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You do not get the warning until after passing the stone outcropping on the right. So when you get to the point shown here, stop and Wait until between noon and 6 p.m. Playing Early Bird, that time span is when your Specials and Skills are shown at their base levels, which is usually what is displayed when you are modifying them.
When Rebuilding your Character, first you have to re-enter your image, which is a nuisance, then you go through entering your specs.
You have to give the Fallout makers credit for allowing us to save at any time and load any save to continue playing from that point.
These are the basic skills. Those with "(+)" each got
Lockpick is now at 48 per the above and Science is 34 and will get +1 from Luck.
Trading loot to get the Riot gear and lots of caps:
The Riot Gear has DT of 20 with +5 Guns and +1 AGL.
This little foray into Lonesome Road yielded armor with specs good enough for the rest of the game, a circuit board I can give to Primm's ED-E which allows it to repair weapons, and lots of caps.
Changing from Good Natured to Skilled Steals XP: If you look at the Specials picture for EB and GN further up this page, you will see that I'm leaving Goodsprings with XP of 881. But when I change the Trait from Good Natured to Skilled, it reduces my XP to 793, as seen in the picture below. The difference in the two is 88, or 10% of GN's 881. Since Skilled gives 10% less XP earned in exchange for the +5 it gives to all Specials, it appears that the game has taken back the 10% extra earned by GN in Goodsprings. I've played about a million games of FONV since 2010 and until Dec. 2024, never noticed that the XP changes if you change Traits when leaving GS. It was my understanding that it would NOT change the XP you've earned in GS; otherwise, what is the point in being able to change the Trait when leaving GS? The only reason I can see to use Skilled is that Good Natured does not give any points to energy weapons, but if you plan to use Skilled after Goodsprings, you might as well use it in GS too, even though there is only one dinky energy weapon in GS. If you are not using energy weapons, there is really no reason to use Skilled. Doubling Skilled Bonus: It is said on the Internet that if you start the game with Skilled and repeat it when leaving GS, it would double the positive effect (from +5 per Skill to +10) without changing the negative effect which stays at -10% to XP earned. I tested this and by the time I finished Lonesome Road, my level and XP were behind what they are when I use Good Natured. But a bigger surprise was that the game took away 10% of XP earned in GS just as it did when I changed from Good Natured to Skilled. Presumably, it already takes away the 10% of XP earned when it is earned, which means that it's taking away the Goodsprings XP twice. Before and after redoing specs. The "XP 777" in the upper right corner changes to 700.
Changing Good Natured to Skilled when Leaving GS: This does not involve a ton of strategy. I use the same SPECIALs for both. I work at getting Lockpick to where I can unlock the desk and the ammo box in the closet in the closet in the floor below the desk. I also get Science to 35 for getting ED-E. The main difference in alloting points to Skills is that with GN, the Energy Weapons skill can be ignored while in SK, you have to build it up while still building up Guns because you have to level up a lot to get some good Energy Weapons. Here are the screens from using Skilled. The first one shows the Specials being used and the next 3 show Skills after going up to levels 2, 3, and 4. The descriptions are omitted because they are about the same as for Goodnatured.
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