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    Tritt unserem Discord bei und informiere dich auf unserem Twitter-Kanal über die aktuellsten Themen rund um Fallout!

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    Sprache ist eine Fertigkeit in Fallout, Fallout 2, Fallout 3 und Fallout: New Vegas Fallout: New Vegas. In

    wurde sie in die beiden Fertigkeiten Überzeugung und Täuschung aufgeteilt. Die Sprach-Fertigkeit kam auch in Fallout Tactics: Brotherhood of Steel zum Vorschein, wurde jedoch aus dem fertigen Spiel entfernt.
    

    Die Sprach-Fertigkeit ist in den Spielen der Fallout-Reihe ein häufig verwendetes Handlungselement, um am Ende den finalen "Boss" davon zu überzeugen, ohne Kampf zu gehen, zum Beispiel bei Augustus Autumn und Legat Lanius oder Selbstmord zu begehen, wie bei dem Meister oder General Jingwei.

    Fallout und Fallout 2

    Initial level=25+(2×Charisma)

    Beispiel: Ein Charisma-Startwert von 5 .

    25+(2×5)=35%

    Die Sprachfertigkeit war im ersten Entwurf von Fallout Tactics: Brotherhood of Steel vorhanden, wurde aber schließlich weggelassen.

    Fallout 3

    Initial level=2+(2×Charisma)+Luck2

    Beispiel: Startwerte von Charisma und Glück von 5.

    2+(2×5)+52=15
    "Let words be your weapon."

    Während Dialogen mit Charakteren besteht die Möglichkeit, eine Sprach-Herausforderung angeboten zu bekommen. Eine Sprach-Herausforderung ist eine Antwortmöglichkiet, der die Zeichenkombination "[Sprache XXX%]" voransteht, wobei "XXX" die Erfolgschance in Prozent darstellt (zum Beispiel [Sprache 25%]). Sprach-Herausforderungen bieten zusätzliche Dialogmöglichkeiten im Gespräch mit Charakteren; beispielsweise kann man sie dazu bringen, Informationen preiszugeben, die sie ansonsten für sich behalten würden, oder größere Summen an Kronkorken für eine Aufgabe zu zahlen. Nicht jede Sprach-Herausforderung wird die gleiche Erfolgschance aufweisen, denn manche Charaktere sind schwerer zu überzeugen als andere. Scheitert eine Sprach-Herausforderung, kann sie nicht wiederholt werden.

    Die prozentuale Erfolgschance wird durch verschiedene Faktoren bestimmt. Der primäre Faktor ist hierbei die Sprach-Fähigkeit - je höher sie ist, desto größer sind die Erfolgschancen. Charisma selbst hat ebenfalls Einfluss auf die prozentuale Erfolgschance.Ein Charakter mit einem Charisma-Wert von 1 und einem Sprach-Wert von 100 wird weniger effektiv sein als ein Charakter mit einem Charisma-Wert von 10 und einem gleich hohen Sprach-Wert. Eine gezogene Waffe wird einen geringfügigen Einfluss auf die Erfolgschance haben. Sollte man eine Sprach-Herausforderung gegenüber einem Charakter schließlich bestehen, so werden spätere Sprach-Herausforderungen dieses Charakters leichter zu bestehen sein, soweit anwendbar.

    Gewisse Sprach-Herausforderungen sind nicht von der eigenen Sprach-Fähigkeit abhängig, sondern von anderen Faktoren: Dies können beispielsweise die eigenen S.P.E.C.I.A.L.-Werte, gewisse Fähigkeiten (Lady Killer / Black Widow, Kind im Herzen, etc.)  oder das eigene Karma sein. In diesem Falle wird "[Sprache]" durch den für die Sprach-Herausforderung relevanten Wert ersetzt ([Stärke], [Karma], [Belasbarkeit] etc.). Solche Abgleiche werden gelegentlich normalen Sprach-Herausforderungen übergeordnet sein - es muss beachtet werden, dass diese, anders als normale Sprach-Herausforderungen, automatisch erfolgreich sein werden, wenn man die Anforderungen erfüllt. Karma stellt hierbei eine Ausnahme dar, da das Gut- bzw. Böse-Sein die Antwort beeinflussen wird.

    Sprache Erfolgschance

    Die präzise Erfolgschance scheint sich aus dem Charisma-Bonus multipliziert mit der Sprach-Fertigkeit / -Schwierigkeit zusammenzusetzen, wobei "Sprach-Schwierigkeit" vom jeweiligen Sprach-Check abhängt und nicht von der Schwierigkeit des Spiels. Folglich wird die Verdopplung der eigenen Sprach-Fähigkeit die eigenen Erfolgschancen innerhalb eines Dialoges ebenfalls verdoppeln; der Charisma-Wert hingegen gibt einen nicht-linearen Bonus, wie er in der folgenden Tabelle dargestellt ist:

    Charisma Multiplikator
    1 100%
    2 106%
    3 114%
    4 123%
    5 133%
    6 145%
    7 158%
    8 173%
    9 189%
    10 206%

    Sprach-Herausforderung

    Schwierigkeit

    Erfahrungspunkte als

    Belohnung

    Sehr Einfach 5
    Einfach 10
    Mittel 20
    Hart 30
    Sehr Hart 50

    Als Beispiel-Schwierigkeiten seien hier einige frühe "Speech Checks" genannt:                                                                                        - 215, um Lucas Simms zu überzeugen, die Belohnung zu erhöhen;                                                                                                        - 147, um Gob zu überzeugen, Informationen herauszugeben;                                                                                           - 111, um Jericho zu überzeugen, mit dir zu reden.                                                    

    Somit hat ein Charakter mit 5 Charisma und 50 Sprache ein Grundkönnen von 66 - daher hat er jeweils eine 31% / 45% / 60%-ige Chance innerhalb dieser Herausforderungen. Eine gezogene Waffe erhöht die Schwierigkeit um einen Prozentwert von um 10% - mit einer gezogenen Waffe würde die Chance also jeweils 28% / 41% / 54% betragen.

    Lucas Simms ist tatsächlich ein ziemlich harter Brocken; wenige "Speech Checks" sind härter als um 170. Der härteste "Speech Check" des Spiels ist der des AntAgonizer oder Mechanist mit einem Wert um 457.

    Sprachherausforderungen

    Place (or closest map marker) Location in place Person Point in conversation
    Various (See Zufällige Begegnungen (Fallout 3)) Mel Convince Mel to leave you alone OR convince him to take 5 caps and leave you alone
    Various (See Zufällige Begegnungen (Fallout 3)) Ghoul wastelanders/slaves with refrigerator of Aufbereitetes Wasser Convince survivors to split their water with you
    Various (See Zufällige Begegnungen (Fallout 3)) Scavenger offering Nuka-Cola Quantum for 100 caps Convince the scavenger to sell the Nuka-Cola Quantum for 50 caps (note: has been spotted near Girdershade and also in the northwest region, south Fort Constantine)
    Vault 101 Outside of classroom before taking G.O.A.T. Butch DeLoria Convince the Tunnelschlangen to leave Amata alone
    Vault 101 During escape in hallway close to Butch's apartment Butch DeLoria Convince Butch DeLoria to run from the radroaches OR to return to the apartment and fight them himself (two different choices)
    Vault 101 During Ärger an der Heimatfront sidequest Overseer Convince Aufseher to step down
    Springvale Silver's Ranch Silver Convincing Silver to pay you 400 caps
    Megaton The Clinic Doc Church Learn about Leo's Drug Habit
    Megaton The Clinic Doc Church Ask about locating a Lipoplasticator or Micro Dermal Graftilizer. Note: Must activate Replicated Man quest first.

    Megaton

    Craterside-Lagerraum Moira Brown Lie to Moira about scouting the Super-Duper Mart (Quest:Ödland-Überlebenshandbuch)
    Megaton Craterside-Lagerraum Moira Brown Convince Moira that writing the Ödland-Überlebenshandbuch is a bad idea. This will end the quest and give you the Dream Crusher perk.
    Megaton Craterside-Lagerraum Moira Brown Find any frag mine then lie to Moira about Minefield .
    Megaton Craterside-Lagerraum Moira Brown Lie to Moira about the mole rat repellant (Quest:Ödland-Überlebenshandbuch)
    Megaton Craterside-Lagerraum Moira Brown Ask her if she has info on the android. (Quest:Der vervielfältigte Mensch)
    Megaton Moriarty's Saloon Colin Moriarty Convincing Colin Moriarty to speak about dad
    Megaton Moriarty's Saloon or anywhere else you can find him Jericho Convincing Jericho to tell you what he knows about the Wasteland
    Megaton Moriarty's Saloon Mister Burke Convince Mister Burke to pay you 1000 caps for destroying the town
    Megaton anywhere you find him Lucas Simms Convince Lucas Simms to pay you 500 caps for disarming the bomb
    Megaton Moriarty's Saloon Gob Convince Gob to talk about your father
    Megaton Moriarty's Saloon Nova Convince Nova to tell you Moriarty's password
    Megaton The Brass Lantern, Wasseraufbereitungsanlage Leo Stahl Confront Leo Stahl about his drug problem
    Grayditch Outskirts of Grayditch Bryan Wilks Convince Bryan Wilks that everything will be fine
    Grayditch Outskirts of Grayditch Bryan Wilks Convince Bryan Wilks to give you the Grayditch Müllcontainer-Schlüssel
    Marigold Station Doctor Lesko's lab Doctor Lesko Convincing him to give his reward after killing the Marigold-Ameisenkönigin
    Marigold Station Maintenance Room Lug-Nut Convince Lug-Nut to leave you with your naughty nightwear
    Station Northwest Seneca Home of Murphy and Barrett Murphy Convince Murphy to pay you 30 caps for Zuckerbomben instead of 15
    Metrostation Meresti Home of Familie Robert Convince Robert that you are ok
    Metrostation Meresti Home of Familie Vance Convince Vance that you don't need further explanation
    Metrostation Meresti Home of Familie Vance Convince Vance to give you the access code to speak to Ian West
    Various (See Zufällige Begegnungen (Fallout 3)) Escaped Slaves/Wasteland Settlers Convince Escaped Slaves/Wasteland Settlers to share half the water they found
    Metrostation Meresti Home of Familie Justin Convince Justin to give you the access code to speak to Ian West
    Metrostation Meresti Home of Familie Ian West Convince Ian West to go home
    Metrostation Meresti Home of Familie Vance Convince Vance to leave alone (Arefu)
    Canterbury Commons Main street Uncle Roe Convince Uncle Roe to pay you 200 more caps for stopping the feud between Ameisterin and the Mechanist
    Canterbury Commons Schlupfwinkel der Ameisterin Ameisterin Convince Ameisterin to abandon her life as a super-villain
    Canterbury Commons Robot Repair Center Mechanist Convince the Mechanist to abandon his life as a super-hero
    Dukovs Wohnung Inside Dukov Ask for Dukov's special key for Mister Crowley during the quest Schieß auf den Kopf
    Dukovs Wohnung Inside Dukov

    Ask where Fort Constantine is after asking where Mister Crowley died (Part of Schieß auf den Kopf)

    Dukovs Wohnung Inside Cherry Convince her to follow you to Rivet City
    Paradise Falls Main entrance Grouse Everyone has a price...
    Paradise Falls Eulogy's Pad Eulogy Jones Convince him to sell the child slaves for 1200 caps instead of 2000 caps.
    Paradise Falls In front of Eulogy's Pad Forty Convince him he's being paid too little during the quest Rettung aus dem Paradies
    Paradise Falls Inside the child slave house Squirrel Convince him and Sammy to leave without Penny
    Paradise Falls Inside the child slave house Penny Convince her to leave without Rory Maclaren(Note: This speech challenge is unavailable if you already convinced Squirrel and Sammy to leave without her)
    Arefu Guarding the entrance Evan King Asking why he is so scared
    Big Town Walking around or in a building Red Ask for 200 more caps (results in negative Karma)
    Big Town Walking around or in a building Red Ask about Lipoplasticator. (note: Part of quest Der vervielfältigte Mensch... also available from Dr. Preston in Rivet City)
    Big Town Walking around or in a building Pappy You came here with Bittercup. After speaking with Bittercup.
    Big Town The Clinic Timebomb "It wasn't free" After saving him.
    Underworld The Chop Shop Doctor Barrows Asking about Mister Crowley
    Underworld The Chop Shop Doctor Barrows Asking Doctor Barrows to wake Reilly
    Underworld The Chop Shop Doctor Barrows Convince Doctor Barrows to reveal information related to Der vervielfältigte Mensch without paying.
    Underworld Walking around main concourse Patchwork Convincing Patchwork to speak about Mister Crowley
    Underworld Walking around main concourse Quinn Convincing Quinn to speak about Mister Crowley

    Underworld

    The Ninth Circle Ahzrukhal Convincing Ahzrukhal to speak about Mister Crowley
    Underworld Walking around main concourse Winthrop Asking Winthrop for information about Der vervielfältigte Mensch
    Underworld Walking around main concourse Winthrop Asking Winthrop for information about Mister Crowley
    Underworld Carol's Place (Across from The Ninth Circle) Carol Asking Carol for information about Mister Crowley
    Underworld Carol's Place (Across from The Ninth Circle) Mister Crowley Convince Crowley you killed Ted Strayer (if you did not) during Schieß auf den Kopf
    Underworld Carol's Place (Across from The Ninth Circle) Mister Crowley Convince Crowley you killed Dukov (if you did not) during Schieß auf den Kopf
    Underworld Carol's Place (Across from The Ninth Circle) Mister Crowley Convince Crowley you killed Dave (if you did not) during Schieß auf den Kopf
    Underworld Carol's Place (Across from The Ninth Circle) Mister Crowley Ask Crowley for directions to Fort Constantine after giving him the last key in Schieß auf den Kopf
    Plaza des GNR-Gebäudes Galaxy News Radio Three Dog Convince Three Dog to tell you about Dad without first helping him
    Tenpenny Tower Front Gate Intercom Chief Gustavo Tell him you have an offer for Mr. Tenpenny and convince him to let you in for free.
    Tenpenny Tower Inside Tenpenny Tower Chief Gustavo Convince Gustavo that clearing out the ghouls is worth more than 500 caps.
    Tenpenny Tower Inside Tenpenny Tower Mr. & Mrs. Wellington Convince Tenpenny to let the ghouls move in, Tenpenny Tower.
    Tenpenny Tower Inside Tenpenny Tower Mr. Ling Convince Tenpenny to let the ghouls move in, Tenpenny Tower.
    Tenpenny Tower Inside Tenpenny Tower Ms. Montenegro Convince Tenpenny to let the ghouls move in, Tenpenny Tower.
    Tenpenny Tower Inside Tenpenny Tower Ms. Lancaster Convince Tenpenny to let the ghouls move in, Tenpenny Tower.
    Tenpenny Tower Inside Tenpenny Tower Security guard The security guard on top of the Tenpenny Tower before the door to Mr. Tenpenny.
    Oasis Inside Oasis Tree Father Birch Ask who is requesting to see you.
    Oasis Inside Oasis Branchtender Linden Ask how he came to be at Oasis.
    Oasis Inside Oasis Sapling Yew Ask what Harold is afraid of.
    Ranger-Gelände Inside the compound Reilly Offer to assist with collecting mapping data after completing Reillys Rangers.
    Republik Dave Capitol Building Dave Tell him you are an ambassador from the wastelands
    Republik Dave Capitol Building Dave Ask for the key for Mr. Crowley during Schieß auf den Kopf (quest)
    Republik Dave Republic of Dave Bob Talk Bob into running for Präsident
    Republik Dave Republic of Dave Rosie Talk Rosie into running for Präsident
    Republik Dave Republic of Dave Shawna Convince Shawna that you have "Dave Relics" for the museum (she'll buy anything you want to sell if successful)
    Rivet City science lab (Rivet City) Madison Li Convince Dr. Li to help you (gives you five stimpaks)
    Rivet City In Rivet City Ted Strayer Ask for the key for Mister Crowley during Schieß auf den Kopf (quest)
    Rivet City In Rivet City James Hargrave Convince him to run away from home (Note: Results in Karma loss, part of unmarked quest The Runaways)
    Rivet City Bridge tower Private Jones Convince Private Jones of an incident on the Flight Deck (gets him out of the room, possibly to raid armory)
    Rivet City Weatherly Hotel Vera Weatherly Ask her about rumors (Note: Can be done at least three times. Possibly automatic chance for success on each.)
    Rivet City Marketplace (Rivet City) Bannon Ask about the history of (Note: Possibly automatic chance for success) (Rivet City)
    Rivet City Top of Bridge Tower Mister Lopez Convince him to not commit suicide by jumping off the tower
    Rivet City Capitol Preservation Society Abraham Washington Ask him how he knows so much about the Declaration of Independence
    Agathas Haus Agathas Haus Agatha Convince Agatha that finding the Soil Stradivarius is worth a reward
    Nationalarchiv National Archives Strongroom Button Gwinnett Convince him that you are Thomas Jefferson there to retrieve the Declaration of Independence
    Girdershade Outside Sierra Petrovita's shack Ronald Laren Convince Ronald to pay extra caps for the naughty nightwear (note: unmarked quest Grady's Package)
    Girdershade Outside Sierra Petrovita's shack Ronald Laren After accepting Der Nuka Cola-Wettbewerb from Sierra, convince Ronald Laren to pay double for the Nuka-Cola Quantum
    Girdershade Inside Sierra Petrovita 's shack Sierra Petrovita Convince Sierra to give you Der Nuka Cola-Wettbewerb without taking her tour.
    Girdershade Inside Sierra Petrovita 's shack Sierra Petrovita Convince Sierra to tell you the secret prize for completing Der Nuka Cola-Wettbewerb before accepting it.
    Nuka Cola-Werk Factory Floor Milo, shipping foreman Convince Milo you are a factory employee
    Red Racer-Fabrik Outside front door Goalie Ledoux Convince Goalie Ledoux to pay you 400 caps for the Nuka-Cola Clear formula (only during Der Nuka Cola-Wettbewerb)
    Tranquility Lane Neusbaum Residence or Lemonade stand outside Timmy Neusbaum Convince Timmy that his parents are getting a divorce, thus making him cry for Betty
    Tranquility Lane Rockwell Residence Janet Rockwell Convince Mrs. Rockwell that her husband is cheating. This will break up their marriage for Betty
    Little Lamplight Front Gate area Mayor MacCready Convince the Mayor to let you into Little Lamplight for the first time
    Little Lamplight roaming Mayor MacCready After speaking to Eclair or Lucy about possible cave fungus trade, convince the Mayor (via threats) to give you his own supply (note: negative Karma, MacCready also warns not to expect any more 'good will' from Little Lamplight, unconfirmed what this entails.)
    Little Lamplight Front Gate area Knock Knock Convince Knock Knock that her joke was funny (Note: can do this challenge over and over again)
    Little Lamplight Murder Pass Gate area or roaming Sammy After Princess refuses to tell you how she got her nickname, convince Sammy to reveal the details. (note: Sammy is one of the children rescued from Paradise Falls in Rettung aus dem Paradies)
    Little Lamplight Front Gate Sticky After accepting to escort him to Big Town get Sticky to shut up.
    Raven Rock Area 3B-right outside your cell Enclave officer Convince the guard that Präsident Eden allowed you to leave your cell
    Raven Rock Area 1A Präsident Eden Convince him to destroy himself
    Zitadelle Citadel laboratory Ritter Captain Gallows Ask him his real name
    Zitadelle Citadel laboratory Ritter Captain Dusk Insult her and then speak to her again to make up for it
    Jefferson Memorial Rotunda Colonel Autumn Convince him to give up (You will encounter this speech check regardless of whether or not you destroyed Raven Rock.)
    Jefferson Memorial Rotunda Colonel Autumn Convince him to walk away
    Jefferson Memorial Taft Tunnel Dr. Madison Li Convince her to give Garza Buffout instead of stimpaks
    Jefferson Memorial Taft Tunnel Dr. Madison Li Convince her that Garza should be left behind
    Außenposten der Ausgestoßenen Stairs Defender Morrill Convince him that you're an Outcast and outrank him (Only works while wearing Outcast power armor)
    Operation: Anchorage Operation: Anchorage Simulation General Jingwei Convince General Jingwei to surrender.
    Operation: Anchorage Operation: Anchorage Simulation Quartermaster Along with your requested gear you will also receive a scoped Gauss rifle
    The Pitt The Mill Brand Ask what he wants.
    The Pitt Train tunnel Ramsey Convince him that you are the guy from The Pitt.
    Broken Steel Broken Steel Underworld Griffon Convince him that you won't tell anything, if he cuts the share 50/50.
    Broken Steel Broken Steel Holy Light Monastery Mother Curie III Convince her that she should stop with the holy water.
    Mothership Zeta Mothership Zeta Cryo lab Elliott Tercorien Convince him to leave without waking up other members of his squad.
    Point Lookout Point Lookout Herzog Mine Kenny Convince him to let you stay.

    Strategie

    In addition to counting towards the Silver-Tongued Devil achievement, successful Speech Challenges in Fallout 3 can yield the player any number of benefits though experience is always rewarded for a successful Speech check and is influenced by Well Rested status and the Swift Learner perk. Other rewards may include: a significant increase in caps for completing quests, keys or passwords, Karma, additional items, or even the chance to peacefully resolve some quests without the need for violence.

    Unlike Barter (which will affect a great many transactions in the game), Speech skill will only affect specific dialogue options for the non-player character's that present speech challenges in the game. Putting a large number of skill points into Speech, or selecting it as a Tag Skill assures that your character will be very, very adept with a fairly uncommon occurrence in the game mechanics.

    With Speech challenges, you only have one chance. Since even a high Speech skill will not guarantee success on harder speech challenges (it will guarantee it on easier challenges, however, as long as 100% is displayed), if you're serious about succeeding in a Speech challenge, you're probably going to be careful enough to save the game before rolling the dice anyway. Using this strategy, a higher Speech skill will only increase your probability of success, which translates to fewer game reloads until you succeed. Considering this, spending ten points to increase from a Speech of 30 to a Speech of 40 is likely to be completely unnoticeable in actual practice.

    It is not difficult to save the game right before initiating dialogue with most non-player characters in the game. In circumstances where a non-player character will initiate conversations with you that can include speech challenges (such as Bryan Wilks, Lug-Nut, or Goalie Ledoux), these non-player characters will only appear under predictable circumstances (nearing Grayditch, obtaining the naughty nightwear, or arriving at the Red Racer factory); thus, saving the game just before encountering these non-player characters will allow you to use the same strategy listed above. For non-player characters who can present multiple Speech Challenges—such as Bryan Wilks or Vance—it is possible to choose the option to stop speaking to them after succeeding in the first Speech Challenge, save the game, and then talk to them again to attempt the second Speech Challenge.

    Wege um Sprache zu verbessern

    Permanent
    Temporär

    Info: Only items adding +5 or more are included.

    Fallout: New Vegas

    Initial level=2+(2×Charisma)+Luck2

    Example: A starting Charisma of 5 and Luck of 5.

    2+(2×5)+52=15

    Speech no longer has a '%' chance of working as in Fallout 3. It now works 100% of the time if you have the right Speech skill, which makes it impossible to save and load to bypass speech challenges. A Speech challenge beyond the player's ability will usually have one dialogue option, and another when it is within the player's ability. Speech is an extremely useful skill in New Vegas, since it can frequently allow the player to avoid fights or accomplish quests more easily.

    Sprache in Quests und während der Erkundung

    Wege um Sprache zu verbessern

    Permanent
    Temporär

    Sprache-basierende Extras

    Extra Anforderung Stufe
    Terrifying Presence 70 8

    es:Conversación pl:Retoryka ru:Красноречие zh:口才