Fallout New Vegas Best Starting Perks

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  1. Fallout New Vegas Best Starting Perks List

Wow thanks for your post guys, im actually planning to go heavily on VATS on long range for two reasons1) Reminds me of Fallout1-2:)2) I like to watch head exploding ^^This is my stats now.S - 6P - 5E - 5C - 1I - 5A - 8L - 9-Skilled?1) Intense training or (Confirmed Bachelor)2) Comprehension3) Educated4) Commando5) Finesse6) Silent Running7) Sniper8) Better Criticals9) Shotgun Surgeon10) Hand Loader11) Jury Rigging12) Grim Repear's Sprint13) Action Boy14) Action Boy15) Nerves of Steel-Tell me what you think.Edit: I have all of the DLC's. Looks pretty decent actually, assuming you`re gonna be shooting the hell out of any problems and not talking through issues. You`re going to have pretty low Barter so weapon and ammo acquisition might be a little expensive.Leave Strength at 5 and put the point somewhere else. You can get 3 points of extra strength from OWB and Dr.

Usanagi, and if you use a Perk slot for Weapon Handling instead you can have an effective 'handling' Strength of 10. Id leave out Shotgun Surgeon cause you`ll probably get better results from headshotting with a smaller gun with that setup for your close range combat.Don`t REALLY see the point in Silent Running either but then Im not too sneak happy. Also you want Jury Rigging for your 7th Perk. I`m not quite sure but I think you might also need 6 Perception for Sniper. Originally posted by:Looks pretty decent actually, assuming you`re gonna be shooting the hell out of any problems and not talking through issues. You`re going to have pretty low Barter so weapon and ammo acquisition might be a little expensive.No reason why he'd have low barter. Between Educated, Skilled and Comprehension, he's going to get a truckload of skill points.

Fallout New Vegas Best Starting Perks List

Not in the first 2 levels maybe, but still.The build looks pretty solid to me. I'm sure we all have our own preferences, but it's got everything a guns/vats build needs to work.

Author's instructionsTranslation - You are free to translate this mod to any other language, and upload to any language specific modding sites, provided you link back to my page here on the Nexus. You must also let your users know that I will not support the translated version, unless the issue they have can be reproduced in the original version first.This is both a usable mod, and a modder's resource.

As a mod you can play it just fine, choosing a more roleplayer style start for the game.As a modder's resource, you can extend this mod by adding your own mod's weapons to the starting weapons lists or adding locations from you mod to the start location lists.This is NOT to be used in any compilation mods, or distributed or hosted elsewhere. Don't even ask, because I will just tell you no anyway.If you find any bugs, please report them in the comments section, as this is where they will be checked. If it's a very long bug report, then send me a Private Message instead.You are welcome to use my scripts as a basis for your own work.

You don't have to ask for permission, but I would like to know if my work helps you do something. If you don't understand any part of it, feel free to send me a PM to ask about it. 9/15/2012. Mod Supported: New Vegas Uncut: Freeside Open. Mod Supported: RobCo Certified - New Vegas (v1.12 or higher. First Major Release. Updated any reported or caught misspellings, typos, or inconsistencies.

Fixed Legion Victim to have the proper health removed. Added slave collar to Legion Slave history.

Updated the amount of ammo given for primary weapons. Should get about 40% more now. Enabled and finished Brotherhood starts. Brotherhood starts will not align you with a faction, as this presented storyline problems in the game. Fixed various starts not having locations in their start lists, which would result in the player getting stuck in the start shack.

More grenades will now be giving for explosive skill characters. Chance for weapon mods has been greatly reduced. Before, each mod giving would increase the chance by 6%, now it is a flat 12% for every chance and weapon. Amount of special ammo has been increased slightly, it is no longer based on the chance of actually getting the ammo. Added an Autosave at the door, so that if anything gets messed up, you can quickly reload and try again. Added notifications to the door, Vit-O-Matic, and terminal to ensure that things are done in the correct order.

Added check for NVSE, which will prevent mod use until NVSE is installed and detected properly. Version 0.5. DESCRIPTION:Aren't you tired of starting with Doc Mitchell every time you make a new character? Don't you want more options to make Fallout: New Vegas into a better role playing game? Then this is for you. Dynamic Alternative Roleplayer's Start allows you to not just create a character, but to craft a history and story for your character. Do you want to be a struggling gambler down on his luck?

Got you covered. Ever wanted to strike out on the missions of the Followers of the Apocalypse? SUGGESTED MODS:. by Me.

Stops the DLC loaded messages from showing up using level checks and distance from DLC start locations. by The-Silenced. Adds the new weapons and armor to leveled lists to be distributed throughout the game instead of given away for free.

by Yukichigai. Lets you select any of the packs to be given to you. by Pintocat. Made specifically in response to Alt Start, this mod will stop all the tutorial messages about item condition, V.A.T.S., and other things that pop up at the beginning of every new game. KNOWN ISSUES:. Sith ships old republic.

Sometimes you can start with no weapons, or no clothing. Simply reload the autosave to re-generate everything. Occasionally a character will be given two of the same type of weapon, as a side arm and primary weapon. Use one to repair the other:). Due to the fact that this mod starts you out outside of Doc Mitchell's house, the DLC will consider your game started, resulting in their pop-ups ruining your start experience. I suggest you get a mod like to get around this. Ed-E might disappear in existing saves.

The reason is currently unknown, but is being looked into. Not having NVSE will cause manifest in the Race menu not showing up when activated from the Terminal. And you will be unable to leave the shack. This is not a bug, you don't meet the requirements. Existing characters made prioer to 1.5 that have Reduced Sneak, Reduced Science, or Reduced Medicine will need to start over or do player.restoreav medicine/sneak/science 9999999 to get the stat fixed.Please report any other issues you come across, so they can be fixed or added here. INCOMPATIBILITIES:. NVEC alters parts of Quest VCG01, the same quest that Alt Start makes major edits to.

Load Alt Start after NVEC, or just don't activate NVEC until you finish character creation and leave the start shack. Once past the start shack, VCG01 is finished and no longer running. Any conflicts will not matter then. Any other mod that edits Quest VCG01. This is unavoidable in the design of Alt Start, and cannot be fixed without a patch file. Probably TTW/RFCW. I'm not sure how they handle the game start anymore, though I do have TTW and plan on testing with it soon.

Expect a patch at some point after that happens.