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vats to ironsighs free aiming? Edit

Whats the trick, i used to do it all the time with the sniper rifle, Got into vats aim at head back out, sighs are point dead on, im playing FO3 now... maybe it dont work...--Shiozaki 02:26, November 4, 2011 (UTC)


well, I saw the 'Jury Rigging caps' section down the bottom, but this is not an exploit, it was an affect that was supposed to happen in the game. could someone please remove it? 07:51, October 25, 2010 (UTC)

Fallout Wiki 11 exploit should really be moved to the "Quest related section." Also, who the fuck put in the stupid catchy titles like "Karma Likes Fire." That defeats the whole point of titling the sections because it is completely uninformative. The titles are supposed to tell you what the sections are about.

NO strike throughs Edit

Just because the exploit was fixed by a patch is NO reason to make it unreadable as some people might be playing the game unpatched.

To whoever left the unsigned post above; struck text always carries the connotation that the lined out text is no longer current or valid. Whether or not the practice is acceptable use here is another matter. The purpose of striking text is to allow it to continue to be available for readers instead of flat out deletion. Most people can read struck text very easily unless the text is of small size or of a non-standard font. Try using ctrl '+' to increase the text size on your browser if you have trouble with reading it. Just Sayin' 22:27, April 1, 2011 (UTC)

perk exploit in goodsprings Edit

I wanted to get a confirmation before just adding something, but if you go to the general store for this cheat each piece of armor you receive from the owner is duplicated on into the inventory of at least 3 of the dead powder gangers. I used this to go to level 18 and got about 800 pieces of armor, then went outside and 800 pieces of armor had appeared in the inventories of three different bodies, so I walked away with around 3200 pieces of armor. I tested this a second time and it worked, I would suspect it works because he's giving supplies to the gang, not just you. You get a piece and some ammo because you are part of the gang, but multiple people get something every time. This was on 360, but i'd imagine it would work on any platform this cheat works on. 09:32, December 26, 2010 (UTC)miah

You're right with the last part, I'm on the PS3 and at level 30 I walked out of Goodsprings with over 4000 suits (after putting them somewhere). User:ValoR

Run, Goodsprings, Run exploit glitches BOS bunker? Edit

I recently did the perk exploit in goodsprings with a new save file WITH SIERRA MADRE LOADED, but my cache cleared. After reinstalling the patches I moved through to the abandoned BOS bunker, to find it locked, even after I had the patches. I realize that the bunker was locked pre-patch, and that this is a glitch, but shouldn't it be unlocked now? and clearing my cache says that Sierra Madre is no longer loaded when I try to open it that way. All I really want to know is if anyone has tried this exploit with Sierra Madre loaded and experienced similar problems? -- 17:48, January 18, 2011 (UTC)

there is an exploit where if your grenade blast kills you and a group of npcs when the game reloads you still get xp but no negative effects most effective with holy hand grenade because of radius

NCR Veteran Rangers Edit

Sorry for posting unregistered- Just thought I should point this out.

In the section for Barter, it lists that as of the latest patch the NCR Veteran Rangers have been removed from the game entirely. Now, I could be wrong, but as far as I know, my game has Veteran Rangers (And I'm patched to the latest). Now I guess I could be wrong because I'm playing on PC and don't have Dead Money yet(which may or may not have removed them), but it would be nice for a little more specific answer on that.

Also.. I've googled around on it and I can't seem to find anyone else reporting the Veteran Rangers being removed by any patch. Again.. could be wrong. Just wanted some clarification on that. Especially because I want to know if I get Dead Money if it'll take away my sexy armor. ;_;

A suggestion to Move the XP sub heading from Quest Related to its own heading Edit

It seems to me that quest exploits should be referring to the exploits that somehow undermine a specific quest or its processes, not ones related to exploits of broader subjects. Certain game mechanics are universally targeted, XP being one. For example, several XP exploits carry little or no quest relation, but have no independent heading to be added to. As a solution I was thinking that the quest section entries could be changed where applicable to link to other subject headings on the page where the full body of the description of the exploit would be listed. Or even the inverse.

I think it basically comes down to how people search headings. Is it primarily subject, location, or chronologically(ie quests). Location and quest exploits seem like they might already be organized on their main pages. Which leaves 'subject' here.

This would be a fairly significant amount of editing, the hierarchy format standards of which I'm unfamiliar. Would anyone care to comment on this? Just Sayin' 21:43, March 31, 2011 (UTC)

Possible Infinite XP glitch to add? Edit

So, in doing the quest to go into the vault and find Keely, I discovered that through talking to Angela Williams, you can pass the speech check to gather info on Dr. Hildern repeatedly, all you have to do is exit the dialogue screen, and re-enter, following the same path to get to it again. I didn't want to go editing the actual page without mentioning it on the talk page, because I'm still new to the Wiki and don't want to step on toes, or whatnot. Also, I thought it'd be nice if someone else could see if they could replicate, to make sure it isn't just something wrong with my console. GiMpLiE 21:17, April 18, 2011 (UTC)

Another possible infinite XP glitch to add is with Decanus Severus in Cottonwood Cove. After talking to him about his encounters with the NCR and their explosives, I had the option to teach him how to make a powder charge (showing him the schematic), and then teaching him to disarm mines (with an Explosives skill of 50). If I asked him about his encounters with the NCR again, then choosing "Let's talk about something else" I now had the option to teach him to disarm mines again, and could do this any number of times. I should also note that this increases your legion reputation, though by what amount, I am unaware. Has anyone else run into this? 06:55, September 10, 2011 (UTC)

Merchant Reset Glitch Edit

Has anyone else had a time where the glitch just flat out did not work? I tried going back to the PS3 main menu and then going back in and it still didn't work. Does the glitch just stop working after a while? --FalloutJRob 19:28, May 9, 2011 (UTC)

To clarify, this is the exploit where you save within the cell of a merchant, back out to the main menu, and then reload the save so their inventory resets. After numerous tries I managed to get the exploit to work a small string of times. Can someone else test this as well to confirm or debunk consistency with this exploit?--FalloutJRob 02:44, August 11, 2011 (UTC)

I saw this exploit a while ago, tried it several times with several vendors and I couldn't get their inventory to reset. It was basically the only exploit I ever planned on using, and it didn't work. Made me sad. I'm on a patched (Title Update 5) Xbox360.

  • EDIT - This morning I removed the Title Update and this worked fine. Seems like they patched it. 16:14, September 10, 2011 (UTC)

Ammo Conservation Edit

For the most part it is just a glitch, but it could be exploited to save ammo. Make sure a gun is fully loaded, then pass all your ammo of that type to your companion. Your clip will still appear full, but your reserve ammo will appear negative. After that you can fire a full clip off of one round. Not exactly useful mid-battle, but could save you weight on hardcore or caps on expensive ammunition.


I don't know if it's because a mod or not, but when I was in REPCONN for Still in the Dark and Q-35, the Mobile Security Scanners has an infinite exploit with their checks. Every time you enter and exit a floor, they'll ask you to show ID with the speech/stat check. With this, you can always get XP from the first floor one. Now I don't know if anyone noted this yet as I quickly scanned the page for exploits... This is with the newest patch but modded...--KnightNapier 21:13, June 8, 2011 (UTC)

Mantis Forelegs glitch Edit

I don't know who labeled the Mantis Forelegs glitch "fixed", but they're wrong. I've fully patched and it still works. Also, concerning the methods, I've had better luck using 5 forelegs, as each foreleg I place inside of the radscorpion counts for experience, and by rapidly pressing the A button, I can easily get around 1000 xp every 2 seconds or so. 06:20, July 4, 2011 (UTC)

Well, I can tell you that for the xbox 360 only the first leg awards xp the rest are static and award nothing. When I revamped the mantis xp section a while back I explained in detail the conditional nature of how the variables worked. It's been edited and chopped up pretty badly since then. Plus, the newest patch as of July 8 supposedly removed the exploit. --Xclockwatcher 18:15, July 9, 2011 (UTC)

I've reverted the change back to include the more comprehensive info. Until more confirmation of just how the patch changes that I'll try to keep the longer description intact. --Xclockwatcher 18:32, July 9, 2011 (UTC)

Doesn't work any more. The exploit has been patched completely, near as I can tell it. Doesn't work with all patches and stuff uploaded. Doesn't work with all DLC up but cache cleared. Doesn't work with only Dead Money and cleared cache, nor Dead Money and latest patch. Near as I can tell there is absolutely no way to get this back. So... does the "Run Goodsprings Run" alternative still work? ~ SotiCoto 13:02, August 15, 2011 (UTC)

Companion Glitch question. Edit

Is there a way to get both EDE and Rex on your team at the same time w/o a mod, like it is for the humanoids?  :?

Dead Money Agility Question. Edit

Can you use the clothing exploit to make your AGI stat go beyond 10? If not, how low would you suggest setting AGI by deafault during character creation (since you can up it later)?  :?

Yes, you can get it up past 10. It doesn't increase your sneak or guns skill anymore, nor your AP's, but it does increase you holster/draw, and reload speeds. Vorderkai 02:04, September 3, 2011 (UTC)

Another Dead Money Agility Stat Boost Question Edit

Does anyone have any experience with glitches like this as related to later patches? (XBox360)

I'm wondering if I plan my character with this glitch in mind, am I risking blowing my character if a later patch repairs the glitch and resets the effects (removes the added glitched agility). For example, similar but not the same, I always carried a zero weight Ranger Helmet that now weighs 3, they didn't change only newly spawned helmets but the helmets altogether. I know the code works differently from my question so that's why I'm asking if anyone has experience ;)

After all of the characters I've built in F3 and FNV, I have no personal problem with glitching up some SPECIAL points but don't want to then get destroyed in a later DLC or patch! :D

Caravan on PC Edit

I have tried to use this twice and been unsuccesful from following the instructions listed in the description. Thanks all! Invader Q 17:11, July 23, 2011 (UTC)

Updated Goodspring Lvl up Glitch with Lonesome Road Edit

Can anyone updated whether or not the leveling up perks added with Lonesome Road work with the Goodsprings Chet glithc?

Barter and Repair exploitation question. Edit

Since The Commissary Terminal having a never ending supply of caps, and no in game waiting is required just exit the terminal and reopen it for it to have 6000 caps should it be noted under Barter and Repair exploitation as one of the best places to use this exploit.

Traits - Skilled extra skill points Edit

When creating a new character choose the Skilled trait, now leave Goodsprings and it will ask you if you'd like to Rename, Recreate etc. recreate your character and choose the Skilled trait again, you should receive 5(five) extra skill points more than normal resulting in a total of 10(ten) extra skill points at the start of the game, why it does this I don't know but I have tested this repeatedly on the PS3 with the current patch, now I think using the Sink's Autodoc to reassign your traits may also work (haven't tested this yet) but if it does (and stacks with the two from Goodsprings) the total amount of extra skill points you can get from the Skilled trait is 15(fifteen), now I don't know if this will work on the earlier patches or other systems (360, PC) but if it does then attaining 100(one hundred) in every skill won't be so difficult, I'll update this when I've confirmed more about this (such as if it works for other people besides myself, and works on other systems etc.) --Thanatosx8 10:01, October 29, 2011 (UTC) (just figured out how to sig a post)

Tested this on PC today - it works a little differently - when you redo your traits you aren't given the option to choose skilled a second time, however you don't lose it either, so this allows you to choose 3 traits instead of just 2. Also, there does not appear to be any way to drop the skilled trait at this point if you decided you didn't want it. --Kalanos (talk) 20:18, July 14, 2013 (UTC)

One ammo type for virtually any weapon: A step by step guide. Edit

Just recently confirmed this for xbox, let me first say, goddamn this is amazing. Now then, the description might not be completely clear, so here is an example which can be applied to all the weapons and ammo. Suppose I want 50 MG explosive on my varmint rifle, First, I choose the AMR and hold the hot key button, now, with another analog stick or d-pad that moves toward the ammo section, you can choose the explosive rounds, and hot key them, let's say to the right square. Now that the ammo has been selected, I can simply let go of the buttons, switch to any weapon, and hit that hot key to select the ammo, and viola! You have explosive rounds on your varmint rifle, or 9mm pistol, or whatever! --Felix BrehhUser Avatar talk 08:15, October 29, 2011 (UTC)

I'll try this out on the PS3 in a bit, also basically all you have to do is hotkey the ammo and with the gun equipped you press the hotkey for the ammo and it'll load it right? just making sure I got it right --Thanatosx8 10:04, October 29, 2011 (UTC)

Yes that is basically it, just hot key the ammo, then experiment with all different kinds of weapons. I'd like to add, that I just found out how to create C4 explosives, just whip out one C-4, hot key an ammo that you have in surplus like 1,000 rounds, and then just start throwing them and picking them back up, you won't run out because in a way, the ammo is being converted into C-4, this could work with frag mines, plasma, pulse, and bottlecap mines. Any thrown explosive maybe.--Felix BrehhUser Avatar talk 02:33, October 30, 2011 (UTC)

Oh shi... it works! tested it on the PS3 with the current patch and it works! go to the weapon hold the hotkey button then using the analog stick go to the ammo screen, and hotkey the ammo for that gun, you can only hotkey ammo for the gun you have equipped, example: 9mm handgun = 9mm rounds only but after it's hotkey'd you can use the 9mm rounds with any weapon, and my friend you are a genius for finding this my hats off to you! also I'm going to test the C-4 and ammo trick if it works I'll update this post with my findings, and again Felix you f***ing rock! --Thanatosx8 06:48, October 30, 2011 (UTC)

Confirmed the explosives but you can only regain the placed ones not the thrown (grenades and the like) however with the mad bomber perk one could regain mfc grenades using the mfc cluster mine (since I think you get grenades back instead of the mine itself when it's placed and you retrieve it) haven't tested it yet though, but man this makes being an explosives character easy hahaha --Thanatosx8 07:22, October 30, 2011 (UTC)

Funny thing is, when you hit the hot key after choosing a C-4 or other explosive, and press the reload button, it has the same animation as the 10mm pistol. --Felix BrehhUser Avatar talk 19:30, October 30, 2011 (UTC)

I found out energy cells work on regular guns. Also, if any of you have the Warhead Detonator, I guess this is an explot, since it can never be removed from your inventory and sometimes you get your wepons removed, you can just hot key some ammo and the laser detonater works as a fully automatic pistol. I just tested it with exxplosive rounds, same damage as the AMR and 10x the DPS. Ridiculous. --Felix BrehhUser Avatar talk 20:28, October 30, 2011 (UTC)

Wow nice, but when I used the 9mm handgun and had 5.56 rounds in it when I would reload my 9mm it would load the 9mm rounds and not the 5.56 rounds haha... holy sh... I just thought of something, would this work with Euclid's C-Finder? an infinite amount of orbital lasers? I'll have to test it out, I'll let you know if it works --Thanatosx8 01:13, October 31, 2011 (UTC)

Confirm it works with Euclid's C-Finder, and this glitch is now by far my favorite, used Esther with surplus ammo and rained fiery death down on the Mojave, and Fat Mines to kill the stragglers that managed to survive hahaha, also this glitch is best used with explosive/energy weapons characters using Meltdown+Explosives Expert(x3)+Splash Damage+Pyromaniac+Heave Ho!+Hit the Deck = death dealer without equal --Thanatosx8 19:46, October 31, 2011 (UTC)

Can I get a step-by-step from one of ya'll because when I try it I only get one shot of the other ammo before I have to reload back to the normal ammo of the weapon. UserGreatMaraMessage 19:58, October 31, 2011 (UTC)

Yeah I came across that part too, I figured out why it reloads the normal ammo though, here's an walkthrough of what you need to do

Example: equip 9mm handgun, press and hold hotkey on 9mm handgun, using left analog stick go to the ammo section of pip-boy menu, go to the 9mm rounds and hotkey them, next say you want to use the 9mm rounds with a Fat Man equip the Fat Man and press the hotkey button for the 9mm rounds, the Fat Man should then have the 9mm rounds equipped, now should you have any ammo for the Fat Man(Mini Nukes) every shot after using the 9mm rounds will reload the Mini Nukes rather than the 9mm rounds, so to avoid having to repeatedly equip the 9mm rounds you have to store your Mini Nukes, it should then continue to reload the 9mm rounds rather than the Mini Nukes, however sometimes it will still try to reload the Mini Nukes to fix this to where it will only reload the 9mm rounds simply drop the Fat Man and pick it back up and equip the 9mm rounds using the hotkey button, please note that every time you un-equip a weapon the ammo will be removed from the weapon and you will have to re-equip it, well I hope this helps ya --Thanatosx8 00:34, November 1, 2011 (UTC)

Going to test to see if this glitch works on Fallout 3, if it does then I'll update this with the info and add this glitch to the Fallout 3 Exploits talk page --Thanatosx8 09:06, November 7, 2011 (UTC)

Sadly it doesn't work for Fallout 3 *sigh* --Thanatosx8 07:07, November 10, 2011 (UTC)

Checked this glitch for PC (latest base game and all DLCs), USING A CONTROLLER (doesn't seem to work with keyboard). Method is same: Equip weapon that uses desired ammo to hotkey, hold LB/R1 to open hotkey wheel, go to ammo tab with left analog and hotkey the desired ammo. The hotkey will possibly have no icon but different color (not sure if it's how it worked for consoles), but equipping another weapon and activating the hotkeyed ammo will use up that ammo instead. --CyBardo 12:06, March 27, 2016 (UTC)

Infinite caps and repairs glitch Edit

Alright I found this by running through the Any Ammo Glitch in The Divide(Lonesome Road DLC) and using the Commissary Glitch, so basically you'll need a few things before you try this, first off you'll need the Lonesome Road DLC and the Gun Runners Arsenal DLC, second you need a Caravan Shotgun, 20 gauge 3/0 buck and C-4, first off head to Goodsprings and go into Chet's store now buy all the 3/0 buck ammo he has and exit his store, turn around and go back in and he'll have restocked his 3/0 buck ammo supply, this'll net you a limitless supply of 3/0 buck, next get some C-4 (doesn't matter where you get it just get it and you only need one), now using the Any Ammo Glitch hotkey the 3/0 buck, now head to The Divide and get to a Commissary, next equip the C-4 and press the hotkey button for the 3/0 buck, now when you place the C-4 you'll get around four for every one 3/0 buck, stock up on C-4 and then go into the Commissary, next sell the C-4 and clear out the Commissary of all it's caps, now exit the Commissary and it will restock it's caps, go back in and sell C-4, now rinse repeat and enjoy the limitless supply of caps, and for the repair simply use the Commissary's repair feature with the Infinite Caps Glitch, and there ya go an easy way of completely taking all the hardships out of making caps and repairing your equipment (tested on PS3 with current patch and Dead Money, Lonesome Road, Honest Hearts, Old World Blues, and Gun Runners Arsenal DLC) --Thanatosx8 03:39, November 2, 2011 (UTC)

Oh and btw I now have over 5,000,000 caps hahaha --Thanatosx8 03:44, November 2, 2011 (UTC)

Double Perks Edit

Has anyone tried to get a high level perk (eg. Thought you died) then changed their trait to logan's loophole when it asks you to rebuild your character during the glitch? If that works it would allow characters to become almost godlike...

Casino Exploit Glitch Question Edit

Ok so I'm confused. If you go get 33k caps and buy 33k chips and then drop them you get a negative amount of chips? Does it like add on to your 33k of chips or do you like get two stacks of these chips or something? Sorry but this is the first time I've heard of this and I kinda wanna try it but that negative thing just has me concerned. If someone can explain this a little better to me it would be very appreciated! --V2gundamDestroyer 04:06, January 18, 2012 (UTC)

Command Line Edit

Should command line "cheats" be included within exploits? Also for debate then, could things as simple as "Get a luck of ten and visit all casinos" be considered an exploit? As one can use in game mechanics to gain vast amounts of money with no effort.--Xaedra 03:30, February 5, 2012 (UTC)

Opinion Of Recent Changes? Edit

Wondering what you guys think of recent changes? Trying to keep all content, just slim it down and remove duplicates. Also trying to sort them out into neater categories. Voice your opinions please :) --Xaedra 02:47, February 6, 2012 (UTC)

Also if anyone happens to be at a point in their game where they can test/recreate these glitches, I'd love to get some more up to date confirmations. I'll do what I can but I only have the xbox and pc versions and cant recreate all of them in one run.--Xaedra 02:47, February 6, 2012 (UTC)

Helios One Edit

When doing the quest That Lucky Old Sun and overloading the plant the speech option to Ignacio Rivas that you overloaded the plant will not go away and you get 350 experience every time you select the option. Should this be added

Agility Glitch Temporally? Edit

I did the agility glitch and made the bonus go past 10 early on. However I just noticed for some reason in my current save late in the game (lvl 45) the bonus decreased down to +2. I checked and I can still increase it again with the BoS bunker. I'm just wondering why it decreased in the first place. Is the agility effect temporally or are there things that can cause it to decrease? If the case is the former .. is there an infinite re-spawning enemy with casual clothes somewhere?

Or it could just be a bug of a bug .. I can't tell.

Hmm... it may have been triggered by a juncture in the game, try to remember anything significant that you've done before this happened. Otherwise, my guess is as good as yours. -ΣΔLet's talk! 23:41, March 3, 2012 (UTC)

Possible Exploit involving the bombing of either side in "The Lonesome Road" Edit

O.k. so not sure if anyone else has tried or noticed this as of yet but if you complete the ending for The Lonesome Road and bomb either/and or both the NCR or the Legion, if you waited before going to the Strip and gaining the "pardons" from each, then you will suffer no consequences for your actions in blowing both of them to kingdom come

Regarding Exploit to "Shake Down" Chet Edit

I am using a PC and I can do the exploit to get free things from chet, however, I did not have to kill Ringo in order to do "Run Goodsprings Run". I initiated it, then at some point was asked to get supplies. Instead, I killed all the powder gangers, and now can still shake chet down. However, I can also try to help out ringo, who is still in the gas station, but sunnie smiles glitches when i say im ready to confront the powder gangers. I'm not sure if perhaps im just unique in my bug?

Anyways... -joe cobb is dead

-all the powder gangers are dead

-i failed "run goodsprings run" (which was my intention, i love goodsprings!)

-i still have the option to get materials from chet

-Ringo is still in the gas station

-the quest to save ringo is not marked on my pip-boy and cannot be initiated, yet i technically have initiated it in my dialog with him

-and sunnie glitches and just says "staying around a while longer" when i say im ready to help ringo.

ill go through and check in a few days. back when i updated and reorganized this page i only verified a few of the glitches that were accessible from my save files. i plan on throwing that game back in here in the next week or so so ill start a fresh game and this will be one of the first i check. it sounded goofy and overly complicated when i was going through them so ill see what the minimum you have to do is to get the same results. --Xaedra 06:23, April 7, 2012 (UTC)

Mini-nuke laser hose wtfbbq Edit

I just fired a continuous stream of mini nukes from the laser detonator for about 3 minutes. Then i finally died. The divide has been divided further. Holy poop.

-- 14:16, April 9, 2012 (UTC)

Level cap exploit Edit

It does not work anymore! Any possible fix? Any More detalied walkthrough? Pleease oh pleaaase -- 14:01, July 15, 2012 (UTC)

Why is this exploit not listed? Edit Seriously, this is probably one of the best exploits in the game. You can make weapons shoot MINI NUKES. With the Laser Detonator, you can produce an infinite stream of them. I never recalled it being on this page, and I stumbled upon it on the talk page for Euclid's C-finder. I really think this exploit should be on here, you can turn common 9mm ammunition into ammo for the Alien Blaster. Yeah.

Big MT caps exploit Edit

By what definiton is an effective farming technique an exploit? It's just a time-efficient way of farming XP and loot, not a bug or a glitch or anything else that is not supposed to happen in the game. The enemies listed are supposed to respawn and they do, so I really don't see what this is doing in this section.

Logan's Loophole Rebuild 50+ success. Edit

Using the Extra Perks exploit, one can level all the way to 50 before leaving Goodsprings. When leaving to rebuild, taking Logan's Loophole WILL still allow you to level to whatever level you were before you left. However, you will not be able to add any skill points after level 30. You still gain perks after 30 though, as well as you keep any applicable perks from the Extra Perks exploit. And yes, Logan's Loophole's effect still occurs. Tested on PS3 Ultimate Edition, confirmed the carry-over and additional perks, and Logan's effect using a Stealth Boy, the 2nd rank of Implant GRX, and booze. 02:14, October 24, 2014 (UTC)

Inside the abandoned Brotherhood of Steel bunker (Just north of Nelson. Requires dead money DLC in order to get inside) on the local map, in the pip-boy, there is an unexplained doorway that says it leads to the Villa. Can anyone shine some light onto why it's there, or say if it's possible to go back to the Villa after completing the DLC?

Extra Perk Exploit, unaffected perk Edit

After utilizing the Extra Perk exploit in Goodsprings, I've found that there's a problem with 2 perks carrying over. Specifically, both Strong Back, and Burden to Bear carry over, but you don't get the extra carrying capacity. As in, they'll be in your list, and you won't be able to select them on the re-level, yet if you have a str of say, 5, then you'll still only have 200 carrying capacity.

Tested on the PS3 Ultimate Edition across various characters (at first thought it was due to changing genders for extra Action Boy/Girl, but these past several characters have been same gender either time and also experienced this). 13:55, December 6, 2015 (UTC)

And I'm back again and actually signed in this time, with more perks who's effects do NOT carry over. Tested this thrice (yes, it is very time consuming). Specifically, this time I have noticed that Life Giver and Solar Powered will be in your perk list and un-selectable during your rebuild, but their effects will not function. At least not on Ultimate Edition PS3. I don't really know how one should go about formatting the actual page, so if someone else can edit it with a note of which perks do not actually have their effects carry over? HeyItsThatGuy (talk) 20:53, December 7, 2015 (UTC)

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