Nevada is light on combat, but still has it nonetheless. One combat skill is enough. Small Guns are perfect for the entirety of the game; though, to kill Collector of Souls you would have to obtain Gauss rifle, level up energy and get plasma rifle, or use instakill from better criticals.
I wonder if it's possible to enable the effect of "hints" perk without taking the perk? I guess it's a bit of a handholding option, but i've kinda used to it since NV and given the amount of content that has skill/stat checks via dialogue, i'd rather understand what are my chars options rather than reloadscum to check them all like i did, when i had all the time in the world for such shit.
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Also, is there some guide on items, crafting and such. There seems to be whole lot of items in the game and hardly any info on whether they're just useless junk or good for something. For now i just left various weapon parts and such on the ground in Reno to alleviate the encumbrance, but i don't even know if i need them in my inventory to discover where and how they're useful. It's a bit frustrating.
Wind of War location. Approximately mid-game.As for the items. At approx. which point in the game you get vehicle with a trunk?
You just eat it and push that guy for a refund. Dogs, unlike humans, can smell bad shit.I was wondering if that poisoned can of dogmeat you can buy from shady Reno dweller can be used on dogs that watch over Stryker's room with that workbench. Seems intuitively like it should, but i've tried several methods of dropping it near the dogs and running away, but they don't seem to notice. Am trying in vain and that shit has no such use?
I only opened the garage-like door on the north and maybe did one step in. Anyway, dogs started to bark and once they started to run to me I escaped to top left corner of the map. Dogs followed me, guards didn't, they stopped in the room where dogs were. Killed dogs, exited map, returned immediately or maybe a few hours/days later. Dog room was empty and guards were neutral (but, ultimately, they didn't even saw me and didn't initiate combat and didn't took part in my combat with dogs).Btw, do guards stay hostile forever? When i make the ruckus and both dogs and guards start to run after me, but i circle around the building and never engage in fight, they seem to concentrate them whole bunch in that room all glowing red. Will they be hostile even after i've went away for a while?
I went to Reno to check if safe there also disappeared but it was there and after I returned to Vegas the safe was also there with all its contents. Don't know why it disappeared and why it appeared but I'm glad to have it back :DDid You have a problem with disappearing safes? Because my safe in Vegas just disappeared and I doubt it was stolen in-game because it's a gigantic safe.
Civilian Rifle or whatever M1 Garand is called in Nevada is very similar to regular Hunting Rifle, but ammo is more scarce.Other thing. What are opinions on small guns? I'm now using scoped hunting rifle and combat shotgun combo. So far so good. Met the Hardy guy and he has m16 smg and civlian rifle. Ar they worth and could be an upgrade to current combo. Also have 'old revolver' which has benefit of 4 AP and he has magnum revolver that shoots .45 and also 4 AP. Is it better than the former? Seems like not much of an upgrade. How about assault rifle? Remember it was gun that i always passed on in original fallouts as it was underwhelming.
You're lucky, mate. This is a well known encounter, but hard to trigger when you actually want to do so. Loot from this guys turns late-game from a cakewalk to a complete joke. They should have Gauss rifles too.Well, maybe they werent just ordinary robbers:
Take Good Natured, spec only one combat skill and concentrate your SPs on the rest.Anyone got a recommendation on what skills to develop in this mod?
Usually I go with small guns and speech in Fallout. What would be a useful skill for the last tag?
Thought of lockpick, science or repair. Do any of those skills have an impact on crafting?
Very helpful. Thanks alot!Take Good Natured, spec only one combat skill and concentrate your SPs on the rest.Anyone got a recommendation on what skills to develop in this mod?
Usually I go with small guns and speech in Fallout. What would be a useful skill for the last tag?
Thought of lockpick, science or repair. Do any of those skills have an impact on crafting?
Nevada does use most of non-combat skills to some degree. Doctor is a must, but First Aid specs with books; Gambling is optional, Traps - you can live without, Steal is close to useless.
You can tag Doctor, Repair or Outdoorsman, all come in handy.