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| Zeile 8: | Zeile 8: | ||
|vorteil1 = Repair any item using a roughly similar item. | |vorteil1 = Repair any item using a roughly similar item. | ||
|baseid1 = {{ID|00165815}} | |baseid1 = {{ID|00165815}} | ||
}} | |||
{{Zitat|Sie können Gegenstände mithilfe von Gegenständen reparieren, die ihnen ähneln. Reparieren Sie eine Trapperbüchse mit einem Jagdgewehr, oder sogar eine Powerrüstung mit einer Metallrüstung.|In-Game Beschreibung| | {{Zitat|Sie können Gegenstände mithilfe von Gegenständen reparieren, die ihnen ähneln. Reparieren Sie eine Trapperbüchse mit einem Jagdgewehr, oder sogar eine Powerrüstung mit einer Metallrüstung.|In-Game Beschreibung|{{FNV}}}} | ||
'''Notreparatur''' ist ein [[Extra]] und [[Fallout: New Vegas | '''Notreparatur''' ist ein [[Extra]] und [[Erfolge und Trophäen (Fallout: New Vegas)|Erfolg]] in {{FNV}}. | ||
==Effekt== | |||
With this perk, you can [[Reparieren]] items based on category instead of type. For example, you can repair the rare [[Ranger Sequoia]] with the common [[.357 magnum revolver]]. The same goes for [[armor]] and [[clothing]]. | With this perk, you can [[Reparieren]] items based on category instead of type. For example, you can repair the rare [[Ranger Sequoia]] with the common [[.357 magnum revolver]]. The same goes for [[armor]] and [[clothing]]. | ||
There are 13 categories of [[Fallout: New Vegas | There are 13 categories of [[weapons (Fallout: New Vegas)|weapons]] that the perk will enable repairing within: unarmed, one-handed melee, two-handed melee, energy pistols, energy rifles (laser), energy rifles (other), energy weapons (heavy), one-handed guns, two-handed automatic guns, bolt/lever-action guns, miniguns, grenade launchers and missile launchers. Likewise, clothing can be used to repair each other within their category (light, medium, heavy). Finally, almost all headgear can be repaired with any other headgear. | ||
Weapons are categorized, to some extent, by the method in which they are fired. For example, the bolt-action [[anti-materiel rifle]] cannot be repaired by a [[Sniper rifle (Fallout: New Vegas)|sniper rifle]], because the sniper rifle is a semi-automatic firearm, but can be repaired by the [[Hunting rifle (Fallout: New Vegas)|hunting rifle]]. Some discrepancies arise with some other weapons, though. The [[12.7mm submachine gun|12.7mm SMG]] is categorized as a two-handed gun, and therefore can not be repaired by the [[9mm SMG (Fallout: New Vegas)|9mm]] and [[10mm SMG (Fallout: New Vegas)|10mm]] SMGs, since they are one-handed guns. A mostly complete list of all weapons that fall into specific categories follows. | Weapons are categorized, to some extent, by the method in which they are fired. For example, the bolt-action [[anti-materiel rifle]] cannot be repaired by a [[Sniper rifle (Fallout: New Vegas)|sniper rifle]], because the sniper rifle is a semi-automatic firearm, but can be repaired by the [[Hunting rifle (Fallout: New Vegas)|hunting rifle]]. Some discrepancies arise with some other weapons, though. The [[12.7mm submachine gun|12.7mm SMG]] is categorized as a two-handed gun, and therefore can not be repaired by the [[9mm SMG (Fallout: New Vegas)|9mm]] and [[10mm SMG (Fallout: New Vegas)|10mm]] SMGs, since they are one-handed guns. A mostly complete list of all weapons that fall into specific categories follows. | ||
| Zeile 26: | Zeile 25: | ||
This perk is useful in that it not only reduces the need to effect repairs by using [[Reparatursatz]]s or non-player characters, but it also allows the player to reliably repair their weapons with similar, much cheaper ones from fallen foes after or during combat without having to seek out an exact match. Characters who use low-durability weapons, picked the [[Built to Destroy]] trait, or find themselves using surplus or over/max-charged ammunition often will reap great benefits from the perk. It can also be a big help to those who favor certain unique weapons like the [[YCS/186]] or [[Oh, Baby!]], whose normal repair counterparts are rare or expensive, or weapons that do not have a standard repair counterpart. This goes for armor, as well, meaning that even [[Remnants power armor]] can be maintained on the cheap with a set of [[Metal armor (Fallout: New Vegas)|metal armor]]. | This perk is useful in that it not only reduces the need to effect repairs by using [[Reparatursatz]]s or non-player characters, but it also allows the player to reliably repair their weapons with similar, much cheaper ones from fallen foes after or during combat without having to seek out an exact match. Characters who use low-durability weapons, picked the [[Built to Destroy]] trait, or find themselves using surplus or over/max-charged ammunition often will reap great benefits from the perk. It can also be a big help to those who favor certain unique weapons like the [[YCS/186]] or [[Oh, Baby!]], whose normal repair counterparts are rare or expensive, or weapons that do not have a standard repair counterpart. This goes for armor, as well, meaning that even [[Remnants power armor]] can be maintained on the cheap with a set of [[Metal armor (Fallout: New Vegas)|metal armor]]. | ||
== Reparatur-Kategorien == | ==Reparatur-Kategorien== | ||
Each weapon and armor falls under a specific category in which all weapons/armors repair each other. | Each weapon and armor falls under a specific category in which all weapons/armors repair each other. | ||
: '''¹''' denotes the least expensive. (DLC items excluded) | : '''¹''' denotes the least expensive. (DLC items excluded) | ||
: '''²''' denotes the most expensive item that may be readily purchased or found in a class. (DLC items excluded) | : '''²''' denotes the most expensive item that may be readily purchased or found in a class. (DLC items excluded) | ||
: '''³''' denotes unique weapon with no common variant available. | : '''³''' denotes unique weapon with no common variant available. | ||
: ''Italics'' denote [[Fallout: New Vegas | : ''Italics'' denote [[Add-Ons (Fallout: New Vegas)|DLC]] content. | ||
: '''Note''': In cases where multiple items could be listed, the most commonly occurring item is used. | : '''Note''': In cases where multiple items could be listed, the most commonly occurring item is used. | ||
== Waffen == | ==Waffen== | ||
Weapons are listed by their base variants, except in cases when it is unique. Make sure if you add something it is listed alphabetically. | Weapons are listed by their base variants, except in cases when it is unique. Make sure if you add something it is listed alphabetically. | ||
==== Waffenlos ==== | ====Waffenlos==== | ||
{{clear}} | {{clear}} | ||
{| class="va-table va-table-full va-table-center sortable" | {| class="va-table va-table-full va-table-center sortable" | ||
|- valign="top" | |- valign="top" | ||
! NAME | ! NAME | ||
! [[Fallout: | ! [[Waffen (Fallout: New Vegas)#Legende|WG]] | ||
! [[Fallout: | ! [[Waffen (Fallout: New Vegas)#Legende|VALUE]] | ||
! [[Fallout: | ! [[Waffen (Fallout: New Vegas)#Legende|V:W]] | ||
! [[Fallout: | ! [[Waffen (Fallout: New Vegas)#Legende|HP]] | ||
|- | |- | ||
| [[Ballistische Faust]]² | | [[Ballistische Faust]]² | ||
| Zeile 165: | Zeile 161: | ||
|} | |} | ||
==== Einhand-Nahkampfwaffen ==== | ====Einhand-Nahkampfwaffen==== | ||
{{clear}} | {{clear}} | ||
{| class="va-table va-table-full va-table-center sortable" | {| class="va-table va-table-full va-table-center sortable" | ||
|- valign="top" | |- valign="top" | ||
! NAME | ! NAME | ||
! [[Fallout: | ! [[weapons (Fallout: New Vegas)#Legend|WG]] | ||
! [[Fallout: | ! [[weapons (Fallout: New Vegas)#Legend|VALUE]] | ||
! [[Fallout: | ! [[weapons (Fallout: New Vegas)#Legend|V:W]] | ||
! [[Fallout: | ! [[weapons (Fallout: New Vegas)#Legend|HP]] | ||
|- | |- | ||
| [[Cattle prod (Fallout: New Vegas)|Cattle prod]] | | [[Cattle prod (Fallout: New Vegas)|Cattle prod]] | ||
| Zeile 297: | Zeile 292: | ||
|} | |} | ||
==== Zweihand-Nahkampfwaffen ==== | ====Zweihand-Nahkampfwaffen==== | ||
{{clear}} | {{clear}} | ||
{| class="va-table va-table-full va-table-center sortable" | {| class="va-table va-table-full va-table-center sortable" | ||
|- valign="top" | |- valign="top" | ||
! NAME | ! NAME | ||
! [[Fallout: | ! [[weapons (Fallout: New Vegas)#Legend|WG]] | ||
! [[Fallout: | ! [[weapons (Fallout: New Vegas)#Legend|VALUE]] | ||
! [[Fallout: | ! [[weapons (Fallout: New Vegas)#Legend|V:W]] | ||
! [[Fallout: | ! [[weapons (Fallout: New Vegas)#Legend|HP]] | ||
|- | |- | ||
| [[9 iron]] | | [[9 iron]] | ||
| Zeile 414: | Zeile 408: | ||
The [[proton throwing axe]] can be used to repair the [[proton axe]], but not other two-handed melee weapons. | The [[proton throwing axe]] can be used to repair the [[proton axe]], but not other two-handed melee weapons. | ||
==== Energie-Pistolen ==== | ====Energie-Pistolen==== | ||
{{clear}} | {{clear}} | ||
{| class="va-table va-table-full va-table-center sortable" | {| class="va-table va-table-full va-table-center sortable" | ||
|- valign="top" | |- valign="top" | ||
! NAME | ! NAME | ||
! [[Fallout: | ! [[weapons (Fallout: New Vegas)#Legend|WG]] | ||
! [[Fallout: | ! [[weapons (Fallout: New Vegas)#Legend|VALUE]] | ||
! [[Fallout: | ! [[weapons (Fallout: New Vegas)#Legend|V:W]] | ||
! [[Fallout: | ! [[weapons (Fallout: New Vegas)#Legend|HP]] | ||
|- | |- | ||
| ''[[Flare gun (Lonesome Road)|Flare gun]]'' {{icon|FNVLR|link=Lonesome Road (Add-On)}} | | ''[[Flare gun (Lonesome Road)|Flare gun]]'' {{icon|FNVLR|link=Lonesome Road (Add-On)}} | ||
| Zeile 474: | Zeile 467: | ||
|- valign="top" | |- valign="top" | ||
! NAME | ! NAME | ||
! [[Fallout: | ! [[weapons (Fallout: New Vegas)#Legend|WG]] | ||
! [[Fallout: | ! [[weapons (Fallout: New Vegas)#Legend|VALUE]] | ||
! [[Fallout: | ! [[weapons (Fallout: New Vegas)#Legend|V:W]] | ||
! [[Fallout: | ! [[weapons (Fallout: New Vegas)#Legend|HP]] | ||
|- | |- | ||
| [[ | | [[AER14 Prototyp]] | ||
| 8.5 | | 8.5 | ||
| 2200 | | 2200 | ||
| Zeile 504: | Zeile 497: | ||
|- valign="top" | |- valign="top" | ||
! NAME | ! NAME | ||
! [[Fallout: | ! [[weapons (Fallout: New Vegas)#Legend|WG]] | ||
! [[Fallout: | ! [[weapons (Fallout: New Vegas)#Legend|VALUE]] | ||
! [[Fallout: | ! [[weapons (Fallout: New Vegas)#Legend|V:W]] | ||
! [[Fallout: | ! [[weapons (Fallout: New Vegas)#Legend|HP]] | ||
|- | |- | ||
| [[Gauss rifle (Fallout: New Vegas)|Gauss rifle]]² | | [[Gauss rifle (Fallout: New Vegas)|Gauss rifle]]² | ||
| Zeile 554: | Zeile 547: | ||
|- valign="top" | |- valign="top" | ||
! NAME | ! NAME | ||
! [[Fallout: | ! [[weapons (Fallout: New Vegas)#Legend|WG]] | ||
! [[Fallout: | ! [[weapons (Fallout: New Vegas)#Legend|VALUE]] | ||
! [[Fallout: | ! [[weapons (Fallout: New Vegas)#Legend|V:W]] | ||
! [[Fallout: | ! [[weapons (Fallout: New Vegas)#Legend|HP]] | ||
|- | |- | ||
| [[Flammenwerfer (Fallout: New Vegas)|Flammenwerfer]] | | [[Flammenwerfer (Fallout: New Vegas)|Flammenwerfer]] | ||
| Zeile 602: | Zeile 595: | ||
|} | |} | ||
==== Einhandwaffen ==== | ====Einhandwaffen==== | ||
{{clear}} | {{clear}} | ||
{| class="va-table va-table-full va-table-center sortable" | {| class="va-table va-table-full va-table-center sortable" | ||
|- valign="top" | |- valign="top" | ||
! NAME | ! NAME | ||
! [[Fallout: | ! [[Waffen (Fallout: New Vegas)#Legende|WG]] | ||
! [[Fallout: | ! [[Waffen (Fallout: New Vegas)#Legende|VALUE]] | ||
! [[Fallout: | ! [[Waffen (Fallout: New Vegas)#Legende|V:W]] | ||
! [[Fallout: | ! [[Waffen (Fallout: New Vegas)#Legende|HP]] | ||
|- | |- | ||
| [[.357 magnum revolver]] | | [[.357 magnum revolver]] | ||
| Zeile 711: | Zeile 703: | ||
|} | |} | ||
==== Zweihand-Automatikwaffen ==== | ====Zweihand-Automatikwaffen==== | ||
{{clear}} | {{clear}} | ||
{| class="va-table va-table-full va-table-center sortable" | {| class="va-table va-table-full va-table-center sortable" | ||
|- valign="top" | |- valign="top" | ||
! NAME | ! NAME | ||
! [[Fallout: | ! [[weapons (Fallout: New Vegas)#Legend|WG]] | ||
! [[Fallout: | ! [[weapons (Fallout: New Vegas)#Legend|VALUE]] | ||
! [[Fallout: | ! [[weapons (Fallout: New Vegas)#Legend|V:W]] | ||
! [[Fallout: | ! [[weapons (Fallout: New Vegas)#Legend|HP]] | ||
|- | |- | ||
| [[.45 Auto submachine gun|.45 Auto SMG]] | | [[.45 Auto submachine gun|.45 Auto SMG]] | ||
| Zeile 795: | Zeile 786: | ||
|- valign="top" | |- valign="top" | ||
! NAME | ! NAME | ||
! [[Fallout: | ! [[weapons (Fallout: New Vegas)#Legend|WG]] | ||
! [[Fallout: | ! [[weapons (Fallout: New Vegas)#Legend|VALUE]] | ||
! [[Fallout: | ! [[weapons (Fallout: New Vegas)#Legend|V:W]] | ||
! [[Fallout: | ! [[weapons (Fallout: New Vegas)#Legend|HP]] | ||
|- | |- | ||
| [[Anti-materiel rifle]]² | | [[Anti-materiel rifle]]² | ||
| Zeile 891: | Zeile 882: | ||
|} | |} | ||
==== Miniguns ==== | ====Miniguns==== | ||
{{clear}} | {{clear}} | ||
{| class="va-table va-table-full va-table-center sortable" | {| class="va-table va-table-full va-table-center sortable" | ||
|- valign="top" | |- valign="top" | ||
! NAME | ! NAME | ||
! [[Fallout: | ! [[weapons (Fallout: New Vegas)#Legend|WG]] | ||
! [[Fallout: | ! [[weapons (Fallout: New Vegas)#Legend|VALUE]] | ||
! [[Fallout: | ! [[weapons (Fallout: New Vegas)#Legend|V:W]] | ||
! [[Fallout: | ! [[weapons (Fallout: New Vegas)#Legend|HP]] | ||
|- | |- | ||
| [[CZ57 Avenger]]² | | [[CZ57 Avenger]]² | ||
| Zeile 927: | Zeile 917: | ||
|} | |} | ||
==== Granatenwerfer ==== | ====Granatenwerfer==== | ||
{{clear}} | {{clear}} | ||
{| class="va-table va-table-full va-table-center sortable" | {| class="va-table va-table-full va-table-center sortable" | ||
|- valign="top" | |- valign="top" | ||
! NAME | ! NAME | ||
! [[Fallout: | ! [[weapons (Fallout: New Vegas)#Legend|WG]] | ||
! [[Fallout: | ! [[weapons (Fallout: New Vegas)#Legend|VALUE]] | ||
! [[Fallout: | ! [[weapons (Fallout: New Vegas)#Legend|V:W]] | ||
! [[Fallout: | ! [[weapons (Fallout: New Vegas)#Legend|HP]] | ||
|- | |- | ||
| [[Granatenwerfer (Fallout: New Vegas)|Granatenwerfer]]² | | [[Granatenwerfer (Fallout: New Vegas)|Granatenwerfer]]² | ||
| Zeile 957: | Zeile 946: | ||
|} | |} | ||
==== Raketenwerfer ==== | ====Raketenwerfer==== | ||
{{clear}} | {{clear}} | ||
{| class="va-table va-table-full va-table-center sortable" | {| class="va-table va-table-full va-table-center sortable" | ||
|- valign="top" | |- valign="top" | ||
! NAME | ! NAME | ||
! [[Fallout: | ! [[weapons (Fallout: New Vegas)#Legend|WG]] | ||
! [[Fallout: | ! [[weapons (Fallout: New Vegas)#Legend|VALUE]] | ||
! [[Fallout: | ! [[weapons (Fallout: New Vegas)#Legend|V:W]] | ||
! [[Fallout: | ! [[weapons (Fallout: New Vegas)#Legend|HP]] | ||
|- | |- | ||
| ''[[Esther (GRA)|Esther]]'' {{icon|FNVGRA|link=Gun Runners' Arsenal (Add-On)}} | | ''[[Esther (GRA)|Esther]]'' {{icon|FNVGRA|link=Gun Runners' Arsenal (Add-On)}} | ||
| Zeile 993: | Zeile 981: | ||
|} | |} | ||
== Nichtbetroffene Waffen == | ==Nichtbetroffene Waffen== | ||
These weapons each are in their own category and can only be repaired by copies of themselves, their unique variants and using [[Reparatursatz]]s. | These weapons each are in their own category and can only be repaired by copies of themselves, their unique variants and using [[Reparatursatz]]s. | ||
These weapons are: [[Arc welder (Fallout: New Vegas)|Arc welder]], [[grenade machinegun]], ''[[holorifle]]'', [[shoulder mounted machine gun]], [[Tesla cannon (Fallout: New Vegas)|Tesla cannon]], and [[binoculars]]. | These weapons are: [[Arc welder (Fallout: New Vegas)|Arc welder]], [[grenade machinegun]], ''[[holorifle]]'', [[shoulder mounted machine gun]], [[Tesla cannon (Fallout: New Vegas)|Tesla cannon]], and [[binoculars]]. | ||
== Rüstung | ==Rüstung== | ||
====Schwere Rüstung==== | |||
All heavy armors. [[Metal armor (Fallout: New Vegas)|Metal armor]]¹, [[T-51b power armor (Fallout: New Vegas)|T-51b power armor]]², etc. | All heavy armors. [[Metal armor (Fallout: New Vegas)|Metal armor]]¹, [[T-51b power armor (Fallout: New Vegas)|T-51b power armor]]², etc. | ||
==== Mittlere Rüstung ==== | ====Mittlere Rüstung==== | ||
All medium armors.[[Recon Armor]],[[Combat armor (Fallout: New Vegas)|Combat armor]], [[Combat armor, reinforced]]², [[Combat armor, reinforced mark 2]]², [[Desert Ranger combat armor]], [[NCR Ranger combat armor]], [[NCR armor|NCR Bandoleer/Face Wrap/Mantle/Military Police/Trooper armor]]¹, ''[[Riot gear]]''. | All medium armors.[[Recon Armor]],[[Combat armor (Fallout: New Vegas)|Combat armor]], [[Combat armor, reinforced]]², [[Combat armor, reinforced mark 2]]², [[Desert Ranger combat armor]], [[NCR Ranger combat armor]], [[NCR armor|NCR Bandoleer/Face Wrap/Mantle/Military Police/Trooper armor]]¹, ''[[Riot gear]]''. | ||
==== Leichte Rüstung ==== | ====Leichte Rüstung==== | ||
All light armors. [[Wasteland outfit (Fallout: New Vegas)|Wasteland outfit]]¹, [[Space suit (Fallout: New Vegas)|Space suit]], etc. [[Pre-War outfit (Fallout: New Vegas)|Pre-War clothing]], [[Leather armor, reinforced]]², [[Vault 34 security armor]], ''[[Sierra Madre armor]]'', Light armor can also be repaired with clothes (like [[Pre-War outfit (Fallout: New Vegas)|pre-War businesswear]] or [[Wasteland outfit (Fallout: New Vegas)|wasteland doctor fatigues]]) and vice versa. | All light armors. [[Wasteland outfit (Fallout: New Vegas)|Wasteland outfit]]¹, [[Space suit (Fallout: New Vegas)|Space suit]], etc. [[Pre-War outfit (Fallout: New Vegas)|Pre-War clothing]], [[Leather armor, reinforced]]², [[Vault 34 security armor]], ''[[Sierra Madre armor]]'', Light armor can also be repaired with clothes (like [[Pre-War outfit (Fallout: New Vegas)|pre-War businesswear]] or [[Wasteland outfit (Fallout: New Vegas)|wasteland doctor fatigues]]) and vice versa. | ||
==== Leichte Kopfbedeckung ==== | ====Leichte Kopfbedeckung==== | ||
All head items in the base game, {{FNVDM}}, {{FNVHH}} and {{FNVOWB}} can repair one another due to all items being classified as "light". | |||
All head items in the base game, | |||
[[Glasses]]¹, [[Pre-War outfit (Fallout: New Vegas)#Headwear|pre-War hats]], [[T-51b power armor (Fallout: New Vegas)|T-51b power helmet]]², etc. | |||
== | ====Schwere Kopfbedeckung==== | ||
The ''[[Riot Gear]]'' Helmet and its variants are the only headgear classified as 'Heavy' so far. Since they can already repair one another freely, Jury Rigging only has the effect to allow them to be repaired by heavy armor. The other helmets and masks from {{FNVLR}} are classified as 'Light' and can be Jury Rigged with any other headgear. | |||
==Infos== | |||
* Despite the oddity of some repair combinations, there is no difference between repairing an item with a proper counterpart and a vague equivalent. Repairing a chainsaw with a baseball bat will in no way alter the chainsaw, despite the fact that nothing in the bat would serve as effective repair parts. | * Despite the oddity of some repair combinations, there is no difference between repairing an item with a proper counterpart and a vague equivalent. Repairing a chainsaw with a baseball bat will in no way alter the chainsaw, despite the fact that nothing in the bat would serve as effective repair parts. | ||
* If you are going to attempt a repair on a high power/unique weapon, but lack the current equipment necessary, it is effective to purchase a lower level weapon that would fall into the same category as the weapon you aim to fix. For example, you could repair a [[10mm pistol]] with a full condition [[9mm pistol (Fallout: New Vegas)|9mm pistol]]. | * If you are going to attempt a repair on a high power/unique weapon, but lack the current equipment necessary, it is effective to purchase a lower level weapon that would fall into the same category as the weapon you aim to fix. For example, you could repair a [[10mm pistol]] with a full condition [[9mm pistol (Fallout: New Vegas)|9mm pistol]]. | ||
| Zeile 1.033: | Zeile 1.015: | ||
[[en:Jury Rigging]] | [[en:Jury Rigging]] | ||
[[es:Reparaciones provisionales]] | |||
[[ko:마구잡이 수리]] | |||
[[pl:Mistrz Improwizacji]] | |||
[[pt:Jury Rigging]] | |||
[[ru:Очумелые ручки]] | [[ru:Очумелые ручки]] | ||
[[uk:Тимчасове оснащення]] | |||
[[Kategorie:Extras]] | [[Kategorie:Extras]] | ||
[[Kategorie:Fallout: New Vegas Extras]] | [[Kategorie:Fallout: New Vegas: Extras]] | ||
Aktuelle Version vom 17. Oktober 2024, 08:59 Uhr
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| Für den Erfolg, siehe Notreparierer. |
Notreparatur ist ein Extra und Erfolg in Fallout: New Vegas.
Effekt
With this perk, you can Reparieren items based on category instead of type. For example, you can repair the rare Ranger Sequoia with the common .357 magnum revolver. The same goes for armor and clothing.
There are 13 categories of weapons that the perk will enable repairing within: unarmed, one-handed melee, two-handed melee, energy pistols, energy rifles (laser), energy rifles (other), energy weapons (heavy), one-handed guns, two-handed automatic guns, bolt/lever-action guns, miniguns, grenade launchers and missile launchers. Likewise, clothing can be used to repair each other within their category (light, medium, heavy). Finally, almost all headgear can be repaired with any other headgear.
Weapons are categorized, to some extent, by the method in which they are fired. For example, the bolt-action anti-materiel rifle cannot be repaired by a sniper rifle, because the sniper rifle is a semi-automatic firearm, but can be repaired by the hunting rifle. Some discrepancies arise with some other weapons, though. The 12.7mm SMG is categorized as a two-handed gun, and therefore can not be repaired by the 9mm and 10mm SMGs, since they are one-handed guns. A mostly complete list of all weapons that fall into specific categories follows.
A simple way to tell what weapons can repair each other is to look at the way that the player holds the weapon, in addition to the general type of the weapon (Guns, Energy, Explosives, etc.). For example, since the player holds the plasma rifle in the same way that they hold the laser RCW, Jury Rigging lets you repair them with each other, even though one is laser and one is plasma. However, since the laser rifle is held differently (more like a bolt/lever action gun), you cannot use it to repair the laser RCW, nor vice versa.
This perk is useful in that it not only reduces the need to effect repairs by using Reparatursatzs or non-player characters, but it also allows the player to reliably repair their weapons with similar, much cheaper ones from fallen foes after or during combat without having to seek out an exact match. Characters who use low-durability weapons, picked the Built to Destroy trait, or find themselves using surplus or over/max-charged ammunition often will reap great benefits from the perk. It can also be a big help to those who favor certain unique weapons like the YCS/186 or Oh, Baby!, whose normal repair counterparts are rare or expensive, or weapons that do not have a standard repair counterpart. This goes for armor, as well, meaning that even Remnants power armor can be maintained on the cheap with a set of metal armor.
Reparatur-Kategorien
Each weapon and armor falls under a specific category in which all weapons/armors repair each other.
- ¹ denotes the least expensive. (DLC items excluded)
- ² denotes the most expensive item that may be readily purchased or found in a class. (DLC items excluded)
- ³ denotes unique weapon with no common variant available.
- Italics denote DLC content.
- Note: In cases where multiple items could be listed, the most commonly occurring item is used.
Waffen
Weapons are listed by their base variants, except in cases when it is unique. Make sure if you add something it is listed alphabetically.
Waffenlos
| NAME | WG | VALUE | V:W | HP |
|---|---|---|---|---|
| Ballistische Faust² | 6 | 7800 | 1300 | 80 |
| Bear trap fist | 6 | 800 | 133.3 | 80 |
| Boxing gloves | 6 | 100 | 16.7 | 75 |
| Boxing tape | 4 | 100 | 400 | 500 |
| Bladed gauntlet | 10 | 200 | 20 | 60 |
| Brass knuckles | 1 | 120 | 120 | 200 |
| Displacer glove | 6 | 3500 | 583.3 | 100 |
| Dog tag fist¹ | 3 | 50 | 16.7 | 100 |
| Embrace of the Mantis King! | 12 | 8500 | 708 | 80 |
| Greased Lightning | 6 | 15000 | 2500 | 200 |
| Mantis gauntlet | 10 | 750 | 15 | 50 |
| Power fist | 6 | 800 | 133.3 | 80 |
| Saturnite fist | 4 | 1600 | 400 | 160 |
| Saturnite fist super-heated | 4 | 2400 | 600 | 120 |
| Scientist glove | 2 | 500 | 250 | 50 |
| Spiked knuckles | 1 | 500 | 500 | 300 |
| Two-Step Goodbye | 6 | 20000 | 3333 | 80 |
| Yao guai gauntlet | 10 | 150 | 15 | 600 |
| Zap glove | 6 | 5200 | 866.6 | 100 |
Einhand-Nahkampfwaffen
| NAME | WG | VALUE | V:W | HP |
|---|---|---|---|---|
| Cattle prod | 3 | 450 | 150 | 500 |
| Cleaver | 2 | 20 | 10 | 250 |
| Combat knife | 1 | 500 | 500 | 90 |
| Cosmic knife | 1 | 35 | 35 | 150 |
| Dress cane | 3 | 40 | 13.3 | 50 |
| Gehenna | 3 | 12000 | 4000 | 400 |
| Hatchet | 2 | 75 | 37.5 | 300 |
| Katana | 3 | 2500 | 833 | 200 |
| Knife¹ | 1 | 20 | 20 | 150 |
| Lead pipe | 3 | 75 | 25 | 50 |
| Machete | 6 | 50 | 133.3 | 80 |
| Machete gladius | 2 | 1000 | 500 | 75 |
| Police baton | 2 | 70 | 35 | 150 |
| Ripper | 6 | 1200 | 200 | 1200 |
| Rolling pin | 1 | 10 | 10 | 100 |
| Shishkebab² | 3 | 2500 | 833.3 | 500 |
| Straight razor | 1 | 35 | 35 | 75 |
| Switchblade | 1 | 35 | 35 | 100 |
| Tire iron | 3 | 40 | 13 | 200 |
| War club | 3 | 75 | 25 | 200 |
Zweihand-Nahkampfwaffen
| NAME | WG | VALUE | V:W | HP |
|---|---|---|---|---|
| 9 iron | 3 | 55 | 18 | 60 |
| Baseball bat | 3 | 250 | 83.3 | 400 |
| Blade of the West | 12 | 5700 | 475 | 150 |
| Bumper sword | 12 | 2500 | 208 | 300 |
| Chainsaw | 20 | 2800 | 140 | 1600 |
| Fire axe | 8 | 2500 | 313 | 200 |
| Knife spear | 3 | 55 | 18.33 | 400 |
| Nail board | 4 | 250 | 62.5 | 60 |
| Nuka Breaker | 8 | 7800 | 978 | 200 |
| Pool cue¹ | 1 | 15 | 15 | 50 |
| Proton axe | 8 | 3500 | 437.5 | 200 |
| Rebar club | 9 | 500 | 56 | 250 |
| Shovel | 3 | 55 | 18 | 300 |
| Sledgehammer | 12 | 130 | 11 | 150 |
| Super sledge² | 20 | 5800 | 290 | 100 |
| Thermic lance | 20 | 5500 | 275 | 2000 |
| X-2 antenna | 15 | 6000 | 400 | 125 |
The throwing knife spear can be used to repair the knife spear, but not other two-handed melee weapons.
The proton throwing axe can be used to repair the proton axe, but not other two-handed melee weapons.
Energie-Pistolen
| NAME | WG | VALUE | V:W | HP |
|---|---|---|---|---|
| Flare gun | 2 | 500 | 250 | 50 |
| Laser pistol¹ | 3 | 175 | 58.3 | 200 |
| MF Hyperbreeder Alpha | 7 | 8900 | 1271 | 800 |
| Plasma Defender² | 2 | 3000 | 1500 | 100 |
| Plasma pistol | 3 | 200 | 66.6 | 150 |
| Recharger pistol | 7 | 2700 | 385.7 | 300 |
| Sonic emitter | 2 | 3500 | 1750 | 100 |
Energie-Gewehre (Laser)
| NAME | WG | VALUE | V:W | HP |
|---|---|---|---|---|
| AER14 Prototyp | 8.5 | 2200 | 258.8 | 100 |
| Lasergewehr¹ | 8 | 800 | 100 | 125 |
| Tri-beam laser rifle² | 9 | 4800 | 533.3 | 50 |
Energie-Gewehre (Sonstige)
| NAME | WG | VALUE | V:W | HP |
|---|---|---|---|---|
| Gauss rifle² | 7 | 3000 | 428.6 | 80 |
| LAER | 4 | 8500 | 2000 | 75 |
| RCW Laser | 4 | 2150 | 537.5 | 400 |
| Multiplas rifle | 7 | 2500 | 357.14 | 50 |
| Plasma rifle | 8 | 1300 | 162.5 | 75 |
| Recharger rifle¹ | 15 | 250 | 16.73 | 200 |
Note: The laser rifle can also be used to repair the recharger rifle.
Energiewaffen (schwer)
| NAME | WG | VALUE | V:W | HP |
|---|---|---|---|---|
| Flammenwerfer | 15 | 2350 | 156.6 | 200 |
| Gatling laser | 18 | 6800 | 377.7 | 1500 |
| Heavy incinerator² | 15 | 7200 | 480 | 200 |
| Incinerator¹ | 12 | 1300 | 108.3 | 200 |
| Plasma caster | 20 | 7000 | 350 | 80 |
| Sprtel-Wood 9700 | 15 | 20000 | 1333 | 1000 |
| The Smitty Special | 20 | 20000 | 1333 | 220 |
Einhandwaffen
| NAME | WG | VALUE | V:W | HP |
|---|---|---|---|---|
| .357 magnum revolver | 2 | 110 | 55 | 200 |
| .44 magnum revolver | 3.5 | 2500 | 714.28 | 250 |
| .45 Auto pistol | 1.5 | 1750 | 1166.66 | 150 |
| 10mm pistol | 3 | 750 | 250 | 80 |
| 10mm SMG | 5 | 2370 | 474 | 500 |
| 12.7mm pistol² | 3.5 | 4000 | 1142.85 | 80 |
| 9mm pistol | 1.5 | 100 | 66.6 | 150 |
| 9mm SMG | 4 | 850 | 213 | 550 |
| Hunting revolver | 4 | 3500 | 875 | 110 |
| Li'l Devil | 3.2 | 16000 | 5000 | 120 |
| Police pistol
|
3 | 1000 | 333.33 | 225 |
| Ranger Sequoia | 4 | 1200 | 256 | 80 |
| Sawed-off shotgun | 4 | 1950 | 487.5 | 80 |
| Silenced .22 pistol¹ | 3 | 80 | 26.6 | 100 |
| Sleepytyme | 5 | 8250 | 1650 | 500 |
| That Gun | 5 | 1750 | 350 | 225 |
Zweihand-Automatikwaffen
| NAME | WG | VALUE | V:W | HP |
|---|---|---|---|---|
| .45 Auto SMG | 11 | 3750 | 340 | 600 |
| 12.7mm SMG | 5 | 5100 | 1020 | 500 |
| Assault carbine | 6 | 3950 | 658 | 750 |
| Automatic rifle | 16 | 4500 | 281 | 200 |
| Bozar | 15 | 20000 | 1333 | 800 |
| Light machine gun | 15 | 5200 | 347 | 800 |
| Marksman carbine | 6 | 5200 | 867 | 400 |
| Riot shotgun² | 5 | 5500 | 1100 | 175 |
| Service rifle¹ | 8.5 | 540 | 64 | 400 |
| Silenced .22 SMG | 8 | 1850 | 231 | 1000 |
| Sniper rifle | 8 | 4100 | 513 | 80 |
Bolt/Lever/Pump-action Guns
| NAME | WG | VALUE | V:W | HP |
|---|---|---|---|---|
| Anti-materiel rifle² | 20 | 5600 | 280 | 95 |
| Battle Rifle | 9.5 | 1500 | 157 | 300 |
| BB gun¹ | 2 | 36 | 18 | 50 |
| Brush gun | 5 | 4900 | 980 | 150 |
| Caravan shotgun | 3 | 675 | 225 | 140 |
| Cowboy repeater | 5 | 800 | 160 | 120 |
| Hunting rifle | 6 | 2200 | 366.6 | 300 |
| Hunting shotgun | 7.5 | 3800 | 506.7 | 200 |
| Lever-action shotgun | 3 | 2000 | 666.6 | 100 |
| Medicine Stick | 5.5 | 20000 | 3636 | 200 |
| Paciencia | 6.2 | 12000 | 1935 | 350 |
| Single shotgun | 7 | 175 | 25 | 200 |
| This Machine | 9.5 | 2800 | 295 | 600 |
| Trail carbine | 5.5 | 3900 | 709 | 500 |
| Varmint rifle | 5.5 | 75 | 14 | 120 |
Miniguns
| NAME | WG | VALUE | V:W | HP |
|---|---|---|---|---|
| CZ57 Avenger² | 18 | 8500 | 472.2 | 1600 |
| FIDO | 27 | 9500 | 339.3 | 500 |
| K9000 cyberdog gun | 27 | 7500 | 277.7 | 500 |
| Minigun¹ | 25 | 5500 | 220 | 1200 |
Granatenwerfer
| NAME | WG | VALUE | V:W | HP |
|---|---|---|---|---|
| Granatenwerfer² | 12 | 4200 | 350 | 100 |
| 25-mm-Granaten-APW | 8 | 4200 | 550 | 150 |
| Granatengewehr¹ | 6 | 300 | 50 | 100 |
Raketenwerfer
| NAME | WG | VALUE | V:W | HP |
|---|---|---|---|---|
| Esther | 40 | 18000 | 450 | 125 |
| Fat Man² | 30 | 6000 | 200 | 100 |
| Missile launcher¹ | 20 | 3900 | 195 | 50 |
| Red Glare | 20 | 15000 | 750 | 450 |
Nichtbetroffene Waffen
These weapons each are in their own category and can only be repaired by copies of themselves, their unique variants and using Reparatursatzs.
These weapons are: Arc welder, grenade machinegun, holorifle, shoulder mounted machine gun, Tesla cannon, and binoculars.
Rüstung
Schwere Rüstung
All heavy armors. Metal armor¹, T-51b power armor², etc.
Mittlere Rüstung
All medium armors.Recon Armor,Combat armor, Combat armor, reinforced², Combat armor, reinforced mark 2², Desert Ranger combat armor, NCR Ranger combat armor, NCR Bandoleer/Face Wrap/Mantle/Military Police/Trooper armor¹, Riot gear.
Leichte Rüstung
All light armors. Wasteland outfit¹, Space suit, etc. Pre-War clothing, Leather armor, reinforced², Vault 34 security armor, Sierra Madre armor, Light armor can also be repaired with clothes (like pre-War businesswear or wasteland doctor fatigues) and vice versa.
Leichte Kopfbedeckung
All head items in the base game, Dead Money, Honest Hearts and Old World Blues can repair one another due to all items being classified as "light".
Glasses¹, pre-War hats, T-51b power helmet², etc.
Schwere Kopfbedeckung
The Riot Gear Helmet and its variants are the only headgear classified as 'Heavy' so far. Since they can already repair one another freely, Jury Rigging only has the effect to allow them to be repaired by heavy armor. The other helmets and masks from Lonesome Road are classified as 'Light' and can be Jury Rigged with any other headgear.
Infos
- Despite the oddity of some repair combinations, there is no difference between repairing an item with a proper counterpart and a vague equivalent. Repairing a chainsaw with a baseball bat will in no way alter the chainsaw, despite the fact that nothing in the bat would serve as effective repair parts.
- If you are going to attempt a repair on a high power/unique weapon, but lack the current equipment necessary, it is effective to purchase a lower level weapon that would fall into the same category as the weapon you aim to fix. For example, you could repair a 10mm pistol with a full condition 9mm pistol.
- A player with Jury Rigging and a high Barter skill can earn a substantial profit by collecting and repairing expensive weapons and armor with much cheaper ones. For example, a damaged Super Sledge, worth nearly 6000 caps at full condition, can be repaired be a few pool cues, each worth a measly 15 caps.
- The Pip-boy image shows the Vault Boy jury-rigging a Service Rifle, Hunting Rifle and, oddly, a Microfusion Cell or Electron Charge Pack with Duct Tape.
es:Reparaciones provisionales ko:마구잡이 수리 pl:Mistrz Improwizacji pt:Jury Rigging ru:Очумелые ручки uk:Тимчасове оснащення