Gameplay Guides
Original Sources for All Information
Classic Power Armor Training
There are 4 fully voiced trainers located in the Commonwealth. They are located in mid game locations OR require you to make progress through the story line to unlock some of them.
When entering Power Armor if you are not trained on the operation of the armor you will be ejected out shortly after stepping into the armor and will receive a pop up notice.
Power Armor Trainers
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Bunker Hill - Alex
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Prydwen - Knight Callahan
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Atom Cats' Garage - Sandy
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The Castle - Lt. Harrick
New Vegas Skill System
By default, you must spend all perk points and skill points after you level up.
By default, you only gain a perk point every 2 levels.
You gain 10 + INT/2 skill points per level. At 3 intellgence, you would gain 11.5 SP each level up. The system remembers half points.
Luck gives 1% critical hit chance per current value, up to 10. Anything over 10 only provides 10% crit chance
Hacking terminals and lockpicking doors now requires a base of 25 Science and Lockpick respectively to do the minigame for Novice level locks. Each 25 skill level increases your ability to lockpick/hack higher lock levels.
Skills
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Barter: buy/sell prices
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Energy Weapons: dmg, range, hipfire accuracy, scoped accuracy
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Explosives: dmg, range, hipfire accuracy, crafting
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Guns: dmg, range, hipfire accuracy, scoped accuracy
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Lockpick: lockpicking
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Medicine: Stimpak/Radaway effectiveness, crafting
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Melee Weapons: dmg
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Repair: scrapping, crafting
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Science: hacking, crafting
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Sneak: sneaking, pickpocketing chance
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Speech: persuasion
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Survival: food/drink item duration
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Unarmed: dmg
Mutations
You have a chance to develop mutations by being irradiated, or by taking serums. You can find in-universe documentation on the effects of each mutation, or you can use your existing knowledge of Fallout 76 to determine which mutations you want.
You can use the Gene Starcher to lock/unlock your current mutations. You will discover the gene starcher during the main quest.
Mutation List
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ADRENAL REACTION - You deal more damage at lower HP, but you have -50 max HP.
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BIRD BONES - You have +3 Agility, +20 Action Points, and take 25% less fall damage. However, you have -3 Strength and take 25% more limb damage.
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CARNIVORE - You get twice the benefits from eating meat, however you gain no benefits from eating fruits or vegetables.
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CHAMELEON - You become invisible while sneaking when unarmored, stationary, and not attacking.
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EAGLE EYES - You gain +3 Perception and deal +35% critical damage, but you have -2 Strength.
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EGGHEAD - You gain +5 Intelligence, but have -2 Strength and -3 Endurance..
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ELECTRICALLY CHARGED - You have a chance to shock melee attackers, but you take 15% more damage from energy weapons..
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EMPATH - Your companions take 25% less damage and have +20 carry weight, but you take 15% more damage when traveling with a companion.
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GROUNDED - You take 30% less damage from energy weapons, but deal 45% less damage with energy weapons.
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HEALING FACTOR - You heal rapidly outside of combat, but chems are half as effective on you.
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HERBIVORE - You get twice the benefits from eating fruits or vegetables, however you gain no benefits from eating meat.
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HERD MENTALITY - You gain +1 to all S.P.E.C.I.A.L. stats when traveling with a companion, but have -1 to all S.P.E.C.I.A.L. stats when traveling alone.
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MARSUPIAL - You gain +20 carry weight and can jump much higher, but you have -4 Intelligence.
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PLAGUE WALKER - You gain a poison aura that damages nearby enemies while in combat, but you have -3 Endurance.
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RAD WALKER - You gain a cloak of radiation that slows and irradiates nearby enemies while in combat, but you have -20 radiation resistance.
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SCALY SKIN - You take 20% less damage from all sources. However, you have -50 AP.
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SPEED DEMON - You move +15% faster and reload +10% faster, but while sprinting you take +10% more damage and lose AP +10% faster.
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TALONS - Unarmed attacks do +25% damage and have a chance to cause bleeding on enemies, but you have -3 Agility.
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TWISTED MUSCLES - You deal 25% more damage and have a chance to cripple limbs with all melee weapons, but you are far less accurate with ranged weapons.
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UNSTABLE ISOTOPE - You have a chance to release a deadly radiation blast when hit in melee at low health, but you take 15% more damage from explosives.
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VENGEFUL RAGE - When you kill an enemy, your companions deal double damage and take half as much damage for 15 seconds, but you have -2 Perception and -2 Agility for the same amount of time.
Reputation
You now accrue a reputation among the various factions and towns of the Commonwealth! This is a highly faithful and dynamic recreation of New Vegas’s reputation system, incorporated into Fallout 4.
Features
HIT SQUADS
- Reaching a very negative reputation with some factions may cause hit squads to start spawning, similar to NCR Ranger Squads or Legionary Assassins in New Vegas.
- These hit squads have two variants. Factions will either patrol in search of you, or they will actively pursue and attack you.
- You can stop these attacks by making peace or amicability with the faction, or by wiping out the faction entirely.
- Hit Squads have one overall cooldown timer for spawning and an individual cooldown for each hit squad, so you will not be spammed with them while fast traveling around the map.
GIFT GIVERS
- Reaching a positive reputation with some factions may cause gift givers to start spawning, similar to the Megaton Settler in Fallout 3.
- These gift givers will give you whatever their faction can provide. Wealthy factions may attempt to buy your favor with lavish gifts and gear, while poorer factions will give you whatever they can offer to show their gratitude, such as the food that they've grown on their land.
- Gift Givers have a cooldown timer for triggering, so you won't be harassed every time you visit a faction location.
SUPPLY CRATES
- Reaching a positive reputation with some factions may provide you with access to their gear, materials, or a tribute chest in your honor. Similar to faction safehouses in New Vegas, such as the NCR Ranger Safehouse or Brotherhood of Steel Safehouse.
- Supply crates are placed in conspicuous spots in the faction's "main area".
- Some factions will lock their crate if you are not eligible for it. Some factions may hide their crate entirely.
- The loot in each supply crate is relevant to the factions wealth and equipment.
IDOLIZED PERKS
- Reaching a very positive reputation with factions will reward you with a unique idolized perk for that faction.
- This perk is only kept if you maintain a very positive reputation with the faction, breaking their trust will cause you to lose the perk.
- Idolized perks are powerful and unique, but not game-breaking or unbalanced. They serve as little cherries-on-top for specific builds, relevant to the faction.
- This feature is inspired by Sweet6Shooter's FNV/TTW mod, Friends With Benefits Perk Pack.
DYNAMIC PRICING
- Faction vendors will change their prices for buying and selling depending on that faction's overall opinion of you.
- If you have a positive reputation, buying will be cheaper and selling will be more profitable.
- If you have a negative reputation, buying will be more expensive and selling will be less profitable.
SALUTES
- Generic NPCs in the more organized or militaristic factions will have a chance to salute you when you look at them, depending on how liked you are.
- Each salute-capable faction has a unique salute or set of unique salute animations that will play when eligible.
- This feature is inspired by pericov1's mod, NCR Salute - ESPless.
CRIME DETECTION
- Actions and crimes are dynamically detected in a number of different ways, for responsiveness.
- Detected crimes include Assault, Murder, Trespassing, Stealing, Intimidations, and more!
- These actions will cause an appropriate amount of infamy gain for the affected faction... but only if you are detected by a member of that faction.