Luck: If you want a higher chance of success when rushing a room, better items while wandering the Wasteland, and a chance to get bonus CAPS in the process of normal room production, you want your dwellers to have excellent Luck skills. Because no one wants a vacantly-brained dweller administering a health injection.Īgility: These dwellers are awesome at making good, quick food. Intelligence: The smart ones are the ones making your RadAways and Stimpaks. Perception: Water plants (and later, the filtration plants)Įndurance: Hardier dwellers make for great explorers and Nuka Cola bottlers.Ĭharisma: Want to make babies quickly and host radio shows? You need charisma. Strength: Power plants (and later, nuclear facilities) Here's where you can put people to keep their happiness high, get those daily happiness bonuses, and best run your vault. ![]() But chances are, most every dweller will have a skill that's slightly advantageous. When you first meet your dwellers, most of their SPECIAL skills will be non-existent (though you'll have opportunities to train those up later). In Fallout Shelter, your dwellers' skills are divided up into a rubric called SPECIAL: Strength, Perception, Endurance, Charisma, and Intelligence. Speaking of attuning your dwellers to their perfect vault jobs, let's talk a little bit about what makes your sims tick. On the top floor, you'll be stuck with a one-room living area next to a one-room cafeteria at first I recommending building as-is, then demolishing that first floor and rebuilding once you have a bit more depth to your tower. This way, when I build out, I can build a full three-room power plant and three-room water treatment plant. I like to start by putting a one-room power plant on the left side of the pre-built elevator at floor -1, and one water-treatment plant on the right side. You won't have the CAPS-in-game money-to build these three-room areas off the bat, so here's where the planning comes in: You start the game with two elevators-on floor zero and floor -1, respectively: On floor zero, you have a one-room living area and a completely empty lower floor.Īccounting for an elevator at the very end of the -1 floor, you can build one three-room area, the elevator, a three-room area, two-room area, and another elevator. This is highly recommended, and one of the best ways to get a balanced, bustling population early. Activate the trainer options by checking boxes or setting values from 0 to 1įalloutw.CT (15.36 KiB) Downloaded 1662 times 00_Fallout1Gog.CT (6.You build rooms in the game in one-room segments, but don't let those tiny rooms fool you - you can build up to two more copies of that room next to it to combine that section of the floor into one giant area. ![]() Click the PC icon in Cheat Engine in order to select the game process.effective stat (7 main attributes) multiplier (default x16) But the addresses for those stats are included in this table if you really want to put in the effects of those perks manually (with the exception of Max HP). ![]() I would've really liked to find a way to alter the level per perk rate, but that's well beyond my limited code finding ability (can't isolate any address that alternates between the regular 3/perk rate and the 4/perk rate you get with the Skilled trait).Īll perks that change the stats in the middle of the character screen (armor class to critical chance) are useless because they only change those stats as soon as you pick them from the in-game perk list, so bypassing that list selection by adding them from this table won't do anything, but I left them anyway-with notes-for the sake of completion (same with "Tag!" and "Mutate!"). I spent a lot of time looking for info on this but ended up making this, so here it is in case somebody else finds it useful.
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