- 1 Achievement Exploits
- 2 Add-on-specific Exploits
- 3 Custom Button-Mapping Exploits
- 4 Effect Exploits
- 5 Gameplay Exploits
- 6 Location-specific Exploits
- 7 Menu-, HUD-, Inventory-, and Radio-related Exploits
- 8 Money & Experience Exploits
- 9 NPC and Companion-specific Exploits
- 10 Physics Engine Exploits
- 11 Quest-specific Exploits
- 12 Settlement-related Exploits
- 13 Platform-specific Exploits
- 14 Patched Exploits
- 14.1 Patch 1.2
- 14.2 Patch 1.3
- 14.3 Patch 1.4
- 14.4 Patch 1.5
Keep in mind this can only be done by PC users. On your keyboard press the ~ button or whatever corresponds to it and this will bring up the console commands. Type in caqs and then enter and this will (in theory) complete all quest objectives and achieve every achievement. This will however crash your game most of the time and some achievements may not be awarded.
This requires the player to have the Automatron add-on installed, a robot workbench, and the Sentry Ahab's helm looted from Ahab. It will not work with an "Ahab's Helm" created using the robot workbench.
- Create a new automatron.
- In the "Head" slot, build the "Sentry Head".
- In the "Head Armor" slot, build any mod other than "No Head Armor" or "Ahab's Helm". Either of the "Reaper Helm" or "Hydraulic Frame" makes this easier, since they appear directly above and below "Ahab's Helm".
- The player should now ensure that they have none of the components required to build "Ahab's Helm", either in their workshop or in their inventory, and that they are carrying the Sentry Ahab's helm looted from Ahab in their inventory.
- Now in the "Head Armor" slot, when the player attempts to attach the "Ahab's Helm" mod, instead of attaching the one the player is holding, it will instead create a new one, without using any materials, and grant the player the XP for crafting it.
- Now re-attach the other previously created "Head Armor" mod, and a duplicated "Ahab's Helm" with a different base ID will be added to the player's inventory.
- Repeat from step 5. Each iteration will grant the player some XP and another duplicated "Ahab's Helm", which can be sold for caps later.
This requires the player to have the Nuka-World add-on installed, and to have completed The Grand Tour, but not Open Season. Nuka-World contains several Nuka-Cola machines that regularly respawn a random selection of six (or in one case 12) bottles of various Nuka-Cola flavors, or empty Nuka-Cola bottles. Once Amoral Combat has triggered, in the period between talking to Fritsch and agreeing to fight in the arena, and actually fighting to complete the quest the four machines in Nuka-Town (and possibly all the others) will respawn every time Nuka-Town is fast-traveled to from outside. This can be exploited to amass a large quantity of the various Nuka-Cola flavors in a short period. One method is as follows:
Having completed The Grand Tour, the player fast-travels to Nuka-Town after a few days pass using Wait, then they simply wait a minute or so after arriving or they can walk through the main entrance and Amoral Combat should trigger. The player then turns almost completely around to their left and walks back to the wall past the bus stop to collect the six bottles from the machine in the car park outside the main entrance. Then the player turns back around and heads in to Nuka-Town bearing right around the market and collects the six bottles from the machine opposite the Cola-cars arena entrance, by the slave with the blow torch. Heading north through the doorway in the barricade and going past Cappy's Cafe the player collects the six bottles from the machine on the left just before the Nuka-Cade. They then enter the Nuka-Cade and agree to fight in the arena and abruptly leave the Nuka-Cade. Heading north again towards Fizztop Grille through the next doorway in a barricade they then bear right around the lake, and exit Nuka-Town USA through the east entrance. Optionally, they can collect the three bags of cement and the shovel just outside the entrance if the items have respawned, and also head east a short distance to the pool with the large red Nuka-Cola bottle fountain to collect the three Ash blossom if the blossoms have respawned, then head south / south-west following the wall to the fourth machine where there should be 12 bottles. These may be scattered on the floor (as only six should fit in the machine). Now from this fourth machine, the player fast-travels 'back' to Nuka-Town USA and repeats from step 2 (omitting talking to Fritsch) - all four machines should have respawned, enabling 30 mixed bottles to be collected in about 1 game hour or a couple of real-time minutes. This can now be repeated as often as desired until Amoral Combat is completed, when the machines will revert to their usual respawning schedule. Note that Cappy's Cafe and The Parlor both contain respawning Nuka-Cola machines, but both require two loading screens to collect (one in, one out). This may make it not worth it to collect those bottles, given that the other 30 bottles can be collected for one loading screen (the fast-travel from the last machine back to the first). A similar argument applies to the other machines in the park e.g. the four machines in the open in the Galactic Zone could be visited but it might be slower than simply repeatedly circling through Nuka-Town USA as detailed above.
Bleeding effects stack and do not extend. Meaning bleed weapons with high fire-rate values do increased damage.
- 1.Drop weapons from inventory
- 2.Enter building mode
- 3."Store" those dropped weapons to workbench from building mode (PC default TAB/XB1 B/PS4 ◯). Scrapping the weapon will also work in reducing the size if done from building mode.
- Gamma guns are particularly effective in reducing size quickly with this exploit. Hangman's Alley can be reduced from full to near zero with 10 stores. It works with modded gamma guns too and they have the advantage of being relatively lightweight.
- NOTE: This also seems to work with junk items. The method tested was simply to:
- 1. Drop all junk items on the floor.
- 2. Enter building mode.
- 3. Scrap items to increase building limits.
- (This can be automated by setting up a vacuum hopper to pull out junk from a container and dropping them on the ground)
- NOTE: This exploit has been re-tested on PS4 (14th Apr 2016) after 1.5 patch, and it is still working.
Using the hold mechanic, the player can hold an item and use it as a shield. This does not prevent the player from using their weapon, making it an effective tool. First, drop an item (preferably one with a large surface area) on the ground. Now, hold the grab button (A on XB1, ⨯ on PS4) until the player is holding the item. They now have a shield that bullets can not pass through. Notes:
- The player should be aware of their weight limit, as picking up something already on the ground may make them overencumbered.
- This best works with items such as: Power armor, Fat Man or minigun.
- Different weapons shoot at different heights (differences can be also be caused by whether the player is using Hip-fire or Aiming). Due to this, they won't be able to use some weapons.
If a player stores an item in their storage then returns it to their inventory fast enough, the item will duplicate itself.
An exploit used in order to keep an impossible to breach defense. The player can build a high stairway above their base and place several sentries, then scrap all wood and the sentries will stay afloat. Whenever the base is attacked the sentries will have a 360° view of the base.
The exploit is used by saving then intentionally detonating/ tripping traps. Then if the player reloads their save, the traps will be pre-tripped/detonated. Bottlecaps from bottlecap mines will not be present.
There are 49 steel, crystal, and fiber optics if all of the laser trip wires just prior to the room with the two Protectrons are disarmed, in the town hall basement. If the player hits the red button at the end corridor, they can start the trip wires over and can get an infinite amount of steel, crystal and fiber optics. This can be done even after destroying all turrets. A small amount of XP will be awarded for each as well.
The player can use mods from lower tier armor for higher tier of the same type, such as crafting a deep-pocketed mod for standard combat armor and applying it on heavy combat armor without having the perk to craft it for Heavy. (This goes for all armor types with "standard", "sturdy" and "heavy" versions - raider, metal, leather, combat - which is not by design, or the cost would always be calculated for the light armor variant.)
This glitch can give a player slightly better weapons and armor mods than their perks or assets might allow for, giving them an early game edge straight out of the vault.
When in the workbench mod menu list, any mod not highlighted and listed directly above or below one that can normally be constructed is capable of being built in its place. The process requires that adjacent mod not be built or in the players inventory. The player must select the mod that can be built while quickly press in the direction of the mod on the list that is normally not selectable. If timed correctly the materials window will appear but the selected line will have moved from the one with the known mod to the line one above or below it. Executing the build creates the mod from the new line at the cost of materials from the originally selected one. If the action is mistimed back out of the materials window without executing the build.
Additionally, any mod slot where the first line allows for a mod to be removed and not replaced can be used to build whatever mod is on the next line down for free, if another mod in that list is already attached. The player must select the first line that removes the current mod while quickly pressing down, then execute if the menu focus switches the the second line. Since the original line has no material cost, the first mod below it is free.
This allows for duplication of any weapon. The player kills an enemy wielding the desired weapon, such that the weapon falls to the ground, then instructs their follower to pick up the weapon. They then aim their crosshair at the corpse and get the hovering list of its inventory. When the follower picks up the weapon, it does not disappear from the hovering list, allowing the player to also loot it from the corpse and resulting in both the player and their follower now having duplicate copies of the weapon.
This allows for the player to have a full magazine of ammo which does not take away from their current supply.
The player selects the weapon they wish to have a free magazine for, then finds any container, and stores all ammunition for that weapon in that container. When the free ammo is exhausted, the player can go back to the container and pick up their ammo for that gun. Then, if repetition of this exploit is desired, the player must unequip and reequip the weapon. While this exploit is under effect, the player cannot reload their weapon and swapping to any other weapon or picking up ammo for the glitched weapon will automatically void the exploit.
The player can easily gain an infinite amount of free Fat Mans and Mini Nukes. All they have to do is travel to Kill or Be Killed in Goodneighbor. To KL-E-0's left, there will be a mini nuke. To her right, there should be a Fat Man. The player needs to position the cursor over the Fat Man/Mini Nuke, then hold down the activation button so that they are holding the Fat Man, being careful not to tap the button, as that will steal it. The player must then walk into the upstairs portion of the shop and go to the right side of the room and enter sneak mode. The sneak indicator may say detected or caution, in which case, the player may have to adjust their position until the sneak indicator says that they are hidden. The player can now tap A/X to drop the Fat Man/Mini Nuke, then steal it. To repeat this exploit, the player will need to fast-travel away and Sleep or Wait for a week (167 hours). If the player plans on selling the Fat Mans, they should do so before they leave Goodneighbor, as she will restock caps every week.
This glitch unlocks/creates mods without having the necessary components or perk level for. All the player must do is hold down a direction until it speed scrolls and immediately hit X on the one right after the locked mod while still scrolling (the player must be able to create/install the mod right next to it). When the player presses X on the one they were aiming for it will always highlight the one right before the one they pressed X on. This trick works works both up an down as long as there is enough room for it to start speed scrolling. The player should keep in mind that they might want to take off any mod they want to keep that it is replacing because it will turn into whatever mod they are installing.
Like in Fallout 3, picking a target in V.A.T.S. auto-aims the crosshair reticle to that target. This can still be exploited by the player to a high degree in close quarters situations (mole rat rush) by:
- Going into V.A.T.S. and highlighting the target or part they want to hit.
- Cancel out of V.A.T.S. and repeatedly press the fire button as they do so.
- Hold the V.A.T.S. button again to quickly slow down time again and select another target.
This is applicable in long-range engagements, but practicality varies. In close quarters, it is more consistent.
NOTE: On long-range engagements, it can be difficult to hit it accurately.
Home Plate has a build limit, but does not appear to be permanent. Craft basketballs, pick them up and start over. No weapon storage exploit necessary. By building on the output belt on a sorter to a conveyor belt, the constant stream of basketballs can roll into Conveyor storage so they can be easily picked up and placed in the player's workbench inventory. The player can't build directly onto a conveyor belt.Crafting a Nuka-World basketball in the player's settlement costs 2 rubber, but scrapping the same basketball provides 3 rubber providing a method for unlimited XP. Crafting a basketball in the player's settlement does count against its build limit. The player can use the weapon storage exploit to lower the settlement's build limit every time it fills.
- After reaching the Prydwen and completing Show No Mercy, the player can speak to Proctor Teagan (Weapons Merchant) and ask him about extra work. He will give the player a mission acquiring crops from the citizens of the Commonwealth. The first location will be a random settlement (Tenpines Bluff, Somerville Place, and the Slog confirmed) and, after completion, will award around 100 caps and 125 XP (leveled, above level 50 rewards 390XP). Asking for extra work again will give the player the exact same quest as before, convincing the same settlement to contribute crops. This can be repeated for unlimited XP and caps. Termination of the residents will result in termination of the exploit.
- After reaching the Brotherhood of Steel's Prydwen, the player can ask Proctor Quinlan to do a scribe escort. After he gives the player the quest, they can head out to the flight deck (where an area near a couple of barrels is visible) and the player can kill the scribe in secrecy. Once this is done, they can return back to him saying the scribe died, and he will award the player with XP and caps still. Alternatively, instead of sniping the scribe from the flight deck, the player can choose to fast travel down to the airport, sprint to him, and speak with him as to get him to follow them. In this manner, the player can "beam him up" back to the Prydwen by once again fast traveling back to it. Now, the player can take the scribe to an area where they can execute him while hidden (best done by going into the Quarters at the end of the hall, just behind the player when they enter the main hall). Executing the scribe in person will net the player 3-5 stimpaks and a holding of fusion cells, usually 16. It is imperative that the player is not seen and kills the scribe quickly (easily done by temporarily setting the game at very easy and stealth killing him.) They can then turn right around and speak with Proctor Quinlan just down the hall. The player can repeat this for a healthy supply of stimpaks and fusion cells to go with their XP and caps. The quest rewards the same amount of caps and XP whether the player complete the mission as normal or simply kill the scribe. Though the XP may stop being granted for the exploit, the player will still receive the caps. It can be fixed by attempting the mission and the scribe being killed by an enemy. This is best accomplished with Black-Rim Glasses (CHR +1), Gray Knit Cap (LCK +1), and Reginald's Suit (CHR +3). (Or any other CHR and LCK awarding apparel).
The Dense mod for metal leg armor can be reapplied, giving additional XP, after selecting another leg mod. The higher the the level of the metal armor the more XP is awarded. This can be repeated as long as raw materials are still available to craft with. The materials are consumed just as if a new Dense Metal Leg Armor mod were created, however no additional copies of the mod are added to the players inventory.
If the player happens to find a locked safe right next to a terminal that can also control the lock on the safe, it is possible for them to pick the lock, use the terminal to lock the safe, then repeat the same process over and over. They will earn the XP for picking the lock every time they do it. This is most useful with a master lock, and even faster with the unbreakable lockpicks perk. This method cannot however be used to infinitely gain approval with Piper unless the player quicksaves and reloads in between each try. Some locations with safes connected to terminals include:
- Cambridge Polymer Labs near a desk in the upper floor of the lab.
- In the Security office to the left of the main entrance in the Super-Duper Mart in Lexington. NOTE: at level 7, it is only an advanced lock.[verification overdue]
- Expert Safe next to an Advanced Terminal in the radioactive shack at Jalbert Brothers Disposal.
- Expert Safe next to a Novice Terminal on the roof of Weston water treatment plant.
- Novice Safe next to a Novice Terminal inside the Leasing Office of Fiddler's Green Trailer Estates.
- Inside main building in University Point (Unknown if level based). Requires Locksmith Perk level 2 for one door to get to terminal and safe.
- Expert safe inside tall blue building immediately north of Faneuil Hall.
- Safe to the left of Lance's terminal in West Everett Estates.
- Safe on the opposite wall from a terminal inside the Suffolk County charter school.
To achieve a 100% success rate on dialogue choices, the player must enter the dialogue menu or already have it open, then pause and quicksave, before attempting a dialogue choice. If it fails, the player can reload their save until they are successful. This is a useful way to bypass the dialogue choice mini-game.
Note: It appears that the player has an infinite amount of attempts when they would normally have one.
Idiot Savant on second rank gives the player 5* XP on random actions, including quest completions (basic go fetch quests 200XP+). The player can quicksave before handing quest in and then reload the quicksave until they trigger the perk. May take a few attempts, but easily worth it to gain 5 quests worth of XP.
All companions (except Dogmeat) are able to pick up an infinite amount of items even when their carrying capacity is maxed out. The player simply drops the item they want them to carry and then commands their companion to pick the item up. They will pick the item up and put it in their inventory regardless of the weight they are already carrying. This does not let the companion carry more items through "Trade", and some companions will refuse to pick up items that are marked as stolen so they must be added through "Trade" or carried by the player themselves.
Companions and settlers can be reduced to wearing only underwear, even though the game UI tries to prevent it by hiding their currently worn piece of clothing from their inventory. This method will not work on Danse, who won't change his clothes at all. Nick Valentine is only affected by this exploit if the player has him enter power armor. His trench coat will appear in his inventory. Rather than wearing underwear, he will have the normal synth unclothed appearance. [verification overdue]
The player must trade with a companion/settler and give them a piece of over-clothing, a single piece that takes up armor slots such as a dress for the legs and torso or Radstag Outfit, and then press Y/△/T to have them equip it. The companion's previous clothing is now listed in their inventory. Now, the player must give them a piece of armor that can't be worn over the clothing and press Y/△/T to equip. This removes the clothing. Then the player can have them unequip the armor and they have nothing on.
Dogmeat is able to fetch a variety of items including the Cryolator, which normally requires the level 3 Locksmith perk, and other items that are out of reach, like the grenade bouquet over the entrance to West Everett Estates.
Note: The ability to 'fetch' the Cryolator appears to be more successful when attempting very early in a playthrough.
- Tested on Aug 2019 patched version on PC at player level 1 and working. 
- Tested on the latest version (Dec 2019) on Xbox One (X) at approx. player level 12, 24 & 45 and not working.
- Tested on the latest version (Dec 2019) on Xbox One (S,X) at player level 1 and working.
When the player recruits a companion, the companion's affinity increases by 3%. The companion recruit counter can be reset by finishing any mission, meaning that the player can recruit all companions and increase their affinity by 3%, complete a radiant quest and then come back and recruit them again which increases their affinity by another 3%.
It is possible to have up to three companions. By meeting X6-88 to hunt the rogue, then simply not going to the targets location, he will follow the player anywhere they go. However, he will fight with BoS and other various allies. Travis Miles, the radio DJ, can become a follower the same way, giving the player three companions. To change their gear, drop weapons or armor and have them walk over it. If it's better than what they already have, they will sometimes pick it up and equip it. This also works with Preston in Taking Independence; he will follow the player as long as they don't destroy enough eggs to spawn the mirelurk queen.
With the 1.0 build, it is possible for the player to fly by grabbing an item they are standing on. This may kill the player though.
Sometimes V.A.T.S. will end and seem like the target was missed, but then a few seconds later, the bullet hits. This was tested multiple times at point blank and ranged V.A.T.S. The target can be used as a meat shield while the bullet is "frozen".
The player can walk backwards up any wall in the game by dropping an item, crouching down, grabbing it without putting it in their inventory (hold ⨯ on PS4), standing up, and walking backwards towards a wall. Works best with flat walls and walls that don't have a lip at the top as the player might end up falling once they reach the lip. Fall damage still applies while doing this, unless the player equips power armor or Freefall Legs.
Near the end of the Saugus Ironworks quest Out of the Fire to retrieve Jake and the Shishkabob, Slag tells Jake to kill the prisoner. If the player successfully convinces Jake to not harm the prisoner, Slag will wait for a few seconds before turning hostile. If the player saves during this brief moment, when they reload, all of the Forged in the room will remain friendly until they are fired upon. This affords the player the opportunity to lay numerous mines at all of the enemies feet, which will not explode as long as they remain friendly. Now, when the player takes a shot at one of them, they will all turn hostile, and all of the mines will detonate, killing them all very easily. This exploit has only been tested at Saugus Ironworks, but may work in other similar situations if enemies wait for a while before turning hostile and the player is able to save during that countdown.
The player may also do the same exploit during the dialogue when Jake asks them what he should do. If the player then presses their sideways movement key/button until the dialogue window disappears, they can then walk around and lay mines or do whatever preparation they like for the fight. The player can save prior to the beginning of the fight, and if they don't get the outcome they want, they can reload the save to make setup changes. In this manner, the player can easily save both the prisoner and Jake. Immediately after the fight, Jake may appear to be hostile, but when spoken to, he should lower his weapon and admit his mistake in joining Slag's gang.
This allows for infinite raw materials at any settlement. This works best with no junk in the workbench, as retrieving the material from storage is much faster.
- The player must drop desired materials on the ground, then press the scrap button(XB1 X, PS4 ◻) and quickly follow that up with the accept button(XB1 A, PS4 ⨯) then almost instantly after that, the store button(XB1 B, PS4 ◯). If done correctly, the player should have had the scrap menu pop up and go away and be at the store menu. They should ensure that they now have cloned resources. This is most effective with large quantities and can also be used as a caps glitch.
- Another more effective method is for the player to quickly press and hold the accept and store buttons at the same time after the player releases the scrap button. They should have both menus open for as long as they hold the buttons, then release the select button, it should scrap and still have the option to store. The player should then let go of the scrap button and press the accept button.
Note: The "scrap" and "accept" actions trigger on button release, whereas the "store" action triggers on button press. Since the player essentially wants to trigger the "store" action while the "scrap" and "accept" actions are queued, the simplest way to do this is for the player to hold (but don't release) "scrap" and "accept" with the fingers of one hand, and ready one finger of their other hand over the "store" button. Then, they should release "scrap" and "accept" in quick succession, keeping in mind that it's the releasing of these buttons that triggers these actions - and they need to be released in the correct order while simultaneously tapping "store" with their other hand. Using this technique should make it significantly easier to pull off this trick consistently.
- One more way to do this resource duplicate process, and also makes it possible to be sure the player does not destroy the item they is trying to get resources from is for them to drop the item onto the ground, go into workshop mode, hover over the item, then press and hold "scrap" (◻ on PS4) button with one finger and with another finger or hand, they need to press "store" (◯ on PS4) and hold it, at nearly the exact time they release ◻. While holding ◯, now the player should notice that both accept menus are there. If they get them both the player should press accept on them both while still holding ◻. This will scrap the item, and return the original copy of it to storage. If the player only gets one menu or the other, they can cancel it without destroying the item or having to go take it back out of the workshop bench.
When the player moves a carpet without using group-select, any objects on top of the carpet (including other carpets) move with it, but only the original carpet is checked for clipping. For example, the player can stack two carpets end on end, then place a store on top of the second carpet in order to clip that store through an existing countertop in their settlement, or they could use it to place a bed halfway through a wall. This doesn't work on walls, floors, or any objects that snap onto things.
Note: Sometimes when removing the carpets, the objects may "jump" up or down. This might make it impossible to retrieve secondary carpets in addition to ruining the looks.
If the player gives a settler any weapon and provides at least one unit of ammo for the given weapon, the settler can use that weapon indefinitely without spending that ammo. This is particularly useful for the Minigun.
In order to connect two objects with wires while ignoring any barriers or distance limitations, the player can do the following:
- Ensure there's an existing wire connecting to at least one of the two objects in question.
- Be within wiring range of that object.
- In workshop mode, look through an existing wire at that object, so that the object is under the targeting reticle but the wire is highlighted.
- Even though there's no button prompt for it at the bottom of the screen, press the wire connect button (△ on PS4, Y on XB1, Space on PC). The player will hear the sound of a wire connecting, and there will possibly be sparks as though there were a free end of a wire floating in space.
- Go to the second object, and hit the wire connect key, and the wire will connect. It'll also display the player's copper count as though they were still building a wire, despite the patch removing the cost for wiring, so back out (◯ on PS4, B on XB1).
Things to Note:
- The player can use two normal wall conduits on either side of a wall, rather than working with the more expensive and bulkier wall pass-through conduit.
- The wires can sag down to ground level or even underground, possibly ruining immersion (unless simulating underground wiring is the player's intention).
- If the player is trying to move an object with illegal wiring, the only valid placement areas will be those with legal wiring, so store the wires before moving and replace them when done.
- It's possible the floating sparks will remain. They may disappear after the player either saves and reloads or leave area and come back. They may persist.
This is not so much of an exploit as a method to change the player's build without cheating. While this is still not included in the game, the player does not gain any kind of unfair advantage except the hindsight. The player must:
- Determine the ID for the perk they no longer want.
- In console use player.removeperk perkID command
- Still in console use CGF "Game.AddPerkPoints" Integer to add the number of perk points equivalent to the number of perks they just removed.
- Add the new perks, either in console or normally through Pip-Boy interface.
The following exploits were patched in the versions specified below. If the reader finds that any other exploits that worked in a previous version, no longer work after a patch, please move them here.
On consoles, it's possible to delete and reinstall the game to revert the game version back to v1.1.21 if the player wants to reproduce these. It may be necessary may need to disconnect the console from the internet to prevent it from auto-updating to the latest version. It is unlikely savefiles created with later versions of the game will load correctly, so this will only work if the player intends to start a new character. Saves created in v1.1.21 should load fine if the player then update the game back to the latest version.
The following exploits no longer work as of patch 1.2.
Glitching ammo from vendors for infinite selling caps.
Crafting exploit for infinite experience on XB1. Remained on PS4 until the patch 1.4.
The following exploits no longer work as of patch 1.3.
The player would have to:
- Drop an item
- Command Dogmeat to pick up the item. (Generally works best if he's some distance from the item)
- While he's moving towards item, adjust position so recticle changes for the player to "pick up xxx"
- When he approaches, Dogmeat will stop and dip his head to pick up item. Just as he starts dipping his head, pick up the item. The player will hear the "picked up" sound and Dogmeat will appear to have nothing in his mouth. He'll come to them and drop the duped item.
- This works with bullets or any stacked item. After Dogmeat drops the duplicated item, one bullet/one item from the stack, the player should drop the rest of their duplicated item inside their inventory on to the ground. Quicksave then manually quit to the main menu reload the quicksave. The player should now have two copies of the stacked item.
- For PC players, it only works on low FPS count (24-30 FPS is ideal for this)
- As for magazines, will work with You're SPECIAL! only, allowing the character to max out their stats. After picking up a duplicated item, drop all issues and upon picking them up, the player will get the Choose Stat window.
- With a base installation of the game on XB1 (without the Day 1 Patch) it has been reported that the player will be able to increase their S.P.E.C.I.A.L. to values above 10 using You're SPECIAL!
- Also works well for duplicating vendor shipment papers for materials such as Adhesive or Aluminum
- Armor however is near impossible to duplicate this way because he simply grabs near the beginning of his animation giving the player little chance to grab it before he does.
- To obtain unlimited items (any item), the player must have Dogmeat as a companion. For this instance, use copper. First, go to a settlement of their choice, and begin the duplication process with Dogmeat. Once Dogmeat has picked up and dropped the copper, the player can drop the copper they picked up. They should now have two different bars on the ground in front of them; one that says the amount they had in their inventory, and the single bar that Dogmeat picked up. At this point, the player should save the game. Full save or quicksave, it doesn’t matter. They then need to quit the game and reenter the game through continue, or load their most recent save. Once done, two bars with the original amount are on the ground. Pick up first the item Dogmeat dropped and then the original item. Once this is done, drop both again, go into workshop mode and scrap both items. After this is complete, when the player goes into their workbench, takes out the item they just duplicated and drops it, it will be consolidated into one item. This can be repeated until the player reaches their desired amount.
- With the above exploit, the player doesn't have to quit the game after saving. After Dogmeat drops the junk item then the player drops theirs, save the game then go into build mode and scrap the items. This also works with stacked junk items. This alternate method was tested using the base game with no patches. Once the player has duplicated the copper to their desired amount, they will be able to build statues to increase their XP. (Picket Fences issue #3 magazine found in Saugus Ironworks)
Alternative Method (Junk items only): For this example, the player has twenty copper in their Junk inventory. When the player drops it, use Dogmeat to duplicate it. Drop all the copper in their Junk inventory after Dogmeat has dropped his. The player should see twenty copper on the original bar and twenty on Dogmeat's duplicate bar. (If the player dropped their copper from their inventory before Dogmeat does, the player's copper bar and his may be reduced to one). At this point, the above instructs to quicksave, quit and load. The player can actually scrap both in the workshop menu and it will show both as twenty and twenty as being scrapped. The player should now have forty copper in their Workshop. They can then extract the forty copper and rinse and repeat.
Note: Not only does this method save time, but also ensures that the junk items are joined together and do not separate when dropped. If the player has less than six items the game will not ask to drop all together, so the player can use Dogmeat to make more than six and then follow the above guide.
- The player can only consolidate raw materials within their “Junk” tab. The player can duplicate ammo this way, but they won’t be able to merge the ammo together.
- Picking up items of 25k or more may cause the game to freeze, causing the player to have to restart the console.
Buy a weapon modification from a vendor, such as "Triple barrel X+" and have an "accelerated barrel" for the minigun, and attach triple barrel X+ then switch to accelerated barrel. Now constantly between the two barrels and the player should be awarded a triple barrel or triple barrel x+ every time the player switches.
The following exploits no longer work as of patch 1.4.
Every time the player crafts an item at a settlement, they earn experience, and the experience earned seems to depend on the overall value of consumed items used to craft the item. There is a method that can be used to create an infinite amount of crafting materials by purchasing one of the "shipment of xxx" dockets from a vendor. Therefore, any items crafted from said infinite material will yield the player an infinite amount of experience as long as they continue to farm the material, build an item crafted from the material, scrap all the items used to build the material (since the player can only place so many items in a settlement) and repeat.
First, the player must obtain a "shipment of xxx" docket from a vendor, of which types are available vary from vendor to vendor. As an example, the player may use the shipment of copper docket from Arturo in Diamond City. They simply need to purchase one, however it is most efficient if the player was to use the wait feature to purchase as many dockets as the player is willing to collect. Once obtained, the player should take the docket to one of their settlements. The player must not place the shipping docket into the workshop inventory until they are prepared to perform the exploit. If they were to place it too early, the docket(s) will swiftly be converted into its shipped material and the docket(s) will disappear, requiring a load of an old save or the player to buy a new docket. It is highly suggested that, for this reason, the player saves the game quite frequently every time they go to access their workshops inventory. The next thing they should do is make sure there is no inventory in the workshop, and that the only junk item in the player's inventory is/are the docket(s). The next step is tricky, and it is advised that one saves before attempting it, and throughout save in tiers as to prevent having to start all over: while in the workshops inventory, the player is to press Y (△ on PS4) to store all junk items and immediately afterwards, press X (◻ on PS4) to take all). If done properly and quickly enough, the materials provided from the docket should be created, and the player will collect the "shipment of xxx" docket without it disappearing. This method can be repeated quite quickly in succession, simply by rapidly pressing Y-X-X (△-◻-◻ on PS4) over and over again to store all junk, immediately collect all junk items in the workshop, and then open the workshops inventory again. Doing this obviously benefits the player in a multitude of ways: they can use this to farm an infinite amount of a rare/valuable crafting material (such as aluminum, copper, or adhesive) collect an infinite amount of caps from vendors simply by selling the farmed materials, or farming a vary large amount of experience points in a fairly short period of time by simply crafting something which uses this duplicated material over and over again.
It seems one of the best methods, if not the absolute best method, is to obtain the Picket Fences #3: Essential Upgrades! magazine from Saugus Ironworks, as this allows for the crafting of copper statues. The very first statue, which features a baseball player, uses 10 copper and provides the player character anywhere between 25-35 experience (based on the player's intelligence) every time it is placed. By walking backwards and rapidly pressing A (⨯ on PS4), the statues will be placed one after the next, netting the player several thousand experience points in just a few minutes. Exact gain of experience is difficult to determine, however trial of this exploit resulted in leveling up from level 35 to 100 within approximately 3 hours of gameplay.
This exploit can be used to level up from level 1 at the very start of the game to level 271 (wherein all perks had been maxed out) in less than 18 hours of gameplay. While 18 hours of doing one action seems arduous, it is significantly more efficient than leveling up by playing the game normally, which one can estimate to be around 300+ hours of gameplay, even with high modifiers to Intelligence throughout.
Another method, albeit slower, is for the player to acquire specific items and find a Chem Workshop, where the player can, for example, craft Buffjet by pressing ⨯ and ◯ on PS4 (A+B on XB1) at the same time. If done correctly, the Crafting confirmation screen will appear, however it will be back at the crafting menu. If not done correctly, it will still be on the same page as before. This is also very easy to do as Buffout and Jet can be obtained in the beginning of the game. Keep in mind that this method will take longer.
The following exploits no longer work as of patch 1.5.
The approval cooldown (e.g. the time the player needs to wait after crafting a mod for Codsworth/Preston or picking a lock for Piper until they "like" it again) can be reset by saving and reloading the game.
This works exceptionally well with MacCready, who will gain affinity points regardless of what the player steals. With just the items available in the Third Rail where the player recruits him, the player can get the Long Road Ahead quest before leaving the building. The player can gain approval by stealing, quicksaving, reloading, and stealing another item (vase, desk fan, etc).
If the player has a weapon equipped and see a robot (doesn't matter if it's idle or actively attacking) the player can zoom in using the weapon and hack that robot from a pretty far distance.