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Unlike in Fallout 3, there are not enough skill points in the base game to max out every skill, even when accounting for every perk and skill book/magazine. Unlike Fallout 3, where the same dialogue option is presented regardless of your success or failure, a check that will fail uses a humorously unconvincing response, while a passable check uses a well-thought out argument, thus reflecting the nature of the check. In the case where a player's associated skill level is too low, a dialogue option (highlighted in red) is presented that will fail the skill check, and will not grant a speech success. The player must have a certain amount in the particular skill or else the dialogue option cannot be passed. It allows the player to craft a number various items, such as food, stimpaks, and poisons to augment the effectiveness of weapons.Īs opposed to in Fallout 3, skills other than Speech have an effect on dialogue choices. The Survival skill, which is similar to Outdoorsman, was re-added. New throwing weapons, such as the throwing spear, have been added and are categorized as Melee Weapons. Weapons using explosive ordnance (missile and grenade launchers, for instance) are covered by Explosives.
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Small Guns and Big Guns having been combined into the Guns skill, which now covers all conventional firearms with bullet projectiles. Thirteen skills still remain, but the combat skills have been revised. Fallout: New Vegas shares a similar skill set to its predecessor, Fallout 3, but with several differences.