Fallout: New Vegas skills

History
Fallout: New Vegas shares a similar skill set to its predecessor, Fallout 3, but with several differences. The primary weapons skills have been revamped, with Small Guns and Big Guns having been combined into the Guns skill, which now covers all conventional guns that fire bullets. Weapons using explosive ordinance (missile and grenade launchers, for instance) are covered by Explosives. New throwing weapons, such as the Throwing spear, have been added, and are categorized as Melee Weapons. The Survival skill has also been added to the roster. It allows for crafting of various items, such as food, stimpaks, and poisons to augment the effectiveness of weapons.

Another new feature is the effect of various skills on dialog choices. Instead of Speech being the primary means of affecting conversation paths, numerous additional skills can potentially influence dialog. For example, in order to convince Easy Pete to provide some dynamite to protect Goodsprings during the quest Ghost Town Gunfight, the player must have a minimum Explosives skill of 25. In the case where a player's associated skill level is too low, a dialogue option (highlighted in red) is presented that will fail the skill check, and will not grant a speech success. Unlike Fallout 3, where the same dialogue option is presented regardless of your success or failure, a check that will fail uses a humorously unconvincing response, while a passable check uses a well-thought out argument, thus reflecting the nature of the check. Unlike Fallout 3, there are not enough available points to max out every skill, even accounting for every perk and skill book (Fallout: New Vegas books and magazines). Without Dead Money installed, it is possible to achieve a functional maximum in roughly ten skills by using skill magazines and the Comprehension perk for a temporary boost to 100 from a base level of 80. With Dead Money, that number is raised to eleven.

To offset the necessity of a minimum value for a certain skill, New Vegas introduces skill magazines, which provide a large but temporary boost to their associated skill (+10 or 20 with Comprehension). By using one prior to conversation, a check can be passed that might otherwise be failed. They can also be used to boost skill with weapons temporarily or gain access to crafting recipes beyond the player's current skill. Like skill books, magazines are consumed once used, and more need to be collected to maintain the effect.

Formula
The initial value of each skill is a base value of two, plus an amount depending on a character's value in the relevant attribute, plus a bonus determined by their Luck attribute, rounded up.


 * $$2 + (\mbox{Stat} \times 2) + \left\lceil\frac{\mbox{Luck}}{2}\right\rceil$$

Example: A starting Endurance of five and a starting Luck of five will give you an initial Unarmed skill of 15.


 * $$2 + (5 \times 2) + \left\lceil\frac{5}{2}\right\rceil = 15$$

Later changes to the SPECIAL stat have a similar influence on the respective skill.

During character creation, the player will tag three skills, instantly adding 15 points to each one. When leveling up, the character will distribute ten skill points plus a number equal to half their Intelligence, totaling 15 at maximum IN. The Educated perk grants two additional skill points per level if chosen. Assuming the player has an Intelligence of ten from level 1 and takes the Educated perk at level 4, a maximum of 487 skill points can be distributed without any DLC. Each DLC raises the level cap by 5, thus adding a possible maximum of 5 x 15 = 75 points (or 5 x 17 = 85 points with Educated) to the total available.

Skill Points available with a starting INT of 10 and with / without Educated: Base game: 487 / 435 One DLC: 572 / 510 Two DLC: 657 / 585 Three DLC: 742 / 660 Four DLC: 827 / 735

It can be seen from the above figures that the Educated perk confers an advantage relative to the number of DLCs / levels, so that a player with three DLCs and Educated actually has more skill points to distribute than a player with four DLCs but without Educated.

Maxed skills
Since the release of the second DLC Honest Hearts it is possible to create a character that has all skills permanently at 100, however this does require using lots of perks and a specific SPECIAL build, so a player may want to use the perk doubling exploit or wait until further DLCs raise the level cap and thus the skill points available from levelling up. With the release of Old World Blues maxing all skills is much easier with recipes for creating skill books from magazines, extra levelling points from the increased level cap and new traits that can enhance your SPECIAL. Even with only Old World Blues installed one could max out their skills(especially using Skilled trait exploit), although it would take more books than available in Big MT. One would have to go back to the Mojave Wasteland and gather books there as well in order to reach the large volume of books required for each skill book in Old World Blues.

Note that actually achieving fully maxed out skills with only Dead Money and Honest Hearts requires very careful planning and point assignment, and even using exploits can easily take 5 0+ hours.

Permanent skill points can come from four different sources:

Levelling: (2 DLC / 40 level cap) 409 - 657 40 levels with an INT of 1 provides 409 skill points, while an INT of 10 and the Educated perk gives the player 657 skill points. 15 at levels 2, 3 and 4, 17 at levels 5 to 40 = (3 x 15) + (36 x 17) = 45 + 612 = 657

Skill Books: 159 - 292 Skill books provide three skill points each, or four with the Comprehension perk. The base game contains 53 books (5 x Science, 4 x everything else) which gives 159 - 212 points. Dead Money includes 12 books (1 for each skill except Survival) that add 36 - 48 points. Honest Hearts contains 4 Workbench crates with (realistically) between zero and two books each that add 0 - 32 points. 212 + 48 + 32 = 292

Tagging: 45 - 60 Tagging three skills adds 15 points per skill, while using the Tag! perk adds a further 15 skill points. 4 x 15 = 60

Sub-Total 657 + 292 + 60 = 1009

1300 points are required to have all 13 skills at 100, so at least (1300 - 1009) = 291 points need to come from the player's SPECIAL if two skills books can be found in each Workbench crate.

SPECIAL: 291 - 321 In order to maximise the skill points derived from a player's SPECIAL the points should be allocated to those attributes that contribute to the most skills (e.g. Intelligence, Perception and Luck), however this may not create the character that the player wants, or may not have the correct points allocation to qualify for desired perks. The 40 points initially available can be assigned in 504,315 ways, and can yield between 175 and 253 skill points. With 10 Intense Training, 6 implants* and Small Frame a total of 57 points can be assigned to SPECIAL, yielding between 269 and 321 skill points. As only 291 points are required to max all skills (based on getting the above skill books etc) a player has the choice of how to allocate up to 30 'spare' points; e.g. one skill book in Dead Money is effectively inaccessible, one in the base game requires completing a quest in a certain manner, and it can take multiple reloads to get even one skill book from each Workbench crate, or you could max all skills without using Tag! or so many Intense Training.

There are 65,561 combinations of SPECIAL using between 50 and 57 points that can yield 291 skill points or more, and 1,768 of these using 54 - 57 points have all SPECIAL at 7 or more, so there are a large number of ways to create a balanced maxxed character. Using less SPECIAL points to achieve the desired skill point total may seem like a good idea as it uses less Intense Training (thus saving perks) or less implants (thus saving caps), however it will also result in a less well balanced character (and a lower SPECIAL). Whether or not that is important will depend on each player.

Character Builds for Maxxing Skills Balanced Builds (with INT of 10 to maximise levelling points): There are 27 ways of assigning 57 SPECIAL points to generate 313 skill points while not having any attribute below 5. There are 27 ways of assigning 56 SPECIAL points to generate 309 skill points while not having any attribute below 5. There are 15 ways of assigning 57 SPECIAL points to generate 311 skill points while not having any attribute below 6. There are 10 ways of assigning 56 SPECIAL points to generate 307 skill points while not having any attribute below 6. There is 1 way of assigning 57 SPECIAL points to generate 309 skill points while not having any attribute below 7. 7 10 7 7 10 7 9 There is 1 way of assigning 56 SPECIAL points to generate 303 skill points while not having any attribute below 7. 7 9 7 7 10 7 9 These 81 builds provide the greatest return of skill points for SPECIAL points invested while meeting basic character build and perk restriction requirements. They all provide sufficient skill points so that a player can avoid having to get the stuck Duck and Cover! in Dead Money, can avoid having to get two skill books from every Workbench crate, and can complete That Lucky Old Sun any way they please, while still having enough points to max every skill. Maxxed Builds There are 63 ways of assigning 50 SPECIAL points to generate 293 skill points. There are 10 ways of assigning 57 SPECIAL points to generate 321 skill points. 1	10	9	10	10	8	9 1	10	10	9	10	8	9 1	10	10	10	10	7	9 1	10	7	10	10	10	9 1	10	8	9	10	10	9 1	10	9	8	10	10	9 1	10	10	7	10	10	9 1	10	8	10	10	9	9 1	10	9	9	10	9	9 1	10	10	8	10	9	9 These 73 builds either provide just enough skill points to max all skills while using the least SPECIAL or provide the maximum possible skill points from the SPECIAL points available. They may not however produce a character that is particularly playable due to the extremely low Strength.

The best way to achieve a character with maxxed skills may be to work out in advance what apparel your character will be wearing, as certain equipment can boost SPECIAL stats e.g. if your character will always be wearing +1 PER headgear then one Intense Training could be saved while still generating the same skill point total. When you have worked out the final SPECIAL you can then calculate the skill points it will provide, from where you can work out how many skill books are required. A player should also remember that as the skill books in Honest Hearts are randomly generated these should be collected before all levelling points have been assigned or the player will be left trying to get specific skill books from the random loot, which can take many, many reloads - and not every skill book has a chance of appearing.

Note on implants: *Although 7 SPECIAL implants are available, in order to get the maximum skill points from levelling up a player needs to have an INT of 10 before level 2. To get this while using all 7 implants would require the player to get to New Vegas Medical Clinic with 4000 caps while still at level 1 and with an INT of 9 so they could buy the Intelligence implant before leveling up, which is probably possible but also probably not how most players would want to play. It also rules out using the perk doubling exploit.

It is possible to get the intelligence implant before reaching level 2. It requires the player to be very careful not to kill anything, complete any quests, or complete any challenges. To get the 4,000 caps required for the implant is quite difficult, but can be done by collecting the either the Goodsprings or Nuclear Test Site snow globe, running to Freeside through the normal path whilst not killing anything, winning 2,000 playing 9 or less hands of blackjack at the Atomic Wrangler (to avoid completing the Double Down challenge) going into the Lucky 38, collecting the Nuclear Test Site snow globe, giving both snow globes to Jane, then buying the implant. Be careful not to discover too many locations, as they give 10 exp per location. This is made easier with the Skilled trait, as it decreases exp gained
 * This Video click Here will show how to set your SPECIALS to get Max Skills and double set of perks at level 30,35,40 and 45