Fallout NV guns+unarmed or melee?

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Blue_Max

Diamond Member
Jul 7, 2011
4,223
153
106
Standard guns, repair, trading, speech, science, picklock. My characters almost always gravitate that way... wish I could forget the console code to advance levels - it's too tempting to bump up to L12 or so, where I can get that awesome Jury Rigging perk.
6fbf723f.png
 
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shortylickens

No Lifer
Jul 15, 2003
80,287
17,081
136
I have about 6 mods that add hundreds of perks.
I also installed a mod that gives me TWO perks each level.

Plenty of choices as I advance.
 
Oct 16, 1999
10,490
4
0
Energy Weapons is the only combat stat you need. The ED-E perks from Lonesome Road & Laser Commander. A tri-beam rifle & gatling laser. Suffer through Dead money for the holorifle and complimentary vouchers to trade for repair kits & stuff to sell for caps. Throw in a Hyperbreeder Alpha for plinking and YCS/186 for big bads at range. You'll slay everything.
 

bononos

Diamond Member
Aug 21, 2011
3,936
190
106
Which mod did you guys install to fix the ash/goo pile bug*? I got around the issue in FO3 by hardly using energy weapons until very late in the game.
Theres 2 mods which sound like the authors gave more thought to the problem instead of just removing the piles and inadvertently stopping respawns from happening or removing essential (dead) quest characters and their quest items.
http://www.nexusmods.com/newvegas/mods/40208/?
http://www.nexusmods.com/newvegas/mods/56337/?

* ash/goo piles will not be removed and keep increasing in number in areas where enemies respawn/get killed. The (dead) ash piles are still tied to the live respawned enemies and can be pickpocketed while the live NPCs will not have any equipment on them (or something like that). Also too many piles will bloat savegame sizes, complicate looting and cause crashes.

Other essential mods which I found-
Fallout fullscreen mod by Buda to allow alt-tabbing, works for FO3/NV


Optional-
No Neos - stop enemies dodging bullets (didn't see it often enough in FO3 to be a problem)
Bullet time - use AP for bullet time instead of using VATS
Auto aim fix - fix autoaim (didn't realize the problem was there in FO3/NV in the first place)
 

werepossum

Elite Member
Jul 10, 2006
29,873
463
126
Which mod did you guys install to fix the ash/goo pile bug*? I got around the issue in FO3 by hardly using energy weapons until very late in the game.
Theres 2 mods which sound like the authors gave more thought to the problem instead of just removing the piles and inadvertently stopping respawns from happening or removing essential (dead) quest characters and their quest items.
http://www.nexusmods.com/newvegas/mods/40208/?
http://www.nexusmods.com/newvegas/mods/56337/?

* ash/goo piles will not be removed and keep increasing in number in areas where enemies respawn/get killed. The (dead) ash piles are still tied to the live respawned enemies and can be pickpocketed while the live NPCs will not have any equipment on them (or something like that). Also too many piles will bloat savegame sizes, complicate looting and cause crashes.

Other essential mods which I found-
Fallout fullscreen mod by Buda to allow alt-tabbing, works for FO3/NV


Optional-
No Neos - stop enemies dodging bullets (didn't see it often enough in FO3 to be a problem)
Bullet time - use AP for bullet time instead of using VATS
Auto aim fix - fix autoaim (didn't realize the problem was there in FO3/NV in the first place)
I never experienced that bug. Maybe because FWE or EVE fixed it, maybe just because I very seldom used energy weapons. I did occasionally return to an area to find someone else's ash piles had settled upside down though, that is amusing. I never had problems with auto aim either, except very early when you could literally poke an enemy with your gun barrel and yet miss him with an entire mag.

I agree about fake full screen. That helped my stability more than any other single mod.
 

werepossum

Elite Member
Jul 10, 2006
29,873
463
126
Standard guns, repair, trading, speech, science, picklock. My characters almost always gravitate that way... wish I could forget the console code to advance levels - it's too tempting to bump up to L12 or so, where I can get that awesome Jury Rigging perk.
6fbf723f.png
That is almost exactly mine except I don't put much into speech early on. And agreed, Jury Rigging is awesome.
 

Revolution 11

Senior member
Jun 2, 2011
952
79
91
If your weapon skills are low for your level then the enemies will feel tougher and tougher as you advance.

The easiest game is probably when you put a 10 in Intelligence and high scores in Agility and Luck, then every level put all your points into Guns. Choose Perks that give you bonus skill points, and then take the Perks that give you a better chance to hit with guns, and a higher chance at criticals.

The hardest game is a 1 in Intelligence and focus on Medicine. Sure you'll heal a few more points with Stimpaks, but you will also need to use them constantly as you can't fight worth a damn.
This early-game build is even more game-breaking, and the only limiting factor is perk selection. You will need to dump as many skill points into Stealth that you can when creating your character. Intelligence should be at 9, Endurance at least 7, all other attributes can be whatever you see fit. Try to complete everything before you hit level 2.

(I prefer a high Luck, high Agility, medium Strength, minimal Charisma, low Perception for a Guns-based high-crits stealth build)

When you wake up in Goodsprings, get all the loot from the Doc's house and the town that you can steal. The high Stealth and good positioning should help you in this. There are a few nearby caves to the north if you need more loot, but if you see radscorpions or deathclaws, you went too north. Once you are done, head for Dr. Usanagi's clinic (southeast of the Strip) either by running through the desert through the southern portion of the map (be careful of raider ambushes in the pass east of Nipton and the blind deathclaw in the mountain pass in the middle of the map) or by risking a shorter deadlier trip through the deathclaw-packed quarry north of Goodsprings. Loot along the way.

By the time you arrive at Dr. Usanagi's clinic, you should have enough loot to sell to afford the Intelligence implant. This will give you 10 Intelligence.

The at least 7 Endurance attribute points lets you get 7 implants. There are 9 implants, 7 implants that add +1 to each Attribute, 1 implant that adds armor, and 1 implant that adds health regen. I feel that Charisma is pretty worthless so I never get that implant and the health regen is too slow to be effective in combat, so 7 Endurance is good enough. If you want all the implants, you will need more starting Endurance, and if you want less, you can have less Endurance.


Feel free to level up now, you will be receiving max skill points. At level 4, grab the Educated perk for even more skill points per level. Comprehension is a good perk that boosts your skill points gain from skill books.

If you follow these steps and grab the two perks at the first chance (Educated at lvl 4, Comprehension at lvl 6), you should be maxed on all skills by the endgame. If you have all the DLC or the Ultimate Edition, you have even more skill points.

Why restrict yourself to one or two playstyles? Be badass in all weapons, I say. :D
 
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bononos

Diamond Member
Aug 21, 2011
3,936
190
106
Compared to FO3, NV gimped the intelligence attribute and skill books (4 vs 25!), only a 33% vs 100% skill increase per book (with comprehension), so not putting 9-10 for intelligence or taking comprehension for the purpose of increasing permanent skill levels is ok. Comprehension is still good for +20 temporary skill points using magazines.

I never experienced that bug. Maybe because FWE or EVE fixed it, maybe just because I very seldom used energy weapons. I did occasionally return to an area to find someone else's ash piles had settled upside down though, that is amusing. I never had problems with auto aim either, except very early when you could literally poke an enemy with your gun barrel and yet miss him with an entire mag.

I agree about fake full screen. That helped my stability more than any other single mod.

I just thought the game was being realistic and long guns would miss alot more often at such ranges. I thought the auto aim bug only affected med-long range.