Fallout New Vegas Double Perk Exploit List

  1. Fallout New Vegas Perk Codes
  2. Fallout New Vegas Double Perk Exploit List 2017
  3. Best Fallout New Vegas Perks
  4. Fallout New Vegas Double Perk Exploit List 2
  5. Fallout New Vegas Perk Id List
  6. Fallout New Vegas Double Perk Exploit List 3
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    • Jun 09, 2011 Un-patched Fallout New Vegas XP glitch. Jump to: Select a forum Off-Topic Discussion Introductions & Milestones Digital Marketplace Sports Forum Media Forum Vehicle Discussion Gaming Discussion Call of Duty Forum FIFA Forum Grand Theft Auto Forum PlayStation Forum Xbox Forum PC General Forum PC Building Forum PC Gaming Forum.
    • Fallout new vegas: EXTREME GLITCH EDITION. This is why you never double down on the Wild Wasteland perk. 5 points 2 years ago. Looks fine to me. 3 points 2 years ago. New vegas, Henry.

    Reinforced spine perk. Wear lucky shades with a hat to get 10 perception. Take solar powered perk. During the day your special is now S10P10E10C5I10A10L10. If you do the Chet exploit, taking 10 levels of intense training doesn't waste any perks since you have double perks anyway. If you're doing that though, you might as well just use console. As with Fallout: New Vegas, this perk also increases the HP effect of many edible aid items including plants, raw meat and pre-War packaged foods. Fallout 76 Edit. Chemist only possesses a single rank, making it the most perk efficient crafting skill in Fallout 76. It no longer extends duration, that perk is instead called Chem Fiend. Effects Edit.

    This page lists all companions in Fallout: New Vegas.
    • The content is not described in full detail on this page. For details, please see the respective articles.
    • For companions in other Fallout games, please see 'Companion'.
    • For an overview of Fallout: New Vegas content, please refer to 'Portal:Fallout: New Vegas'.
    • 1Base game
    • 6Overview
      • 6.2Weapons
    • 8Bugs

    Base game

    All eight permanent companions in Fallout: New Vegas. From left to right: Rex, Rose of Sharon Cassidy, Raul (Vaquero outfit), Lily, Boone (assault armor), ED-E, Veronica, and Arcade.
    • Companions are special non-player characters who follow the player, aid them in combat, and provide a unique perk as long as they're in the player's party (whether following them or waiting; the perk stops applying when they're dismissed). Companions are controlled via the Companion wheel.
    • The player can have one humanoid and one non-humanoid companion (Rex or ED-E) in their party at a time, with both providing their unique companion perks (unless using exploits). If the player already has a companion of a specific type, they need to be dismissed through dialogue. Then they will either return to their original location (except for Raul) or can be told to go to the Lucky 38. Unlike Fallout 3, companions are moved to their target locations instantly.
    • Companions will take and use consumables if left to their own devices, especially at the Lucky 38. The player can also place stimpaks in their inventory to prolong their longevity.
    • Every companion can be upgraded by completing their corresponding personal quest.
    • Few of the companions are available from the get go and most will require some legwork to recruit. The game ignores karma when recruiting followers, although it can test against the player's faction reputations. Recruiting all eight companions in one game will grant The Whole Gang's Here trophy/achievement.

    List

    NameLocationBackgroundPrerequisitesPersonal quest
    Arcade GannonOld Mormon FortFollowers of the Apocalypse doctor with a mysterious past.Convince him to join through dialogueFor Auld Lang Syne (completing the quest removes him as a companion permanently)
    Craig BooneNovac, Dinky the T-RexDischarged 1st Recon sharpshooter who swore vengeance on the Legion.Complete One for My BabyI Forgot to Remember to Forget
    Lily BowenJacobstown, main lodgeNightkin and former Unity assassinStart Guess Who I Saw TodayLily and Leo
    Raul TejadaBlack Mountain (will return to Raul's shack if dismissed)Ghoul mechanic and former vaqueroFree Raul at Black MountainOld School Ghoul
    CassMojave OutpostA caravan master down on her luckBuy out her caravan during Birds of a FeatherHeartache by the Number
    Veronica Santangelo188 trading postVeteran Scribe, Operation Sunburst survivor, and rebel with a cause.Recruit her at 188 trading postI Could Make You Care
    ED-EPrimmThe last remaining Duraframe eyebot from Adams AFB.Repair it.ED-E My Love
    RexFreeside, The King's School of ImpersonationAncient cyberdog suffering from neural degradation.Convince The King to part ways with his companion.Nothin' But a Hound Dog

    Temporary followers

    These followers accompany the player only in specific areas or for a limited duration of time. They are listed alphabetically:

    • Body guard, hired in Freeside.
    • Cannibal Johnson, one of the Enclave remnants.
    • Deputy Beagle, at Primm during My Kind of Town.
    • Joana, at Gomorrah during Bye Bye Love.
    • Logan, during the final part of Wheel of Fortune.
    • NCR Ranger and NCR Trooper, when called in through the NCR emergency radio.
    • Neil, during a part of Crazy, Crazy, Crazy.
    • Orris, hired in Freeside while investigating his crooked business.
    • Private Halford, while investigating the lost NCR outpost, found in Camp Guardian caves.
    • Rhonda, briefly during the last part of Crazy, Crazy, Crazy.
    • Securitron Mk II or Mk I, at Hoover Dam during No Gods, No Masters or All or Nothing.
    • Sunny Smiles, at Goodsprings during Back in the Saddle, By a Campfire on the Trail, and Ghost Town Gunfight.
    • Ted Gunderson, at Ultra-Luxe during Beyond the Beef.
    • Victor, during We Must Stop Meeting Like This and We Must Stop Beating Like This.

    Cut followers

    The player was supposed to be able to gain a seventh humanoid follower:

    • Ulysses, the first Courier Six. He was cut from the game and later reused as the antagonist of Lonesome Road.

    Dead Money

    The Dead MoneyDLC introduces three companions who play a crucial role in the story unfolding at the poisonous Sierra Madre.

    • Dean Domino, a ghoulified pre-War singer with dark ties to the Sierra Madre. He is located in the Madre's residential district.
    • KnightChristine Royce, a Circle of Steel assassin who was rendered mute by wounds suffered at the Madre. Found trapped in an Auto-Doc in the medical district.
    • Dog/God, a nightkin with a split personality and slave of Elijah. Found in a cage at the Villa police station.

    Honest Hearts

    The Honest HeartsDLC introduces three companions who will accompany the player during the storyline, one per act.

    • Follows-Chalk, a Dead Horses scout novice possessed by an exceptional wanderlust. He accompanies the player from the start of the story until meeting Daniel, then retires to the Dead Horses' camp.
    • Waking Cloud, a Sorrows midwife who aids Daniel in his work. She will accompany the player as they collect the tools necessary for the Sorrows to prepare to leave Zion.
    • Joshua Graham, a New Canaanite who fell from grace and became Caesar's first Legate, only to return to New Canaan as a prodigal son. He accompanies the player during the final two quest, Flight from Zion or Crush the White Legs.

    Old World Blues

    • Roxie, a cyberdog assembled by the player at the X-8 research center.

    Lonesome Road

    • ED-E, a version of the original ED-E constructed at the Hopeville missile silo after it was scanned by the Divide's sensor network. Essential part of the storyline.

    Overview

    Nerve

    Note: In the latest version of Fallout: New Vegas Nerve appears to have been completely disabled. The following is a description of Nerve as it's supposed to work.

    This special attribute reflects the player's influence on their followers. Tied to Charisma, Nerve boosts a companion's damage output and Damage Threshold by 5% per the player's character Charisma score. I.e. a Courier with 1 Charisma will give their companions a +5% bonus to each, while at 10 Charisma it will be a whooping +50% bonus. Nerve synergizes with Ferocious Loyalty and Spray 'n Pray, greatly increasing companion resilience.

    Fallout New Vegas Perk Codes

    Nerve depends in the current Charisma score and takes into account any active bonuses. As such, even with a starting Charisma of 1, it's possible to obtain the top Nerve bonus by boosting the player character's Charisma to 10 through a combination of bonuses: Empathy Synthesizer at the New Vegas Medical Clinic (permanent +1), Intense Training (permanent +1 per level), Party Time Mentats (temporary +5), alcohols (temporary +3 with a high Survival) and/or stacking them with moonshine.

    Not all companions benefit equally from Nerve. Some gain bonuses that combine with Nerve to make them a lot more effective. These include:

    • Cass, with Hand of Vengeance (15% more damage with Guns) or Calm Heart (+50 Hit Points).
    • Veronica Santangelo, with Causeless Rebel (Increases her Unarmed attack rate by 30%; Nerve's increase to base damage results in a major boost to DPS) or Bonds of Steel (+4 DT), and Elijah's Last Words (+150% melee attack speed, 25% chance to knock down enemies)
    • Raul Tejada, with Old Vaquero (+33% faster fire rate with revolvers and lever action firearms)
    • Lily Bowen, when off the meds (Permanent stat bonuses, psychotic break at 50% health)
    • ED-E, after Brotherhood Examination (+8 DT) or Followers Examination (+5 DAM, +8 DPS, +0.5% Crit Chance and +15 Crit Damage)
    • Rex, when healed with Rey's brain (+25 damage) or Lupa's brain (+10 DT).

    Weapons

    • With the exception of Rex and ED-E, all companions can be issued with better weapons. However, Lily Bowen and Dog/God are limited by their animation sets and will not be able to use most pistols and SMGs. They will use the best weapon in inventory (determined by their DPS, Damage Per Second rating) and must be provided with the appropriate ammunition.
    • While companions can be given modified weapons for use, the game ignores these modifications and will treat and render the companion as if they were using an unmodified weapon. The weapon will retain the modifications when removed from the character's inventory. Pre-modified unique weapons like the Ratslayer work as intended, this only applies to player-modified weapons.
    • Companions will use special ammunition types if they are placed in their inventory, but they will not switch ammunition types after running dry. This is fixed by simply giving them one type of ammunition per caliber.
    • If a weapon breaks, such as when it's shot out of their hands, companions will drop it to the ground.
    • Most companions have default weapons with infinite ammunition that have identical statistics to the weapons they are based on:
      • Boone's scoped hunting rifle (unique)
      • Lily's gauntlet (unique)
      • Lily's Vertibird blade (unique)

    Armor

    • Companions can be issued better armor to wear, with the exception of super mutant followers (Lily and Dog/God), ED-E, and Rex, and they will automatically equip apparel with the highest Damage Threshold in their inventory (the sole exception is when they have multiple copies of the same item, when they may equip a more damaged one).
    • Companions can wear power armor by default.
    • Companions will not wear faction apparel and automatically drop it to the ground (this applies to companions who cannot wear armor too). The sole exceptions are Boone, who will wear any NCR faction armor, and Veronica, who will wear Brotherhood faction gear.

    Behind the scenes

    • Several remaining resources point to the game having at one point allowed for the Courier to have multiple humanoid companions. Primarily this is found in disabled dialogue options, such as a conversation with Mortimer where the Courier would have needed to specify which of their human companions they were offering to Mortimer.

    Bugs

    • It's possible for the companion to become stuck and disappear from the world map and fail to appear when the player uses fast travel. It's possible to get them back by visiting a location where characters are moved by script, such as the Vault 22 elevator. Traveling to Level 5 (Pest Control) will usually spawn the follower there. In other cases of missing companions, consult the Talk page.
    • If placed at Lucky 38, companions' weapons may be switched around in rare instances.
    • If the player dismisses the companion either by returning to base or sending them to Lucky 38, the companion might not appear at the target location correctly in spite of the message displaying on the HUD. The player can fix this by going to the location where the companion was recruited.
    • In certain circumstances, it's possible to recruit multiple followers, such as sending Veronica, Raul, and Rex to the Lucky 38, then re-adding them in that same order.
    • If the companions were still trying to reach the player character's location when fast traveling, they might start running back towards the player character's previous location. Reloading or talking to the companion and telling them to Wait, then Follow again fixes this problem. This is particularly common in hilly areas with plenty of rocks, as companions may become stuck there. In some circumstances, if the player exists their AI radius while they're stuck, they will switch to Wait mode.
      • This can also happen when the player enters an interior.
    • Due to the way the game's loading system works, Pip-Boy markers for companions will not disappear when starting a new game until the player restarts the game.
    • The Companion Wheel is not perfectly aligned, the active areas are off by 40 pixels relative to the graphics.
    • Be careful when entering an area populated with enemies because if you enter and your companions are too far away when you enter, they might be placed in the middle of a group of enemies and possibly die before you can get to them.
    • Xbox 360 The option to dismiss companions to the Lucky 38 will disappear even before Mr. House becomes hostile to the player.
    • Xbox 360 Items in companion inventories will sometimes disappear from the inventory, yet the weight of the item(s) will still remain.
    • With patch 1.3.0.444, fast-traveling or moving into rooms that need loading cause your companion(s) to walk away from you. Chasing after them and makes them continue to run away. If you can catch up to your companion(s), you can order them to Wait, then Follow and they will act normally. Another way they will stop walking away from you is when they encounter an obstacle like a wall, they will turn around and walk back to you and resume normal companion following. You can also try to render your companions unconscious. This bug isn't much of a problem within a building but outside where there maybe no obstacles to turn them around or trying to catch up with your companions and ordering them to Wait can be problematic, especially with ED-E and Rex who can run faster than you.
    • If you tell your companion to wait while the plane in Lake Mead is on the surface and then tell Loyal to take the plane, your companion will become stuck on the bottom of the lake, preventing you from telling them to follow you. This can be fixed by using the companion dismissal terminal outside Gunrunners.
    • PC The Companion Wheel's click areas are misaligned to the mouse (roughly 40 pixels below where they should be).
    • Xbox 360 If the companions are regaining consciousness then shot to unconsciousness, they will be flung away or reset falling down.

    Fixed bugs (Patch 1.2.0.31x)

    • Companions could start fighting each other seemingly at random at the Lucky 38. This was caused by the sandbox AI causing human companions to attack non-human companions, if the latter happened to carry any consumables.
    • Companion weapons confiscated at casinos were not always returned to them properly. Sometimes, the weapons were returned to the player's inventory, but were impossible to give back and use (as they run on the infinite Magical Companion Ammo).
    Retrieved from 'https://fallout-archive.fandom.com/wiki/Fallout:_New_Vegas_companions?oldid=2148206'

    By KungkobraKungkobra. Last updated

    Playlist: https://www.youtube.com/playlist?list=PLJY0pMIt5OZHoWljHoBzMMmwymjZo72q6

    Embedded videos with descriptions:

    Contents

    1. Text Mashing
    2. coc Warp
    3. Reload Dashing
    4. Third Person Interaction
    5. Time Stop
    6. Item Duplication
    7. Speedcripple
    8. Block Boosting
    9. Dam Rock Jump
    10. Ammo Swapping
    11. Level Skipping
    12. Stop Hopping
    13. Infinite Dashing
    [Hide]

    Text Mashing


    Mashing textboxes in dialogue mode is significally faster when mashing with both ENTER on the keyboard and Left Mouse Button.
    Not really a glitch but in speedruns you want to go fast, and thus abuse as many mechanics as you can.
    It works like this because you're basically upping the input frequency, making boxes scroll by very fast.

    [Hide]

    coc Warp


    When an object or actor falls out of bounds and into the void in the bethesda gamebryo engine it will respawn in a pre determined spot on the map called the 'CoC' (Center on Cell).
    This isn't as much as a glitch as it is exploiting an engine failsafe mechanic.
    This can be useful in speedruns to speed up backtracking, or to go somewhere you want on a map faster.

    [Hide]

    Reload Dashing

    Reload Dashing is a Fallout: New Vegas glitch that allows you to slingshot yourself in a direction very fast.

    To perform the glitch, get a weapon with a one-by-one bullet reload animation (.357 Magnum Revolver, Cowboy Repeater, Hunting Shotgun etc) and two different ammo types that fit the weapon. Then simply bring up the gun, move in a direction, swap ammo and bring up the pipboy, unequip the gun and bring the pipboy down again (Whilst still holding the movement key).

    If you did it right you will have ridiculous speed for a second, and by binding your gun to a hotkey you can bring it up again and repeat the process for fast chaining.

    The fastest way of doing dashes is actually to double tap the swap ammo key (2), press pipboy (F2 or TAB), then fire (LMB usually), Up on keyboard to select the right gun (357 Revolver most likely) ENTER on keyboard then TAB to bring the pipboy down.

    2-2-F2-UP-ENTER-TAB zoom 1 Repeat

    To save yourself from fall damage in case you get launched up into the sky simply press quicksave and quickload. Although the glitch works on consoles saving yourself from fall damage will be difficult and cumbersome due to no quicksaves.

    Fallout New Vegas Double Perk Exploit List 2017

    Getting launched into the sky can also make you end up standing in mid air if you stop holding a direction when start going up. You will continue to stand in mid air until you either move or save/load. This is the only method of dashing in the air, since the glitch depends on the walking animation for it to work.

    Dashing works because the one-by-one bullet animation weapons have a glitched animation, where it will force movement at the end of it. When you unequip your weapon during this glitched animation and hold W the game will add tons of extra speed for the duration of the glitchy forced movement.

    [Hide]

    Third Person Interaction

    Third Person Interaction is an exploit or glitch in Fallout 3/New Vegas that allows your character to interact with objects through walls.
    Simply go into third person, rub your face in the wall and twist the camera a bit if needed. When you see the prompt at the bottom of the screen, just use it!

    [Hide]

    Time Stop

    This glitch stops time around you and lets you walk around in 'pipboy mode'.
    By mashing the 'Place Marker' button whilst bringing up the map screen you can freeze everything around you and still walk around. To undo the glitch simply press on yes or no.

    Best Fallout New Vegas Perks

    Don't walk too far away though since the game still thinks you are in the pipboy, and will not load new chunks of the world until you deactivate the glitch (or crash if you walk far enough)

    [Hide]

    Item Duplication

    You can duplicate an item spawned in a container (spawned dead bodies also work) by depositing a stack of 6 or more other items with weight, then withdrawing them by pressing LMB and A almost at the same time.

    The reason the item needs to have weight is because of the confirmation screen you need when withdrawing. If the item has no weight (such as ammo or meds) you will not get a confirmation screen.

    The reason you can't dupe items from your inventory is because those items have a Reference ID, whilst items spawned in containers does not. Read more about item ID's here: http://fallout.wikia.com/wiki/Form_ID

    This glitch works exactly the same in Fallout 3 as it does in New Vegas, and should also work on consoles (Only tried it with a controller)

    [Hide]

    Speedcripple

    Speedcripple is a Fallout 3/New Vegas glitch that will add speed on top of your normal movement speed by quickloading at a precise timing.
    It works because when you cripple your legs, the game lowers your movement speed, and when the legs get healed it adds the speed back. So by quickloading (and thus 'repairing' our legs) at a precise time when our legs get broken we can make the game add speed to our character with 100% movement speed, resulting in you moving about 150% speed.

    This glitch is pretty precise and has a different timing on different hardware (and is also not possible on consoles due to lack of quickload)

    This glitch also has negative synergy with the Reload Dashing glitch, since it makes your character move with the 'crippled legs' animation and Reload Dashing requires the regular walking animation.

    [Hide]

    Block Boosting


    Not useful for any PC runs, but it's a neat technique that I want to show.

    A trick that only works with the gamepad control scheme (so controller on pc/console only)
    By blocking and jumping in a specific rhythm you can gain almost double the jump velocity.

    [Hide]

    Dam Rock Jump


    Brief tutorial on how to do the dam rock jump (for glitchless/consoles) on a controller.

    Same principles apply for a Keyboard+Mouse I guess.

    [Hide]

    Ammo Swapping

    Fallout New Vegas Double Perk Exploit List 2

    Fallout New Vegas Double Perk Exploit List


    Ammo Swapping allows you to load the wrong kind of ammunition into weapons. This glitch only works in Fallout: New Vegas, both PC and Console. However you need a controller to actually perform the glitch on PC.

    You require 2 guns and ammunition for one of them (preferably one with lots of cheap ammo)

    Equip the weapon with ammo and hold the Hot Key button (RB on an xbox controller)

    Whilst still holding the Hot Key button, tap left on the left stick to go over to the ammo screen then bind the selected ammo to your hotkey of choice.

    Now equip the other weapon and press the ammo hotkey, and you should load the ammo from the first gun into the second but still keeping the properties of the second guns ammo.

    [Hide]

    Level Skipping


    Level Skipping is a glitch that allows you to basically raise your level really high with minimal effort. Note that you don't actually get to allocate any extra skills from doing this glitch.

    All you want to do is to have Auto Save on Travel enabled, and exit a door to another cell/the overworld at a specific timing.

    The timing is roughly when the 'LEVEL UP' text in the bottom right is done fading out.

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    When you're on the other side of the door, simply reload the autosave, do a 180 and repeat it until you're satisfied.

    [Hide]

    Stop Hopping


    Alterntaive names: Bunny Hopping, Circle Jumping

    The effect of this technique is identical to Block Boosting, except it's easier to perform.

    Inputs are flick mouse, jump, hold forward, release forward when landing, jump again and hold forward.

    It's an easy trick to learn, but requires some practice to be able to chain it reliably.

    [Hide]

    Infinite Dashing

    Infinite Dashing uses the same glitched animation that Reload Dashing does, but in a different way. Infinite Dashing is as the name implies, infinite. As long as you keep holding forward with this glitched animation you will keep the speed.

    What makes the glitch troublesome is that it drops if you change the animation. Changing the animation includes stopping movement, falling, swapping weapons and several other things.

    You can however chain quicksaves and quickloads in order to keep the speed in the air, and thus fly across the wasteland.

    You perform the glitch easiest by having Grenade Launcher and .357 Revolver bound, shooting the grenade straight up into the air, swap to the revolver and perform a reload cancel as fast as you can and then pull up the pipboy.
    Whilst swapping to the revolver you also want to start moving forward too.
    When putting down the pipboy (Don't click anything in here) you want to time a QSQL so that it happens when the grenade explodes.

    Fallout New Vegas Double Perk Exploit List 3

    (Shoot Nade, Swap to Revolver, 2 2 LMB F2 Hold W, TAB QSQ)

    If you do it right, you will gain tremendous speed and probably crash the game due to going too fast.

    The standard 5 Agility is barely enough time to do the reload animations in time before the grenade hits the ground, and the more Agility you have the bigger window you have to perform the inputs.

    If you for some reason can't move or have glitchy movement, try jumping and tapping W for a bit. If it still doesn't come back then you have to redo the glitch.

    As this glitch includes breaking legs and QSQLing, the infamous 'breakable' version is back, but in a minor form. You want to have your legs actually crippled for a guaranteed 'unbreakable' speed.