These are not absolutely hard gates, but in my experience, faction relations are more-difficult to build up than most other things. I also find the radio-powered item mod to be convenient on energy cells. This is not a hard requirement to craft programmable recoilers, as mentioned above, but it's helpful and doing that makes obtaining unlimited water a lot easier. Reverse Engineer does not appear to let you exceed items that you could normally learn to build with your Tinker skill level. But you can't learn to mod items other than through data disks, and not being able to mod items is a great disadvantage. There are a few ways in which one can learn to craft things beyond one's Tinker level (I recall being rewarded with crafting knowledge of negative-weight spheres as a random quest reward, and once you're tough enough to make it to the upper-right corner of the map and Ezra, you've a supply of bananas, which can be cooked to give you low-level Psychometry, which lets you learn to build low-tier items that you can obtain an instance of). This lets one learn data disks, craft and recharge energy cells and put mods on weapons. Played a role-play character this time and got through into the late game, and wanted to include some notes on things that I learned in the run or confirmed in it that I wish that I'd known:įirst, the things that I'd call important skills that "gate" things to unlock: I'd never gotten past Bethesda Susa before in the game playing in normal-mode.
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