game; the higher the Luck, the more likely favourable outcomes on bets will be.

skills:
Well, they are pretty much straight forward but I'm gonna add some bits to give you a more comprehensive look.
Combat skills effect the damage of the weapon (I know, wow!)
Not meeting the requirements for ranged weapons drastically penalizes your V.A.T.S accuracy and increases weapon wobble. For melee/unarmed, the penalty is a slower rate of attack.

The Unarmed skill does not affect unarmed weapon damage this way; instead, it adds slight bonus damage on top of it:

[/previewicon] Survival effects the amount of health gained from food and decreases the rate of thirst,hunger and sleep in hardcore.
Survival effects the amount of health gained from food and decreases the rate of thirst,hunger and sleep in hardcore.

Traits

Not gonna explain every trait only gonna mention the useful ones.
Built to Destroy 3% crit chance and decay isn't that bad just pick jury rigging or have Raul as companion
Fast Shot gunslinger and commando negates this penalty unless you are in VATS (PC only)
and it comes pretty handy with nerves of steel and Grim Reaper's Sprint
Heavy Handed melee and unarmed usually has terrible critical multiplier or critical damage so in the long run you will end up dealing more damage
Skilled This trait can be exploited 3x in your whole run: you can take it once from character creation then after leaving Goodspring and then once in the sink's auto doc.This means you can get 15 points to all skills and the exp penalty doesn't stack.
Small Frame free agility, you just have to take Adamantium Skeleton or just have your limbs crippled so many times that you get the Tough Guy challenge.
Wild wasteland why not

useful weapons + armor + location

I usually take this route in every playtrough:
https://www.youtube.com/watch?v=wzjEf_50G-0

Sloan has 2 skill books to begin with and decent loot and you end up in Repconn HQ.
Repconn Hq is a gold mine: all you need is 7 luck and you can get many useful weapons and armor.
In summary: you can get a ton of MF cells a laser rifle and Q-35 matter modulator and a T51b power armor which is useless without training and you can also start still in the dark quest with the mission log acquired.
Freeside and the Strip are obvious choices: lot of caps and quite a bit of quests.
New vegas clinic for the implants.
Vault 22 for the AER14 prototype and it's a quest location for 3 different quests
Black Rock cave paladin toaster for unarmed build against robots
Hidden valley ballistic fist and tri-beam laser rifle both insanely strong weapons + power armor ofc
Bonnie Springs love and hate, best holdout weapon
Charleston Cave Oh, Baby! best melee weapon
Gun runners goes without saying
Mick and ralph it has some interesting weapons but li'l devil is the only useful there
Dino bite shop in novac paciencia second best to anti material rifle with proper perks and ammunition it can outperform it.
Sniper's nest located on the hill next to cottonwood cove there is a very hard difficulty container
which contains Gobi Campaign scout rifle

Most of the good armors can be bought from either gun runners or from the hidden valley vendor,
the best light armor in vanilla is the Vault 34 security armour located in vault 34 (duh).
The remnant power armor can be received in two ways:
  • complete For Auld Lang Syne
  • Deathclaw promontory - Body piece & Silver Peak Mine - Helmet

There are plenty other good weapons but these are the best in my opinion,I've never really used heavy weapons too much so I have no opinion on them.
Bear in mind this is just the vanilla DLCs excluded

vanilla collectibles

Snow globes:
Goodsprings In Goodsprings Cemetery. On the second grave to the west of the Courier's (open) grave, at the northern edge of the cemetery (near the water tower). The grave is the only one in the area with rubble on top; the snow globe can be found among it, in front of the marker.

HooverDam In the Hoover Dam visitor center, sitting on the welcome desk.

Mormon Fort In the Old Mormon Fort. Upon entering the fort, go to the western corner and enter the door to the tower. The snow globe is located upstairs on a shelf.

MT.Charleston In Jacobstown lodge. The snow globe is sitting on the reception desk.

NellisAFB Nellis Air Force Base, Nellis Boomer Museum. The snow globe is located on the table to the right, immediately after entering the building.

TestSite in the cocktail lounge of the Lucky 38 Casino. The snow globe is on the counter behind the middle cash register with a green lamp and some bar taps next to it (Mr. House must first be spoken to in order to gain access to this area).

The Strip In the Vault 21 Hotel, on the nightstand in Sarah's Average-locked room in the northeast corner of Vault 21, next to the room for purchase. Sarah can be pickpocketed for the keys if necessary.

Skill books:
https://youtu.be/JBNH0pgPRXY?si=SEO6j75kYmyGsrHw&t=35

Caravan cards (DLC included)
https://fallout.fandom.com/wiki/Caravan_card
I doubt anybody collects them but who knows.

DLCs

Still working on it...

Dead money:
useful perks:
-light step for avoiding floor traps
-Purifier
-jury rigging
Vending machine codes locations:
Bear in mind the Sierra Madre is a casino after all thus you can gamble there.Doing so will give you chips of course and additional rewards such as the Complimentary voucher which can be used to redeem 1000 chips in the vending machine. in addition, 100 Sierra Madre chips and one complimentary voucher are deposited in the wall safe at the abandoned BoS bunker once Dead Money is completed. This deposit of chips and voucher will be repeated every 3 days.

OWB:

Honest Hearts:

Lonesome Road:

dealing with annoying enemies

Ghost people: Just cripple any limb and they die instantly.
Cazadors: Cripple the wings. Heartless perk gives poison immunity
Deathclaw cripple the legs.
Robo-scorpion: any pulse weapon: pulse gun, shotgun with pulse slugs,Elijah's jury-rigged Tesla cannon, LAERs
Tunnelers flamethrower and flaregun does the job well to scare them then switch to something to finish them off

Useful Perks:
-Hobbler for leg crippling
-robotics expert for damage vs robots
-Purifier: works against deathclaws, tunnelers and ghost people
-Concentrated Fire to cripple limbs
-Tribal Wisdom works against cazadors

glitches/bugs

-The Mister Sandman perk can be utilized on the children in Bitter Springs and on the children at Nellis children's barracks. The child will not die, but the player character will still receive 50 xp.

Smuggle equipment into the Sierra Madre
Normally all of the player character's equipment is removed at the start of the DLC and not returned until its completion. However, anything flagged as a quest item cannot be removed from the inventory in addition to having no effect on WG. Thus by picking up a quest item and starting the DLC before finishing the quest relevant to the item, the player character may "smuggle" equipment into the Sierra Madre. Some examples include:
Missing laser pistol
Motor-Runner's helmet
Rebreather
Van Graff combat armor
Sergeant Andrews' machete
Fist of Rawr (note: only works if it has not been created at a workbench yet; Rawr's Talon is a quest item and can be smuggled in, but the fist itself is not a quest item and will be removed from the inventory.)

-When riding the Ashton lift to get to the Divide, one will be attacked by several tunnelers. At the start a tunneler will land in front of the player character on the lift. Instantly target it in VATS and shoot it with a gun that does reasonable damage. The tunneler should be instantly killed. Now several tunnelers will climb up the sides of the lift, one at a time. Once each tunneler reaches the top of the fence surrounding the lift, target them in VATS and one should be able to, once again instantly kill them. This can be done with every tunneler on the lift. This was tested with an assault carbine, but other decent damage weapons may also work.

Caravan

You've heard it right ! I'll explain it as simple as possible and also mentioning notable caravan players with good caps. The best way to get a caravan deck is from Ringo from Goodsprings after starting the quest: Ghost Town Gunfight/Run Goodsprings Run. You can either ask him how to play it as a dialogue option or kill him and get the deck anyway.

Rules

You need to get at least 30 cards to play but it's good to have more.
The goal is to outbid your opponent's caravan with the highest value of numbered cards without being too light (under 21) or overburdened (over 26).

Caravans have a direction, either ascending or descending numerically, and a suit.The suit is determined with the first card placed on a caravan, the direction by the second. All subsequent cards must continue the numerical direction or match the suit of the previous card. Cards of the same numerical value cannot be played in sequence, regardless of suit. Face cards can be attached to numeric cards in any caravan and will affect them in various ways.

The game begins with each player taking eight cards from their deck and placing either one numerical card or ace on each caravan. Players may not discard during this initial round.

Once both players have started their three caravans each player may do one of the following on their turn:
-1. Play one card and draw a new card from his or her deck to their hand.
-2. Discard one card from their hand and draw a new card from his or her deck.
-3. Discard one of their caravans by removing all cards from that pile.

card values

Joker - Pretty simple and nasty cards: if you play against any numbered card it removes the same numbered card from the board except the one which was placed on.If played on ace it removes the suit instead.
Ace - worth 1
2-10 - Listed value.
Jack - removes the card that you placed it on.
Queen - Reverses the current direction of the hand, changes the current suit of the hand. Multiple queens may be played on the same card.
King - Adds the value of that card again that it was placed it on. E.g. a king played on a 9 adds 9 to that hand. Multiple kings may be played on the same card for multiplicative effects. E.g. 4 + king = 8. 4 + two kings = 16.

Additional Notes

This guide is work in progress and will be updated.

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