User blog:TheRealMictlantecuhtli/Fallout: New Vegas - Perfect skills, and attributes build.

Using two seperate exploits, one to level to 50 before leaving the starting area, and another that results in double perks by recreating your character upon being prompted when exiting the starting area.

S 7, P 5, E 6, C 4, I 7, A 5, L 6

Small Frame

2. Light Touch, AGL 6, 45 repair

4. Old World Gourmet, END 6, 45 survival

6. Hand Loader, 70 repair

8. Vigilant Recycler, 70 science

10. Quick Draw, AGL 5

12. Heavyweight, STR 7

14. Chemist, 60 medicine

16. Chem Resistant, 60 medicine

18. Jury Rigging, 90 repair

20. Atomic!, END 6

22. Laser Commander, 90 energy

24. Nuka Chemist, 90 science

26. Voracious Reader, INT 7

28. Pyromaniac, 60 explosives

30. Robotics Expert, 50 science

32. Pack Rat, INT 5, 70 barter

34. Super Slam, STR 7, 45 melee

36. Them's Good Eatin', 55 survival

38. Unstoppable Force, STR 7, 90 melee

40. Certified Tech

42. Piercing Strike, 70 unarmed

44. Purifier

46. Silent Running, AGL 6, 50 sneak

48. Miss Fortune

50. Just Lucky I'm Alive

This second half of the build results in the ability to temporarily possess perfect special stats by only using three pieces of gear, and a single party time mentat. Dr. Mobius' glasses, Ulysses duster, and any +1 perception hat. In Dead Money total stats will be 10, 8, 10, 4, 6, 10, 10 as you lose access to your normal items and supplies. However, them's good eatin', mad bomber, miss fortune, implant grx, and light step will make completing it much easier if it is saved for last (it is the hardest of the four dlcs). Difficulty will be very hard, and hardcore mode active.

S 5(10), P 6(7), E 6(10), C 3(4), I 5(6), A 8(10), L 9(10) - represent total after all permanent bonuses.

Traits: Built to Destroy, Heavy Handed

represents skill total after collecting non-random books. + number of points to reach 100.

Barter (Tag): 30 (58) + 42 EW (Tag): 36 (64) + 36 Explosives: 21 (49) + 51 Guns: 27 (55) + 45 Lockpick: 21 (49) + 51 Medicine: 19 (47) + 53 Melee (Tag): 42 (70) + 30 Repair: 19 (47) + 53 Science: 19 (55) + 45 Sneak: 27 (63) + 37 Speech: 15 (43) + 57 Survival: 27 (51) + 49 Unarmed: 27 (55) + 45

Starting intelligence produces 625 skill points, totals to apply to skills above equals 602. With 21 points leftover, allowing 5 books to be skipped, and one extra point placed into a skill. 5 books in total are known to have problems.

1.The explosives book in Dead Money is hidden under a bed and has to be knocked out with explosives, or dropped items you grab and poke at it with. 2. A repair book in Dead Money requires you to have the companion Christine with you, otherwise your collar can detonate before acquiring it and getting back out of range of the speaker. If one mistake in pathfinding is made without her passive ability active, you will die. 3.The sneak book in Lonesome Road requires being knocked into view with explosives only. 4. The explosives book in the base game, at the NCR camp near Jacobstown can sometimes disappear depending on unknown criteria. 5. One science book in the base game at Helios One is unobtainable depending on quest choices; you must distribute power everywhere, instead of a specific location, or activating the orbital laser for personal use once per day.

2. Intense Training, AGL

4. Travel Light

6. Intense Training, STR

8. Lady Killer

10. Fight the Power

12. Intense Training, CHA

14. Confirmed Bachelor

16. Long Haul, END 6, 70 barter

18. Intense Training, STR

20. Mad Bomber, 45 explosives/repair

22. Comprehension, INT 4

24. Intense Training, CHA

26. Intense Training, END

28. Intense Training, END

30. Implant GRX, END 8

32. Implant GRX

34. Tunnel Runner, AGL 8

36. Rapid Reload, AGL 5, 30 guns

38. Burden to Bear, END/STR 6

40. Strong Back, END/STR 5

42. Finesse

44. Better Criticals, LCK/PER 6

46. Light Step, AGL/PER 6

48. Entomologist, INT 4, 45 survival

50. Ain't Like That Now

Weapon draw speed, and reload is insanely fast. Movement speed while overencumbered is good, and great when eating foods with a constant radiation effect. Fast travel while overencumbered is active, all dlcs have containers near the exit that allow you to leave with every item. All crafting is enabled; ammunition, explosives, etc for experimenting and outfitting companions with the best ammo.

Endings

 * Arcade Gannon - Is triggered by Mr. House coming to power, but stays in Freeside a bit, then returns to the Boneyard to live happily as a family doctor. Similar to Doc Mitchell, who saved you at the start of the game. Requires Mr. House winning, and convince him to stay in Freeside during the battle.


 * Craig Boone - Protect New Vegas as a security and caravan guard. Requires putting Mr. House in charge, and convincing him to make amends for the Bitter Springs massacre carried out by the NCR.


 * ED-E - Remains a loyal companion to the Courier, the Followers of the Apocalypse learn to use solar power to help people. Improving life in Freeside. Requires letting the Followers upgrade his weapons.


 * Lily Bowen - Stays in Jacobstown. Loses the significance of the recording of her grandchildren. Requires telling her to take her medication.


 * Raul Tejada - Settles down in the outskirts of New Vegas, and takes over New Vegas Steel. Producing and repairing goods for the city. Requires full maintenance, not old vaquero.


 * Rex - Settles down in Freeside, and hooks up with Roxie from Old World Blues. They create cyber puppies. Roxie must be created, and Rex on standby as a companion. Which brain he receives is irrelevant, though I always pick Rey's or Lupa's.


 * Rose of Sharon Cassidy - Heart skips a beat at the splendor of Mr. House's New Vegas. Requires Mr. House ending.


 * Veronice Santangelo - Stays in New Vegas with the Followers, pays her respects at Hidden Valley Bunker. Convince her to join the Followers, destroy the Brotherhood of Steel bunker.


 * Courier - Good Karma Mr. House.


 * Black Mountain: Tabitha is reunited with Rhonda, their exploits become a children's book.


 * Boomers - Repair their bomber, and put Mr. House in charge to get them to mingle with the rest of the world.


 * Brotherhood of Steel - Destroyed.


 * Fiends - Kill all the leaders to spare any securitrons having to do it later.


 * Followers of the Apocalypse - No Mr. House ending available other than mention of them still being present in Freeside and the Mojave in other endings.


 * Goodsprings - Victor protects the town out of appreciation to saving Mr. House's lieutenant.


 * Great Khans - Create a mighty empire with the help of the Followers of the Apocalypse. Convince them to break alliances with the Legion, leave Papa Khan in charge. Convince Papa to claim a new legacy.


 * Jacobstown - Prospers. Complete quest, pass speech check, and science check or ignore it entirely. First option is positive, second results in positive with trade with New Vegas, etc.


 * The Kings - Mr. House accepts them. Incite full scale war between them and the NCR, side with Mr. House.


 * NCR/Misfit Company - They serve admirably and earn promotions. Train them properly, side with anyone except the Legion.


 * Novac - Survives thanks to the Bright Followers. Repair rockets, improve guidance, convince the scientist to stay in Novac, side with anyone but the Legion.


 * Powder Gangers/NCRCF - Abandoned. Kill Eddie, side with Mr. House.


 * Powder Gangers/Vault 19 - Side with Great Khans.


 * Primm - Securitrons protect the town, and the citizens pay taxes to New Vegas. Convince the NCR to protect the town, then side with Mr. House.


 * NCR Rangers - Hanlon fights the imperialism of the NCR at home as a senator, once the dam is lost to Mr. House. Don't expose him, side with Mr. House.


 * Remnants - Reunite them, and let their legend grow. Side with Mr. House.