Hey all. The release of version 3 inspired me to get back into New Vegas and FO3. I've done a couple of test starts but other than that I have no experience with the mechanics within TTW. I'm a bit confused about implants. One thing I always do in FNV is set my intelligence to 9 and immediately rush to get the implant to boost my intelligence to 10. The idea being to be able to max out every stat by the end of the game. I found this document which I believe is a reference to an older version of TTW where it talks about basically all of the New Vegas implants being available in the capital wasteland.
https://docs.google.com/spreadsheets/d/ ... edit#gid=0
Seeing this, I figured I could start the game, run off to rivet city, and get with pinkerton about the intelligence implant since the intelligence bobblehead in the science lab no longer gives +1 to intelligence. Problem is that Pinkerton doesn't say anything about implants. So is this mechanic not in 3.2, or is there something I have to do to unlock that dialogue option? And if not, is there any other way I can pick up a permanent +1 to intelligence in the capital wasteland, or would I have to start in New Vegas where I could get the implant from the clinic?
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How do implants work in TTW 3.2?
- RoyBatty
- Gary
- Posts: 7742
- Joined: Sun Apr 27, 2014 10:26 am
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Re: How do implants work in TTW 3.2?
That was in Project Nevada.
You can max everything without doing that, I did with Int 2. Finding the books and using Comprehension is enough.
If you get the Wired Reflexes implant from Zimmer it counts towards your total.
You can max everything without doing that, I did with Int 2. Finding the books and using Comprehension is enough.
If you get the Wired Reflexes implant from Zimmer it counts towards your total.
