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fallout 3 vendor restock

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2020-11-03
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2 Glitched, see Haley's page. It is not recommended that a low-level character attack one for his merchandise. Yeah 3 or 4 days in game sound about right. However, the brahmin offers no interaction options. Special encounters with doctors, chem vendors, and hunters (food vendors) are also possible when traveling. Merchants can be found at various locations throughout the Capital Wasteland, the Pitt, and Point Lookout in 2277. Any caps paid to merchants can be found in their inventories should they be killed. See below for passive techniques to protect these characters. The stats and/or condition of the new weapon or armor will likely need to be higher than what they currently have before they will equip it. See. It is not recommended that a low-level character provoke them. They travel accompanied by a single armed caravan guard, and a pack brahmin. Any surviving bodyguard will hang around Uncle Roe's house in Canterbury Commons. The Universal Fallout 3 Board FAQ *Read First / Potential Spoilers*. In order of travel, the merchants stop just outside each of the following areas: The merchants cycle through the caravan waypoints in the same order: Doc Hoff, Crazy Wolfgang, Crow, then Lucky Harith. Care should be taken not to trigger hostile encounters at, Hostile human enemies enslaved via the use of the. Each merchant's BaseID and those of his followers can be looked up on the Form ID Page. In some cases, the merchants will all stop moving along their routes. Assuming you do this at Megaton, after you place armor or weapons on them you should go into Megaton through the door, turn around and come back out to see whether or not they have equipped the new armor or weapon. Certain areas of the route are extremely dangerous, for example the route from Megaton to Rivet City goes past Arlington Library and the Citadel, through Central DC, and across the super mutant-infested bridge across the pipes leading into Jefferson Memorial. This bug was fixed at least once, on the 360, by finding the location of every merchant, then fast traveling rapidly between them and then to other areas (as quickly as possible). While the player can no longer wait for the merchant they want, the advantage is that they will no longer have to pass enemy camps, greatly increasing the chance that the merchants will survive. Eventually the merchants began to rotate through their routes again. Privacy PolicyCookie SettingsDo Not Sell My InformationReport Ad. The consequence of this is that items sold in error will not be able to be bought back if the item being bartered for is outside the merchant's item specialty category. Any items sold to merchants by the player character will remain in their inventories until they restock. The player can choose to invest twice in each merchant, with 200 and then 500 caps (or 100 and then 250 with the Master Trader perk). Caravan merchants are named roving salesmen that carry goods across the wasteland. The Enclave will establish camps directly on the caravan route or near enough to produce an encounter, which will pose a problem if the Merchant approaches the camp while you are in the area. Is there a time when they do restock or do the merchants never restock? In addition to these traders, there are also four caravan merchants traveling the DC wastes, with one dedicated to food and chems, one to weapons, a third to armor, and a forth to junk items. Attacking any caravan merchant will result in all four caravan merchants refusing to trade with the player. Doctors can treat various ailments for a fee, and certain traders can repair the player'sequipment. Wasteland scavenger merchants generally carry their inventory on their person. They often use roads even though the roads are dilapidated. Most towns in the wasteland have merchants selling food and drink, with those in more prosperous settlements also offering weapons, armor, and clothing. If one sees a caravan near an unsafe place, fast-traveling away may prevent the threat from injuring the caravan. They will still have the one that they were using previously, but remember that their old weapon is in need of repair and not as good as the one you can give them. Most named merchants have an associated secure container for their goods that can only be opened via a key which only appears on their person in the event of their death. https://fallout.fandom.com/wiki/Fallout_3_merchants?oldid=3349832. Late in the game, it is not uncommon to see a lone merchant without either their pack brahmin or guard. Prices are the same from store to store, but can be affected by the player's Barter skill. I've done this countless times, but it only works occasionally. If they dont restock then is there a source of 5mm rounds somewhere because this is beyond frustrating. 1 Sells Mesmetron power cells only. While merchants are neutral towards the player character unless provoked, they will not drop ears (see. It also raises their Repair skill (up to 75 in one case, with the second investment), allowing them to restore the player character's equipment (i.e. Merchants will have a new inventory after a period of three days, and then again after four days, in order to correspond with the length of a week. However the guard and brahmin seem to exhibit AI-problems when recalled if the merchant has died once before. For Fallout 3 on the Xbox 360, a GameFAQs message board topic titled "How often do shop restock? The Vault - Fallout Wiki is a Fandom Gaming Community. This is the first time I have played the original fallout and I have noticed that none of the merchants are restocking and I am running out of 5mm ammo.

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