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    Notreparatur: Unterschied zwischen den Versionen

    Tritt unserem Discord bei und informiere dich auf unserem Twitter-Kanal über die aktuellsten Themen rund um Fallout!
    Alessio79 (Diskussion | Beiträge)
    AT0MIC-B0Y (Diskussion | Beiträge)
    Zeile 473: Zeile 473:
    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.


    ====Energy pistols====
    ====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
    Zeile 483: Zeile 482:
    ! [[Fallout:_New_Vegas_weapons#Legend|V:W]]
    ! [[Fallout:_New_Vegas_weapons#Legend|V:W]]
    ! [[Fallout:_New_Vegas_weapons#Legend|HP]]
    ! [[Fallout:_New_Vegas_weapons#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 490: Zeile 488:
    | 250
    | 250
    | 50
    | 50
    |-
    |-
    | [[Laser pistol (Fallout: New Vegas)|Laser pistol]]¹
    | [[Laser pistol (Fallout: New Vegas)|Laser pistol]]¹
    Zeile 497: Zeile 494:
    | 58.3
    | 58.3
    | 200
    | 200
    |-
    |-
    | ''[[MF Hyperbreeder Alpha]]'' {{icon|FNVGRA|link=Gun Runners' Arsenal}}
    | ''[[MF Hyperbreeder Alpha]]'' {{icon|FNVGRA|link=Gun Runners' Arsenal}}
    Zeile 504: Zeile 500:
    | 1271
    | 1271
    | 800
    | 800
    |-
    |-
    | [[Plasma Defender]]²
    | [[Plasma Defender]]²
    Zeile 511: Zeile 506:
    | 1500
    | 1500
    | 100
    | 100
    |-
    |-
    | [[Plasma pistol (Fallout: New Vegas)|Plasma pistol]]
    | [[Plasma pistol (Fallout: New Vegas)|Plasma pistol]]
    Zeile 518: Zeile 512:
    | 66.6
    | 66.6
    | 150
    | 150
    |-
    |-
    | [[Recharger pistol]]
    | [[Recharger pistol]]
    Zeile 525: Zeile 518:
    | 385.7
    | 385.7
    | 300
    | 300
    |-
    |-
    | ''[[Sonic emitter (weapon)|Sonic emitter]]'' {{icon|FNVOWB|link=Old World Blues (add-on)}}
    | ''[[Sonic emitter (weapon)|Sonic emitter]]'' {{icon|FNVOWB|link=Old World Blues (add-on)}}
    Zeile 532: Zeile 524:
    | 1750
    | 1750
    | 100
    | 100
    |}
    |}
    [[Kategorie:Extras]]
    [[Kategorie:Fallout: New Vegas Extras]]


    ====Energy rifles (laser)====
    ====Energy rifles (laser)====

    Version vom 11. August 2013, 18:31 Uhr

    -->]]

     
    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, Fallout: New Vegas

    Notreparatur ist ein Extra und Erfolg in Fallout: New Vegas.

    Effekt

    With this perk, you can repair 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 weapon repair kits 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.

    Repair Categories

    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
    Ballistic fist² 6 7800 1300 80
    Bear trap fist Dead Money 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! Gun Runners' Arsenal 12 8500 708 80
    Greased Lightning Gun Runners' Arsenal 6 15000 2500 200
    Mantis gauntlet 10 750 15 50
    Power fist 6 800 133.3 80
    Saturnite fist Old World Blues (add-on) 4 1600 400 160
    Saturnite fist super-heated Old World Blues (add-on) 4 2400 600 120
    Scientist glove Old World Blues (add-on) 2 500 250 50
    Spiked knuckles 1 500 500 300
    Two-Step Goodbye Gun Runners' Arsenal 6 20000 3333 80


    Yao guai gauntlet Honest Hearts 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 Dead Money 1 35 35 150
    Dress cane 3 40 13.3 50
    Gehenna Gun Runners' Arsenal 3 12000 4000 400
    Hatchet 2 75 37.5 300
    Katana Gun Runners' Arsenal 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 Honest Hearts 3 75 25 200

    Two-handed melee

    NAME WG VALUE V:W HP
    9 iron 3 55 18 60
    Baseball bat 3 250 83.3 400
    Blade of the West Lonesome Road (add-on) 12 5700 475 150
    Bumper sword 12 2500 208 300
    Chainsaw 20 2800 140 1600
    Fire axe 8 2500 313 200
    Knife spear Dead Money 3 55 18.33 400
    Nail board 4 250 62.5 60
    Nuka Breaker Gun Runners' Arsenal 8 7800 978 200
    Pool cue¹ 1 15 15 50
    Proton axe Old World Blues (add-on) 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 Old World Blues (add-on) 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 Lonesome Road (add-on) 2 500 250 50
    Laser pistol¹ 3 175 58.3 200
    MF Hyperbreeder Alpha Gun Runners' Arsenal 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 Old World Blues (add-on) 2 3500 1750 100

    Energy rifles (laser)

    NAME WG VALUE V:W HP
    AER14 prototype 8.5 2200 258.8 100
    Laser rifle¹ 8 800 100 125
    Tri-beam laser rifle² 9 4800 533.3 50

    Energy rifles (other)

    NAME WG VALUE V:W HP
    Gauss rifle² 7 3000 428.6 80
    LAER Old World Blues (add-on) 4 8500 2000 75
    Laser RCW 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.

    Energy weapons (heavy)

    NAME WG VALUE V:W HP
    Flamer 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 Gun Runners' Arsenal 15 20000 1333 1000
    The Smitty Special Gun Runners' Arsenal 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 Honest Hearts 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 Gun Runners' Arsenal 3.2 16000 5000 120


    Police pistolDead Money 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 Gun Runners' Arsenal 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 Dead Money 16 4500 281 200
    Bozar Gun Runners' Arsenal 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 Gun Runners' Arsenal 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 Gun Runners' Arsenal 5.5 20000 3636 200
    Paciencia Gun Runners' Arsenal 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 Old World Blues (add-on) 27 9500 339.3 500
    K9000 cyberdog gun Old World Blues (add-on) 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 Gun Runners' Arsenal 8 4200 550 150
    Granatengewehr¹ 6 300 50 100

    Missile launchers

    NAME WG VALUE V:W HP
    Esther Gun Runners' Arsenal 40 18000 450 125
    Fat Man² 30 6000 200 100
    Missile launcher¹ 20 3900 195 50
    Red Glare Lonesome Road (add-on) 20 15000 750 450


    Unaffected weapons

    These weapons each are in their own category and can only be repaired by copies of themselves, their unique variants and using weapon repair kits.

    These weapons are: Arc welder, grenade machinegun, holorifle, shoulder mounted machine gun, Tesla cannon, and binoculars.

    Armor

    Heavy armor

    All heavy armors. Metal armor¹, T-51b power armor², etc.

    Medium armor

    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.

    Light armor

    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.

    Light Headgear

    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.

    Heavy Headgear

    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.

    Notes

    • 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.
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