Fallout New Vegas

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  • Using Psyker Abilities

    USING PSYKER ABILITIES
    version 1.2
    Have you found the Psyker mod confusing?  This article may help you navigate it.
    TRY THE README FILE FIRST.  Here's the section on "How it works":
    You will begin the game with the Psionic Research "workbench" in the Aids section of your inventory.  You can use it to build psionic weapons and abilities once you have the perks.
    Psionic abilities, such as shields and mental influence, are classified in your inventory as Aids.  They are based on ingestibles such as food or chems.  However, you will not use them up.  When an ability is activated, a copy will also be restored to your inventory.
    Psionic abilities are also marked as quest items.  They cannot be taken from you, even in areas or DLCs which remove your inve...

  • Psyker

    Claims for extra-sensory abilities never stood up under careful research.  (Even the Rhine studies proved no more than statistical regression to the mean.)  But the mid-Twentieth Century didn't know that yet.  Government programs explored the possibility of developing psychic warriors, and in science fiction, characters -- or villains -- with psionic powers were familiar.

    In the Fallout universe, psionic powers are also familiar, from the Master to the Forecaster.  Now, in New Vegas, you can become one.

    Choose the Psyker trait in character generation, then look for special perks as you advance in level.  You will receive a Psionic Research "portable workbench" aid item, which you can use to develop psionic powers as they become available.

    ...