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You possess the amazing ability to repair any item using a roughly similar item. Fix a Trail Carbine with a Hunting Rifle, a Plasma Defender with a Laser Pistol, or even Power Armor with Metal Armor. How does it work? Nobody knows... except you.— in-game description, Fallout: New Vegas

Jury Rigging is a perk in Fallout: New Vegas.

Effect

With this Perk, you can repair items based on category instead of type. For example, you can repair the rare Ranger Sequoia with the common .357 magnum revolver. The same goes for armor and clothing as well.

There are 14 categories of weapons that the perk will enable repairing within: unarmed, one-handed melee, two-handed melee, energy pistols, energy rifles (laser), energy rifles (other), energy weapons (heavy), one-handed guns, two-handed automatic guns, bolt/lever-action guns, miniguns, grenade launchers, grenade machine guns and missile launchers. Likewise, clothing can be used to repair each other within their category (light, medium, heavy). Finally, all headgear can be repaired with any other headgear.

Weapons are categorized, to some extent, by the method in which they are fired. For example, an anti-materiel rifle cannot be repaired by a Sniper Rifle, because the sniper rifle is a semi-automatic firearm. The anti-materiel rifle CAN be fixed by weapons such as the hunting rifle, since they are both bolt-action. Some discrepancies arise with some other weapons though. The 12.7mm SMG is categorized as a two-handed gun, and therefore can not be repaired by the 9mm and 10mm SMGs, since they are one-handed guns. A mostly complete list of all weapons that fall into specific categories follows.

Repair Categories

Each weapon and armor falls under a specific category in which all weapons/armors repair each other.

Weapons

Unarmed

Ballistic Fist; Boxing Gloves; Boxing tape; Bladed Gauntlet; Brass knuckles; Cram opener; Displacer glove; Dog tag fist; Golden Gloves; Love and Hate; Mantis gauntlet; Paladin Toaster; Power fist; Pushy; Recompense of the Fallen; Spiked Knuckles; Zap glove.

One-handed Melee

Cattle Prod; Chance's Knife; Chopper; Cleaver; Combat Knife; Dress Cane; Figaro; Hatchet; Knife; Lead Pipe; Liberator; Machete; Machete Gladius; Police Baton; Ripper; Rolling pin; Shishkebab; Straight Razor; Switchblade; The Humble Cudgel; Tire Iron.

Two-handed Melee

9-iron; Baseball Bat; Bumper Sword; Chainsaw; Fire Axe; Knock-Knock; Nail Board; Nephi's Golf Driver; Oh Baby!; Pool Cue; Rebar Club; Shovel; Sledgehammer; Super Sledge; Thermic Lance.

Energy Pistols

Alien Blaster; Laser Pistol; Plasma Defender; Plasma Pistol; Pulse Gun; Recharger Pistol; Pew Pew.

Energy Rifles (Laser)

Laser Rifle; AER14 Prototype; Tri-beam Laser Rifle.
Recharger Rifles can be repaired by Laser Rifles, but not the other way around.

Energy Rifles (Other)

Gauss Rifle; Laser RCW; Multiplas Rifle; Plasma Rifle; Q-35 Matter Modulator; Recharger Rifle; YCS/186.

Energy Weapons

Flamer; Gatling Laser; Heavy Incinerator; Incinerator; Plasma Caster.

One-handed Guns

.357 Magnum Revolver; .44 Magnum Revolver; 10mm Pistol; 10mm SMG; 12.7mm Pistol; 9mm Pistol; 9mm SMG; Big Boomer; Detonator; Maria; Hunting Revolver; Sawed-off Shotgun; Silenced .22 Pistol; That Gun; Mysterious Magnum; Police Pistol; Lucky; Vance's 9mm Submachine Gun.

Two-handed Automatic Guns

12.7mm SMG; All-American; Assault Carbine; Gobi Campaign Scout Rifle; Light Machine Gun; Marksman Carbine; Riot Shotgun; Service Rifle; Silenced .22 SMG; Sniper Rifle; Automatic Rifle.

Bolt/Lever-action Guns

Abilene Kid LE BB Gun; Anti-materiel rifle; BB Gun; Brush Gun; Caravan Shotgun; Cowboy Repeater; Dinner Bell; Hunting Rifle; Hunting Shotgun; La Longue Carabine; Lever-action Shotgun; Ratslayer; Single Shotgun; This Machine; Trail Carbine; Varmint Rifle

Miniguns

Minigun; CZ57 Avenger.

Grenade Launchers

Grenade Launcher; Grenade Rifle; Mercenary's Grenade Rifle; Thump-Thump.
Grenade Launcher can be repaired by Minigun but not vice versa.

Grenade machine guns

Grenade machinegun; Mercy.

Missile Launchers

Annabelle; Fat Man; Missile Launcher.

Armor

Heavy Armor

All heavy armors. Metal Armor, T-51b Power Armor, etc.

Medium Armor

All medium armors. Combat Armor, NCR Ranger Combat Armor, etc. NCR Bandoleer armor, NCR Face Wrap armor, NCR Mantle armor, NCR Military Police armor, NCR Trooper armor; Combat armor, reinforced; Combat armor, reinforced mark 2.

Light Armor

All light armors. Wasteland Outfit, Space Suit, etc. Pre-War clothing; Leather armor, reinforced, Vault 34 security armor, or Sierra Madre armor, reinforced if the player has the Dead Money add-on.

Headgear

All head items. Sunglasses, T-51b Helmet, etc.

Notes

  • This perk has no effect on the Tesla-Beaton prototype, Tesla cannon, or the Holorifle because there is nothing else in their classes.
  • The appearance of the weapon will not change when fixed with other items. If you fix a chainsaw with a baseball bat, for example, the look of the chainsaw will not change at all.
  • When Repairing items with this perk one should be cautious that they do not accidently sacrifice unique weapons/apparel on more common items (using Lucky to repair a 9mm pistol) The best way to avoid this is to store any unique items before attempting a repair.
  • This perk appears to make it possible to sacrifice fully repaired and/or modded items to repair other items.
  • If you are going to attempt a repair on a high power/unique weapon, but lack the current equipment necessary, it is effective to purchase a lower level weapon that would fall into the same category as the weapon you aim to fix, for example, you could repair a 12.7mm pistol with a full condition 9mm pistol, etc.
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