Max Number of Skill Points Possible in New Vegas

Post » Thu May 26, 2011 10:10 pm

"Also, clothing and accessories that increase stats and skills are gone. Items equipped on the character no longer have magical enchantments that make him better at Repair because he is wearing greasy overalls, or smarter at Science because he's looking really smart and official in a lab coat."

why? not even special variants? theres really no point of most of the clothes then. except the select few that look nice.

Streams I have witnessed thus far disprove that claim as hard as it can possibly be disproven.
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Elizabeth Davis
 
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Post » Fri May 27, 2011 1:50 am

Streams I have witnessed thus far disprove that claim as hard as it can possibly be disproven.


how so?
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ezra
 
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Post » Fri May 27, 2011 3:20 am

how so?

The fact that there are clothes that increase stats.
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Steve Fallon
 
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Post » Fri May 27, 2011 7:53 am

Streams I have witnessed thus far disprove that claim as hard as it can possibly be disproven.

I had heard they were gone, but obviously if you saw them in one the streams, they have returned. Do tell us what you saw regarding them. I'm just repeating things I have read and heard here, I'm not perfect.

It just seems kind of silly if they are back. Why take Four Eyed as a trait if wearing a baseball cap or pair of shades is going to increase your PER +1 anyway with no drawback to taking them off?
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marie breen
 
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Post » Thu May 26, 2011 10:22 pm

Also, clothing and accessories that increase stats and skills are gone. Items equipped on the character no longer have magical enchantments that make him better at Repair because he is wearing greasy overalls, or smarter at Science because he's looking really smart and official in a lab coat.

Where did that come from? As far as I know nobody said anything about skill enhancing clothes being gone.
It's not magic, it's just that you can do better science when you use scientific equipment, in the game only represented by the lab coat. ^_^

€: Maybe it really is just about skills this time around, and they locked the very cheap items that grant big benefits (like the stupid caps) far, far away.
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neen
 
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Post » Fri May 27, 2011 5:04 am

I had heard they were gone, but obviously if you saw them in one the streams, they have returned. Do tell us what you saw regarding them. I'm just repeating things I have read and heard here, I'm not perfect.

It just seems kind of silly if they are back. Why take Four Eyed as a trait if wearing a baseball cap or pair of shades is going to increase your PER +1 anyway with no drawback to taking them off?

Traits are for extra character customization. Same reason I'm taking Trigger Discipline and Built to Destroy.
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Sasha Brown
 
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Post » Thu May 26, 2011 9:40 pm

It just seems kind of silly if they are back. Why take Four Eyed as a trait if wearing a baseball cap or pair of shades is going to increase your PER +1 anyway with no drawback to taking them off?


because i always wear glasses anyway? my four eyes guy will have a PE of 3 to start so the magic boost and the trait should bring it up to 5
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saxon
 
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Post » Thu May 26, 2011 9:38 pm

Where did that come from? As far as I know nobody said anything about skill enhancing clothes being gone.
It's not magic, it's just that you can do better science when you use scientific equipment, in the game only represented by the lab coat. ^_^

€: Maybe it really is just about skills this time around, and they locked the very cheap items that grant big benefits (like the stupid caps) far, far away.

I don't know. I think I read it over at NMA some time ago. Maybe it was someone just speculating. If the clothes just give small boosts to skills like +5 etc, I'll be fine with it, but yeah, some of the clothing bonuses were just cheap.

Traits are for extra character customization. Same reason I'm taking Trigger Discipline and Built to Destroy.

Both those have advantages that cannot be matched easily with no effort in the game. If SPECIAL stat boosting clothing is back like the ballcaps, hats, etc. the Four Eyed perk will only be offering a disadvantage and nothing else. Still useful for roleplaying, I agree, but pretty stupid if so.

Do you remember, Azula, if the boosts were for SPECIAL stats, or were they just enhancing skills?
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keri seymour
 
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Post » Fri May 27, 2011 12:30 am

In http://www.gametrailers.com/video/pax-10-fallout-new/705552 video you can see a "Rattan Cowboy Hat" and a "Ballcap with Glasses" both giving PER +1.

I suspect glasses alone won't give you anything, though. That'd just be sloppy design given the Four Eyes trait.
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Cameron Wood
 
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Post » Fri May 27, 2011 5:57 am

In http://www.gametrailers.com/video/pax-10-fallout-new/705552 video you can see a "Rattan Cowboy hat" and a "Ballcap with Glasses" both giving PER +1.

I suspect glasses alone won't give you anything, though. That'd just be sloppy design given the Four Eyes trait.

Well, I guess it's confirmed. (Not that I doubted you, Azula)

It is poor design given the Four Eyes trait if ANY common clothing item gives PER+1. But yeah, it would be totally broken if glasses still give the bonus automatically too, and yeah, pretty sloppy.
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JD FROM HELL
 
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Post » Fri May 27, 2011 11:54 am

Well, I guess it's confirmed. (Not that I doubted you, Azula)

It is poor design given the Four Eyes trait if ANY common clothing item gives PER+1. But yeah, it would be totally broken if glasses still give the bonus automatically too, and yeah, pretty sloppy.


well, glasses can still be worn with hats right? its not that pointless if you always run around with sunglasses or tortiseshells like i do. only one of my chars in F3 didnt wear some type of eyewear, he had a ghoul mask.

im sure you can get some right away so you shouldnt be stuck with the -1 for too long
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Quick draw II
 
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Post » Fri May 27, 2011 4:02 am

It is poor design given the Four Eyes trait if ANY common clothing item gives PER+1.


I agree. It kinda eats the trait - no real benefit for picking it since it can be substituted with a cap and without any real disadvantage. I hoped they'd gotter rid of the "magic" clothing (at very least as far as only some special apparels would've granted bonuses) but what can one do. Anyways, I doubt 1 PER makes too much of a difference at any rate in this game.
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Kit Marsden
 
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Post » Thu May 26, 2011 8:45 pm

Unless regular glasses add +1 Perception and with Four eyes it goes to +2.
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Lyd
 
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Post » Fri May 27, 2011 7:03 am

Unless regular glasses add +1 Perception and with Four eyes it goes to +2.


Doubtful, given the trait description ("While wearing any type of glasses, you have +1 Perception. Without glasses, you have -1 Perception.") and its requirement of "perception below 10" (which indicates that stats cannot go over 10 as otherwise there wouldn't be such requirement - if the FE bonus went over the glasses' initial bonus, the req should read "perception below 9").

Buuut, I guess anything's possible...
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Trevor Bostwick
 
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Post » Fri May 27, 2011 12:42 am

Doubtful, given the trait description ("While wearing any type of glasses, you have +1 Perception. Without glasses, you have -1 Perception.") and its requirement of "perception below 10" (which indicates that stats cannot go over 10 as otherwise there wouldn't be such requirement - if the FE bonus went over the glasses' initial bonus, the req should read "perception below 9").

Buuut, I guess anything's possible...


It says "any type of glasses." Maybe some types of glasses grant perception bonuses inherently and others don't.

And Weapon Handling requires a strength of 9 or below, even though it offers +2 strength for weapon reqs.
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Lory Da Costa
 
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Post » Fri May 27, 2011 8:49 am

It says "any type of glasses." Maybe some types of glasses grant perception bonuses and others don't.


maybe. i can see how maybe eyeglasses give perception but sunglasses or goggles dont.
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Sophie Miller
 
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Post » Fri May 27, 2011 4:17 am

It says "any type of glasses." Maybe some types of glasses grant perception bonuses inherently and others don't.

And Weapon Handling requires a strength of 9 or below, even though it offers +2 strength for weapon reqs.


It is possible that there are such glasses, but I remain sceptical about it - for given reasons.

And actually, Weapon Handling just lowers the strength requirements. It does not give any strength - so nothing still goes over 10.
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casey macmillan
 
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Post » Fri May 27, 2011 2:39 am

I don't know. I think I read it over at NMA some time ago. Maybe it was someone just speculating. If the clothes just give small boosts to skills like +5 etc, I'll be fine with it, but yeah, some of the clothing bonuses were just cheap.


Both those have advantages that cannot be matched easily with no effort in the game. If SPECIAL stat boosting clothing is back like the ballcaps, hats, etc. the Four Eyed perk will only be offering a disadvantage and nothing else. Still useful for roleplaying, I agree, but pretty stupid if so.

Do you remember, Azula, if the boosts were for SPECIAL stats, or were they just enhancing skills?



The way I read it late.. the trait gives you and EXTRA 1 perception when wearing glasses. so if the glasses already give everyone 1 they give you 2.
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Fam Mughal
 
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Post » Fri May 27, 2011 10:26 am

the only skill that only has 3 books is explosives.
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Life long Observer
 
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Post » Fri May 27, 2011 2:08 am

youre sure? so the rest are 4?

should be unarmed with 3 though. its by far the most useless skill, they should just merge it with melee
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louise tagg
 
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Post » Thu May 26, 2011 10:39 pm

I got this information about books and magazines from a posting someone made from the guide at NMA.

Books give permanent skill increases, but are very rare (only 51 in the entire game) presumably only 3 or 4 books for each skill.

Magazines are common enough (213 in the entire game) but only give a temporary boost of 10 skill points to a particular skill that then fades away to nothing over a period of time. Assuming an even distribution of magazines between skills, that is about 16 magazines for each skill in the entire game, so they are still a valuable find.

And I am glad to be of help. I hope this helps everyone that likes to pre-plan their characters so they can see what is possible by end game.


skill magazines give you +20 to said skill, if you've seen the best buy preview thing she uses them and it says that you get +20
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Kate Norris
 
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Post » Fri May 27, 2011 12:01 pm

she probably had comprehension. cuz 40 would be a big bonus
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Alba Casas
 
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Post » Fri May 27, 2011 12:27 pm

personally I intend to do what i did for fallout 3
I will make my own mod to open up lvl 31 and have a script catch the level up and bump it down to lvl 30
and only give me 1 extra HP per lvl pass 30, and as many skill points as i'd normally get.
there's a workaround for skills at or pass 100, but for NV i might be SOL >.<

although i should rethink this and set lvl 30 level ups to be bumped down to 29, what with perks only being available every even numbered level now.

too few traits from what i saw,... i hope theres more than what is released. If not, then i'll be adding in my own... and will be switching some perks that should have been traits.
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ImmaTakeYour
 
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Post » Thu May 26, 2011 11:03 pm

skill magazines give you +20 to said skill, if you've seen the best buy preview thing she uses them and it says that you get +20

she probably had comprehension. cuz 40 would be a big bonus

What Lord_Ka1n said. The base points you get (temporarily) is +10 from magazines. Comprehension doubles that giving you +20. Retention makes those skill points last twice as long.
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Ricky Meehan
 
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Post » Thu May 26, 2011 9:00 pm

Wat.

Energy Weapons was the best offensive skill in FO1 endgame (Turbo Plasma Rifle with Fast Shot = death to everything), and awesome in FO2 too. It just suffered from there not being any energy weapons in early to midgame in both games. Even so it was still better than Big Guns, Explosives, Unarmed or melee.


In FO1, assault rifles were powerful enough to blast late game creatures to pieces. In FO2, late game enemies had high laser and plasma thresholds/resistances and energy weapon ammo had no special armor AR or DR reducing properties. The Bozar and Vindicator Minigun made Big Guns way better than Energy Weapons. With unarmed and melee, Power Fists, Rippers, Cattle Prods, and Super Sledges had excellent armor piercing capabilities. As for explosives, the skill was not in FO1 or 2.
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jodie
 
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