FAQ, Tips, Tricks & Hints

Post » Sat May 04, 2013 10:25 pm

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Index:
  • http://www.gamesas.com/index.php?act=findpost&pid=13242841
  • http://www.gamesas.com/index.php?act=findpost&pid=13242872
    • Maps
    • Bobbleheads
    • Uniques
    • Schematics
  • http://www.gamesas.com/index.php?act=findpost&pid=13242940
  • http://www.gamesas.com/index.php?act=findpost&pid=13243657
  • Guides
    • http://www.gamesas.com/index.php?act=findpost&pid=13243807
    • http://www.gamesas.com/index.php?act=findpost&pid=13243953
    • http://www.gamesas.com/index.php?act=findpost&pid=13243991
    • http://www.gamesas.com/index.php?act=findpost&pid=13284937
    • http://www.gamesas.com/index.php?act=findpost&pid=13334340
    • http://www.gamesas.com/bgsforums/index.php?showtopic=974614
User avatar
vicki kitterman
 
Posts: 3494
Joined: Mon Aug 07, 2006 11:58 am

Post » Sun May 05, 2013 8:17 am

General Gameplay hints, tips & tricks:
  • SPECIAL
    • Intelligence affects how many skill points you get per level up and those highly effect how fast you can raise how many skills. Unless you're trying to roleplay it's highly suggested to put a lot of points in here.
    • Strength affects your carrying capacity. From my personal experience - I have never ever enough strength to carry all the goods I want to. The again, I'm using a char build with 3 strength...
    • Agility affects your Action Points (AP) and those are essential for VATS. The more, the better.
  • Skills
    • Science - computer terminals in the game come with requirements on science: 25, 50, 75, 100. If you don't meet the requirements, you don't get to hack the terminal.
    • Repair - pretty much essential skill for the game. Helps you get your gear in shape. Better gear does more damage or keeps you alive longer. And better gear can be sold for more caps.
    • Lockpicking - again, requirements come in 25, 50, 75, 100. If you don't meet the requirement, you won't get a chance to pick the lock.
    • Barter - always for want of some caps to buy new tools? Invest a couple points here to get better prices.
  • Perks
    • Comprehension - instead of getting 1 point per book you get 2 points. Which doesn't sound like much, but consider how many books there are - e.g. 70 points with the perk compared to 35 without is making a difference. If you have a keen eye and don't mind looking around a bit - then I strongly suggest taking it.
    • Educated - gives you a bonus of 3 skill points per level up. Take it early and it pays out nicely. If you have low int consider it a must have.
  • Hacking
    When hacking a terminal always search for pairs of brackets first on a single line - <> () {} [] (in between pairs can be random characters, but not full words). For each pair you delete one dud answer (or possibly regain the full amount of tries).
  • Mines
    Approach the mine with the target reticule centered on it. "Use" the mine ASAP to disarm and click again to pick it up.
  • Controls:
    • How to hot-key: Press and hold a number button (1-8) and click on the item you want to hotkey. These can be weapons, clothing or chems/food.
    • How to holster your weapon: Press and hold "R"
    • How to turn the light on: Press and hold "Tab"
  • Things you should consider collecting:
    (Sorry, no spoilers. You'll need to discover why yourself. Trust me - it's more fun this way.)
    • Wonderglue & Mole Rat meat
    • Pre-War books (intact ones - not the burned ones etc.)
    • Sensor units
    • Water, preferably clean one
    • Nuka Cola Quantum (30)
    • Sugar Bombs
    • Brotherhood of Steel Holo tags
    • Scrap Metal
  • How to play "better":
    • use cover effectively: The game provides you with a lot of things to hide/crouch behind to avoid fire. Typically you can get the enemy to fire at you and unload their clip. Once they've unloaded their clip its time for your counterattack, so of course you can use V.A.T.S. or attack in real time
      [Note: hiding behind vehicles is an EXTREMELY BAD BAAAAD BAAAAAAD idea. Seriously, don't do it!]
    • actual real life military shooting techniques actually work for example (at around 27 seconds into the video) http://www.youtube.com/watch?v=fWcuHMbnYtE&feature=related these techniques actually work in game and can help you out greatly
    • some weapons are better for use outside and some are better for inside use: The assault rifle is actually great at closer range in tight spots vs. the hunting rifle which is better at long range shots (usually out in the open). Shotguns up close are devastating and cripple most enemies quickly.
    • grenades (duh) aren't always the best choice for indoor use. if you toss a grenade it could potentially bounce off a overhang and land right next to you if you used V.A.T.S.
    • ammo is scarce so stock up when you can
    • check areas a thoroughly! You would be surprised at what you can find if you just look. Check bathrooms carefully, always look at containers (if the description shows an [Empty] message don't bother, otherwise - DO!
    • when you find corpses (not skeletons) move them, often they have something under them like a stim, a book or some ammo.
    • Super Duper Mart has quite a bit of ammunition as well as money opportunities (Loot the raiders! And check all the rooms for valuables. Check the counters, they have inset shelf spaces)
    • whenever you can repair your own weapons (try to save as many caps as possible!)
    • inside houses look behind crooked arranged furniture - sometimes you'll find safes or random goodies (especially Minefield)
User avatar
Lance Vannortwick
 
Posts: 3479
Joined: Thu Sep 27, 2007 5:30 pm

Post » Sun May 05, 2013 4:45 am

Locations of special items:
  • Maps
    • An interactive map with many locations for everything and more can be found on Planet Fallout.
      Link: http://fallout.gamesas.com/eng/links/privacyredirect.php?site=http://planetfallout.gamespy.com/maps/1/Capital-Wasteland.
    • A full list of the capitol Wasteland with all known locations of the Vanilla game can be found on The Vault: A Fallout Wiki
      Link: http://fallout.gamesas.com/eng/links/privacyredirect.php?site=http://fallout.wikia.com/wiki/Fallout_3_map (http://fallout.gamesas.com/eng/links/privacyredirect.php?site=http://images1.wikia.nocookie.net/fallout/images//d/d6/Wastelandmap.png)
    • A somewhat interactive flash map of Fallout 3 can be found http://fallout.gamesas.com/eng/links/privacyredirect.php?site=http://www.4shared.com/file/76969068/b5297a00/Fallout_3_Map_v10.html, http://www.gamesas.com/bgsforums/index.php?showtopic=929499.
  • Bobbleheads
    • S.P.E.C.I.A.L.
      Strength:
      Megaton, in Mayor/Sheriff Lucas Simms house upstairs on a table.
      Perception: Republic of Dave, on bookshelf on the right in Museum of Dave
      Endurance: Deathclaw Sanctuary, at entrance on table next to Brahmin corpse
      Charisma: Vault 108, in Cloning Lab
      Intelligence: Rivet City, in Dr Li's Lab on the table in Science Lab
      Agility: Greener Pastures Disposal, in small office covered in radiation
      Luck: Arlington Cemetery North, in basemant on a shelf directly below stairs inside north house
    • Skills
      Barter: Evergreen Mills, in the back of the Market Bazaar on a shelf in upper right side behind the Raider Trader
      Big Guns: Fort Constantine, in Basemant of the CO Quarters inside a safe in the wall.
      Energy Weapons: Raven Rock, on a desk, in a room opposite the passageway to the War Room.
      Explosives: WKML Broadcast Station, go through doorway to sealed cistern to find it (check local map)
      Lockpick: Bethesda Ruins, in Bethesda offices East on the top floor near door to bridge
      Medicine: Vault 101. First when you start the game and you turn 16 to take G.O.A.T. Look around in the office your father and you are in and it should be
      right there. Same thing when your 19 check your dads office. And Finally if you didn't get at start of game - when you have to return to Vault 101 look for Andy the robot who has become Dr. it should be on table next to him.
      Melee Weapons: Dunwich Building, just before you leave the Virulent.
      Repair: Arefu, in Evan King's house. You'll probably have to pick lock on house considering he stays outside nearly all hours of day. This WONT lower your Karma so don't worry about it.
      Science: Vault 106
      Small Guns: National Guard Depot, go through training room and office to exit from a door to the main room. Use the power switch on wall to your left and enter Armory look on the shelves
      Sneak: Yao Guai Tunnels, on top of a metal box in the Den on the right of the map near some water
      Speech: Paradise Falls, Eulogy Jones' pad, on a table
      Unarmed: Rockopolis, go directly west from Casey Smith's garage. Look for tattered banners that are strung up. Use your local map to find it.
  • Uniques
    Note: Unique items can be repaired with the "standard" item they correspond to.
    • Unarmed
      Fisto!
      [Powerfist] - MDPL-13 Powerstation, upper level, desk
      Plunkett's Valid Points [Spiked Knuckles] - Found on Jonders Plunkett in Arlington House, which itself is in Arlington Cemetery
      The Shocker [Power Fist] - Found in Flooded Metro
    • Melee
      The Board of Education [Nail Board] - held by a skeleton in one of the abandoned shacks at Clifftop Shacks just Southeast of Oasis
      Highwayman's Friend [Tire Iron] - Garage in Canterbury Commons
      Occams Razor [Combat Knife] - Found on Talon company leader
      The Breaker [Pool Cue] - On the pool table right outside Eulogy's house in Paradise Falls
      The Tenderizer [Super Sledge] - SatCom Array NN-03d
      Vampire's Edge [Chinese Officers Sword] - locked wardrobe cabinet in Vance's bedroom/office in Meresti
    • Small Guns
      Blackhawk [Scoped .44 Magnum] - Reward for Agathas quest
      Lincoln Repeater [.44 Rifle] - Museum of History offices upstairs in a display case
      Ol' Painless - Daves Republic, safe
      Reservist's Rifle [Sniper Rifle] high crit chance - dikeerson Tabernacle Chapel (the guy is sniping you make sure you shoot him and and let either 1. his body fall down or 2. his gun)
      The Kneecapper [Cut-off Shotgun] - Girdershade, in possession of Ronald
      The Terrible Shotgun [Shotgun] - Evergreen Mills kill Smiling Jack (No Karma Deduction)
      Ultra SMG [10mm SMG] - In possession of Sydney, female NPC inside The National Archives.
      Victory Rifle [Sniper Rifle] high chance to knock-back target - found west of Rockbreaker's Last Gas in a a shack
      Xuanlong Assault Rifle [Chinese Assault Rifle] - Located in Jury Street diner (due west of Vault 101) on the corpse of Prime. You may have to follow the quest line you pick up in the Museum of Technology for this to occur.
      Zhu-Rong v418 Chinese Pistol [Chinese Pistol] - L.O.B. Enterprises Building, Falls Church
    • Big Guns
      Burnmaster [Flamethrower] - Franklin Metro station on the way to Hubris Comics
      Eugene [Minigun] - Reilly's Ranger quest
      Experimental MIRV [8 Mini nuke launcher] - Can be found in the National Guard Depot.You need to find 5 diarys from Mr. Keller.
      Miss Launcher [Missile Launcher] - Fort Independance
      Vengeance [Gatling Laser] - found in death claw sanctuary in the inner most chamber just past a big pool of blood
    • Energy Weapons
      A3-21's [Plasma Rifle] - [quest begins in Rivet City via Dr. Zimmer in the Science Lab] Complete Dr. Zimmer's android quest and talk to the android BEFORE talking to Zimmer (if at all)
      Colonel Autumn's laser pistol [Laser Pistol] - Loot from Colonel Autumn (human enclave boss)
      Firelance [Alien Pistol] - random encounter. If you see bright purple alien energy cells start looking for more of the same and the blaster. http://fallout.gamesas.com/eng/links/privacyredirect.php?site=%3Ca%20href=http://forums.bethsoft.com/topic/911922-faq-tips-tricks-hints/%22http://revver.com/video/1343839/affiliate/120806/how-to-acquire-the-firelance/%22%20target=%22_blank%22%3Ehttp://revver.com/video/1343839/affiliate/...-the-firelance/%3C/a%3E
      Alien Blaster [Alien Pistol] - search southwest of Old Olney for the alien radio signal
      Protectron's Gaze [Laser Pistol] - get this from the Mechanist in exchange for the Antqueen costume
      Smugglers End [Laser Pistol] - found in Elder Lyon's Wall Safe
      Wazle Wifle [Laser Rifle] - Little Lamplight
    • Armor
      Button's Wig [Headwear] - +5 Barter, -1 PE, +1 IN, +10 Speech, found on a desk behind Button when you do the Stealing Independence quest
      Eyebot Helmet [Helmet] - found during the escape from rotunda in tunnels
      Eulogy Jones' Suit [Suit] - Small guns +2 Chr +1, Loot off of Eulogy Jones in Paradise Falls
      Ledoux's Hockey Mask [Headwear] - Gives +25 AP, found on Ledoux in front of the Red Racer factory, either loot him or get him the clear cola formula from the Nuka Factory
      Lesko's Lab Coat [Lab coat] - Rad resist +20, Science +10, Additional quest reward from 'Those!" if you ask for more in addition to the ant powerup
      Linden's Outcast Power Armor [Power Armor] - Quest-reward from Linden in Oasis
      Lucky's shades [Glasses] - Found on the manakin in Lucky's shop (south west of Tenpenny's tower). Adds +1 to luck.
      Medic Prototype Power Armor [Power Armor]- Old Olney sewers
      Poplar's Hood [Headwear] - Quest rewards from Bloomseer Poplar in Oasis for making H. grow. Adds +1 AG, +10 Sneak.
      Reilly's Ranger's Combat Armor [Combat Armor] - [quest begins in The Mall near the National Archives via a radio distress call] Complete the Ranger rescue quest chain to the end.
      Shady Hat [Headwear] - PER+1, Sneak +5; Questreward for optional quest when Moira sends you to place the Mirelurk probe.
      Takoma Park Little Leager Cap [Headwear] - Explosives+5, Melee+5; Nifty Thrifty Shop, Takoma Park
      T-51b Power Armor+Helmet [Armor] - Start the quest in Underworld from Mister Crowley "You Gotta Shoot 'Em in the Head". You will loot the necessary keys for Fort Constantine (don't bring Crowley the Keys)
      The AntAgonizers Costume [Super Hero Armor] - CHR-1 AGI+1, Gotten off the AntAgonizer
      The Mechanist's Costume [Super Hero Armor] - CHR-1 END +1, Gotten off the Mechanist, if you choose to talk him down instead of giving him the AntAgonizer's armor
      The Surgeon's Lab Coat [Lab coat] - MED +10, Science +5, gotten off the Surgeon in the red racer factory
      Three Dog's Head Wrap - Ch +1, Lk+1.
      Torchers Mask [Headwear] - Big Guns +5, Exposives +5. Found on Torcher`s corpse in the MDPL Mass Relay Station Power Station.
      Vance's Longcoat Outfit - CH +1, PE +1 and Small Arms +10. From Vance, "Father" of The Family in Meresti.
      Wanderer's Leather Armor - lootet of a wastelander with 3 attack dogs
  • Schematics:
    Note: Getting multiple schematics will improve the original - usually increase damage by 10% or produce multiple items (e.g. 3 Nuka Grenades instead of 1).
    • Bottlecap Mine
      Location:
    • Quest Reward ?Wasteland Survival Guide
    • Sold by Knick Knock @Little Lamplight
    • Jocko's Pop & Gas Stop ?On a workbench
    • Inside Dashwoods Safe ?Tenpenny Tower
    Parts: Lunchbox, Cherry bomb, Sensor Unit, Bottlecaps
    Note: Multiple blueprints produce more mines per build
  • Nuka Grenades
    Location:
  • Quest Reward ?Nuka Cola Challenge
  • Sold by Doc Hoff
  • Cliffside Cavern ?near a rock surrounded by skeletons
Parts: Nuka-cola Quantum, Tin Can, Turpentine, Abraxo Cleaner
Note: Multiple blueprints produce more mines per build
  • Rock-It-Launcher
    Location:
    • Sold by Crazy Wolfgang
    • Behind the Bible Verse ?Vault 101
    • Craterside Supplies, Megaton
    • Armoury, Rivet City
    Parts: Vacuum Cleaner, Firehose Nozzle, Leaf Blower, Conductor
    Note: Multiple blueprints enhance the damage by 10% each
  • Dart Gun
    Location:
    • Quest Reward- Head of State
    • Boutique LeChic ?Tenpenny Tower
    • MDPL-05 Power Station 朜ear a skeleton
    Parts: Paint Gun, Radscorpion Poison Gland, Toy Car, Surgical Tubing
    Note: Multiple blueprints enhance the damage by 10% each
  • Railway Rifle
    Location:
    • Quest Reward ?Stealing Independence
    • Underworld Outfitters
    • MDPL-13 Power Station ?On workbench
    Parts: Fission Battery, Pressure Cooker, Steam Gauge Assembly, Crutch
    Note: Multiple blueprints enhance the damage by 10% each
  • Shishkebob
    Location:
    • Quest Reward ?Blood Ties
    • Sold by Lucky Harith
    • Brotherhood Outcast Shack, near SatCom Array NN-03d
    Parts: Motorcycle Gas Tank, Motorcycle Handbrake, Lawnmower blade, Pilot Light
    Note: Multiple blueprints enhance the damage by 10% each
  • Deathclaw Gauntlet
    Location:
    • Quest Reward ?Council Seat
    • On a wounded Wastelander
    • F. Scott Key Trail & Campground
    Parts: Deathclaw Hand, Medical Brace, Leatherbelt, Wonderglue
    Note: Multiple blueprints enhance the damage by 10% each
User avatar
Mackenzie
 
Posts: 3404
Joined: Tue Jan 23, 2007 9:18 pm

Post » Sat May 04, 2013 11:10 pm

FAQ - Frequently Asked Questions
  • Where is Dogmeat?
    He can be found in the Scrapyard.
    The Scrapyard can be found north of the Bethesda ruins.
  • I blew up Megaton/slaughtered a city/broke my arm, did I lose the game? Should I reload?
    No you did not lose the game. It's completely up to you whether you want to continue, you can still finish the main quest.
  • How do I get to the Citadel?
    Follow the main quest.
  • Where can I get the Power Armor perk?
    Follow the main quest, everything else will become clear.
  • I looked all over the Super Duper Mart but I can\'t find the food? Where is it?
    Check the fridge.
  • Is there any way to mark special locations on the world map, so I don't forget them?
    Yes, double right click on the world map on your Pip-Boy.
  • Are blood packs only useful for selling to Vance for caps?
    Ask him about vampyrism and he'll give you a perk to use them for 20 HP each.
  • If I gave the android part to Zimmer, and have not yet meet the android, do I ruin chance of getting the unique plasma gun?
    Yes, I was screwed on the gun. Had to reload a save before I gave the part and then complete the quest to find android first. THEN end it with the giving of the part.
  • What's the code to activate Project Purity?
    Check the Bible quote.
  • Is there a quick, easy and cheap way to gain entrance to Tenpenny Tower?
    Yes, there is! All you do is go to the left side of the concrete wall that surrounds the tower, find a big pile of rocks and dirt right next to the wall. You can the jump on a smaller section of the wall, then jump on the main wall. Just like that your in.
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Jordyn Youngman
 
Posts: 3396
Joined: Thu Mar 01, 2007 7:54 am

Post » Sun May 05, 2013 7:27 am

Cheat Codes (PC):
  • http://www.gamesas.com/bgsforums/index.php?showtopic=906543
  • http://www.gamesas.com/bgsforums/index.php?showtopic=895002
  • http://www.gamesas.com/bgsforums/index.php?showtopic=895013
  • http://www.gamesas.com/bgsforums/index.php?showtopic=907040
  • http://www.gamesas.com/bgsforums/index.php?showtopic=895762 http://fallout.wikia.com/wiki/Form_IDhttp://www.gamesas.com/bgsforums/index.php?showtopic=895762
  • http://www.gamesas.com/bgsforums/index.php?showtopic=911279&hl=location
  • The console codes for S.P.E.C.I.A.L and skills are:
    player.setav (Stat) (Number to Add) - e.g. player.setav Strength 10 - will set strength to max
    player.setav (skill) (Number added to total) - e.g. player.setav barter 50 - will add 50 points to barter skill
    player.setav carryweight 10000 - enables you to carry upto 10000 in weight! better than strong back perk IMHO.
    player.setav health (number) - changes the health of the PC
  • Companion dying a lot?
    use this: SetEssential 1 codes:
    • Jericho - a71
    • Charon - 156f6
    • Clover - 156a2
    • RL3 - 9426e
    • Dogmeat - 6a772
  • Annoyed by over/under-sized NPCs (e.g. Dogmeat or your robo butler blocking your way again)
    Use this:
    • Open console (~)
    • click on the NPC
    • type: setscale
      values below 1 reduce size (e.g. setscale .6), values above 1 enhance size (e.g. setscale 1.8)
User avatar
Rodney C
 
Posts: 3520
Joined: Sat Aug 18, 2007 12:54 am

Post » Sun May 05, 2013 3:07 am

Companion FAQ
  • Frequently Asked Questions
  • Standard Companions
  • Quest Companion’s
  • Abusing Bugs ~ Getting Multiple Companions on Consoles
  • Console Commands ~ Setting as Essential, Finding Lost Companions, Resurrecting Dogmeat

Frequently Asked Questions
  • Dogmeat has disappeared! Where is he?
    Probably Vault 101
  • Where has my other companion gone?
    Probably at the locations listed below.
  • I just left Vault 112 and my companion has disapeared!
    Its probably waiting back next to the Lounger.
  • I sent Dogmeat off to get me items, and he hasn’t come back!
    He’ll be back eventually. It just takes a loooooong time sometimes. ~In future, just don’t do it.
  • How many Companions can I have at a time?
    You may have one Standard Companion + Dogmeat
  • But I want more!
    PC users can use http://www.fallout3nexus.com/downloads/file.php?id=632, Console users can abuse the glitches below. There’s no limit on the amount of Quest Companions you can have with you either.
  • I gave "X" a really cool weapon! Why wont they use it?
    Are they skilled with that weapon? Is it better than their standard gear? Did you give them ammo?
  • How do I heal my companion?
    They regenerate after when combat ends. Try waiting a little while if they don’t. They may use stimpacks from thei inventory during combat too.
  • "X" Died! Can i get them back?
    No companions can be brought back to life on Consoles. Currently the only companion that we know how to bring back to life properly on PC is Dogmeat. The commands are below.
  • Can Companions wear Power Armour?
    Yes! Apparantly they all secretely trained somewhere.
  • What happens when I dismiss a companion?
    They all go back to their start point except RL-3 who goes to Canterbury Commons. If you want to re-recruit them you will have to pass a karma check again.

Standard Companions
There are 8 Standard Companion NPC's in Fallout 3. Each has a set of default weapons, which will never degrade, do not require ammo and cannot be removed from their person. They will always use the best weapon in their inventory that they have ammo for, otherwise they will revert to their standard gear again.
Companions do have reasonable AI, they will use cover and pick up weapons/ammo that your enemies drop. Be sure to check their inventories occasionally to see if they have any goodies for you.

  • Dogmeat
    Location: Scrapyard
    Requirements: Save the poor pooch from the attacking raiders!
    Dogmeat is your loyal, loving canine companion. He will join any type of character and can be made to search for chems, food & ammo. He can also be sent to wait outside vault 101.
  • Butch
    Location: Rivet City, The Muddy Rudder
    Requirements: Neutral Karma
    Standard Equipment: 10mm Pistol, Switchblade, Tunnel Snake Outfit
    Butch grew up in Vault 101 where he was a member of the Tunnel Snakes and a professional hairdresser. He leaves shortly after the quest "Trouble on the Homefront" if Amata becomes overseer or you help him evacuate. He is not available until after this point.
    Butch “specialises” in Small Guns and will probably need to be equipped with alternate weaponry, as his is rather basic. Infact, his combat skills are so poor that he would probably be best off left behind.
  • Charon
    Location: Underworld, The Ninth Circle
    Requirements: None
    Standard Equipment: Combat Shotgun, Combat Knife, Leather Armour
    Charon is a ghoul who works as a bouncer in the Ninth Circle. He is completely loyal to the holder of his contract, which must be “aquired” from Ahzrukal before he will join the player. The contract can either be bought for 2000/1000 caps, or earned by completing a quest for Ahzrukal.
    Charon specialises in Small Guns and is very effective with his Combat Shotgun, he should not need any more weaponry.
  • Clover
    Location: Paradise Falls, Eulogy's Place
    Requirements: Bad Karma
    Standard Equipment: Sawn-Off Shotgun, Chinese Officers Sword, Pre-war Spring Outfit
    Clover is a brainwashed slave, and is employed by Eulogy Jones as one of his personal bodyguards. He will offer to sell Clover to you for 1000 caps, however this price can be lowered to 500.
    Clover specialises in Small Guns and Melee Weapons and is effective with both. Sadly her equipment leaves a lot to be desired so you will need to supply her with gear. A Shishkebob, a 10mm SMG and a Chinese Assault Rifle with a reasonable amount of ammo each are good choices here.
  • Star Paladin Cross
    Location: The Citadel
    Requirements: Good Karma (Will leave if Karma changes)
    Standard Equipment: Laser Pistol, Super Sledge, Brotherhood PA
    Star Paladin Cross is a member of the Brotherhood of Steel and was friends with your father.
    She specialises in Energy Weapons, Big Guns and Small Guns. But is best with Energy Weapons. Give her a Plasma Rifle and you will never have to worry again!
  • Jericho
    Location: Megaton
    Requirements: Bad Karma
    Standard Equipment: Chinese Assault Rifle, Nail Board, Leather Armour
    Jericho is an ex-raider, who decided to change his ways. If the player can convince him to give up giving up he will require 1000 caps for supplies and will then join you.
    Jericho specialises in Small Guns but he can also use Big Guns and Melee Weapons equally as well. He shouldn’t need anything other than his Chinese Assault Rifle, but if you've got the spare ammo you could always put a Minigun or Flamer in his hands.
  • Fawkes
    Location: Vault 87, then Museum of History Entrance
    Requirements: Good Karma
    Standard Equipment: Gatling Laser, Super Sledge
    Fawkes is one of the few intelligent Super Mutants, and will offer to help the player when trying to escape Raven Rock.
    Fawkes specialises in Big Guns and Melee Weapons. She is best off using hes Gatling Laser, as he has a limitless supply of ammo. Giving her other weapons seems like a total waste of time. She cannot use any sort of armour.
  • Sergeant RL-3
    Location: Outside the RobCo Factory
    Dismisses To: Canterbury Commons
    Requirements: Neutral Karma
    Standard Equipment: Flamer, Plasma Gun
    Sergeant RL-3 must be bought from Tinker Joe, a travelling robot salesman. He costs 1000 caps and is a "Mr Gutsy" type robot. As he is a robot he cannot use any form of armour.

Quest Companions
Quest companions operate differently to the standard set of companions. They will join you, and will travel with you until you reach a specific objective and then they will leave. In some cases its possible to intentionally never reach the objective, and keep them with you indefinitely.
The weapons and armour quest companions use will degrade, they will also require a supply of ammunition as they do not have a limitless supply like the standard set of companions. Another difference is that the Quest Companions do not regenerate their health outside of combat.
Below is a list of Quest Companions you can get to join you permenantly, as well as the consequences of doing so.
  • Red
    Location: Germantown Police HQ
    Leaves at: Bigtown
    Red is the Bigtown Doctor, she is one of two Supermutant hostages who you are sent to rescue during the quest “Big Trouble in Big Town”
    Consequences: Cannot complete the quest “Big Trouble in Big Town” and therefore cannot get The Lucky 8 Ball (Luck+1)
  • Shorty
    Location: Germantown Police HQ
    Leaves at: Bigtown
    Shorty is a citizen of Bigtown, he is one of two Supermutant hostages who you are sent to rescue during the quest “Big Trouble in Big Town”
    Consequences: Cannot complete the quest “Big Trouble in Big Town” and therefore cannot get The Lucky 8 Ball (Luck+1)
  • Sticky
    Location: Little Lamplight
    Leaves at: Bigtown
    Sticky is a citizen of Little Lamplight. However he has just turned 16 so he has to leave. If you offer to escort him to Bigtown he will stay with you until you arrive there.
    Consequences: Other than not completing the quest, no rewards are missed.
  • Sydney
    Location: National Archives
    Leaves at: Rivet City (If you have the Declaration of Independence)
    Sydney is a Relic Hunter, any resemblance to the character Sydney Fox from the show “Relic Hunter” is purely coincidental. She will help you with the quest “Stealing Independence” and will stay in your party until you complete the quest. Unlike the other Quest Companions you cannot trade with her, luckily she is fully equipped already. She carries a unique gun, the 10mm Ultra SMG which she has a limitless supply of ammo for and wears a suit of Combat Armour.
    Consequences: You cannot collect the Declaration of Independence if you want to keep her, therefore you cannot complete the quest “Stealing Independence” to get the 400 cap reward and a Railway Rifle Schematic. Keeping her as a companion also means that you cannot get her Unique SMG.

With the exception of Sydney, these characters are all rather weak. Arkady has a FAQ http://www.gamesas.com/bgsforums/index.php?showtopic=907502 on how to improve/alter their abilities by using the console. (PC only)

Abusing Bugs

Replacing Dogmeat
Why someone would want to replace the adorable little pooch I don’t know, but it is possible to switch Dogmeat for another Companion. Here's how. First things first, recruit your humanoid companion. Now you need to grab Dogmeat. Got him? Saved him from the raiders? Now Shoot him. That's right, Shoot him.

Now that Dogmeat is dead you should be able to recruit any other Humanoid Companion you like as a space in your party has been "opened up"

(I hope you're happy)
Note ~ Those on PC may use the console to resurrect Dogmeat after recruiting a new companion. This can be repeated indefinitely.

Star Paladin Cross
Apparantly, it is possible for a Good Character to recruit Star Paladin Cross the first time you talk to her, even if you already have another companion. Just follow the dialogue options:
"You knew my father?"
"I loved him very much…"
"I guess I couldn't stop you."
"I'd be honored to have you join me"

Clover
It is possible to recruit Clover into your team when you have already reached your party limit. Find Eulogy Jones in Paradise Falls and fire one of your Companions. Speak with him and offer to buy Clover. Before Clover speaks to you, quickly re-hire your other companion.
Now speak to Clover and she will be in your party

Sergeant RL-3
The method to recruit RL-3 is pretty much the same as recruiting Clover. Find Tinker Joe, fire a companion. Buy RL-3 from Tinker Joe then quickly re-hire before RL-3 speaks to you.

Fawkes
When leaving Raven Rock,wait in the exit for Fawkes to kill all the hostiles in the area. You must then fast travel away before she speaks to you. Pick up your other companions then return to Raven Rock. She will then speak to you and offer to join, regardless of wether there are people already in your party.

Console Commands
The rest of this FAQ covers console commands related to the companions, and will only be of interest to the PC users.
For those that dont know, the console is opened by using the tilde "~" key.

Lost Companions?
When lost, companions can be moved to the player. First select the appropriate NPC:
prid
Then type "moveto player"
Dogmeat - 6a775
Butch- 2a4e8
Charon- 2b8e1
Clover - 384d8
Paladin Cross- 62735
Jericho - 3b5d
Fawkes- 2d9cf
Sergeant RL-3- 94285
Red - 25252
Shorty - 28029
Sticky - 295ee
Sydney - 3a77

Want to make a companion immortal?
Use the command:
SetEssential 1
Dogmeat - 6a772
Butch- 27f65
Charon- 156f6
Clover - 156a2
Paladin Cross- 156e5
Jericho - a71
Fawkes- 3d34e
Sergeant RL-3 - 9426e
Red - 27f65
Shorty - 2ab96
Sticky - 295eb
Sydney - 3a22

Companions not close enough to you?
Replace “” with your required distance, the default is 192, so anything less is closer to you, anything more is further away.
setgs ffollowspacebetweenfollowers

Essential Companions getting up too quick?
Replace "
User avatar
BlackaneseB
 
Posts: 3431
Joined: Sat Sep 23, 2006 1:21 am

Post » Sun May 05, 2013 4:57 am

Max S.P.E.C.I.A.L. Stats Guide (by: Undesirable)

Starting Out and Progression Tips

Your character starts off with 40 S.P.E.C.I.A.L. (Strength, Perception, Endurance, Charisma, Intelligence, Agility and Luck) attribute points to distribute as you please.

There are 10 ranks of the Intense Training perk that can be allocated, which will increase a single S.P.E.C.I.A.L. stat of any attribute you choose by 1 point per rank.

There are 7 'Bobbleheads' that will permanently increase each of your S.P.E.C.I.A.L. stats by one point each.

Drawbacks of Attempting to Max S.P.E.C.I.A.L. Stats

Currently, it doesn't seem possible to literally max all of your S.P.E.C.I.A.L. stats to 10 without the temporary effect of chems (which have drawbacks of their own).

There are other perks that could have been chosen instead of those 10 ranks of Intense Training. It all depends on how much you value S.P.E.C.I.A.L. stats versus early perks.

You will be forced into wearing certain apparel if you want to maximise your stats, and it may not necessarily be appealing to the eye.

Keep in mind that you have to find Bobbleheads before you gain their bonus. If you're trying to get a certain perk before you find a necessary Bobblehead, you'll have to either compensate with Intense Training or choose another perk until you've found it.

Once you've chosen your starting stats and designated Intense Training ranks, there's no going back. Make sure you plan out your character before you leave vault 101.

Maximum S.P.E.C.I.A.L. Stats Required to Attain Relevant Perks
  • Max requirements for a Strength-based perk - 5
  • Max requirements for a Perception-based perk - 7
  • Max requirements for an Endurance-based perk - 7
  • Max requirements for a Charisma-based perk - 6
  • Max requirements for an Intelligence-based perk - 7
  • Max requirements for an Agility-based perk - 6
  • Max requirements for a Luck-based perk - 6
Quests that give S.P.E.C.I.A.L. Stats via Perks

Ant Sight*
Quest: Them!
Stats: +1 Perception and 25% fire resistance

Ant Might*
Quest: Them!
Stats: +1 Strength and 25% fire resistance

* You can only obtain either Ant Sight, or Ant Might. Not both.

Best Armour to Increase S.P.E.C.I.A.L. Stats

Ranger Battle Armor
Location: Reilly's Rangers Compound; Miscellaneous Quest: Reilly's Rangers. Possible reward.
DR: 39
Stats: Small Guns +10, AP +5, Luck +1

Best Helmets to Increase S.P.E.C.I.A.L. Stats

T-51b Power Helmet
Location: Fort Constantine, bomb storage, experimental chamber.
DR: 10
Stats: Radiation Resistance +8%, Charisma +1
Note: CANNOT be used in combination with Lucky Shades.

Crow's Eyebot Helmet
Location: Wasteland Mini-Encounter: Merchant Trader Caravan. Freeform Quest: Merchant Empire. Reward from Crow.
DR: 5
Stats: Perception +1
Note: CAN be used in combination with Lucky Shades.

Best Clothing to Increase S.P.E.C.I.A.L. Stats

Wasteland Settler Outfit
DR: 2
Stats: Endurance +1, Agility +1

Wasteland Wanderer Outfit
DR: 2
Stats: Endurance +1, Agility +1

Best Hat to Increase S.P.E.C.I.A.L. Stats

Three Dog's Head Wrap
Location: Galaxy News Radio, worn by Three Dog.
DR: 2
Stats: Charisma +1, Luck +1

Other Accessories That Increase S.P.E.C.I.A.L. Stats

Lucky Shades
Location: Lucky's Grocer, inside the store.
DR: 1
Stats: Luck +1

Lucky 8 Ball
Location: Complete the quest 'Big Trouble in Big Town' and it will be given to you by the NPC 'Timebomb'.
Stats: Luck +1

You can only wear either a helmet or a hat on your head, and armour or clothing on your body at any one time. The Lucky Shades can be used in combination with most hats, but only a few helmets (as noted). The Lucky 8 Ball cannot be worn as apparel; it is in effect as long as it remains in your inventory.

Balanced S.P.E.C.I.A.L. Point Distribution with Armour
  • Strength: 4 (+1 from Bobblehead, +1 from Ant Might, +2 from Intense Training = 8)
  • Perception: 4 (+1 from Bobblehead, +1 from Crow's Eyebot Helmet, +2 from Intense Training = 8)
  • Endurance: 5 (+1 from Bobblehead, +2 from Intense Training = 8)
  • Charisma: 4 (+1 from Bobblehead, +3 from Intense Training = 8)
  • Intelligence: 9 (+1 from Bobblehead = 10)
  • Agility: 8 (+1 from Bobblehead, +1 from Intense Training = 10)
  • Luck: 6 (+1 from Bobblehead, +1 from Ranger Battle Armor, +1 from Lucky Shades, +1 from Lucky 8 Ball = 10)
End points distributed: 62

Balanced S.P.E.C.I.A.L. Point Distribution with Clothing
  • Strength: 4 (+1 from Bobblehead, +1 from Ant Might, +2 from Intense Training = 8)
  • Perception: 5 (+1 from Bobblehead, +3 from Intense Training = 9)
  • Endurance: 4 (+1 from Bobblehead, +1 from Wasteland Settler or Wasteland Wanderer Outfit, +3 from Intense Training = 9)
  • Charisma: 4 (+1 from Bobblehead, +1 from Three Dog's Head Wrap, +2 from Intense Training = 8)
  • Intelligence: 9 (+1 from Bobblehead = 10)
  • Agility: 8 (+1 from Bobblehead, +1 from Wasteland Settler or Wasteland Wanderer Outfit = 10)
  • Luck: 6 (+1 from Bobblehead, +1 from Three Dog's Head Wrap, +1 from Lucky Shades, +1 from Lucky 8 Ball = 10)
End points distributed: 64

Mix and match as you desire.
User avatar
Isabella X
 
Posts: 3373
Joined: Sat Dec 02, 2006 3:44 am

Post » Sat May 04, 2013 9:02 pm

Perk Guide (by: Undesirable)

This list is sorted by the level you can first acquire each perk. Special perks obtained from quests are not listed, because you can get them without having to make a decision on spending perk points.

Essential Five Star Perks [*****]

Intense Training [*****]
Requirements: Level 2
Ranks: 10
Description: With the Intense Training perk, you can put a single point into any of your S.P.E.C.I.A.L. attributes.
Note: When no other perk will do, put it in Intense Training.

Comprehension [*****]
Requirements: Level 4, Intelligence 4
Ranks: 1
Description: With the Comprehension perk, you gain one additional skill point whenever a skill book is read.
Note: Handy if you have low Intelligence, or want to get every one of your stats as high as possible. There are 25 books for each skill in the game, except Barter, of which there are 24 books. Without this perk, you will obtain only one skill point per book read; you can double that with this perk, which is a huge increase when you consider the final number of skill points you will end up with if you locate all the books.

Entomologist [*****]
Requirements: Level 4, Intelligence 4, Science 40
Ranks: 1
Description: With the Entomologist perk, you do an additional +50% damage every time you attack a mutated insect, like the Radroach, Giant Ant, or Radscorpion.
Note: 50% is obviously a huge increase. While insects aren't exactly your biggest worry in the game, they can still soak up an annoying amount of valuable ammo when you do come across them. Those radscorpions have rather tough armour, and no real vulnerabilities.

Demolition Expert [*****]
Requirements: Level 6, Explosives 50
Ranks: 3
Description: With each rank of this perk, all of your explosive weapons do an additional 20% damage.
Note: I prefer my deathclaw to be served in bite-size pieces. Keep in mind the number of ranks attainable with this perk, and also the explosives skill requirement.

Gunslinger [*****]
Requirements: Level 6
Ranks: 1
Description: While using a pistol (or similar one-handed weapon), your accuracy in V.A.T.S. is significantly increased.
Note: V.A.T.S. accuracy is terrible compared to manual aiming, so you want all the bonuses you can get.

Commando [*****]
Requirements: Level 8
Ranks: 1
Description: While using a rifle (or similar two-handed weapon), your accuracy in V.A.T.S. is significantly increased.
Note: V.A.T.S. accuracy is terrible compared to manual aiming, so you want all the bonuses you can get.

Scrounger [*****]
Requirements: Level 8, Luck 5
Ranks: 1
Description: With the Scrounger perk, you'll find considerably more ammunition in containers than you normally would.
Note: Ammo doesn't weigh ANYTHING in Fallout 3, therefore there's no drawback for collecting as much as possible, and everything to gain.

Strong Back [*****]
Requirements: Level 8, Strength 5, Endurance 5
Ranks: 1
Description: With the Strong Back perk, you can carry 50 more pounds of equipment.
Note: Being able to carry extra stuff is VERY useful, and this perk is equivalent to five points of strength when determining weight capacity.

Finesse [*****]
Requirements: Level 10
Ranks: 1
Description: With the Finesse perk, you have a higher chance to score a critical hit on an opponent in combat, equivalent to 5 extra points of Luck.
Note: It goes above and beyond Luck's normal limit of 10, and stacks with all other crit bonuses. Therefore, it's an extremely potent combo with the perk 'Better Criticals'.

Pyromaniac [*****]
Requirements: Level 12, Explosives 60
Ranks: 1
Description: With the Pyromaniac perk, you do +50% damage with fire-based weapons, like the Flamer and Shishkebab.
Note: 50% is too huge an increase to turn down. Toasty. Not useful if you're never going to use Flamers, though.

Silent Running [*****]
Requirements: Level 12, Agility 6, Sneak 50
Ranks: 1
Description: With the Silent Running perk, you gain an additional 10 points to Sneak, and running no longer factors into a successful sneak attempt.
Note: You no longer have to travel at a snail's pace in order to sneak effectively.

Sniper [*****]
Requirements: Level 12, Agility 6, Perception 6
Ranks: 1
Description: With the Sniper perk, your chance to hit an opponent's head in V.A.T.S. is significantly increased.
Note: Blowing people's heads off can be fun for anyone, but it's also useful to be able to decapitate your enemies a from greater distance.

Action Boy / Girl [*****]
Ranks: 1
Requirements: Level 16, Agility 6
Description: With the Action Boy/Girl perk, you gain an additional 25 Action Points to use in V.A.T.S..
Note: Being able to do more in V.A.T.S. is ALWAYS a good thing.

Better Criticals [*****]
Requirements: Level 16, Perception 6, Luck 6
Ranks: 1
Description: With the Better Criticals perk, you gain a 50% damage bonus every time a critical hit is scored on an opponent.
Note: Let's hope the Grim Reaper has sharpened its scythe.

Grim Reaper's Sprint [*****]
Requirements: Level 20
Ranks: 1
Description: If you kill a target in V.A.T.S., all your Action Points are restored upon exiting V.A.T.S..
Note: The Grim Reaper won't even need to sharpen its scythe - your enemies will be in too many pieces for them to be worth... reaping... or whatever it is the Grim Reaper does.

Four Star Perks [****]

Educated [****]
Requirements: Level 4, Intelligence 4
Ranks: 1
Description: With the Educated perk, you gain three more skill points every time you advance in level. This perk is best taken early on, to maximize its effectiveness.
Note: Handy if you have low Intelligence, or want to get every one of your stats as high as possible, but would it make more sense to specialise and save a perk slot?

Bloody Mess [****]
Requirements: Level 6
Ranks: 1
Description: With the Bloody Mess perk, characters and creatures you kill will often explode into a red, gut-ridden, eyeball-strewn paste. Fun! Oh, and you'll do 5% extra damage with all weapons.
Note: 5% extra damage is good, but doesn't necessarily take priority.

Toughness [****]
Requirements: Level 6, Endurance 5
Ranks: 1
Description: With the Toughness perk, you gain +10% to overall Damage Resistance, up to the maximum of 85%.
Note: Useful until you've got the three piece Tesla Armor (item codes 6B464, 6B465 and 8F571) at which point you will have a permanent 85% damage resistance without the use of perks. I would recommend only taking this perk if you're not planning to use Tesla Armor in the long run.

Mysterious Stranger [****]
Requirements: Level 10, Luck 6
Ranks: 1
Description: You've gained your own personal guardian angel... armed with a fully loaded .44 Magnum. With this perk, the Mysterious Stranger will appear occasionally in V.A.T.S. mode to lend a hand, with deadly efficiency.
Note: Instant death to a random enemy at a random time in V.A.T.S... very useful, but is it worth a perk slot when you can take everything out anyway?

Robotics Expert [****]
Requirements: Level 12, Science 50
Ranks: 1
Description: Gain 25% damage against any robot. Also, if you Sneak up on a robot, you can permanently shut down that robot.
Note: Large damage bonuses against anything is worth considering.

Chemist [****]
Requirements: Level 14, Medicine 60
Ranks: 1
Description: With the Chemist perk, any chems you take last twice as long.
Note: It can be handy to preserve as much of that Ultrajet as possible.

Cyborg [****]
Requirements: Level 14, Medicine 60, Science 60
Ranks: 1
Description: You've made permanent enhancements to your body! The Cyborg perk instantly adds +10% to your Damage, Poison, and Radiation Resistances, and 10 points to the Energy Weapons skill.
Note: Useful until you've got the three piece Tesla Armor (item codes 6B464, 6B465 and 8F571) at which point you will have a permanent 85% damage resistance without the use of perks. I would recommend only taking this perk if you're not planning to use Tesla Armor in the long run. Radiation resistance is boosted enough with Rad-X pills and the Tesla Armor or Radiation Suit, and you don't get poisoned often enough to justify the perk point.

Concentrated Fire [****]
Requirements: Level 18, Small Guns 60, Energy Weapons 60
Ranks: 1
Description: With Concentrated Fire, your accuracy to hit any body part in V.A.T.S. increase slightly with each subsequent hit on that body part.
Note: If you're going to take this perk, you'll want all the action points you can get for it to work effectively. So start stockpiling all that Jet / Ultrajet, Nuka-Cola Quantum, find Ledoux's Hockey Mask and take the Action Boy / Girl perk!

Three Star Perks [***]

Fortune Finder [***]
Requirements: Level 6, Luck 5
Ranks: 1
Description: With the Fortune Finder perk, you'll find considerably more Nuka-Cola caps in containers than you normally would.

Lead Belly [***]
Requirements: Level 6, Endurance 5
Ranks: 1
Description: With the Lead Belly perk, you take 50% less radiation every time you drink from an irradiated water source.
Note: Water is in plentiful supply throughout the game, but since you're still going to be irradiated, then it's still irritating to irrigate.

Fast Metabolism [***]
Requirements: Level 12
Ranks: 1
Description: With the Fast Metabolism perk, you gain a 20% Health bonus when using Stimpaks.
Note: Stimpaks are the best and cleanest source of HP, but not necessarily plentiful at all times. In any case, are you going to be wounded badly enough mid to end game to warrant taking this as a perk?

Life Giver [***]
Requirements: Level 12, Endurance 6
Ranks: 1
Description: With the Life Giver perk, you gain an additional 30 hit points.
Note: Not too shabby, but best used as a filler perk.

Adamantium Skeleton [***]
Requirements: Level 14
Ranks: 1
Description: With the Adamantium Skeleton perk, your limbs only receive 50% of the damage they normally would.
Note: Doesn't increase your overall health or damage resistance, just stops you getting crippled as often. Note that sleeping for even an hour restores all limbs and hit points.

Contract Killer [***]
Requirements: Level 14
Ranks: 1
Description: Once you have the Contract Killer perk, any good character you kill will have an ear on their corpse. This ear can then be sold to a certain person (whose identity is disclosed when you take the perk) for caps and negative Karma.
Note: If you want to be pointlessly rich, then take this perk. Cash will eventually only be useful for repairing rare items, though, and the level requirement is rather steep.

Lawbringer [***]
Requirements: Level 14
Ranks: 1
Description: Once you have the Lawbringer perk, any evil character you kill will have a finger on their corpse. This finger can then be sold to a certain person (whose identity is disclosed when you take the perk) for caps and positive Karma.
Note: If you want to be pointlessly rich, then take this perk. Cash will eventually only be useful for repairing rare items, though, and the level requirement is rather steep.

Master Trader [***]
Requirements: Level 14, Charisma 6, Barter 60
Ranks: 1
Description: When you take the Master Trader perk, the price of every item you buy from a vendor is reduced by 25%.
Note: You can easily get the cash for anything you could ever need from a trader without this perk.

Two Star Perks [**]

Size Matters [**]
Requirements: Level 8, Endurance 5
Ranks: 3
Description: You're obsessed with really big weapons. With each rank of this perk, you gain an additional 15 points to the Big Guns Skill.
Note: Huge skill increases are good, especially when there's 3 ranks to consider, but there are better ways to increase skill points - such as books and Bobbleheads.

Rad Resistance [**]
Requirements: Level 8, Endurance 5
Ranks: 1
Description: Rad Resistance allows you to -- what else? -- resist radiation. This perk grants an additional 25% to Radiation Resistance.
Note: Rad-X and a Radiation Suit ought to do the job. If not... there's plenty of RadAway in the game.

Nerd Rage! [**]
Requirements: Level 10, Science 50, Intelligence 5
Ranks: 1
Description: You've been pushed around long enough! With the Nerd Rage! perk, your Strength is raised to 10 and you gain 50% to damage resistance whenever your Health drops to 20% or below.
Note: Useful until you've got the three piece Tesla Armor (item codes 6B464, 6B465 and 8F571) at which point you will have a permanent 85% damage resistance without the use of perks. Only choose this if you enjoy living dangerously to keep your strength high or want to use something other than Tesla armor.

Light Step [**]
Requirements: Level 14, Perception 6, Agility 6
Ranks: 1
Description: With the Light Step perk, you'll never set off an enemy's mines or floor-based traps.
Note: Eventually it won't matter if you set traps off, your damage resistance will be so high. Or you can just reload your save games prior to the accident.

Tag! [**]
Requirements: Level 16
Ranks: 1
Description: The Tag! perk allows you to select a fourth Skill to be a Tag Skill, which instantly raises it by 15 points.
Note: Allows you to compensate a skill of your choice, which is handy if you're not specialising and want to max your stats. However, this perk is by no means necessary, especially at level 16.

One Star Perks [*]

Daddy's Boy / Girl [*]
Requirements: Level 2, Intelligence 4
Ranks: 3
Description: Just like dear ol' Dad, you've devoted your time to intellectual pursuits. You gain an additional 5 points to both the Science and Medicine skills.
Note: Not enough of an increase to be worth it in the long run. There are better ways to increase skill points - such as books and Bobbleheads.

Little Leaguer [*]
Requirements: Level 2, Strength 4
Ranks: 3
Description: Years as the Vault little league MVP have honed your hitting and throwing. With every rank, you gain 5 points of Melee Weapons skill and 5 points of Explosives skill.
Note: Not enough of an increase to be worth it in the long run. There are better ways to increase skill points - such as books and Bobbleheads.

Gun Nut [*]
Requirements: Level 2, Intelligence 4, Agility 4
Ranks: 3
Description: You're obsessed with using and maintaining a wide variety of conventional firearms. With each rank of the Gun Nut perk, you gain an additional 5 points to the Small Guns and Repair skills.
Note: Not enough of an increase to be worth it in the long run. There are better ways to increase skill points - such as books and Bobbleheads.

Swift Learner [*]
Requirements: Level 2, Intelligence 4
Ranks: 3
Description: With each rank in the Swift Learner perk, you gain an additional 10% of total Experience Points whenever Experience Points are earned.
Note: It's easy enough to reach level 20 in this game without using up a perk slot.

Thief [*]
Requirements: Level 2, Agility 4, Perception 4
Ranks: 3
Description: With each rank of the Thief perk, you gain an immediate bonus 5 points to both Sneak and Lockpick skills.
Note: Not enough of an increase to be worth it in the long run. There are better ways to increase skill points - such as books and Bobbleheads.

Scoundrel [*]
Requirements: Level 4, Charisma 4
Ranks: 3
Description: Take the Scoundrel perk, and you can use your wily charms to influence people - - each rank raises your Speech and Barter skills by 5 points.
Note: Not enough of an increase to be worth it in the long run. There are better ways to increase skill points - such as books and Bobbleheads.

Here and Now [*]
Requirements: Level 10
Ranks: 1
Description: The Here and Now perk immediately grants an additional experience level, complete with all the advantages that brings.
Note: Too little, too late.

Chem Resistant [*]
Requirements: Level 16, Medicine 60
Ranks: 1
Description: Having the Chem Resistant perk means you're 50% less likely to develop an addiction to chems, like Psycho or Jet.
Note: Load a save game after you get addicted, and try not to let it happen again.

Computer Whiz [*]
Requirements Level 18, Intelligence 7, Science 70
Ranks: 1
Description: Fail a hack attempt and get locked out of a computer? Not if you're a Computer Whiz! With this perk, you can attempt to re-hack any computer you were previously locked out of.
Note: Either turn off the terminal before you use up your last attempt and then retry, or load a save game to get more attempts. This perk most certainly has too high a level requirement to be worth it, regardless.

Infiltrator [*]
Requirements: Level 18, Perception 7, Lockpick 70
Ranks: 1
Description: With Infiltrator, if a lock is broken, and can't normally be picked again, you can attempt to pick it again one more time. This includes locks previously broken by a "Force Lock" attempt.
Note: Either exit the lockpick screen before you use up your last attempt and then retry, or load a save game to get more attempts. This perk most certainly has too high a level requirement to be worth it, regardless.

Specialist Perks [?????]

Lady Killer/Black Widow [***]
Requirements: Level 2
Ranks: 1
Description: You do +10% damage against opponents of the opposite six. You'll sometimes have access to unique dialogue options when dealing with the opposite six.
Note: There doesn't seem to be any gender distinction for the tougher enemies in the game, such as super-mutants and Deathclaws, so you may want to pick this up if you're a charisma specialist.

Child at Heart [?????]
Requirements: Level 4, Charisma 4
Ranks: 1
Description: The Child at Heart perk greatly improves your interactions with children, usually in the form of unique dialogue choices.
Note: Unique for charismatic people.

Iron Fist [*****]
Requirements: Level 4, Strength 3
Ranks: 3
Description: With the Iron Fist perk, you do an additional 5 points of Unarmed damage perk rank.
Note: Take note of the number of ranks available. This is for people who want to specialise in smashing people's faces to a sticky pulp. Shame you can't target individual body parts with fist weapons though.

Impartial Mediation [***]
Requirements: Level 08, Charisma 5
Ranks: 1
Description: With the Impartial Mediation perk, you gain an extra 30 points to Speech... so long as you maintain a Neutral Karma level.
Note: Although the skill point increase may be worth it, some may consider it to be too much of a drawback for it to be worth the perk slot.

Animal Friend [**]
Requirements: Level 10, Charisma 6
Ranks: 2
Description: At the first rank of this perk, animals simply won't attack. At the second rank, they will eventually come to your aid in combat, but never against another animal. This perk affects the Dog, Yao Guai, Mole Rat, and Brahmin.
Note: Rather amusing to have wildlife fighting on your side, but they do tend to be weak compared with most of the enemies you're going to have trouble with. Note that if you have any companions with you, they are not affected by this perk and will be attacked by wildlife anyway.

Mister Sandman [?????]
Requirements: Level 10, Sneak 60
Ranks: 1
Description: With the Mister Sandman perk, when you're in Sneak mode, you gain the option to silently kill any human or ghoul while they're sleeping. And, all Mister Sandman kills earn bonus XP.
Note: A novelty to be sure, but how often will you get the chance to use this if you're a positive karma player?

Night Person [***]
Ranks: 1
Requirements: Level 10
Description: When the sun is down, a Night Person gains +2 to both Intelligence and Perception (up to a maximum of 10). This perk directly affects your "internal clock", and remains active both inside and outside.
Note: It's always worth maxing Intelligence as soon as possible anyway, and I consider Perception to be a less essential S.P.E.C.I.A.L. stat. Also, being limited to the night seems rather frustrating. You may feel differently.

Cannibal [**]
Requirements: Level 12
Ranks: 1
Description: With the Cannibal perk, when you're in Sneak mode, you gain the option to eat a corpse to regain Health. But every time you feed, you lose Karma, and if the act is witnessed, it is considered a crime against nature.
Note: For very evil people. Not too much health to be gained from each corpse, anyway.

Paralyzing Palm [*****]
Ranks: 1
Requirements: Level 18, Unarmed 70
Description: With Paralyzing Palm, you will sometimes perform a special V.A.T.S. palm strike that paralyzes your opponent for 30 seconds. Note that in order to perform the Paralyzing Palm, you must be completely unarmed.
Note: For unarmed specialists, although still works with Brass Knuckles or a Deathclaw equipped. Equipping yourself with other weapons after a successful Paralyzing Palm strike does not un-paralyze enemies.

Explorer [***]
Requirements: Level 20
Ranks: 1
Description: When you choose the Explorer perk, every location in the world is revealed on your map. So get out there and explore!
Note: Half the fun of Fallout 3 is discovering all the locations yourself, but this perk is a viable alternative to Grim Reaper's Sprint if you consider it to be overpowered.

Ninja [*****]
Requirements: Level 20, Melee Weapons 80, Sneak 80
Ranks: 1
Description: The Ninja perk grants you the power of the fabled shadow warriors. When attacking with either Melee or Unarmed, you gain a +15% critical chance on every strike. Sneak attack criticals do 25% more damage than normal.
Note: This is obviously a perk for melee specialists, but it comes at the rather expensive cost of using up your final perk slot. You'd better hope that the extra crit chance is worth missing out on the 'Grim Reaper's Sprint' perk, because you can't choose both of them at once.

Solar Powered [***]
Requirements: Level 20, Endurance 7
Ranks: 1
Description: With the Solar Powered perk, you gain an additional 2 points to Strength when in direct sunlight, and slowly regenerate lost health.
Note: An alternative to Grim Reaper's Sprint if you consider it to be overpowered. Being limited to day time for the perk to function seems rather frustrating.
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Chris Cross Cabaret Man
 
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Joined: Tue Jun 19, 2007 11:33 pm

Post » Sun May 05, 2013 10:09 am

Max Skill Guide (by: Undesirable)

Starting Out and Progression Tips

You start out at level 1, without any skill points or perks to distribute. Your skills at this point are therefore heavily dependant on your S.P.E.C.I.A.L. (Strength, Perception, Endurance, Charisma, Intelligence and Luck) distribution.

When you exit Vault 101, you will most likely level up to level 2 straight away, before you've had a chance to get the Intelligence Bobblehead. You'll only miss out on 1 skill point if this happens, which is negligible. You will carry on losing 1 skill point per level the longer you put off getting it, though.

Grab the Intelligence Bobblehead in Rivet City Labs before you reach level 3. This isn't essential if your Intelligence is already above 5, though.

Take the Comprehension perk at level 5 to give you 2 points instead of 1 when reading skill books. There are a total of 324 skill books to locate in Fallout 3; 25 books for each skill except Barter, of which there are 24. Get collecting! Don't read any books before you get the perk, though.

Never increase any skill past 40 when you level up, because you are guaranteed 60 points for each skill from skill books and Bobbleheads (as long as you locate them all and refrain from reading any until you have the Comprehension perk). The only exception to this rule is if every skill is already level 40 or above, in which case put points in the skill that you have found the least number of skill books for. To keep track, you can either note down the types and numbers of each skill book you find, or refrain from reading books until each skill reaches 40.

There are more than enough books, Bobbleheads and skill points to get every skill to level 100, even with a fairly low intelligence (4-5) assuming your S.P.E.C.I.A.L. stats are well balanced.

Skills List, And Their Base Dependencies
  • Barter - Charisma
  • Big Guns - Endurance
  • Energy Weapons - Perception
  • Explosives - Perception
  • Lockpick - Perception
  • Medicine - Intelligence
  • Melee Weapons - Strength
  • Repair - Intelligence
  • Science - Intelligence
  • Small Guns - Agility
  • Sneak - Agility
  • Speech - Charisma
  • Unarmed - Endurance
100 max per skill = 1300 total max skill points.

Skill Point Leveling Efficiency Distribution
  • Level 01 - (---) You start off here, so no perks or skill points are gained or can be distributed until you reach the next level.
  • Level 02 - (+15) You will most likely reach this level before you can get to Rivet city to collect the Intelligence Bobblehead.
  • Level 03 - (+16) Collect the Intelligence Bobblehead before you reach this level to get the ball rolling on extra skill points.
  • Level 04 - (+16)
  • Level 05 - (+16) Take the Comprehension perk, which will allow you to start reading those skill books for max effectiveness. Don't read any before you get this perk!
  • Level 06 - (+16)
  • Level 07 - (+16)
  • Level 08 - (+16)
  • Level 09 - (+16)
  • Level 10 - (+16)
  • Level 11 - (+16)
  • Level 12 - (+16)
  • Level 13 - (+16)
  • Level 14 - (+16)
  • Level 15 - (+16)
  • Level 16 - (+16)
  • Level 17 - (+16)
  • Level 18 - (+16)
  • Level 19 - (+16)
  • Level 20 - (+16)
So that's 303 potential total skill points you will have distributed on level up by the time you reach level 20.

Example Character Starting S.P.E.C.I.A.L. Stats:
  • Strength: 5
  • Perception: 6
  • Endurance: 5
  • Charisma: 1
  • Intelligence: 5
  • Agility: 9
  • Luck: 9
The Character Will Start Off With The Following Skill Levels
  • Barter: 9 (+10 from Bobblehead, +48 from Skill Books = 67) Spend no more than 33 points on level up.
  • Big Guns: 17 (+10 from Bobblehead, +50 from Skill Books = 77) Spend no more than 23 points on level up.
  • Energy Weapons: 19 (+10 from Bobblehead, +50 from Skill Books = 79) Spend no more than 21 points on level up.
  • Explosives: 19 (+10 from Bobblehead, +50 from Skill Books = 79) Spend no more than 21 points on level up.
  • Lockpick: 34 [TAG] (+10 from Bobblehead, +50 from Skill Books = 94) Spend no more than 6 points on level up.
  • Medicine: 17 (+10 from Bobblehead, +50 from Skill Books = 77) Spend no more than 23 points on level up.
  • Melee Weapons: 17 (+10 from Bobblehead, +50 from Skill Books = 77) Spend no more than 23 points on level up.
  • Repair: 32 [TAG] (+10 from Bobblehead, +50 from Skill Books = 92) Spend no more than 8 points on level up.
  • Science: 32 [TAG] (+10 from Bobblehead, +50 from Skill Books = 92) Spend no more than 8 points on level up.
  • Small Guns: 25 (+10 from Bobblehead, +50 from Skill Books = 85) Spend no more than 15 points on level up.
  • Sneak: 25 (+10 from Bobblehead, +50 from Skill Books = 85) Spend no more than 15 points on level up.
  • Speech: 9 (+10 from Bobblehead, +50 from Skill Books = 69) Spend no more than 31 points on level up.
  • Unarmed: 17 (+10 from Bobblehead, +50 from Skill Books = 77) Spend no more than 23 points on level up.
Our example character will get 272 points from base and tagged skills, 130 from Bobbleheads, 648 from skill books (with Comprehension), and another 303 points that will have been distributed upon reaching level 20. Total = 1353.

You can use the extra 53 skill points as a buffer for not having to locate every last book.

Most Important Skills To Get To Level 100 As Quickly As Possible (In Order Of Importance)
  • Lockpick
  • A weapon skill of your choice (Big Guns, Energy Weapons, Small Guns, Melee Weapons or Unarmed)
  • Repair
  • Speech
  • Science

Edit: 06/12/2008 - Skill books increasing skill levels beyond 100 and having effect was proven to be false (tested by myself). Although the skills appear to have increased past 100 using the console command "player.getav skillname", there was no damage increase observed on weapons. Therefore, I have completely altered the example character's starting stats, and rebalanced the guide. Apologies if you were following the old version of the guide, and it has had a negative impact on your decisions.
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josh evans
 
Posts: 3471
Joined: Mon Jun 04, 2007 1:37 am

Post » Sun May 05, 2013 3:27 am

Skill Books

Please excuse any spelling errors - I did this over coffee - if you'd like to point them out in a pm I'll be glad to edit them. Thanks. Why did I do them in this order? Quite simple, This is the order in which I found first copies of each type. You can see that if you look at the first one of each type. This list is not complete and will be updated as I find more or confirm reports of others. **I fixed all of these damn squares yesterday but when I edited to add more manuals they all came back - I'll fix them when I have more time.**

***There is some stuff currently missing from here and I'm not sure just how much. These miserable forums keep logging me out when I edit and then the work fails to post. Once again, I don't have time to go back and fix all of it right now - will have to wait until later***

Melee - Grognok The Barbarian:

1. Vault 101 - Birthday Gift
2. Minefield, Gillian House, upstairs kid's room
3. Sewer Drainage Chamber, south of Canterbury Commons along road on the right
4. Upon exiting tepid sewers in Georgetown, in building in front of you upstairs on shelf
5. Vault Tec, third floor, administration zone
6. Silver Lining Drive In - Open metal shack type structure
7. Fort Constantine - Personel offices
8. Hubris Comics - Printing Press Foreman's Area
9. Bethesda Underworks - Storage Area

Unarmed - Pugilism Illustrated:

1. Springvale mailbox
2. Minefield - Zane House
3. Chaste Acres Dairy Farm - Silo
4. Vault 108 - Cafeteria
5. Church south of evergreen mills by toilet
6. Raider Camp just east of flooded metro (south) and before Arlington library
7. Anacostia Station
8. Moonbeam outdoor cinema on picnic table
9. Faded Pomp Estates - in front of a fireplace with a pile of books
10. Sat Com Array NN-03d - satellite "c" on toilet

Explosives - Duck and Cover:

1. Springvale School upstairs
2. National Guard Armory - Offices - second section upstairs on reception desk
3. Hamilton's Hideaway - all the way to the rear where the raiders are
4. Charnal House top floor
5. Vault 92 - overseer's office
6. Franklin Station - Ticket Booth
7. Old Olney Sewers - Cave
8. Deathclaw Sanctuary - Outside in footlocker

Sneak - Chinese Special Ops Manual:

1. Springvale Elementary School Ant tunnel
2. Farmhouse enroute from megaton to super duper mart - look for silo
3. Mama Dolce's - Upper hallway (one of them) - Loading dock access area
4. Bethesda North on desk upstairs
5. Museum of History station - women's restroom, in box in front of stall
6. Pulowski Preservation shelter by flooded metro (south)
7. Museum of History - Lower level wing - offices
8. Taft tunnels
9. Statesman Hotel - 7th floor supply closet
10. Fort Constantine - CO's Quarter's - Basemant
11. SatComm Array NW-05a

Barter - Tales of a Junktown Jerky Vendor:

1. Super duper mart by pharmacy
2. National Guard Armory - Training Wing upstairs on desk
3. Willy's Grocery by T.P.
4. Arlington Library Archives - 2nd floor
5. Vault 92 Living Quarters - supply shop
6. Vault Tec - Guest Relations - last section (accessed thru offices)
7. Statesman Hotel 2nd floor
8. Abandoned Car Fort
9. Sewer Waystation - Sewer Mainline access - Gallo's quarters
10. Grisly Diner

Medicine ?D.C. Journal of Internal Medicine:

1. Jalbert Brothers Waste Disposal
2. Minefield ?Benson House
3. Greener Pastures Waste Disposal ?Makeshift Shack (trailer)
4. Robco ?offices
5. Bigtown Clinic
6. Vault 92 Living Quarters in Clinic
7. Anchorage War Memorial Clinic
8. Our Lady of Hope Hospital 1st floor
9. Mason Dixon Salvage - one of the abandoned shacks

Repair ?Dean's Electronics:

1. VAPL 58 Power Station
2. Bethesda Ruins 3rd floor in crate on desk
3. In burnt out House slightly west of vault 92
4. Corvega Factory offices on desk
5. Jury Street Metro Station on workbench
6. VAPL ?66 power station
7. Anchorage War Memorial Clinic ?medical safe
8. Shack on hill west of Rockbreaker's last gas

Science ?Big Book of Science:

1. Arlington Cemetery ?Arlington House
2. Greener Pastures Waste Disposal ?open train car
3. Bethesda Ruins ?reception desk
4. Corvega Factory ?upstairs on desk
5. Pinkerton's Lab
6. Robco ?1st floor control room
7. Moira gives one to you after robco IF you do the optional part which iirc, requires a science skill of at least 50.
8. Nuka Cola Plant ?Offices, computer room 2nd floor
9. Arlington Library office upstairs
10. Hallowed Moors Cemetery Church
11. Sewer Waystation - In sewer mainline tunnels - next to the only active terminal in the whole place.

Small Guns ?Guns and Bullets:

1. Mama Dolce's ?upper hallway
2. Mama Dolce's ?in restroom (yes, there are two G&B's here)
3. Grayditch ?Abandoned Home in crate (the one next to wilke's neighbor's house)
4. Hamilton's Hideaway in the "secret" locked stash area (3dog gives key)
5. Everglow National Camp in a trailer
6. MDPL Power Relay Station ?inside
7. Arlington National Library Children's wing (as accessed by way of archives)
8. Pulowski shelter outside Arlington Library
9. Shack on hill west of Rockbreaker's last gas

Big Guns ?U.S. Army: 30 Handy Flamethrower Recipes:

1. Raid Shack ?you can often get this one over and over again as the raiders respawn ?I've gotten it at least half a dozen times in a previous game
2. South of the church south of evergreen mills are some burnt houses ?slightly east of there is a truck with this lying on a cot
3. Evergreen Mills ?southern shack in bedroom
4. 5 Axles rest stop in truck
5. Anchorage War Memorial ?Utility Entrance in busted storage room
6. ** these seem to have a random chance to drop off of anyone with a flamer thus, farming Bethesda ruins, the raid shack, and the scrapyard and most of the churches where there are always flamers (with exception to the latter which is most of the time) would be a great way to increase big gun skill and get a lot of these if you so desired. I don't know if there is a limit but I know in my previous game when I was farming these areas I must've gotten at least 20 of these manuals in this manner.

Speech ?Lying, Congressional Style:

1. Corvega Factory ?front desk
2. Robot Repair Center ?Mechanist Forge on desk
3. Vault 108 Cloning Lab
4. Jury Street Metro Tunnels ?Ryan Brigg's Quarters
5. Church South of Evergreen Mills in Podium
6. En route to tenleytown station from friendship station on shelf with other parts
7. "paradise lost" (book) given to you by tulip in museum of history
8. Mutant Camp across from Jefferson Memorial by ammo boxes
9. Nuka Cola Plant offices 2nd floor
10. Quest Reward from Moira after Arlington Library quest if you do optional portion

Energy Weapons ?Nikola Tesla and You:

1. Robot Repair Center in rear
2. In burnt out house south of the church that's south of evergreen mills on bookshelf
3. National Guard Armory ?1st section downstairs in room with unlocked door
4. Vault 106 Living Quarters in bottom crate (stack of 3) on desk upstairs
5. Jocko's Pop & Gas
6. Robco Offices
7. Red Rider offices in 'average' locked room
8. Vault 92 Lab
9. Mason Dixon Salvage - one of the abandoned shacks
10. Abandoned Tent NNE of Mason Dixon Salvage and SSE of Sat Com Array NN-03d

Lockpicking - Tumbler's Today:

1. Vault 106 Science Lab in mainframe type room
2. Smith Casey's Garage in safe (ironic, isn't it?)
3. Nuka Cola Plant by Milo in shipping under safe
4. Mason Dixon Salvage - one of the abandoned shacks
5. Reddish Orange Truck on road slightly west of Drowned Devil's Crossing

I've been to a lot of the same areas I was in previous games and then some. Seems like I had more repair and lockpicking skillbooks last game ?definitely LP so there may be some randomness to this. For the most part, I seem to be finding the same skill books in the same areas. Unless for some odd reason I am just missing the LP books this time around.

This should, at the very least, give you some idea where you can save points to fill in with skill books and other places where you need to spend points per lack of skill books.

I've covered most of the map, most of downtown and explored most areas fully with the exception of some downtown tunnels and the northwestern section of the map. I would say MOST of the skill books are listed here. I've also been level 20 for some time. In fact, if not for the level cap I'm sure I would've passed lvl 30 by now so that should give you some indication of the amount of areas covered.

You'll be able to see where you can quickly jump around to "easy" areas to bolster skills right away thus saving valuable starter points. For instance, mama dolce's, grayditch and Arlington library for five copies of "guns and bullets" thus bolstering small guns by an additional ten points almost immediately.
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FABIAN RUIZ
 
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