CautionThe game becomes unstable and will likely instantly crash when leveling up to level 99 if level 99 is not set to the maximum level.If you are worried about this happening, you can use the Level 99 and Perk Every Level version instead.If you are already using the level 255 version or the level 102 version, don't worry; even though the game will complain that a mod is missing when you try to load a saved game, everything will work the way it is supposed to if you switch to the level 99 version. Manual Installation (Verbose)Start New Vegas and save your game. (I would suggest using the 'save FILENAME' console command to give it a name like 'PRELVL255PEL' to make sure you don't accidentally delete it.)Install the NVSE before you try to use this mod.
(If it isn't already installed.)Copy the LVL255PEL.esp file to the Fallout: New Vegas Data folder.Run the game through the NVSE once. (May help avoid issues; unsure.)Use FOMM or NMM to place this mod at the bottom of your load order. (Mods loading after this one may override the changes.)Start the game through the NVSE. (FOMM and NMM should automatically detect NVSE and start the game through it.).
Testing Functionality (Character Not At Max Level/Perk Points Only)(Information about the NV console. )Open the console, type in 'advlevel' and press Enter.Close the console.Distribute skill points.Distribute perk point.Open the console, type in 'advlevel' and press Enter.Close the console.Distribute skill points.Distribute perk point.-If a perk point is offered after each advlevel entry, then the mod is working properly.-If only one perk point is offered despite two advlevel entries, the mod is not working. (See troubleshooting.). TroubleshootingWhile testing the mod, I did notice a couple possible problems, and I tried to find workarounds for them.Issue:I reached level 99, and the game crashed! What gives?Solution:Unfortunately, this appears to be a bug in New Vegas itself.It seems that displaying level 100 as the next level on the level up UI crashes the game.This is despite the fact that levels 101 and 102 display properly, without crashing the game.There are two options on continuing:1) As the safest option, I would suggest disabling the mod. (Despite warnings, saved games will still load completely fine.)-You will remain at level 99, which is unfortunate, but also preferable to crashes.2) As a different option, you can pause the game, and then use the advlevel command twice in the console to skip to level 101.-If the game doesn't crash, then the game should be fine up until level 102.
(Beyond that, it's likely to crash again whenever you gain XP.)-You will still need to gain all the XP you would need for both level 100 and 101 before reaching level 102.-If the game still crashes, then option 1 is probably the only option.Issue:I was already level 50, and it still reads 'XP MAX' for me after loading! What gives?Solution:This is an issue I notice when I load my character that is already level 50 (or higher) after I had add the mod.I found two simple solutions for fixing this.The first option was to reload the same saved game, check the PipBoy STATS page, close the PipBoy, wait around 5 seconds, and then check the PipBoy again.(It may take a few seconds for the script to load in and make the change, and/or for the PipBoy display scripts to query the new data.)The second option is to restart the game and try the first option again. (No, seriously.)Issue:The mod isn't working even though I tried everything else here! What gives?Solution:This could be because of a difference in the version of the NVSE I used to make the mod, and the version you use to run it.While the NVSE always attempts to be backwards compatible, mods compiled while using certain versions of the NVSE may not work as-is with other versions of the NVSE.I'll go through the method of fixing this with you.It's easy to do, but a little annoying since it isn't simply plug-and-play. (Not that getting mods to work is usually plug-and-play anyways.)-First, you will need to install the NV GECK if it isn't already installed.-Now, create a shortcut for the nvseloader executable.
(Just place it in the same folder; you'll probably only need to use it this once.)-Right-click the shortcut, and choose Properties.-In the 'Target' field, add ' -editor' to the end.-Click OK.-Use this new shortcut, and the GECK will start.Now, if you haven't used the GECK before, this probably looks pretty confusing.If the 'Data' window is already open, skip the next line.-Open the File menu, and click on 'Data.' In this new window, clicking selects things, while double-clicking sets which files to load.-Double-click anything with an X to the left of it to remove the X, and disable the file from loading.-Double click LVL255PEL.esp to set it for loading, then single click to make sure it is selected. (Or the applicable file if you are using an optional one.)-Click on 'Set as Active File' to activate it for modification, then click OK.Wait while the GECK loads. (This may take a few minutes on older computers, or if the game is installed to an HDD with low read-write speeds.)-After the GECK loads, open the File menu, and click Save.-Close the GECK.There we go, it should work now.Issue:It still doesn't work! What gives?Solution:-Try to make sure that no other mods are changing the semi-variables iMaxCharacterLevel and/or iLevelsPerPerk.(One of the popular gameplay overhaul mods may interfere with this, having a similar option included within itself.)-Make sure you have the New Vegas Script Extender v5.1 beta 01 or newer.-Make sure that the file is at the very bottom/end of the load order.Other than that, I honestly don't know what else to suggest. Additional Testing NotesThe game will probably crash upon reaching level 99 if you are using the level 255 or level 99 version.This is due to an issue with New Vegas itself, when displaying level 100 as the next level in the level up/XP gain UI.This is despite the fact that level 101 and 102 display fine, without crashing the game.As mentioned before, the game becomes unstable and prone to (more) crashing any time XP is awarded above level 102.-The instability may be made (much) worse by taking any of the increased XP gain perks.
(Swift Learner and/or Lessons Learned)-Not taking those perks, I managed to make the game award XP without crashing up to level 120, beyond which adding XP even without the XP gain perks caused crashes.-Using the advlevel command to increase level without increasing XP from there, I managed to advance to level 133, unlocking all but 3 perks, including all multi-level perks.-I was unable to unlock those three perks, since they were locked by requirements.-One required bad karma, one required less than 10 strength, and one required less than 10 perception. (Yes, I cheated myself up to 70 SPECIAL points. No, I don't feel bad about that. My tenth playthrough after all.)Playing the Ultimate Edition, Normal difficulty, with only a few small bugfix and content restoration mods, and not taking the XP gain perks, I hit level 50 after completing almost everything, except the Dead Money DLC and the Lonesome Road DLC.As such, while hitting level 100 is probably technically possible, it is unlikely even with the XP gain perks.Horrible JokeLVL 255 Perfect Elven Lord?/Horrible Joke.
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I have not really changed the options myself, when I played it, but I knew I did remember this. Quoting Project Nevada's part of the description.DetailsCharacter OptionsReduced Leveling SpeedConfigurable Skill Points per LevelConfigurable Level CapSTR-focused Carry Weight FormulaAGI-focused Action Point FormulaConfigurable Number of Perks per LevelSTR-based Throwing Range MultiplierI am sure there must be an option somewhere to change the level cap, without the need of a separate mod.
I accept that one every level right up to level thirty made you a little overpowered, but so much of the fun is in picking them. Perks are what make fallout SPECIAL, so to speak, and it seems like obsidian bursting in and telling us that we can't have as many seems old school in a way that we've moved past since the old fallout games. I don't have the game yet so I don't know how it actually affects the gameplay, but it seems like you could at least give us a perk each level until level 10 or so.
Also, does the fact that completing challenges can give you extra perks make up for the perk suppression? @foggel said: ' I feel it's a step back in the level of fun. Choosing perks is fun, why limit it to every second level? 'Oh, the game might get too easy'. Blurgh:P 'It's a problem with a lot of games. For some reason game developers won't let you play the way you want to.
They try to make you play there way, look at Dead Rising 2, all that fun that you can't have because you have to play by there rules. Then you get a game like Just Cause 2 where they basically let you do whatever you want, and it becomes one of the funnest games for a long time. Developers need to learn to stop being so oppressive in there games. But whatever.
I think you chose to lower the wrong stat.Initial S - 1 (Melee+2)P - 5 (Ener+10, Lock+10, Expl+10)E - 6 (Surv+12, Unarm+12)C - 5 (Bart+10, Spch+10)I - 10 (Med+20, Repr+20, Sci+20)A - 5 (Guns+10, Sneak+10)L - 8 (ALL +4)SPECIAL TOTAL: +208Also, all skills initially start at 2, so don't forget the extra (13.2)= +26 pointsReasoningStrength only controls Melee whereas Charisma controls Speech and Barter, resulting in a difference of 22(i.e. 2+10+10) - 14(i.e. Correct, at least without using mods or console commands. Making the game more challenging than Fallout 3, throughout all 30 levels of your character, was one of Obsidian's goals when designing New Vegas. In Fallout 3, while maxing out everything was fairly difficult, it was not uncommon to (by level 30, with the right build) have almost all skills at 100.
At that point, you were pretty much an unstoppable murder machine who ate super mutant behemoth heads for breakfast. (In Fallout 3, some of the new monsters with the Brotherhood add-on were designed entirely for the purpose of providing some challenge at high levels - albino radscorpions, feral ghoul reavers, etc. I can vouch for reavers having made it to New Vegas.)That's part of why perks were returned to being every two levels instead of every level, some of them were adjusted (EG, Grim Reaper's Sprint now only restores a certain number of AP, instead of all of them), skills were adjusted, the skill point allocation was adjusted and a variety of other tweaks were made.
@Steve: Truthfully, no. I just remember that in all of my playthroughs of F3, I had 100 on every skill I used (guns, energy weapons, big guns, sneak, lockpick, science, medicine) and most of the others by level 30.
Some of that came from perks - F3 had a lot of perks that gave you skill points. That, and finding (and using) high-powered unique weapons and armor kept me safe from everything except Reavers and Albino Radscorpions - which were relatively easily dispatched with the unique Gatling Laser (don't recall its name) and a few stimpacks.–Jan 14 '11 at 18:17.
This is calculated with the Dead Money DLC, which raises the level cap to 35: Starting Stats. Strength: 1.
Perception: 5. Endurance: 6. Charisma: 5.
Intelligence: 10. Agility: 5. Luck: 8Skill Books add +3 to a given skill. There are currently 5 skill books for each skill. You need the Comprehension perk (accessible with 4 Intelligence) to add an additional +1 to the +3 you get from the Skill Books. You also need the Educated perk (which you get at level 4), which adds +2 skill points to your total.
Also, if selected, the additional Tag! Perk adds 15 to any selected skill. Yes you can TOTALLY MAX OUT your skill & SPECIAL stats simultaneously but only temporarily (see below).No, as it stands there is no obvious way to max your skill & SPECIAL stats permanently (i.e. Without specific clothing or aids), unless you cheat. The only trait (apart from small frame) that gives you a skill or S.P.E.C.I.A.L stat boost is four eyes and I don't class that as a permanent stat boost as it depends on you limiting your play to wearing a specific item of clothing and if you don't wear glasses you suffer a -1 penalty to P, thereby lowering your stats. So essentially it's as neutral as Good natured. Good natured is a more solid, versatile choice imo.
If you follow my post you'll end up with a permanent 10 P anyway. Also I think that most glasses will boost your Perception by +2 even without four eyes. See Joe's post above.–Mar 10 '11 at 22:05.
The 'Four Eyes' perk has a major downside - it's actually that glasses do +2, and you're always at -1; this can be significant, as any perks that have a requirement on perception will use one less than whatever you select in your initial build.You can also keep spending your perks on Intense Training (Intelligence) at lower levels, so you're getting more skill points per level. You didn't say what your initial Int was, but I'm thinking it's about 6, based on the other numbers. I haven't done the math, but even with that, I don't think it's enough to max out, but you'd be able to get closer to maxed out skills.You'd be at more of a disadvantage early on, but I'd redo the math with a higher initial INT, and taking Intense Training (Luck) to get your skills up later, or Tag!
To get the extra 15 skill points.
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