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A bit of an XP Exploit


Alehazar

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If you're the kind of person who likes to boost his or her science and lockpick skills, here's a way to make full use of them.

- Whenever you find a key (like the SuperDuper Pharmacy key, or the Farragut Utility key), don't grab them just yet; see if you can pick the lock first, or whether there's a terminal you can hack to disengage the lock. Using the keys doesn't give you any additional XP, while a successful hack or lockpick does. If you fail both, you can still grab the key and get on with the game.

- When your skills are around 45 and you have some apparel that will give you an extra 5 skillpoints of either lockpicking or science skill, you're pretty much set to frequently use this little exploit:

- Whenever you encounter a locked door that you can either pick and that also has a console you can hack (like the one in Marigold station that gives you access to Grady's safe), see if you're skilled enough to do both. Pick the lock first, then hack the console to disengage the lock -of course after a successful lockpick attempt you really don't need to, but it still gives you some XP if you manage to get it right.

- It isn't much and I guess it sort of breaks the roleplaying experience, but it's there if you want to use it.

 

- If you're really not bothered by breaking the roleplaying element of the game, you can quicksave first before you try to hack a console or attempt to pick a lock and then reload if you both the job -but that sort of sucks, so forget you ever read it.

 

Alehazar

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