Community:Exploits/Fallout New Vegas

An exploit is an unintentional game mechanic utilized for advantageous results outside of a game developer's intended scope. These differ from the console commands created by developers to aid in testing and debugging the game. Information on console commands may be found at Fallout: New Vegas console commands.

Experience Via Skill Challenges

 * During the quest Come Fly With Me, when Chris Haversam requires Isotope-239 igniting agent, one can travel to Novac and ask Cliff Briscoe about the toy rockets. While doing this, there is a Speech check (requiring 40 Science) that can be repeated to earn Speech challenges and experience.


 * During the Three-Card Bounty quest, after killing the Fiends, speaking to Major Major Dhatri about 10 of Spades and Corporal Betsy provides two Speech checks (Speech 35 and 46 respectively) that may be repeated for 20 XP.


 * When asking Bryce Anders about Vault 3, one can repeatedly ask him why he is there, the Speech check (25) can be exploited for infinite experience.
 * In the Vault 11 sacrificial chamber, one may access the mainframe in the room to the left after sitting through the presentation by Vault-Tec. Once accessed, every time the third option is selected, 550 XP is gained. If one chooses the Here and Now perk at any point after performing this exploit, any subsequent level-ups will not occur.


 * After accepting the quest Flags of Our Foul-Ups from Sgt. McCredie in Camp Golf and talking to O'Hanrahan and about helping the squad, he will ask the player character to talk to the Misfits. This will open a Speech check with Razz (Speech 40) that may be repeated for 40 XP.


 * Speaking to Mr. House yields a Medicine check (Medicine 35) that repeatedly yields 35 XP.


 * Speaking to Mr. House about retrieving the Platinum Chip yields a Barter check (Barter 50) that will provide 50 XP every time the dialog path is completed.


 * Prior to saving Deputy Beagle in Primm, the player character must speak to Manny Vargas in Novac. One will now be presented with a Speech check (Speech 40) which may be repeated for 40 XP. Should the player character speak to Beagle prior to talking to Vargas, the check will not be repeatable.


 * After Oh My Papa, speaking with Jack in the Red Rock drug lab will yield a repeatable Speech check (Speech 60) that provides 60 XP. This exploit may be used to "break" the level cap. The objective to find Anders must be obtained from Dianne and be completed without talking to Jack and all other objectives need to be completed before speaking to Jack about the alliance.


 * After returning the data for Dr. Hildern during There Stands the Grass, talking to Dr. Williams provides a Speech check (Speech 25). This option appears after asking her "What do you think of Dr. Hildern?" The conversation may be repeated infinitely.


 * The player character must first initiate the Run Goodsprings Run quest, and kill Ringo. Upon returning to Cobb, one must then agree to shake down Chet for supplies. They must then fail the quest by damaging or killing any of the Powder Gangers present. They may then go to Chet in the Goodsprings General Store and ask him to donate supplies to the Powder Gangers. One may choose either the Barter check (Barter 25) or the Speech check (Speech 25). Both choices may be used repeatedly and each success provides 30 9mm ammo and leather armor. This exploit may also be used with Doc Mitchell, but the Spare Medical Supplies he gives the player character cannot be sold or dropped. One will have to perform these checks approximately 5600-5700 times to reach Level 50 with all 3 levels of the Swift Learner perk, granting 33 XP per check.


 * Leather armor from Chet also spawns on several of the Powder Ganger corpses.


 * At Cottonwood Cove, there will be a man named Aurelius of Phoenix standing atop the balcony of a building. The building is the largest in the settlement. While talking to him, one can activate a Barter check (Barter 35). The Barter check is about trading an NCR dogtag for supplies. Once the Barter check is done once, it can be done as desired.


 * During the quest Birds of a Feather, the third customer has a Speech check (Speech 65) that can be done an infinite amount of times.


 * Talking with Oscar Velasco during the Climb Ev'ry Mountain quest will grant a Speech check of 25 where Oscar asks why he should allow the player character to leave alive if they could tell the NCR where he is located. There are two options with the same dialogue but labeled as  and . Passing the Speech check with either can be done an infinite number of times. However, this dialogue path only opens up after failing a Speech check of 50.

Experience Via Combat

 * The Mister Sandman perk may be utilized on the children in Bitter Springs and on the children at Nellis children's barracks. The child will not die, but the player character will still receive 50 xp.

Miscellaneous Experience Exploits

 * The player character will gain 60 to 1,000 xp when moving a mantis foreleg (Must at least be 6 of them stacked) from their inventory to a container, corpse, companion inventory. This may even happen when first removing the mantis foreleg from the Mantis itself. This can be done inside the tutorial area and is faster than Chet's Speech and Barter checks, therefore this can be used with the more perks exploit to do so faster but without the added benefit of a surplus of 9mm ammo.


 * After killing Big Sal during How Little We Know, the player character may continue to gain experience by punching his corpse. Each punch earns 50xp.


 * Tipping brahmin counts towards the Knocked Up challenge. This challenge can be completed unlimited times by getting into sneak mode and activating a brahmin, ie: using the A button on an Xbox 360, thus knocking it down. Repeat 100 times for 75xp each time the challenge is completed. One suggested place to do this is in the little corral at the Crimson Caravan main office. Knock down a brahmin several times and push it up against a wall of some sort and repeat.

Level skipping
Level skipping is an exploit which allows the Courier to reach any level with relative ease. As one levels up go through a door and when the level up screen appears go to the menu and reload the save, then go through the door again and when the level up screen pops up again reload the save. After doing this many times one will slowly gain levels. A downside of this glitch is that one can actually only level up skills on the final level hence why its level skipping.

Tutorial

Complimentary Voucher Stacking

 * When dropped the Complimentary voucher remains in mid-air, ignoring gravity. Exploiting this permits the creation of "stairs," allowing access to many areas previously unreachable.

Slot Machine Gambit

 * While playing slot machines in the Sierra Madre casino, it appears that it is possible to manipulate the outcome by pressing buttons as each slot is about to stop. (Any button will do really. Yet to be tested out on The Strip)

Agility Stat Boost

 * After finding the Sierra Madre Vending Machine codes needed to return casualwear (and related lightweight apparel that gives a +1 boost to Agility), the player character can raise their Agility well beyond normal limits. Simply equip the casualwear and then turn it in to the vending machine. The clothing will be removed from the player character's inventory, but the +1 Agility boost will remain added to their stats. This exploit can be repeated any number of times, adding +1 with every equipped clothing item returned. This will not allow one to take perks requiring higher Agility. (If used several times this exploit will cause weapons to glitch through the character's shoulder if holstered while moving.) Reconfirmed in the Abandoned Brotherhood of Steel bunker. The added Agility may not work with the equipped weapon upon loading a save or entering the game; if it does not then switch weapons, unholster it, and it should work as "usual".

Unlimited grenades

 * If Christine is locked in the Switching Station for the Mixed Signals quest, she sets traps in the Executive Suites during Last Luxuries. On the west side of the floor she sets a tripwire and frag grenade trap. The grenades can be disarmed and collected an unlimited number of times.

Unlimited XP Gain

 * After completing the Gala Event, Dog and God provides a repeatable Speech check. When speaking to God, the player character must ask why they are here and why the collars have not been set off. With a Speech skill of 75, the player character may speculate that the Pip-Boy is boosting the signal. This Speech check is not marked as such but will provide 75xp. This dialogue path may be repeated an unlimited number of times.

Easy "Sierra Souvenir Aficionado" Achievement

 * By repeatedly dropping Sierra Madre chips and picking them back up, one will quickly earn the achievement and additional XP bonus challenge without having to actually locate/win the required amount of chips.

Puesta del Sol switching station tripwire exploit

 * The tripwire trap in the room with the terminal to shut down the shielded speaker can be avoided. This requires the player to save before going to the terminal and running into the trap detonating the explosives and killing their character. While the animation of their character dying is playing, the player now has to load the previous save tricking the game to activate the trap before going to the tripwire thus exploding the grenades without harming their character.

Easy "Dead Man's Hand" Achievement

 * Every time the player character drops a Sierra Madre Card and picks it back up, it will count as if they found a new one.

Leave Dead Money with all 37 Gold Bars

 * There is a way to leave the Sierra Madre vault with all 37 gold bars. The player character must have an abundance of C-4, gas bombs, or demolition charges and place them in front of the shield door where Elijah confronts the player character in the vault. Then they must grab everything in the vault and then talk to Elijah from the holographic projector. Co-operate with him then run (walk) out of the vault with everything and press up against the shield door where the charges are placed. Destroy one or two of his turrets (having Christine on still alive will help). He will then open the shield (make sure one is walking into the door). One will phase through and fall but will get back up on the opposite side of the door near the exit. The charges should go off and kill Elijah and one will complete the quest and be able to escape with over a minute to spare along with all the loot in the vault. Another way to do this is to activate a Stealth Boy and walk (not crouch) straight up the stairs opposite of where Father Elijah walks down. Ensure the player character gets to the rear force field before he notices they are not in the vault. Take the elevator up trapping Father Elijah in the vault forever.


 * Another method is to sneak around Elijah to the second forcefield (while carrying the gold bars). If done right, the force field should stay deactivated when coming through. A Stealth Boy can be used to add further sneaking.
 * One can loot Elijah through forcefield, using third person perspective. Position his body near the forcefield, then place the gold bar inside his body. This will make it possible to escape with the gold bars in time before the collar explodes.


 * It is possible to use all 10 Implant GRX to carry the gold bar through the long way around. At the broken stair section (being overencumbered, impossible to jump), drop the gold bar and pick it up again on the other side.

Smuggle equipment into the Sierra Madre

 * Normally all of the player character's equipment is removed at the start of the DLC and not returned until its completion. However, anything flagged as a quest item cannot be removed from the inventory in addition to having no effect on WG. Thus by picking up a quest item and starting the DLC before finishing the quest relevant to the item, the player character may "smuggle" equipment into the Sierra Madre. Some examples include:
 * Missing Laser Pistol
 * Motor-Runner's helmet
 * Rebreather
 * Van Graff combat armor
 * Sergeant Andrews' machete
 * Fist of Rawr (note: only works if it has not been created at a workbench yet; Rawr's Talon is a quest item and can be smuggled in, but the fist itself is not a quest item and will be removed from the inventory.)

War Club glitch

 * When performing a forward power attack with a fully upgraded War Club, the player character is rocketed forward. If this is used repeatedly, one may actually move far faster than with a holstered weapon. This can be improved with Rushing Water (Increases melee attack speed 50%. Made over a campfire or hot plate, requires survival skill to be 50+) thus making them 150% faster than normal.


 * Using this same exploit, should a player character charge into any form of ramp (IE: steps, curbs), they may be launched into the air.

Mantis EXP glitch

 * This glitch/exploit still works in Honest Hearts. Repeatedly transfer the mantis forelegs between the inventory and a dead creature's body. This should be done with the Giant mantis or Giant gecko for maximum XP.

Skilled trait glitch
If leveling a character to 50 within the tutorial area using an exploit taking the Skilled trait will slow the process by 10% - over 8,000 25 point Speech checks!
 * When starting the game, one may choose the Skilled trait to gain +5 to every skill at the cost of earning 10% less XP throughout the game. When leaving the tutorial area, should the player rebuild their character and choose the Skilled trait again, one will gain an additional +5 to every skill (for a total of +10 total per skill) while still only suffering a 10% XP penalty. One will lose 10% of their earned XP; at lower levels this may not be noticeable but a level 50 character that chooses Skilled when leaving the tutorial area will become level 47. The perk may be taken a third time during Old World Blues through the Auto-Doc's mental examination adding a further 5 points per skill, however the XP is not reset (e.g. one cannot get extra perks).

Unlimited EXP gain

 * The X-42 giant robo-scorpion may be repeatedly disabled via the Robotics Expert perk. Shortly after being disabled, the robot regains function.


 * At the X-13 Research Facility, after completing all of the stealth tests and the related Project X-13 quest, all of the testing area's Robobrains and Mark IV turrets can be destroyed for extra exp. After destroying all "hall monitors," the Advanced Infiltration Test can be replayed an infinite amount of times for 173 XP and a randomized test reward (usually a small amount of energy weapon ammo). If the player character also disables the laser trip wires (50 Repair or Science), which also provides a small amount of exp each time, they can simply walk through the halls without any need for sneaking or Lockpicking.
 * The Expert Test can be replayed instead in order to obtain a ¡La Fantoma! instead of ammo, but keep in mind that the proximity mines re-arm themselves each time (The Expert Test provides the same amount of exp as the Advanced).
 * The Robot Compliance Test can be chosen in order to re-spawn the robobrains (the turrets do not re-spawn). The re-spawned robobrains can be destroyed again for a small amount of exp and randomized loot. This method can also be used to grind for challenges/achievements/trophies, such as Blast Mastery.
 * Due to the high rate at which robobrains drop Energy Cells, the Sonic Emitter is an excellent choice for this process, as the influx of Energy Cells often matches (or even exceeds) the rate at which ammo is spent defeating said enemies. Using the Robotics Expert perk can shut them down even more easily to destroy by melee/unarmed methods.

Level Cap Increase (PS3)

 * After completing Old World Blues and reaching the increased level cap of 35, the player character appears to be unable to level up any more. On PS3 however, one can increase the level cap by deleting the game data utility of Fallout: New Vegas, but not the DLC of Old World Blues. The player must then download the 236MB patch and allow it to install. There will then be a 22MB patch that needs to download, the player cancels this download and disables their PS3 internet connection. They can now enter Fallout: New Vegas and load up their level 35 character. A message should appear stating that their level cap has been increased by 5 and they should even receive 100xp. The player character's new level cap is now 40.

NOTE: The player may need to load up the game once before downloading the 236MB patch for this to work. It is also unknown at this point if this can be repeated multiple times to further increase the level cap beyond 40.

NOTE: The file size of the initial patch is 293MB at this point in time not 236MB. It works however it only appears to work once so the player character cannot get past the 40 level cap with this method alone.

Lonesome Road Exploits

 * When riding the Ashton lift to get to the Divide, one will be attacked by several tunnelers. At the start a tunneler will land in front of the player character on the lift. Instantly target it in VATS and shoot it with a gun that does reasonable damage. The tunneler should be instantly killed. Now several tunnelers will climb up the sides of the lift, one at a time. Once each tunneler reaches the top of the fence surrounding the lift, target them in VATS and one should be able to, once again instantly kill them. This can be done with every tunneler on the lift. This was tested with an assault carbine, but other decent damage weapons may also work.
 * If the player character fires Euclid's C-Finder (set to Archimedes II) and the orbiting laser platform glitches and only targets, but does not fire the laser, the Lonesome Road ED-E will follow the player character out of the Divide into the Mojave Wasteland. He will also follow them into other add-ons, enabling the transport of items into Dead Money add-on and support in Old World Blues and Honest Hearts add-ons. This was tested firing the laser in both the Divide and in the Mojave Wasteland.

Money

 * Upon recruiting Fisto to work for the Garrets as their "sexbot," the player character may talk to the robot about provided services. Upon exiting the conversation, the one will be granted 10 caps. This may be repeated an unlimited number of times.


 * Should the Courier drop more than 32,768 (2^15) of any casino's chips, the game's engine glitches. Upon retrieving them, the player character receives a negative number of chips that may be traded for caps, NCR, or Legion money. The exploit may also be done with values higher than 32,768 but the number of "negative" chips received is inversely proportional to the number of chips dropped. Dropping 33,000 chips will provide close to -32,000 chips. Every time the chips are turned in, the player character will gain that amount, only in positive numbers. Bear in mind: when picked up, the chips will not show up in the one's inventory anymore, but may be turned in for money over and over. Pressing the [start] button will end the exploit, and the entire process will need to be restarted.


 * When cashing in chips from the Vikki and Vance Casino, the chips will not be removed from the player character's inventory but the currency (caps, NCR dollars or Legion money) will still be acquired. Using this method, one may repeatedly "cash in" without ever losing any chips. Deleting the title update allows this glitch to be done as with any other glitch, but when deleting the title update if one has any DLC items such as Gun Runners Arsenal, then any items the player character has on them or stored in a safe location will disappear and will not re-appear (with the exception of any DLC items that are added to the player character's inventory as soon as the DLC is loaded).


 * When bartering at any merchant, you can sell the merchant two weapons that are the same. Make sure that they have a different condition rating. Sell both and the buy the cheapest. Then sell it back to the terminal, if the exploit worked then the weapon should be sold at a higher price than had been bought for. This exploit may require several attempts.


 * In Lonesome Road, there are many commissary terminals with 6000 caps to trade. Sell the terminal two weapons that are the same. Make sure that they have a different condition rating. Sell both and the buy the cheapest. Then sell it back to the terminal, if the exploit worked then the weapon should be sold at a higher price than had been bought for. This exploit may require several attempts. What makes this vendor special is the fact that when it has less than 200 caps, one can exit the terminal and re-enter it and it will have 6000 caps again, but no new inventory.

Barter and Repair exploitation

 * When meeting with Raul for the first time in the Black Mountain prison building, he can fix the player character's weapons and they can then pickpocket the caps back from him fairly easily, making item repairs essentially free. Just tell him to stay (do not tell him he is free) and one can repeat this an unlimited number of times, provided one can pickpocket successfully each time.
 * Alternatively, after freeing Raul, meet him at his shack. Have him repair everything, spending all the caps on hand. Afterwards, pickpocket Raul and make sure to use the "take all" option. One will most likely be caught, but as long as "take all" option was selected, one will have gotten all the caps back. Now that Raul has caught will have caught the player character though, so they cannot pickpocket him any longer. To remedy this, have him join the player character and take him outside, then dismiss him. One can now go back inside to have him do more repairs if needed and one will be able to pickpocket him again. Just make sure to 'reset' him when finishing, if one does not, the next time the player character comes for repairs they will not be able to pickpocket him but he will have all of the caps, and having him join as a companion will delete them all from his inventory.
 * When the Brotherhood of Steel forces the explosive collar on the Courier in the mission Still in the Dark, if one has the Jury Rigging perk, the player character is able to use the collar to repair any light helmet as many times as desired without losing the collar.
 * Vendor exploit: 100% weapons and armor. As with Fallout 3, the player character can sell damaged weapons and armor to vendors who already have at least one copy of same item in their inventory. After completing the sale (i.e. getting caps) repurchase the item (rinse and repeat) depending on how many of same items vendor started with, the player character will eventually be able to purchase the item at low quality cost, then have 100% fully repaired item in their inventory which they can now either keep or sell back at 100% value. This exploit allows one to clean out vendors of their inventory without spending a cap, i.e. ammunition shortages will rarely be a problem assuming the player character uses this exploit whenever they gets a chance. Profit from the sale is the difference between the current condition of the weapon and the full 100% condition of the weapon so choose a very damaged weapon to buy/sell.
 * Note: appears to only work if one starts with only one copy of the item in their own inventory. If this does not work, confirm the player character does not have a "stolen" item or hidden duplicate in their inventory.
 * To avoid glitches, choose a lightweight, high value item (such as the plasma defender). Get two of them and repair one to 100% and break the other. This way the player character can carry their own items that few, if any, merchants will glitch on and one will not have to hope they have a broken version of the good item you may be carrying. One can now sell the perfect condition item first then the broken one. Buy the broken one back and one will receive the fully repaired item, then buy the broken one again and one will receive that one. This can also be done with multiple fully repaired items, but it runs the risk of becoming glitched. Using this one can clean out any merchant.
 * In order to make this exploit work perfectly each time, have two copies of the same weapon: one fully repaired and one completely broken weapon. Keep the trader in questions' caps below 30 000 to avoid glitches. Some traders appear to "consume" weapons and make them unavailable to buy back, such as Samuel Kerr at 188 trading post. There are two possible situations in which all of these criteria are met:
 * SITUATION 1: The trader does not have a copy of the two weapons that the player character have. In this situation, buy everything one wants, then sell the repaired weapon, followed by the broken one. Buy the broken one back, and you will have the repaired one. Sell the repaired one back, then buy the broken one again. This time, you will receive the broken one. Just sell it back and buy it again to receive the repaired one. Repeat to drain the trader of items and caps. To get all one's weapons back, just keep buying the broken one back.
 * Also in this situation, one can use multiple repaired weapons to make the process faster. Sell the repaired item, then the broken one. Then buy the broken one back, giving you a repaired one, but leaving the broken one in the trader's inventory. You can buy this back again to get the other full repaired weapon. Sell them back, repeat.
 * SITUATION 2: The trader DOES have the desired weapon in their inventory. Buy everything as usual, being conscious to keep the trader's caps below 30 000. Sell the repaired weapon, then the broken one. Now, every time one buys back the broken one, one will get the repaired one, being able to quickly sell and buy back. When finished, to get both the player character's weapon and the vendor's, keep buying back the broken weapon. This does work with multiple copies of the same weapon as it did in Situation 1.
 * IMPORTANT Note: There is a problem now, which is easily fixed. The vendor's weapon is glitched underneath the broken one in the player character's inventory. To fix this, drop the repaired version, then the broken one. The player character will see that they are still left with a fully repaired version in their inventory. Move over a little to separate it from the other two, and drop it as well. Now, pick up the first fully repaired weapon that was dropped and equip it. Then pick up the other full repaired version along with the broken one. One will see that the second fully repaired weapon has reverted to the original 2338 caps worth that the vendor originally had. The weapons are now unglitched and free to use for more barter glitches.

Resetting Vendor Inventory/Cash

 * If a player saves the game when in the same cell as a vendor and restarts the console, the vendor's caps will be reset. Inventory will not reset, however.

Ghost Duping
By using Item duplicating within a merchant one can get infinite store credit and buy almost anything from a merchant for nothing. To do this, pick two item from a merchant's inventory: one of them needs to have over seven copies of it (such as seven units of ammo) and the other item needs to be something expensive. When both of these are in one's inventory, click on the ammo and then press take all. Shortly after, if done correctly, the ammo will go into the player character's invetory and the take all screen will still be there. Upon pressing the take all again it will appear as though everything is back to normal, in reality the player character has store credit when they should not and therefore, the game does not recognize it until the player character takes something from their inventory. By this method one can buy an entire merchant's inventory without spending any caps. A guide on how to ghost dupe

Caravan

 * With the 1.02 patch, Cliff Briscoe, Johnson Nash, Lacey, and Quartermaster Mayes have been limited to five games of caravan a piece. However, the player character can still reverse-pickpocket caps into the inventory of non-merchant non-player characters who play caravan (such as No-bark Noonan or Isaac). This allows one to exploit the 'double caps' bug.
 * Any trader who plays Caravan can be exploited for caps. There seems to be a logic error that involves all the different types of currency, if the player character buys everything so that they have no caps, they can still gamble with NCR and Legion money, the game gives them back all the money in caps. If one continues to do this until the trader has 20 to 30 000, it never diminishes their total caps. One can keep feeding the trader more caps by buying and selling items.
 * One can reverse-pickpocket Dale Barton at the Fort and add caps to his inventory, and he will bet the caps, but they will not be removed from his inventory if the player character win. Using this method, money may be repeatedly duplicated. It has been reported that winning larger amounts of caps (around the area of 400,000 and up) causes the game to crash.

Weapons

 * If one enters and then exits V.A.T.S. while wielding an anti-materiel rifle equipped with incendiary ammo, the target will be lit on fire as though they were shot at. Also, there will be no hostilities, (assuming the NPC was not hostile to begin with), so this can be used to kill without any repercussions. Note, however, that kills performed in this manner do not count for any challenges or award any XP.


 * If a player character drops their weapons on the ground then talks to the door guard at the Silver Rush, they will be able to pick up their weapons after speaking to him and proceed into the building without him taking the weapons.


 * If one loots an enemy's weapon while wielding the Alien Blaster, any ammo carried by the enemy will be converted to Alien Power Cells.


 * When using round-by-round reloading weapons, the slow speed can be remedied by having more than one ammunition type and quickly tapping the change ammunition type button. This will instantly load the weapon with a single piece of ammunition.


 * Break a missile launcher, when firing the last missile and it says the is in need of repairs, select a weapon depending on the ammunition that was used to break the launcher.
 * If regular missiles were used, it will allow as many placed explosives as one had regular missile ammunition.
 * If one chooses to break the launcher using HE or HV rounds, one will be able to throw the missiles by equipping a throwing spear or such weapon, even with C-4 plastic explosive.


 * During the Brotherhood of Steel quest line, the player character is informed that they may have some of the Brotherhood's recharged energy cells/microfusion cells. Every time the cell is reloaded, the container will be filled regardless of the amount of time passed.


 * One may find any weapon that would otherwise be in bad condition, fully repaired. By saving prior to picking the weapon up and reloading the game, the game glitches and registers the weapon as fully repaired. This only works for weapons spawned on the ground, not weapons dropped by the player character or NPCs.


 * Equip the weapon with the ammo type you wish to hotkey. Press and hold the hotkey button. While still holding the hot key button, navigate to the ammo page and hot key the desired ammo. Now equip any weapon and press the ammo's hotkey button. The weapon will remain equipped up the ammo will change. All effects from the ammo retained. Guns that run on microfusion breeders do not need ammo to fire, only the initial hot key. Loading a save disables the glitch. Most, but not all combinations will work (i.e. a Laser detonator with Tiny Tots). The ammo can be added to melee and unarmed weapons as well, and they will not consume ammo. Throwing weapons and mines are also effected, and will allow one to "throw" the ammo. By using 12ga, 4/0 buck will fire multiple shots from the weapon. When combined with placed explosives (i.e. a C-4 plastic explosive), multiple explosives will be created, and only the 12g, 4/0 buck will be consumed. This permits quick multiplication of said explosives. It is also possible to use this exploit for the Fat Man; some ammo types (such as 5mm rounds) will fire nukes, and are available in much larger amounts). This exploit also works well for the Alien Blaster as its ammunition is limited. This also works for Euclid's C-Finder as well but only with normal ammunition types. Attempting to use ammo types such as 12ga, 4/0 buck will immediately freeze the game.


 * Killing NPCs with ranged weapons will add "specialty ammo," such as 12 Gauge Slugs, armor piercing 5.56 ammo, etc., to the player character's inventory, anywhere from 1-16+ bullets per pick-up. However, for the ammo to be added, the NPCs have to have the weapon equipped and drawn, and the ammo desired should be equipped (loaded into the gun) before picking up the NPC's weapon. To utilize the glitch, kill the NPCs however desired and pick up their weapon and the special ammo will be added. The weapons that add the ammo upon pickup are 10mm and 9mm pistols and their sub-machinegun counterparts, service rifles, .357 pistols, cowboy repeaters, laser and plasma rifles, laser RCWs, caravan shotguns, and hunting rifles. Picking up melee and unarmed weapons do not add ammo to the one's inventory. Laser and plasma weapons do not benefit from this glitch, meaning that one cannot get max-charged or over-charged cells in this way.

Loot

 * If the player character decides to not ally with Caesar's Legion at the Fort, they have a chance to gain an unlimited supply of Legion money, armor, weapons, as well as a possible source of infinite 12.7mm ammunition and 12.7mm SMGs. After clearing out the main area of the Fort and searching the bodies, find the corpse of the Legion decanus and carry it to the drawbridge where one entered the area from. Drop the body and activate the drawbridge, which takes the player character to the outer area of the Fort. Immediately turn around and go through the drawbridge again. Check the body of the decanus and he should have his weapon, ammunition, armor, and the spent shell casings he was carrying even if yone had already cleared off his body. Repeat as many times as desired. Also works with all other human non-player characters in the area with the exception of the praetorian guards.


 * On the quest Come Fly With Me, after informing Jason Bright that one has gotten rid of the nightkin and everyone runs to the basement, one or two Bright followers in space suits will walk instead of run when they are in the basement. If one kills them before they get to the rockets, one will be able to get one or two more suits, depending if any followers were killed. When coming back after finding the thrust modules and rocket fuel, and Jason gives his speech, go back to bright follower's corpse(s) and another space suit will have spawned on it.


 * After saving Private Halford from the Lakelurks at Camp Guardian, ask him what he will do next. After that, ask him for his gun, this will get the player character a service rifle, 35 5.56mm rounds, and 15 Armor Piercing 5.56mm rounds. This can be repeated as many times as desired.


 * If the player character has Benny come up to the presidential suite with them, and lets him survive, he will move to the front of the Tops lobby. With a barter skill of 35, one can then repeatedly choose (what do you have in mind?) and (The suite's a nice touch...), which will result in 500 caps and 250 the Tops chips every time. This bug allows for effectively infinite money.

Item Duplicating

 * To do this exploit, the player character must interact with a container and have an item with weight, and have more than six of the item they want to duplicate (*Note the item desired to dupe must spawn inside the container). Take the stack of 6 or more and press take all almost immediately afterwards, if done correctly the "How many?" box will appear but the stacked item will move to the other side of the inventory. On pressing take all again, the player character will now take however many of the stacked they had of the item. E.g. If one has 10 empty bottles and a cap the player character will get 10 caps from it.
 * A great way to this in New Vegas is to turn on hardcore so that ammo has weight and can be used as the dupe transfer item.
 * The reason it seems random is that some actors will have items added to them on death which can be duped, but the rest of their inventory cannot be duped. This occurs as when an item spawns naturally in a container, it has no id related to it and thus is can be manipulated. An id is only associated with an item during a cell change, meaning one can take an item out of a container and put it back in and still dupe so long as cells have not been changed. This is why it needs to spawn in the container to work.

Tutorial on how to do duping

Perks

 * If a perk has a required skill level which the player character can reach with one level's worth of skill points (e.g. Animal friend has a Survival requirement of 45 and one's current Survival skill is 40), allocate skill points to the number required, select the desired perk and return to the Skill point allocation screen. The player character can now reset their points and put them wherever desired - the perk is still selected even though the player character no longer meets the requirement.

Extra perks

 * If a player character chooses to rebuild their character upon leaving the tutorial boundaries surrounding Goodsprings, they will be reset to level 1, but not all perks are reset. After choosing all stats again, the player character will return to level one but still have most of their perks. Also, if the player character changes sex during the rebuild, they can get gender-specific perks for both genders. A list of perks this glitch works with is found below.

Companions

 * In the middle of battle, talk to a companion, select the "Stay at a Distance/Stay Close" option twice, then exit the companion wheel. When exiting, the companion's health should be fully restored (although sometimes it requires the command to be pressed rapidly four or five times).


 * In Hardcore mode, by giving a companion ammo in smaller portions, the player character can effectively overload the companions inventory capacity, allowing them to carry infinite ammunition (or any items if done properly). If a companion is over its carrying capacity limit (via giving ammunition to a companion), one can remove an item that is 1lb or more, then without closing it, the player character should be able to give their companion just about anything. Note: Anything that is exactly 1lb is great, remove a quantity of 1 or 2 at a time. It is best to stock a companion up on items like Purified water, armor/clothing, and weapons before overloading their carrying capacity, though it should not make much of a difference (tested with both Rex and Veronica).


 * When a companion is given the 1st Recon beret, they are granted the normal 5% critical chance bonus. If the player character then toggles between ranged and melee attack modes in the companion wheel, the companion will gain an additional 5% bonus. This may be repeated 18 more times for a 100% critical strike chance. The effect remains until the beret is removed.


 * Prior to the player character's visit to the Fort, one can leave companions in wait mode. Upon exiting Caesar's tent, the companion will "teleport" to the player character. The companion retains their inventory, allowing for an easier way to complete Challenges such as Historical Propriety, Against All Tyrants and Even a God-King Can Bleed.


 * By going into a casino with a companion and placing more items in their allocated item box, the companion can hold infinite amounts of weight upon exiting.

Recruit all humanoid companions at once

 * To perform this exploit, the player must recruit Veronica and trigger her quest I Could Make You Care. When Veronica opens dialogue, the player character must tell her that they do not have time right now and then fire her. If the player character then recruits another companion and talks to her, she requests that the Courier take her to Hidden Valley. If the player character declines with the first negative response, they will get a notification saying Veronica's "Scribe Assistant" perk has been lost, opening an additional companion slot. The player character then needs to recruit another companion and repeat.
 * Through use of this exploit, companions may be brought into add-ons and other areas that perform "companion checks."
 * Non-active companions will not be stripped of weapons when entering casinos.
 * There is a quick way to do the companion recruiting. Since Veronica goes to the Hidden Valley Bunker once the player character has completed the exploit, the first time requires one to be quick. For example, if one uses the exploit to get Arcade Gannon and Lily, but has not hired Cass yet, and the player character then goes to Mojave Outpost and tries to recruit Cass. She will not follow as the player character does not have enough companion slots (if one has done the exploit, they are probably all filled). To recruit all six at one time quickly, create a slot to hire Veronica, and then fire her to the Lucky 38. This will make her reset walking out of the suite, and one can do the recruiting a second time (the current companions are not removed). One must have Raul, Lily, Veronica, Cass, Boone and Arcade Gannon in order to do this. This means one can have seven followers at a time (with Rex or ED-E). Dismissing the companions to the Lucky 38 will also delete their companion slots and one will need to redo the exploit to get them back.
 * The use of this exploit can cause I Could Make You Care to become unable to be completed.
 * Also, the use of this exploit can cause the FPS to drop significantly. This is due to the engine having to render five more companions than usual.

Karma

 * Flame damage kills do not count against one's Karma.


 * Just like in Fallout 3, if the player character attacks an opponent but does not kill them, and a companion finishes them off, no Karma will be lost.

Achievements/Challenges

 * While in Freeside, the use of some doors (such as the East gate) will count as Energy Weapon kills upon loading the new area. This happens at random and cannot be controlled.


 * When pick-pocketed, the residents of Vault 21 will retain possession of their items regardless of a pickpocketing success. This bug may be exploited to quickly complete the pickpocketing challenge. It can also be used to gain the Artful Pocketer achievement.


 * Any ants killed with the sonic emitter during Ant Misbehavin' will count as being killed by the weapon that the Courier has currently equipped.


 * Any time the player character steps on and kills a mantis it will count as being killed by the weapon that the Courier has currently equipped.


 * Deathclaw Pro Hunter: A deathclaw will be considered killed by dynamite if one is thrown at the moment in time the deathclaw dies of other reasons, such as a companion shooting it or walking over mines. This stick of dynamite needs to be in-flight and not have landed anywhere.

Artificial Intelligence flaws

 * The AI controlling deathclaws is unable to correctly determine when a player character is within reach.
 * For example, deathclaws will not attack the player character if they are standing on the taller rocks or structure, even when they are in reach. This flaw in the deathclaw AI can be exploited to safely kill these creatures.
 * This also happens to cazadores.

Third Person Interaction
By going in third person the player character can interact with things through walls as the hit box changes. Showcase

Barrel exploit
When a barrel is "squished" between two characters, the barrel will gain great speed and fly many yards away. In the process, both characters are damaged. When performed on NPCs by the player character, the NPC will remain passive (assuming they were passive to begin with).

Note: This seems to work with crates too. It is likely that other objects which react surprisingly violently when ran into by characters may also cause this effect. One can also 'kick' a barrel or similar object object into an NPC for the same result with a greater chance to cause injury to the NPC, although less damage is done and received.

Gaining access to Legate's camp
This point of interest can be reached early (pre-endgame) by getting out of the map near Bloodborne cave and running around to the south/southwest side of the Legate's camp and its cliffs until reaching a sandy hillside which will lead to above the Legate's camp. Then follow the clifftops down to near the Legate's tent (the tent at the top of the winding staircase) & reach the cliff point as close to the center of the camp as possible. This will trigger the Pip-Boy as having discovered the location, allowing one to fast-travel to and from the camp. Traveling this route can cause one to get stuck due to the invisible walls.


 * Another way to enter this location early is to access it from the Dam directly. In order to do this one will need a lot of 5mm ammunition (this requires 5mm staircases to be built). Walk across the dam one left in the direction the player character would go to the legate camp, until One comes to a point where the player character can jump off the side (try to aim for the water). Upon hitting the water, continue to proceed in that direction until reaching land again, and proceed along the wall until the wall meets a sloped surface and one can move no further. From here, the player character should build their first staircase out of the 5mm boxes. Upon getting over this sloped surface, one will see a huge drain. Go down into the drain until hitting the bottom. Immediately looking to the left and one will see a ladder. Climb the ladder and the player character will be on top of the drain across from where they originally were. From here, move along the outskirts of the top of the drain until reaching the road/bridge leading out of the dam. From here, follow the main road uphill towards the legate camp. Keep moving until hitting the first of three gates. Use the 5mm boxes to hop all three, and the player character will be in. At the second gate, if the player character looks to the right, they see a slope and to the left of it is a rock that can be reached. Jump on the slope, drop a 5mm round and push it into the corner near the rock. Jump onto it and one will get onto the rock. The player character can get over the next two gates if they stick to the edge. One will most likely run into three legion soldiers, two on the other side of the wall. After that, outside the camp walls, one will run into a guard armed with a ballistic fist. By killing him and taking his attire, the player character will be disguised from the 15-20 legion soldiers, including the guards. Upon making it inside this camp, the player character will be able to fast travel in and out as desired.


 * In order to do this one will need at least one companion, lots of stimpaks, an unarmed weapon such as a power fist or zap glove, and not be playing on hardcore mode. First, take the companion to the location one wants to get out of (must be an angled wall or cliff) then push them as close to the wall as possible. Next the player character will use the unarmed weapon and punch them towards the wall making them slightly go up it. Then the player character will use their fists and go into V.A.T.S. and target the companion, hitting them once which should bring one right next to them (make sure to heal them after this step or they will get knocked out and this exploit will need to be started over again). Reequip the unarmed weapon again hitting them farther up the wall and repeat the V.A.T.S. step to get farther up the wall and continue doing those steps to get up over the wall. Works well on the east side right behind the main dam part of Hoover Dam to get to the Legate's camp.


 * Yet another way to access the Legate's camp is by getting out of the map at the Searchlight Airport. The only extra equipment required is a single 5mm bullet. Travel to the Searchlight Airport and approach the main building (the one without the air control tower). Notice the doorway blocked by debris, there is a ledge above the doorway that can be used to get out of the map. To get up on the ledge, get up on the piece of concrete jutting out of the rubble, and, if the jump is timed properly, the player character will end up on the ledge. Now, drop a single 5mm bullet and place it on the ledge and hop onto the bullet and onto the roof of the building and run off the building to the outside of the map.

Now that one is on the outside, head to the right, towards the Mojave Outpost, because heading left only leads to a never ending out-of-map version of the Colorado river. In order to maximize speed, take off any medium or heavy armor that one may be wearing. Continue to run on the outside boundaries of the map, all the way past Jacobstown and other normal-map-bordering locations. If the player character did not tell any companions to "wait," they will continue to follow within the normal confines of the map. Make sure to save often, because although there are no enemies on the outside of the map, there are still very tall hills that can accidentally be fallen off of that could potentially kill the player character.

When reaching a row of electric towers outside the map, just past Nellis Air Force Base and heading south, the out-of-map version of the river is close. If Hoover Dam has already been discovered, this part will be easier, because Hoover Dam is almost horizontal to the Legate's camp. Upon finding a deep trench, get down to the bottom and run forward until reaching a brown or grey blurred wall. This is actually water, so get in and start swimming. Unlike the water in the normal river, this water has rads, so make sure to bring along some RadAway.

Keep swimming until reaching some land that one can leave the water and walk up onto dry land again, there should be some boulders and rocks set into the ground. Keep going (and save occasionally) almost straight to the Dam (keep checking the world map to see if one is on the right track), and the player character will come across a clump of very high boulders, and the environmental music for the Hoover Dam will start playing. If one sees an empty triangle in the midst of the high mountain, this is the right spot, and the Legate's camp is inside.

All that needs to be done is to get up onto the ring of "boulder walls" ringing the Camp. Once on the walls, keep running until one can see the training ground in the middle of the camp. Make sure to have a few saves here, as the Camp itself is airtight with invisible walls bordering the immediate camp, and one wrong move can result in the player character stuck. The map marker is not the Legate's tent, but rather the training ground in the middle of the camp. Getting right behind of the round training ground (and getting as close to the ground level as possible), with the Legate's tent to the right of the player character, and then dropping down will place the map marker on the Pip-Boy map. From then on, the Camp can be fast-traveled to without problems, although one cannot leave the "normal" way by the gates, as they are all sealed. Although time-consuming.

Armor hopping
If the player presses grab just a few milliseconds after jump standing on a piece of armor, the player character can jump on it repeatedly to get high off the ground. This glitch can be used to get to out of bounds, or places one is not supposed to be able to, such as the Legate's camp.

Reload Dashing
Reload Dashing is an exploit that allows the player to gain a massive, but short boost of forward momentum. The technique works with weapons that reload one bullet at a time and with two different ammo types. (I.E. .357 Magnum revolver or Cowboy repeater) By equipping the weapon of choice, swapping between two different ammo types ( key), pressing attack and opening the Pip-Boy during the animation, then unequipping the weapon, when the Pip-Boy is closed, the player will be propelled forward at a high speed. During a dash, the player can be launched into the sky due to hitting an object or level geometry. Falls can be survived by utilizing Quicksave Quickload, which requires quicksaving in midair (usually the lowest point without dying), then quickloading, which will reset the player's falling momentum.

A guide can be found here.

Infinite Dashing
There is another variant of Reload dashing called an Infinite Dash in which one can cripple themselves while doing the setup for a reload dash. This causes one to be stuck in the dash animation and can fly across the map. This requires constant quick save quick loads to properly function. Another tutorial

Timestop dash
The last variant of Reload dashing is a mix between timestop and reload dashing. By combining the two the player character can achieve a temporary dash which allows them to effectively infinite dash around the boarding cells. After going too far the game will automatically close the menu and stop the dash. Timestop Dash tutorial

Stop Hopping
This is an exploit which allows one to move around 50-60% faster than normal by jumping in a specific pattern. To do this, the player jumps forward and flicks their mouse just before they land let go of forward and when they jump again flick their mouse and jump forward.

Tutorial

Block Boosting
By blocking as one jumps using a gamepad, the player character can propel themselves forward in a similar style to stop hopping but it is much easier than stophopping on a gamepad.

Speedcripple
This exploit involves the player character quick loading on or about the frame of them crippling their legs. It makes the player character go 60% faster than base movement speed and it can even be transferred through saves. It happens on a seemingly random basis even when doing things correctly. Having two handed weapons out removes the effect temporarily as it changes the animation.

Tutorial

Utilizing patched exploits
Any exploits that have been flagged as "Fixed" or "Patched" may still be used if the pertinent patches are deleted. Doing so, however, may also remove access to add-ons until the patches are re-installed.