Chet double perks glitch
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I have completed the game several times and am trying to use the Chet experience bug in goodsprings to create a super character with double perks just for fun but only certain perks seem to work. Anyone know which perks will be kept when leaving or if theres a reason only certain ones are kept?
From my tinkering around with it, it seems that any perk that requires a level 6 or higher are kept. Perks with no level requirements, or that require level 2 or 4 are removed. I suspect it was done under the assumption that you can't get to level 6 without leaving the Goodsprings area, so they only reset the ones below level 6. Kramer316 13:21, January 5, 2011 (UTC)
I've compiled a list of perks that stay from my youtube video research. In the process of confirming it. =p
These perks will not disappear before the re-roll:
- Bloody Mess
- Toughness
- Plasma Spaz
- Finesse
- Demo Expert
- Jury Rigger
- Ninja
- Piercing Strike
- Living Anatomy
- Commando
- Gunslinger
- Cowboy
- Shotgun Surgeon
- Silent Running
- Splash Damage
- Hit the Deck
- Better Criticals
- Grim Reapers Sprint
- Concentrated Fire
- Purifier
- Adamantium Skeleton
- Explorer
- Long Haul
- Sniper
- Meltdown
Also, if you have Dead Money, the following perks will stay if you pick them for level 2 and/or 4
- Light Touch
- Junk Rounds
These perks will disappear if you pick them before glitching then leaving Goodsprings:
- Heave Ho
- Educated
- Comprehension
- Lady Killer/Black Widow
- Cherchez la Femme/Confirmed Bachelor
- Entomologist
- Travel Light
- Strong Back
- Hunter
--Derragorn 13:40, March 24, 2011 (UTC)