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Aftereffects of Implants[]

So, do these things reduce your Endurance stat when you get them, e.g. buy a NEMEAN implant, my Endurance is 10, is it 9 after I get the implant, or is the player merely limited to a total of, say, 10 implants if they have 10 Endurance? -- User:Griever0311 No it does not lower your Endurance Stat.

Implants and Perks[]

Do the implants affect your base stats as far as perks go? IE, with agility 6 starting, if I took the agility implant to bring it to 7 would i be able to take perks like Nerves of Steel? Given than the endurance implant doesnt increase the max implants you can take, it might not affect the base stat for perks, but a test would be nice ^^ Drmuffinz 05:13, October 24, 2010 (UTC)

I've been seeing this question a lot everywhere, and I also wanted to know; so I exploited the experience glitch after I had bought the luck implant. I began the game with 4 luck, with the implant brought it up to 5, and then with Intensive Training raised it to 6. Another two levels later I was able to pick the Better Criticals perk. So the conclusion is: implants do count toward perks. This is test on the Xbox 360 version. (I am also aware of the fact that in the GECKO editor implant appear as effects, which would have suggested that it does not count toward perks. It appears that it does regardless.)

Intense Training[]

If your starting END is 6 but you boost it with the Intense Training perk, can you now get 7 implants? Since this opens access to other stat-limited perks on later leveling events, I would guess the answer is yes, but should be tested. If confirmed, perhaps the wording of the main page could be changed from "starting endurance" to some other term (e.g., "starting + perk-boosted endurance", or ideally something more graceful), to reflect this.

--GryphonQ75.14.211.239 00:04, October 25, 2010 (UTC)

I don't know for certain, but I expect, because of the fact it doesn't boost skill points, but Intense Training does, it does increase the amount available --Vault-BA 20:43, October 25, 2010 (UTC)

Confirmed, Intense Training to boost END does permit an additional implant per level of END boosted.

--GryphonQ 14:43, October 28, 2010 (UTC)

If my starting END is 6 and I buy an implant, and afterwards then use the Intense Training to boost my END up to 7: how many more implants can I then buy? 5 or 6? Specchum 09:55, November 9, 2010 (UTC)

--I tried this myself: by boosting my END up to 7 with Intense Training, after having bought 6 implants, I was then able to buy another one. I think "starting endurance" is misleading. I assume it to mean your endurance at the start of the game. The word "starting" should be removed IMO.Specchum 13:23, November 18, 2010 (UTC)

Verify that the intelligence implant doesn't raise skill points[]

The skill point Formula for New Vegas is: 10 + (0.5 * INT) (Half numbers are rounded up) This means that INT lvl of:

     1 & 2 = 11 skill points
     3 & 4 = 12 skill points
     5 & 6 = 13 skill points
     7 & 8 = 14 skill points
and 9 & 10 = 15 skill points

so to answer the question, the INT implant will give an extra skill point if your starting INT is 2,4,6, or 8... Default159 09:38, November 4, 2010 (UTC)


Since the skill points gained per level in NV aren't as clear-cut as in FO3, with rounding and carry-over half points and whatever, I think the info on the intelligence implant should be double-checked to see if it's actually correct... if someone has the time and caps (I'm broke and nowhere near levelling up) 124.168.93.25 04:20, October 26, 2010 (UTC)

Oh, before editing i checked effects of INT implant in GECK and it is same type of script as +PER wear (i don't know any +INT wear, but i'm 99.99% sure it will be exactly same).

I just leveled up having gotten the implant pretty early, started with 8 INT now at 9, +educated perk. My previous level up was 16pts, this one was 17, so it is effectively using the 9INT, right? 14.5 (+2). So I can verify that the implant does raise skill points. Makes sense if they also qualify you for perks. Shinyd00meyes 18:48, October 27, 2010 (UTC)
I'm just verifying that I've double-checked this myself on the (patched Steam) PC version - with the implant raising my char to an Int of 10, I'm consistently getting 15 skill points per level (regrettably I neglected to get the Educated perk earlier, and by now it isn't worth it) - I'll edit the main page to reflect that the Intelligence implant does, in fact, seem to raise skill points at level-up. 124.168.93.25 06:54, October 31, 2010 (UTC)
As of 2010-11-16, on the Playstation 3 adding the Int perk appears not to affect the number of skill points you get when leveling up. I started with INT 8 and the educated perk, getting 16 skill points per level, got the implant to take me to INT 9, and when leveling up the next time I was still offered only 16 skill points. I don't know if this is a PS3 bug or a change due to a software update. (And ouch! I'd done several hours of play between getting the implant and finding this out.) Anyway, I've tweaked the page slightly to reference this; please edit further as you see fit. User:cjs

I can confirm that it did indeed raise skill points gained. I did an early run, getting the implant before leveling to 2 so I could make the most use of this, I received 15 skill points each level up to 4 (where I took educated) and gained 17 at every level following that. if you take the perk with an odd INT Score after leveling up, it may still try to carry the .5 over and fail. I am on the PS3 and purchased the implant with 15 exp remaining to achieve level 2. I have a completely unpatched version due to lack of internet, if that changes anything. -Jason (NOV. 23, 2010) 9:37 AM


Strength implant bug

Main page states: "Purchasing the strength implant does not increase strength when at level 7."

Is this on all platforms? Any confirmation? I find the wording a bit vague, is it character level 7, or a strength value of 7? 203.59.20.147 08:53, October 27, 2010 (UTC)

I had my character at strength level 7 before I got the implant and after it was installed it stayed at 7... At first I thought it was my power armor that was bugged because my strength was up to 8(+) but took the armor off and it went back down to 7. And I'm playing on 360.
you are right, i tried it and it increase gained sp

-Umm... what platform are you playing on? because I am on the 360 and my starting STR was 7, and it did indeed raise to 8 after the implant Default159 09:25, November 4, 2010 (UTC) edit: I didnt notice that you did say you were on the 360... I verified (on 3 separate characters) that the STR implant does raise it from 7 to 8... so I am changing the main article to say "Sometimes purchasing the strength implant does not increase strength." as this is more accurate.



even though there are 9 implants available, you dont really need to get them all. you could easily skip the charisma, endurance, and intelligence implants. charisma doesnt really do anything, endurance is just redundant, and from what ive read the intelligence implant doesnt give bonus skill points.

that reduces the number of implants to buy to 6, only needing 6 starting endurance.

strength will be needed for carry weight and to equip items, perception to get better criticals perk, agility because agility is just too good now in new vegas, and luck for critical hits. then of course the 2 extra implants for DT and regeneration.

you could really skip the regeneration implant as well if you wanted to shave it down to 5 endurance points needed. while it might seem nice, 1 hp per 10 seconds is such a small amount that its not really going to make a noticeable difference, especially on hardcore mode where waiting to regen health would just mean consuming more food and water(that is probably going to give you rads).

I disagree on skipping the INT implant. My character has an endurance of six and I too thought about leaving out INT at first. But after reconsidering it was actually the first implant I got, at the fairly high level of 17. Now if you get this implant sooner and consider that it also raises some very popular skills like repair, science and medicine, it'll easily add a level or more in terms of skill points to your character. Well worth taking, imo. PS: I'd leave out charisma, endurance (unlike the description, endurance actually only counts for a static 5HP per level it seems, a higher endurance doesn't change that) and I'd also leave out the HP regeneration implant (unless this also heals limbs in HC, but I'd still prefer the other implants).RadiationStorm 10:32, July 22, 2011 (UTC)

Why skip out on Implants when u can just set your points 1 lower than you need and pour the extras into END for more Implants. For example you want 6 PE for Better criticals take that point out of PE at start and put it into END and get a point of endurance and a point of PE from your newly opened implant spot.

I thought this was going to be better[]

When I first went here and found out I could raise my special abilities I was excited even though she told me I could only do it a limited number of times until I found out I can only pick each special attribute only once each. I was going to spend all 5 (I have 5 END) on Luck so I can win the "Break the bank" trophy. As it turns out I can only pick luck once.

Moved from main page 11/10/10[]

On the PS3, after purchasing the endurance upgrade I was able to get an extra implant. This occurred after I left the clinic and leveled a few times. I have not used Intense Training on my endurance, though I have on my luck. Please confirm.

Number of implants[]

I was able to take 6 of the 9 implants with only 4 points in endurance. Is this a bug or something?--24.147.62.26 23:20, November 14, 2010 (UTC)

There does appear to be a bug where taking the Endurance Implant allows you to take an extra one, perhaps you also used intense training to level your END score as well, that would account for the 6. -Jason hall (NOV. 23, 2010 9:42 AM)

Huh?[]

So let me get this straight. As long as my Endurance is at an acceptional level I am able to get one implant for each Endurance point? And are these implants perminant or do they have some sort of side effect like almost everything in this game?

I'm not sure if 1 endurance = 1 implant because I've always had high endurance and never been told I can't get more implants. Implants are permanent and have no side effects. The only downside to them is how much they cost, but it is one of the few things you have to straight up buy instead of trade for in the game so you should have plenty of caps for it. --Pongsifu 11:41, December 9, 2010 (UTC)

Optimal Endurance value[]

If you're going the low Charisma route, then start like this for optimal point distribution:

  • END 7
  • CHA 1
  • INT 10
  • Points remaining: 2

This gives you 7 out of 9 implants and max skills. You don't need INT since you're already at max and you don't need CHA anyway. Aroddo 15:48, December 12, 2010 (UTC)

Personally, I think 6 END is the optimal value in regards to implants. From what I understand a higher END does not raise your HP above 5 per level, it seems to be a static value. Thus, more or less two added points for survival and 20 HP doesn't cut it, imho. If it's worth that much to the player, Intense Training might be the better route in adding END, since it'll allow an additional implant. The HP regeneration implant seems a little redundant too, unless I'm missing something and it heals limbs in HC mode. But even so, I'd still prefer the other SPECIAL and armour implants over it. Finally, CHA is pointless on a 1 CHA build.RadiationStorm 10:54, July 22, 2011 (UTC)
Things to cut from, charisma or luck for most builds and In essence Endurance (finishing DLC and adding +1 endurance and then adding endurance implant). NEVER BoRN (talk) 04:45, 10 November 2022 (UTC)

PHOENIX Monocyte Breeder?[]

The PHEONIX Monocyte Breeder is mentioned twice on the page, once in Special Implants and again in Notes. However, the information for them are different. The first, in the Special Implants, says that the implant regens by 1hp/10sec while the second, in Notes, says that the implant regens at 1hp/5sec.

Could someone clarify which one of these is the correct statement? --CptMuddles 08:00, December 31, 2010 (UTC)

Luck implant[]

So, the Luck implant works exactly as +1 Luck? The "It's not quite the same as making you luckier[...]" phrase of Usanagi kind of confuses me. Any clarification on this? --   ryz  (talk)   01:50, February 23, 2011 (UTC)

It's just fluff, it still gives you +1 LCK. It's just an explanation for how luck isn't a tangible thing, but being more efficient is close enough. Like counting cards at a casino, or that old quote about how luck favors the efficient. 75.128.249.100

Do the OWB implants count against the endurance limit for implants?[]

They don't seem that useful if they do... Dr. Lobotomy 00:36, July 21, 2011 (UTC)

The only restriction is the insane amount of caps total to purchase them all! Other than that, there are no restrictions.
--DrunkenSushi 10:40, July 22, 2011 (UTC)
It's not that bad. I'm level 14 now and already have something around 60.000 caps (played alot caravane and traveled alot to sell good things to the right vendors (that's important: don't sell things to neutral vendors)) --88.66.201.83 20:12, August 11, 2011 (UTC)

GLITCH[]

i do the 1 int thing to get a discount on int implant(lots of booze and dehydration to debuff it(Worked for gannon)) and get the dialogue about plants, but can't find the intelligence implant in the list(make muscles, make see better, tougher, make people like me better, make me faster, make me lucky) it goes s,p,e,c,a,l for some reason...when the alcohol wears off the options change to non stupid i can ask for the intelligence implant but its full price then. this happening to anybody else any way to fix it?

Some things like perks will go by your true BASE value of your SPECIAL rather than your current effected special from chems and what not. For example if your base perception was 4 and you used consumables to get it to 6, you still wouldn't be able to take the perk Better Criticals without having a true base perception of 6. It's likely that implants go by your base SPECIAL value as well based on your anecdote. --an0my(talk) 23:19, September 30, 2011 (UTC)

Other Sources of Permanent Increase to SPECIAL[]

Completion of Lonesome Road allows you to add +1 to the SPECIAL attribute of your choice. The Spineless perk from Old World Blues increases you Strength by +1 and can be upgraded to +2. --an0my(talk) 23:21, September 30, 2011 (UTC)

INT implant glitch[]

My character has an INT of 3 after I used the intense training perk once. I went to get the implant from the clinic but didn't realize I was short a few caps. when I came back to get it later it wasn't available. did anyone else have this have this problem?


August 8, 2012 11:26 PST - Yes, I have had the same thing happen (but my char has INT of 1). I haven't found a solution for this glitch unfortunately. I had to reload, which is unfortunate, because I just cleared out the casinos to afford implants (LUCK of 10).

Don't think this qualifies as a "glitch", it's probably working as intended, as a one time offer 50.99.131.84 23:47, December 16, 2012 (UTC)

Console modded S.P.E.C.I.A.L.s. Can still buy implants[]

I'm playing on PC and I admit (and feel slightly guilty) that at the start of FO3 and NV I console change my S.P.E.C.I.A.L. stats to be all 10s and give myself ~500 carry weight. That said, when I finally got to Usanagi I expected her to be amazed at my amazingness and give me the shpeel about how S.P.E.C.I.A.L. I am, but she still wanted to sell me the implants (except for agility which I actually boosted to 10 in the Vit-o-matic Vigor Tester). I can still buy all of the implants for 4k caps each but it won't do anything for me. Just wanted to let'cha all know.... I still feel guilty *sady face* Anyhoo, anyone with a science skill of atleast 100 want to explain why this happens? thanks :D Willhelm555 (talk) 05:59, July 6, 2015 (UTC)

I wouldn't feel too guilty. I wouldn't do it on my first playthrough, but when you get up to your forth or fifth, just have fun with it. Autographedcat (talk) 17:09, August 5, 2015 (UTC)

I just noticed that the dialogue does not seem to check the current S.P.E.C.I.A.L.s, but rather the ones from character creation - this also explains why you were able to still buy implants, although you used the console to get them all to 10. I started with 5 Endurance and decided to respec my S.P.E.C.I.A.L.s. at Level 12. Now I have 8 Endurace, but still cannot buy more than 5 Implants. Increasing Endurance even further via player.changeav command sadly doesn't enable another implant. Where are the values from character creation stored? Anonymous (too lazy to sign up, sorry) 20:32, September 19, 2015 (UTC)

Update: it seems that the console commands player.modav and player.forceav only modify the base-values which were set at character creation. If you want to "properly" modify your stats, you need a savegame editor (I used this one: http://www.techpowerup.com/forums/threads/fallout-new-vegas-save-editor.133583/ ). As I loaded my savegame, it still showed the old 7-5-5-5-5-8-5 spec that I chose at character creation, and not the S.P.E.C.I.A.L.s I modded over the ingame console. I respeced them in the savegame-editor to the values I wanted to have, loaded up the modified savegame ingame and then reversed the changes I did over the console earlier. tl;dr: If you want a "clean" respec that doesn't break dialogues like the one from the implants, use a savegame-editor and NOT the ingame console-commands forceav/modav. Anonymous (too lazy to sign up, sorry) 21:08, September 19, 2015 (UTC)

I just noticed the same thing seems to happen if you redo your character at the prompt you get when leaving the area of Goodsprings. The Endurance value that applies for the number of implants appears to be from the initial character creation, not the redone character. Ttakalo (talk) 22:11, November 4, 2016 (UTC)

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