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For a cross-game overview of this skill, see Repair. |
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Repair is a skill in Fallout: New Vegas.
Initial level[]
Example: A starting Intelligence of 5 and Luck of 5.
Description[]
Items can now be repaired to 100% regardless of the player character's current skill. Repair still governs the effectiveness of repairing one item with another, using the same repair efficiency calculation as Fallout 3, but with a static 100% condition limit in place of the skill-based limit. The list of which items can be used to repair a chosen item can be found in the regular repair list article as well as the expanded list in the article for the Jury Rigging perk.
A higher Repair skill unlocks crafting recipes for different types of ammunition and other gear at reloading benches and workbenches, such as the weapon repair kit with 50 skill. High Repair also allows one to repair mechanical or electronic world objects (elevators, doors, computers, etc.).
Ways to increase Repair[]
- Permanent
- Leveling up (up to +15 or +17 with Educated)
- Dean's Electronics (+3 or +4 with Comprehension)
- Logic Co-Processor implant (+2 depending on Intelligence, a perfect Intelligence of 10 will see no benefit.)
- Good Natured (+5)
- Skilled (+5)
- Temporary
- Civilian engineer jumpsuit (+5)
- Handyman jumpsuit (+5)
- NCR engineer jumpsuit (+5)
- Repconn jumpsuit (+5)
- RobCo jumpsuit (+5)
- Vault 3 utility jumpsuit (repair +5, lockpick +5)
- Dead Money jumpsuit (+5)
- Yangtze camp jumpsuit (+5)
- Dr. Klein's glasses (+5)
- Fixin' Things (+10 or +20 with Comprehension)
- Mentats (+2 to +8 depending on Intelligence, a perfect Intelligence of 10 will see no benefit.)
- Party Time Mentats (+2 to +8 depending on Intelligence, an Intelligence of 10 will see no benefit.)
- Black coffee (+2 to +4 depending on Intelligence; an Intelligence of 10 will see no benefit, Survival can increase the bonus by up to +12 at 100%)
- Light Switch 01 Upgrade: "Smart Lights" (+5 to +9 (depending on current Intelligence) for 12 hours or until one uses the Light Switch 02 Upgrade: "Mood Lights")
Perks that require Repair skill[]
Perk | Requirement | Level | Additional Requirements |
---|---|---|---|
In Shining Armor | 20 | 2 | Science 70 |
Junk Rounds | 45 | 2 | Luck 6 |
Light Touch | 45 | 2 | Agility 6 |
Hand Loader | 70 | 6 | — |
Jury Rigging | 90 | 14 | — |
Mad Bomber | 45 | 6 | Explosives 45 |
Interactions that require Repair skill[]
Disarm Traps[]
- 22 Repair to disarm tripwires
- 22 Repair to disarm pressure plates
- 22 Repair to disarm swinging objects
- 23 Repair to disarm bear traps, 55 Repair to reset bear traps
- 33 Repair to turn off the valve for gas leaks
- 45 Repair to disarm rigged shotguns
- laser tripwires in the X-13 research facility 50 Repair to disarm
- 85 Repair to disarm laser tripwires in HELIOS One
- Ulysses' Temple 90 Repair to disarm laser tripwires in
Skill Checks[]
- 20 Repair to repair the Prospector Saloon's radio during Trudy's Radio Repair.
- 20 Repair to salvage the broken solar arrays for solar array parts at HELIOS One during Sunshine Boogie.
- 25 Repair to repair the broken 9mm SMG in Doc Mitchell's house.
- hologram emitters throughout the Villa. 25 Repair to disable the
- workbench function for the duplicated ED-E. 25 Repair to activate the
- broken compass at the crashed scout bus (bypassing compass sensor module and workbench requirement) during Roadside Attraction. 30 Repair to fix the
- 35 Repair to repair ED-E (requires Science 55 and bypasses Spare parts requirement).
- 35 Repair to repair the broken elevator in the Bison Steve Hotel.
- 35 Repair to repair the broken generator in Sloan.
- 35 Repair to repair the auxiliary generator in the quest That Lucky Old Sun (requires one scrap metal).
- 35 Repair to successfully lie to the White Glove in the Ultra-Luxe kitchen (bypassing needing honorary White Glove Society membership or a White Glove Society disguise) during Beyond the Beef.
- Dean Domino that the holograms will protect him from the ghost people during Strike Up the Band. 35 Repair to convince
- ED-E how to improve his weapon repair effectiveness. 35 repair to teach
- 40 Repair to discuss with Pete how to salvage the crashed B-29 laying at the bottom of Lake Mead, gaining Boomers fame.
- 45 Repair or 45 Speech to extort Michael Angelo for caps (requires passing a subsequent 55 Speech check).
- 45 Repair to disarm rigged shotgun traps and retrieve their ammo contents.
- 50 Repair to repair the broken elevator in Vault 22, allowing easier travel through the Vault.
- 50 Repair to help the Boomer teacher improve her curriculum by suggesting making a machinery booklet.
- 50 Repair to defuse the bomb onboard the vertibird during You'll Know It When It Happens.
- Dean Domino that the speakers run through a central sound system during Curtain Call at the Tampico. 50 Repair to inform
- Two Skies Cave. 50 Repair to disarm the electrified fence from the north side in
- laser tripwire emitters in the X-13 research facility. 50 Repair to disable the
- Hopeville missile silo bunker. 50 Repair to fix the damaged security turret security terminal in the
- ED-E's recordings as having damaged his primary stabilizing jets. 50 Repair to identify the sound of gunfire in one of
- 60 Repair to rewire the junction box and disconnect it from the automated security system in the Securitron vault.
- Puesta del Sol switching station (bypassing Spare parts requirement) during Mixed Signals. 60 Repair to jury-rig the fuse box in the
- 65 Repair to repair the broken solar panels at the Nellis array (bypassing solar array parts requirement) during Sunshine Boogie.
- 65 Repair to jam the hidden doors' opening mechanisms in the REPCONN headquarters.
- 65 Repair to fully repair ED-E (bypassing Science requirement as well as Spare parts requirement).
- ED-E how to make additional energy cells. 65 Repair to teach
- 75 Repair to sabotage the mechanism for the hound cages in the Legate's camp, preventing Legion mongrels from attacking during the fight with Legate Lanius.
- hologram emitters in the executive suites during Last Luxuries. 75 Repair to disable the
- Elijah about sabotaging the entrance to the Sierra Madre vault and getting him to personally intervene during Heist of the Centuries. 75 Repair to threaten
- Dr. Klein to use the X-2 transmitter antenna array instead of the X-2 antenna to get into Mobius's Forbidden Zone. 75 Repair to inform
- 75 Repair to fix the ghost reception in Mobius's eye monitor.
- 80 Repair to jury rig the food processor at the Camp McCarran concourse during Not Worth a Hill of Corn and Beans.
- 85 Repair or 67 Science to disarm the laser tripwire that releases the four Protectrons in the solar collection tower at HELIOS One during That Lucky Old Sun.
- Sierra Madre vault during Heist of the Centuries. 100 Repair to disable the hologram emitters in the
- Eyebots in Ulysses' Temple during The Courier. 100 Repair or 100 Science to disable the
Non-player characters who repair[]
Name | Location | Repair cap |
---|---|---|
Dale Barton | The Fort | 58% |
Samuel Kerr | 188 Trading Post | 64% |
Calamity | Jacobstown | 76% |
Old Lady Gibson | Gibson scrap yard | 79% |
Mick | Mick & Ralph's | 85% |
Joshua Graham | Zion Canyon | 100% |
Paladin Sato | Brotherhood of Steel safehouse | 100% |
Raul Tejada | Black Mountain / Raul's shack | 100% |
Major Knight | Mojave Outpost | 100% |
Sink Central Intelligence Unit | The Sink/Big MT | 100% |
Commissary terminal | The Divide | 100% |
The Repair skill of an NPC dictates the maximum condition they can repair to, based on the same maximum condition formula used in Fallout 3. The total cost to repair is independent of one's Barter and Repair skills and is calculated with this formula:
- If repairing an item were to increase its value by 1000 caps, the repair would cost 2000 caps, essentially a 100% overhead.
Notes[]
- Normally, common weapon variants can not be repaired with unique weapons unless the Jury Rigging perk is selected, which can result in the potential loss of these rare items.
- Items whose HP values still round to 100% will not offer the option to repair/maintain them, even if they show less than maximum cap value, and will not appear in the list of spare weapons when repairing another of the same type.