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New Vegas How To Repair Weapons

Repair is a skill in Fallout: New Vegas.

Initial level

Example: A starting Intelligence of v and Luck of 5.

Clarification

Items tin now be repaired to 100% regardless of the role player graphic symbol's current skill. Repair still governs the effectiveness of repairing ane item with some other, using the same repair efficiency adding equally Fallout 3, just with a static 100% condition limit in identify of the skill-based limit.

A college Repair skill unlocks crafting recipes for different types of ammunition and other gear at reloading benches and workbenches, such every bit the Weapon repair kit with 50 skill. Loftier Repair also allows one to repair mechanical or electronic earth objects (elevators, doors, computers, etc.).

Means to increment Repair

Permanent
  • Leveling upwards (upward to +xv or +17 with Educated)
  • Dean'south Electronics (+3 or +iv with Comprehension)
  • Logic Co-Processor implant (+2 depending on Intelligence, a perfect Intelligence of ten will see no do good.)
  • Expert Natured (+5)
  • Skilled (+five)
Temporary

Perks that require Repair skill

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

Interactions that require Repair skill

  • 20 Repair to repair Trudy's radio in Goodsprings.
  • xx Repair to salvage the solar array parts at HELIOS One.
  • 25 Repair to repair the broken 9mm SMG in Doc Mitchell's house.
  • 35 Repair to repair ED-Eastward (forth with 55 Scientific discipline).
  • 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 (forth with one piece of fleck metal).
  • 35 Repair to proceeds entrance to the Ultra-Luxe kitchen area without requiring honorary White Glove Club membership or a White Glove Society disguise.
  • twoscore Repair to deduce, when speaking to Pete, how to salvage 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 flop on board Comport Strength One in Yous'll Know Information technology 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 broken solar panels at the Nellis array.
  • 65 Repair to jam the 12 hidden doors throughout the REPCONN headquarters.
  • 65 Repair to repair ED-E (without whatsoever other skill).
  • 80 Repair to jury rig the food processor during Not Worth a Hill of Corn and Beans.

Non-role player characters who repair

Proper noun Location Repair cap
Dale Barton The Fort 58%
Samuel Kerr 188 Trading Post 64%
Calamity Jacobstown 76%
Sometime Lady Gibson Gibson scrap yard 79%
Mick Mick & Ralph'due south 85%
Joshua Graham Honest Hearts Zion Canyon 100%
Paladin Sato Brotherhood of Steel safehouse 100%
Raul Tejada Blackness Mountain / Raul'south shack 100%
Major Knight Mojave Outpost 100%
Sink Central Intelligence Unit 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 status they can repair to, based on the same maximum status formula used in Fallout 3. The full toll to repair is independent of one's Barter and Repair skills and is calculated with this formula:

If repairing an detail were to increment its value by yard caps, the repair would cost 2000 caps, essentially a 100% overhead.

Notes

  • Non-actor characters will not repair apparel (such as Benny's suit) that has no DT.
  • Commonly, common weapon variants can not be repaired with unique weapons unless the Jury Rigging perk is selected, which can issue in the potential loss of these rare items.
  • Items whose HP values notwithstanding round to 100% volition not offer the option to repair/maintain them, fifty-fifty if they prove less than maximum cap value, and will not announced in the list of spare weapons when repairing another of the aforementioned type.

Skills

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

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