Talk:Merchant Empire

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Do you get any discounts for investing in these merchants? -RedKnight7 01:53, 18 January 2009 (UTC)

No, but you can sell them about 4 times as much garbage as you could before Ash Nuke.jpg AshRandom (Talk) 16:05, 18 January 2009 (UTC)
Thanks, Ash ... I made a little note on the page, for the curious. You can wipe this Talk page after reading this. -RedKnight7 16:12, 18 January 2009 (UTC)
Not necessary, and it really isn't done. These discussion pages stay up permanently because they often answer questions people ask repeatedly. Not everyone does the greatest job of absorbing all the info listed in the main article... Ash Nuke.jpg AshRandom (Talk) 17:51, 18 January 2009 (UTC)

81 or 75?[edit source]

What's the max level for an npc's repair? The page contradicts itself.

Okay fixed the (nonsense vandalism) and duplicated the bonus & repair skill, repair max chart from the Caravan Merchant page to avoid further confusion. Ash Nuke.jpg AshRandom (Talk) 12:25, 25 January 2009 (UTC)

Merchant chart[edit source]

Yes this was purposefully duplicated here, no, you shouldn't remove it, thanks folks ;) Ash Nuke.jpg AshRandom (Talk) 12:25, 25 January 2009 (UTC)

Reverse Pickpocket?[edit source]

It's been determined that Lucky Harith's repair skill of 70 (r82%) comes from his base skill of 65 and his +5 repair jumpsuit... So! Is there a +bonus repair item that can be successfully moved onto Crazy Wolfgang? Anyone know of a method? Obviously not everyone can use the console but even a method with that might be good page info. Ash Nuke.jpg AshRandom (Talk) 14:17, 25 January 2009 (UTC)

See "supertrader", below Ash old chap- Kingmarco66 00:54, 22 August 2009 (UTC)

Does int and luck affect repair skill after initial for NPC's? if it does Something like lincoln's hat and lucky shades might increase it slightly, even if you can't get them to replace their default outfit with a repair bonus jumpsuit 14:27, 25 January 2009 (UTC)misteret

NPC's to my knowledge do not benefit from SPECIAL bonuses. Your allies (aka Charon) do. --Killchain 22:04, 18 August 2009 (UTC)

Merchant Death Fix?[edit source]

Is there any possible console combinations that would fix the death of a merchant prior to the quest. So far, it does not work to just bring the merchant, guard, and brahmin back (ie, prid, kill, resurrect, enable, disable). If there is anyway, it definatly should be put on this page somewhere, as I'm sure its a major problem for many. EarthBoundX5 05:41, 01 April 2009 (UTC)

After discovering that Lucky Harith went and got wasted in my game before I even had time to invest in his caravan, I did some searching today and found two ways to restore the merchants.
1. "Thanks to Burneddi's suggestions, I was able to put together a quick and dirty solution to the dead merchant problem. Run GECK, go to Actor Data -> Quest -> DialogueCanterburyCommons. Double click on it to edit it, go to the Topics tab. The CCTrade*1 entries contain the initial merchant upgrade dialog that checks to see if they are dead. The problem is that it checks for a non-zero number of times that they have died, instead of if they are actually currently dead, thus resurrecting them has no effect on the upgrade dialog. Changing the test function from GetDeadCount to GetDead fixes this." ~Source.
-I tested this and it works perfectly. The only bad thing is that the Caravan Guards will still not follow the merchants around, but other than that everything else works fine. The second fix I found is a mod:
-I have not tested this out, but it seems good. OverLord of Chaos 19:38, 1 April 2009 (UTC)

i can confirm option one works nicely even when playing FO3 in New Vegas' engine via the Tale of Two Wastelands mod. Just remember to load both fnv.esm and fo3.esm into the geck when making the plugin if you're playing it that way.

Another tip I found was to reverse pickpocket Enclave Power Armor on the merchants. Won't revive them, but makes them survive a lot worse things. --Killchain 22:01, 18 August 2009 (UTC)

Super Traders[edit source]

Wolfgang.png Hasn't it struck you odd that the Traders sell better stuff than they use?

by Kingmarco66 12:59, 25 August 2009 (UTC)

Here's a bit of code I've been using. It works for "vanilla" F3 or all-DLC versions.(PC only)

Some caveats:

-this code DOES NOT fix well established games where traders have been killed, just preps new-ish games, where they're all still alive. (I've seen no perfect solution to dead traders yet.. without mucking about in the GECK.) If everyone's currently alive and together in your game, it's all good.

-Wolfgang's max repair is better, an extra 5% skill. (I rekon the 101 Wanderer *should* be able to exceed him... if only barely)

-Friendly fire on the Traders no longer causes permanant hostility. They'll shoot at ya when it happens, but next time they see you it's all forgiven.

-The merchant parties are pretty well unbreakable (even by player meddling/reverse pickpocketing), and they now have some "unstealable/undamageable" default weapons+ammo that they can't lose (even against skilled enemies targeting their weapons). Rob them as much as possible if you like, then try attacking them and see what happens. Of course, these guys might spot and aquire "better" stuff in battles, which they'll use until it's destroyed by enemy action. (The guards seem to love using flamers, if they get them..)

-The guards and brahmin do still occasionally get a bit lost, like all fix-codes I've seen do. At least they're not dead, and can catch up later if they notice the boss passing by (the 101 Wanderer must be near-ish to them for them to notice the boss). It has worked better for me. One thing I've noticed screwing 'em up is too many, too rapid "wait 1 hour" cycles while too near them (i.e. if they're looking right at you, you're too close to "wait" safely).

-Some guards now appear to be wearing "prototype medic power armour" - trust me, it's not. (Reverse-pickpocket something better on them if you don't believe me!) The Trader parties now use a few bits of kit that were built for vanilla F3 but were never deployed in-game.

-Crow runs from most (all?) fights, (but always did as far as I can tell, maybee that's why he deals in armour?) and more often loses his following caravanserai than other merchants. 99% of the time it's not a problem, they'll catch him up- as long as YOU didn't flee the scene.

-loading a game from the "leaving the vault for the first time" character confirmation autosave seems to screw up the merchants. Just don't do it! If that's yer best early save, leave the vault, save just outside, close F3, run F3, load that "outside" save.

If yer happy enough with all that, here's what to do. Copy the code below into a .txt file named "supertrader.txt" (or whatever), then save it in the same folder your fallout3.exe is in. Get a character/game to outside Megaton, cycle "wait" a few times to check all the Trader groups are turning up ok (not too fast, and keep your distance!..). Then open the console (hit the ~ key) and type:

bat supertrader

(or whatever you saved it as) Save your game, exit F3 - restart F3, load game.

Code follows: (I dunno how ta do one o them fancy-fangled code boxes..)

prid 00063c07

removeitem 0002B385 1

additem bf6fd 1

additem 0009b188 1

removeitem 0001ffec 1

removeitem 00004240 26

additem 000372b8 1

additem 0004c5f9 10

setessential 00063bfa 1

prid 00052bc2

removeitem 00066c72 1

removeitem 0001ffec 1

removeitem 00020423 1

additem 00061a72 1

additem 00033080 1

removeitem 00004240 25

additem 00040840 1

additem 00078CC4 1

additem 000B0E7C 1

setessential 00069c45 1

setessential 00027de5 1

prid 00063c05

removeitem 00020423 1

additem cb5ef 1

setessential 00063bf8 1

prid 00052bc3

removeitem 00066c72 1

removeitem 0001ffec 1

removeitem 00020423 1

additem 00061a72 1

additem 0009b188 1

removeitem 00004240 24

additem 0001a333 1

additem 000615af 50

additem 000B0E7C 1

setessential 00069c43 1

setessential 00027deb 1

prid 00063c06

removeitem 000B1056 1

removeitem 0001C296 1

removeitem 00004321 1

removeitem 00004241 28

additem 340D0 1

additem 0002DD80 1

additem 0005C99F 1

additem 000ae8ae 1

additem 0004c5f9 10

setessential 00063bf7 1

prid 00052bbf

removeitem 00066c72 1

removeitem 0001ffec 1

removeitem 00020423 1

additem 00060c70 1

additem 000cb5f1 1

additem 0009b188 1

additem 0000432d 1

additem 00029371 15

removeitem 00004240 25

additem 00040840 1

additem 00078CC4 1

additem 000B0E7C 1

setessential 00069c49 1

setessential 00027ded 1

prid 00063c08

additem 00004344 1

additem 00004485 15

additem 00063e8a 1

additem 00078cc2 25

removeitem 28EEA 8

removeitem 00004327 1

setessential 00063bf9 1

prid 00052bc1

removeitem 00066c72 1

removeitem 0001ffec 1

removeitem 00020423 1

additem 00061a72 1

additem 0009b188 1

removeitem 00004240 26

additem 00040840 1

additem 00078CC4 1

setessential 00069c47 1

setessential 00027de7 1

Good luck with it! Kingmarco66 00:44, 22 August 2009

P.S. Check put my other code for Ben Canning - it all works (so far...) well for me.Kingmarco66 13:16, 25 August 2009 (UTC)

Getting the death count to 0[edit source]

I found a way to reset the death count, follow those steps:

1) Download FO3Edit

2) Editing with the FO3Edit

Select the Master/Plugin file (Fallout3.esm in this case)

Search for the base ID values (Ex.: 00063BF7 - Doc Hoff)

Change the value of the third 0 to 1 (Ex.: 00163BF7), save and exit

Load a savegame, quicksave (F5) and then quit

Open FO3Edit

Undo what you did on the hex value (Ex.: 00163BF7 to 00063BF7), save and exit

Play the game you saved for this... DONE!!!

The reason it resets the counter it's because the program can't find the actor value, so it simply remove it, by saving you will make the program accept the fact that the character doesn't exists on your save, thus 0 death. When you load the new save, the removed and put back character will be at his/her/it spawn point with 0 death.



XarnVenomclaw 03:21, December 23, 2010 (UTC)