specifically. "The number in the red box is what you use as the first two digits of the ID." "Some guy listed the IDs for the perks in the mod in question. Just replaxe the two x's with the number found in the mod manager." Those are for fallout's version of this mod, surely it's not the same for new vegas's version.

Living Anatomy is a perk in Fallout: New Vegas. Taking this perk grants the ability to view an NPC's Hit Points and Damage Threshold amount when using VATS as well as a +5% bonus to damage against humans and non-feral ghouls. Targets with "long" names (such as "Brotherhood of Steel Paladin" or Y-17 Trauma Override Harness") may extend two lines when targeted, and thus push the HP and DT down 3 Kill 200/700/1000 enemies Deal an extra +1%/+2%/+4% damage to all enemies. Machine Head 3 Kill
daggerman 13 years ago #4. I'd say flip a coin between Toughness and Bloody Mess. Bloody mess is a flat 5% damage increase with some funny gore effects (who doesn't love that?), and Toughness is pure and simple DR. I think at level 6 I got the perk that increased the value of skill books or something, which is another solid choice imo.
GT: Diabolus89. LancetJades 10 years ago #2. 1: Two things. First, level 2 and 4 perks (except for Cannibal, and any perks from Dead Money) do NOT carry over. When you rebuild, you'd lose Lady Killer, for instance. Cannibal and the DM perks will stay, however, so only choose them on levels 2 and 4 (the first time).
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New Vegas is unique since both DR and DT are present as a combined statistic. Due to the vast majority of Fallout 3's assets being brought over to New Vegas, the existence of DR was likely a mechanic that Obsidian didn’t have enough time to fully replace with their preferred DT. When taking damage, DR is applied before DT, meaning that an 80
Level 8. All perks are solely based on which path you choose and which skills you decide to use. Level 10. Here and Now - level up immediately, so you can add twice the skill points you normally would and level up twice within under 5 minutes. Again, the other perks are based on which skills you've chosen. Level 12.
Weapon Handling is a perk in Fallout: New Vegas. Taking this perk grants a -2 reduction of the Strength requirement of all weapons, i.e. having better accuracy with ranged weapons and faster swings with melee/unarmed weapons. Taking the perk allows an Explosives- or Energy Weapons-focused Courier to effectively use any weapon from those categories with a Strength attribute no higher than 6 and
Fallout: New Vegas perks Sign in to edit v · d · e Fallout: New Vegas overviews Achievements Add-ons Patches Bugs Challenges Characters Companions Creatures Endings Factions Reputations Items Ammunition Armor & clothing Caravan cards Consumables Crafting Keys Holodisks & notes Skill books Skill magazines Snow globes Weapons Weapon mods Other items
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  • fallout 3 new vegas perks