CanI use duplicate glitch to duplicate magazines such as U.S. Covert Operation Manual or Astoundingly Awesome Tales to stack the skills or advantage? Like SPECIAL magazine, every duplicated item is new/unread. Can I dupe other types of magazine?
No, you cannot duplicate magazines to gain perks from them. Unlike the 'You're Special' book, as Deltharis mentioned in the comments, the magazines actually give you an instance of a perk, or unlock tattoos/hairstyles/settlement items.
There would be no reason to duplicate tattoos/hairstyles/settlement items magazines, as finding them unlocks the reward, and there's no use in unlocking them again. Some of the other magazines, such as the Wasteland Survivor's Guide and Amazingly Awesome Tales, each give a unique perk with only one rank (e.g. Wasteland Survival 1, Wasteland Survival 2, and so on).
The remaining magazines (Grognak the Barbarian, Massachusetts Surgical Journal, Tales of a Junktown Jerky Vendor, Tesla Science, Tumblers Today, U.S. Covert Operations Manual, Unstoppables) have multi-point perks, where each magazine gives one point into that perk. However, magazine duplication does not give multiple points into the respective perk. Each magazine needs to be found to max out the respective perk (Example of user describing no bonus effects from duplicating perk magazines and bobbleheads).
There is actually a case of the same magazine being obtainable in the game twice, without item duplication. Grognak the Barbarian issue #05 is obtainable in both Vault 75 and Vault 81. I obtained both #05 issues before finding all 10 issues of Grognak, but only received a point in the Barbarian perk for the first one I found. To get the Barbarian perk maxed at 10 points, I had to find all 10 issues of the magazine.
I did duplicate the magazines but there is no effect. I think both the book and magazines are programed differently. I wanted to stack the tesla for the 10% extra in core duration but to no avail. It doesn't happen the same as with the book. Dogmeat got a new one, but can be seen on his mout, so I guess it is possible to duplicate them but there is no effect other than having multiple copies.
This can be automated by setting up a vacuum hopper to pull out junk from a container and drop them on the ground. Build limits are measured internally in polygons. Weapons have a high polygon count, which is why they are most effective in reducing the build limit, but any scrappable item will have some effect.
If a player character stores an item in their storage then returns it to their inventory fast enough, the item will duplicate itself.This is can be done by rapidly pressing the button used for storing said items, while the crosshair is pointed at a low point near the center of the object, and then pressing the accept button.This can be an easy way of fulfilling the needs of your settlements when used on things like crops, and it even works in Survival.
If a player character holds an item and jumps against a wall, it is possible to scale to the very top. This can be used to scale high buildings (eg. Trinity Tower). It is easier do this with an object that has a large surface area, such as a Power Armor torso piece.[1]
An exploit used in order to create inaccessible areas. The player character can build a high stairway or stack of prefab cubes above their base and place several guard positions or turrets, then scrap all the supporting objects and the sentries or towers will stay afloat. Whenever the base is attacked the sentries or turrets will have a 360 and largely unobstructed view of the settlement . These positions in mid air are difficult to attack with grenades and impossible to melee, at the expense of being more exposed to enemy ranged direct fire. It is also possible to build other resources in unreachable places, or even the entire settlement. However unless stairs are retained, settlers will not be able to path to the settement objects, though they may teleport to them or be already at these objects when the player character enters the cell. This kind of isolation is not foolproof, as attackers may also teleport to the settlement objects in some cases.
It is not normally possible to give grenades to NPCs who are not currently allied (settlers or companions). A workaround to this is to first reverse-pickpocket a non-lethal grenade (signal grenade, relay grenade or artillery grenade), then in the same action reverse-pickpocket one or more lethal grenades. Only the first grenade to be reverse-pickpocketed, detonates. The other grenades will be transferred safely, and the effects of the first grenade exploding will not aggro the NPC, and (hopefully) will not be lethal to them. There is still the risk of the pickpocketing operation aggro'ing the NPC.
The exploit is used by saving then intentionally detonating/ tripping traps. Then if the player reloads their save, the traps will be pre-tripped/detonated. Bottlecaps from bottlecap mines will not be present.
The player character can use mods from lower tier armor for higher tier of the same type, such as crafting a deep-pocketed mod for standard combat armor and applying it on heavy combat armor without having the perk to craft it for Heavy. (This goes for all armor types with "standard," "sturdy" and "heavy" versions, which is not by design, or the cost would always be calculated for the light armor variant). There are three separate categories of mods for an armor set (limbs, torso, and helmet) whose mods cannot cross over.
Bleeding effects (such as Wounding) stack damage rather than extending the duration. Meaning that weapons with this ability and high attack rate values (such as auto fire weapons) can do extremely high damage per second.
Sneak attack damage multipliers, base multipliers as well as Perk-derived multipliers, are applied to every shot from a suppressed auto weapon, not just the first shot or first burst. Attacking outside VATS while Hidden with a suppressed auto weapon can cause extremely high levels of damage.
Like in Fallout 3, picking a target in V.A.T.S. auto-aims the crosshair reticle to that target. This can still be exploited by the player to a high degree in close quarters situations (mole rat rush) by:
When in the workbench mod menu list, any mod not highlighted and listed directly above or below one that can normally be constructed is capable of being built in its place. The process requires that adjacent mod not be built or in the player character's inventory. The player character must select the mod that can be built while quickly press in the direction of the mod on the list that is normally not selectable. If timed correctly the materials window will appear but the selected line will have moved from the one with the known mod to the line one above or below it. Executing the build creates the mod from the new line at the cost of materials from the originally selected one. If the action is mistimed back out of the materials window without executing the build.
Additionally, any mod slot where the first line allows for a mod to be removed and not replaced can be used to build whatever mod is on the next line down for free, if another mod in that list is already attached. The player character must select the first line that removes the current mod while quickly pressing down, then execute if the menu focus switches the the second line. Since the original line has no material cost, the first mod below it is free.
This allows for duplication of any weapon. The player character kills an enemy wielding the desired weapon, such that the weapon falls to the ground, then instructs their follower to pick up the weapon. They then aim their crosshair at the corpse and get the hovering list of its inventory. When the follower picks up the weapon, it does not disappear from the hovering list, allowing the player character to also loot it from the corpse and resulting in both the player character and their follower now having duplicate copies of the weapon.
The player character selects the weapon they wish to have a free magazine for, then finds any container, and stores all ammunition for that weapon in that container. This stored ammo is not deducted from the current (loaded and total) ammo count indicators of the equipped weapon. The total ammo count will go to 999. When this magazine of free ammo is exhausted, both counters are correctly updated to zero. The player character can go back to the container and pick up the previously stored ammo for that gun. Then, if repetition of this exploit is desired, the player character must unequip and reequip the weapon. While using this exploit, reloading the weapon, unequipping it, swapping to any other weapon, or picking up ammo for the weapon will automatically end the exploit.
There is another way to procure free ammo of a desired type: settlers do not consume ammunitions but they "generate" them over time, even if in small quantities. Settlers are normally equipped with pipeguns using .38 rounds and they normally have around a dozen bullets with them. If the player removes all but one bullet (usually removing all of them and then giving the settler one single bullet back), over time the number of bullet possessed by the same settler will grow back again to around a dozen (time needed still to be defined). This works for all kind of ammo for all weapons available for the settler (i.e., if the settler is equipped with a 10mm pistol and a pipegun and a single bullet for each of them, after a while the settler will have around a dozen of bullet for both weapons). This can be used to farm ammunition from the settlements.
The player character can easily gain an infinite amount of free Fat Mans and Mini Nukes. All they have to do is travel to Kill or Be Killed in Goodneighbor. To KL-E-0's left, there will be a mini nuke. To her right, there should be a Fat Man. The player character needs to position the cursor over the Fat Man/Mini Nuke, then hold down the activation button so that they are holding the Fat Man, being careful not to tap the button, as that will steal it. The player character must then walk into the upstairs portion of the shop and go to the right side of the room and enter sneak mode. The sneak indicator may say detected or caution, in which case the player character may have to adjust their position until the sneak indicator says that they are hidden. The player character can now tap A/X to drop the Fat Man/Mini Nuke, then steal it. To repeat this exploit, the player character will need to fast-travel away and Sleep or Wait for a week (167 hours). If the player character plans on selling the Fat Mans, they should do so before they leave Goodneighbor, as she will restock caps every week.
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