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A Merchant's guide

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Admiral Zombie:
Ok, so I was a little fed up with the http://fo2238.fodev.net/wiki/Merchant page being out of date. I've taken up more to trading with merchants for weapons rather than spending days farming out blueprints just to find useless crap like super stimpak

Long story short, I've been trekking across the wastelands to document what most merchants are interested in. I'm lacking a lot of information, but what I do have is far more accurate and detailed than the current wiki page. Particularly, I am missing who buys energy weapons entirely, more detailed information on resources (someone told me pretty much everyone buys gecko pelts, while my "resources" i was selling was just good metal and sometimes gunpowder) I am posting this information share with everyone, even though it would probably mean more competition at the merchants for myself, I am most interested in discovery and sharing of information.

Please excuse the extremely poor formatting and vagueness of some of the descriptions, I was basically writing entries into a notepad document as I came across them, over the spread of a couple of days, so there are some rather large inconsistencies.


--- Quote -----amenities man (Vault city)
mentats
radaway
buffout
psycho
stims

--A and B stores (two different, vault city)
Unknowns completely

--smiley shop man
buys rifles pistols

--doctor
buys drugs and stims

--Reno Guns
buys Miniguns 14mm, but not rocket launchers

--Skeeter gecko
pistols, probably energy weapons, some ammo
carries plasma pistols, maybe plasma grenades?

--survival locker, gecko
takes practicaly nothing, has nothing of value

--barkeeper, gecko
takes resources, grenades, some melee, possibl some drugs
carries little of value, possibly a lot of hypo


--maintanence, modock
buys bazookas, flamer ammo, melee weapons, grenades, resources
carries little of interest, possibly bazooka/ammo

--Tannery, modock
buys head armor**,
sells armor only, decent though.

--General store, modock
buys resources, melee, most ammo, grenades,
sells energy weapons, mostly crap tier.

--casino metal, redding
ammo
seems like crap return value, carries little of interest

--doctor, redding
doesn't seem interest in much

--gordon, gas station
buys grenades, melee, resources
sold mostly drugs, (carried a super cattle prod and an improved heater chamber though, might have been a fluke)

mr right, San franciso
buys 14mm, small energy, but not shotgun? not sure of what else
sells: lots of nice stuff

mr left, san francisco
same as mr right?
sells: same as mr right again? most small guns and energy...

doctor, san fran
pretty much every drug but healing powder
sells: doctor bag***, drugs

market, tanker
shotgun, 14mm, but not batteries, drugs, pistol,
sells lots, hard to tell most of it was damaged, 1AK was good, 2bad, has drugs, lots of 10mm ammo, grenades, and lots of melee

guns, tanker
buys: Miniguns (but not rocket launcher? Not sure).
sells: lots of armor, lots of big guns

bartender, tanker
buys: pretty much everything but bazooka, possibly armor
sells: lots of damaged guns, FN, SMGs, 1sniper, needlers, 223pistols, drugs,

trainstation, boneyard
buys most drugs but not stim, ammo, grenades, resources, melee, pistols
sells lots of random, some drugs, bunch of very low tier weapons,

jargo, bonetown
buys: armor, small ammo,
sells: mostly armor, some guns.

Gun Runners
buys: small batteries...not much else.
sells: pretty much all weapons/armor except melee.

gunnery, hub
buys drugs, grenades, resources, small batteries, melee
sells: drugs, tons of energy weapons,

General store, hub
buys pistols, small ammo, drugs but not stims
sells: drugs, rifles, some resources, some ammo.

Guns midget, NCR
buys small ammo, small batteries
sells random weapons, mostly energy weapons

outer pub, NCR
buys all drugs, small ammo (not 14mm though?), grenades, resources, pistols,
sells: fairly random, hard to say, seems tainted by player selling. Some damaged guns, radios, couple grenades, couple drugs, etc

inner pub
buys all drugs, light ammo (including 14mm) pistols, melee, grenades.
sells random like outer pub, mostly player tainted, very damaged guns, lot of ammo of little variety, couple resources, etc.

Broken hills general store
buys: small ammo, melee, grenades, bazooka, minigun, resources, flamer fuel,
sells: mostly armor, player taint of weapons possibly, couple big guns,

broken hills chemist
buys: melee, grenades, some drugs, resource,s
sells: random mostly, had a super cattle prod (player taint?) but junk otherwise

crafting area guy, broken hills
buys: rifles, batteries, big guns, small gun ammo
sells: energy weapons, big guns, ammo for sg and energy

--- End quote ---

Again, this is lacking some information such as a more detailed approach of what "resources" (I just used good metal parts) and energy weapons entirely. I may have skipped a check for big guns in some of the places as well (dying and losing what few big guns I did have didn't help). Oh and a special note, be wary of what merchants are listed as selling, as player taint can be misleading. Whenever I say player taint, I just mean it seems like weapons that players have sold to the merchants. Typically if the weapons are 100%/100% I assume it is a standard item the merchant restocks, although i didn't always check thoroughly.

Oh special thanks to hoot/miklos, who killed me, but then let me pick stuff back up and keep testing (even showed me a good merchant I wasn't aware of in broken hills)


If anyone is interested, they're free to add to this, edit it, make it available on the wiki, etc. I might get around to editing it and cleaning it up for consistency, but as it is now it is a jumbled mess that I wrote up as I took information.

Mike Crosser:
The midget in the Hub pays like a maniac for BBs.
All you need is a few junk parts and boom you can buy anything.

Back when I didn't know farming/crafting even existed I used to get most of my weapons this way.

Nice job on the list.

Admiral Zombie:
Yeah i mentioned this to a handful of people, but so far my general theories goes as is

Merchants don't care for the broad subject of "Big guns vs small guns vs energy weapons"

What they do seem to care about are things like "rifles" vs "pistols" vs "shotguns"

I want to say there were a few merchants who were interested in miniguns but not bazookas, but that was rare...i think? I didn't start testing with bazookas until the later quarter or so.

Ammo seems to fall into a category of "small guns" vs "other stuff i didn't test extensively" but there were some weird exceptions, a few merchants who didn't want 14mm but were fine with shotgun shells...or something like that. I don't know what 5mm is considered, it is used by both big guns and small guns, it is accepted by some merchants but not others who accept 14mm. I mention 14mm a lot, mainly because it is what i almost always had on hand. Shotgun shells were used commonly at the same time.

Prices vary from merchant to merchant. With the same character 14mm ammo can be 1200 or 800caps.

Tomowolf:
I suggest making a 120% - 150% barter character, with some outdoorsman, to be able to get to any city, also I recommend to not trade with 100% condition items, because they should be used by players, imho, not by npc,s instead u can sell farmed items, for almost same price.

xsarq:
broken hills chemist having supper cattle prod was my little influence - sold like 10 of them to him when i abonded my miner-meele plan.

Other than that i`m middle of doing something simillar on wiki.
http://fo2238.fodev.net/wiki/Buster

Its a really long-term plan though. I nearly done with gathering things and now i`m in middle of working with templates.

Other than that theres also my guide for bartering here:
http://fodev.net/forum/index.php/topic,28517.0.html

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