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(Choose once and markers will stay on map after resetting your character. No need to choose again)
  • Long Haul
  • Sniper
  • Meltdown
  • Educated

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
  • Comprehension
  • Lady Killer/Black Widow
  • Cherchez la Femme/Confirmed Bachelor
  • Entomologist
  • rapid reload
  • Travel Light
  • Strong Back
  • Hunter

--Derragorn 13:40, March 24, 2011 (UTC)