Ammo vendors in fallout 4. About shop levels and vendors

In the settlement, you can build shops, clinics, bars, etc. and assign your usual settlers to work in them, you can also meet special professional merchants in Fallout 4.

They increase the level of the shop (we use it as a common name) to the 4th level, and in order to invite them to live and work, a number of conditions must be met.

01.12 - added: bug fix with Larry and all ref id merchants for temporary bug fix using console.

The goods they sell are much better than what the settlers sell, and rare items will often come across. Of course, you can invite them to your place only when the settlement is large and the Hero has the appropriate skills, and the shops of the 3rd level have already been built.

Level 4 Merchants

In total, there are 8 of them in the Wasteland. Four of them are always in the same place, and you can meet them at any time in the game. The other four are random, that is, it is not known where and how they will appear in front of you on the road. But not everything is so difficult. Even if they are random, they should still appear somewhere, there should be anchor points in the game. And there are such points. Any events occur in them when the Hero approaches them, so, if desired, merchants can be “rolled”. But first things first.

Arnold's title. I need your clothes, boots and motorcycle. Hooligans…

Ann Hargraves

Location: WRVR radio station, as soon as you appear, go into the house. Requirements: the presence of a shop with clothes of the 3rd level. The number of settlers does not matter. How to invite: Chat with her and offer a job.

Representative of Vault-Tech

Location: Good Neighbor, Rexford Hotel, Top Floor. Requirements: the presence of a trading shop with general goods of the 3rd level. How to invite: when you meet, remember each other, discuss cryochambers with him and sympathize with his fate. Then the opportunity to invite to the settlement will appear in the dialogue.

Holt Combis

Location: Vault 81, in the Depot department (warehouse) Requirements: store level 3 How to invite: here you need to chat with his wife Alexis and find out that Holt (her husband) does not help her in the store. The Hero's charisma level must be 20, and the Black Widow skill has also been upgraded. And, of course, you have to befriend Vault 81 itself.

Merchant Riley

Location: Big Lukowski cannery. Prerequisites: Trade shop level 3. How to invite: Go inside the building and see Riley arguing with Theodore. Listen to them, and then go outside and chat with her. Ask about the problems, about her costume from Vault 81, and then the option to invite will appear.

scriptor

Location: Random appearance in the world. The most convenient place to visit is near the Cambridge Polymer Laboratory. Requirements: the presence of 10 settlers and a shop with armor of the 3rd level. How to invite: chat with him when you meet

Jolly Larry

Location: Random appearance in the world. The most convenient place to visit is near the Cambridge Polymer Laboratory. Requirements: 30 settlers (subject to trade routes) and a level 3 weapon shop. How to invite: chat.

Doc Anderson

Location: Random appearance in the world. It is more convenient to visit a point near the parking lot of the Mass Fusion warehouse (there will be a camp near the fenced parking lot) or a small camp between Tiket Quarry and the Museum of Freedom. From the quarry, turn right and go into the hills towards the city of Concord, and in front of the city in the parking lot there will be a small camp. Requirements: 20 settlers and a Level 3 Hospital. How to invite: chat.

Ron Staples

Location: Random appearance in the world. It is more convenient to visit a point near the parking lot of the Mass Fusion warehouse (there will be a camp near the fenced parking lot) or a small camp between Tiket Quarry and the Museum of Freedom. From the quarry, turn right and go into the hills towards the city, and in front of the city of Concord in the parking lot there will be a small camp. Requirements: 20 settlers and a restaurant -level 3 How to invite: chat.

How to find the Scriptor and Jolly Larry

Gamers have two options: either walk around the Wasteland and hope to meet these merchants, or play them purposefully. In the second case, my advice is to be patient, but it rolls quickly or I got lucky.

Make a save at any point, for example, Sanctuary. Load up and fast travel to the Lab point. You will appear in the courtyard. Then your task is to follow the path along the green line and go around two buildings. The fact is that the event is triggered because of the corner where the cross is. Therefore, if you go along the lower road, the event will not start.

There may be raiders, a BS company, there may be spice dealers, there may be super mutants .. and much more.

Please note: if there is no merchant at the point, load the save into Sanctuary again and teleport to the Laboratory again. Walk around and see who showed up. Then load the save again and… roll it.

Scriptor and Larry appear here, walk a little along the road, turn around and return to the starting point, and so they ply constantly. Some met them near the Crater of Cambridge, near the Malden School, but at the laboratory ... it's easier to roll.

How to find Ron and the Doctor

These two merchants are based in camps and do not walk along the highways. They can be cast in the same way above in two places near the Tiket Quarry and at the Mass Fusion Warehouse. Moreover, after loading the save, you can visit one point, then the second, and only then reload the save and visit them again. And yes, you can just walk around the world and hope to meet them. The choice is up to the gamer.

Possible problems

There is a (rare) bug among all of them, but for some gamers it manifests itself, for some it does not. The fact is that the Hero can invite and send a merchant (any) to the settlement, but he will never come. Disappear. There is no solution here, just hope that Bethesda will fix it someday.

We teleport to the base where his place of "work" (stall) will be located, open the console, write in the console prid (ref id of the trader) (without brackets). For example, in the case of the Scriptor, this is prid 0010d56d, and then we write moveto player, close the console.

Ref ID: Rayleigh - 0003eff3, Scriptor - 0010d56d, Holt - 0002a831, Vault-Tec Representative - 000abfa0 (human) / 00031fb4 (ghoul), Anne Hargraves - 00036d72, Jolly Larry - 0002f2a7, Doc Anderson - 00190047, Ron Staples - 00192357

Workaround for a bug that prevented Jolly Larry from being assigned to a tent due to the inability to issue commands through the workshop menu (perhaps someone else, but 100% larry). So first, by any means, we persuade them to work for us and deliver them to the settlement. Next (if there is a bug), open the console, select our NPS (via a click or "prid id") and enter.

setpv bCommandable 1, setpv bAllowMove 1, setpv bAllowCaravan 1

In this short article, I will try to tell in an accessible form how, using the simplest manipulations in the Creation Kit, anyone can make their own merchant. The article is intended for beginners, so our merchant will use only vanilla dialogues, there will be no need to write new ones.
Of course, we will need a Creation Kit to work. Let's assume that you already have it installed, and you know which buttons you need to press to load Fallout4.esm - the main game file. Let's do this simple procedure, and while the editor is thinking, let's decide what we want to get as a result.
Let's make a female retired shooter who sells weapons (of course, you can choose any other option, but I like this character). Let's say our lady's name is Corporal Kendra Forester, the rank is a retired corporal.
Let's think of a place where our Madame Forester will sell her deadly toys. If you wish, you can build a store or even a house for your merchant (if you know how), but I will use one of the nooks and crannies of Hydropolis, a city on the water from my Dixieland mod, as a "sales outlet". As you can see, there is a garden chair here, which means that our saleswoman will not have to spend her entire working day standing on her feet. You can put a mattress nearby so that the merchant has a place to spend the night, but I probably won’t do this, because there is not enough space.

Let's move on to character creation. You can do it from scratch, or you can use one of the vanilla NPCs as a basis, which we will do to save time and effort. Let our "base" be Ellie Fillmore, here she is (Actor category):


First of all, let's change the ID, for which we will write something like a1VendorWeapon in the corresponding line instead of AllieFilmore. We will immediately give our character a new name, but the SK does not adequately perceive the Cyrillic alphabet, so it is better to do it in the Latin alphabet. You can "Russify" the name using the Fo4edit or ESP / ESM Translator programs. In the Short Name window, if you want, you can write a short name, or you can do without it, but do not forget to delete the old one, if any:

Let's press OK and the question of the program, whether we want to create a new object, we will answer "Yes". Now you can already save our mod, to do this, click on the button with a floppy disk in the upper left corner.
Let's set up our future trader. Let's open it and, first of all, in the Traits tab, in the Voice type window, select a new voice (not all voices support special "trading" remarks). Here you can experiment, but I’ll say right away that the FemaleRough or FemaleBoston options work, it’s checked. After that, you can check the Essential checkboxes (if you want to make the character immortal) or Protected (in this case, the character is in danger of death only at the hands of the player). If you check the Respawn checkbox, the character will be updated at a certain frequency.

Let's go to the Templates tab. Here we can select a character or LeveledCharacter (level actor) and the specific parameters that our merchant will inherit from him. In our case, this has already been done, Ellie Fillmore, who became the basis for Kendra Forester, uses the stats borrowed from the LeveledCharacter LCharGunner, but you can change them, just uncheck the Use Stats checkbox.
Go to the Faction tab and delete everything that is there:

Now we need to do two things. First, let's go to the editor menu, find the DialogueMerchantsFaction faction in the Faction category and add it to our merchant (this is necessary for dialogues):

Next, right-click on the Faction category, select New from the drop-down menu and create a new faction (let's call it a1VendorWeaponFaction). Let's go to the Vendor tab in this faction and tick the checkbox of the same name. In the Vendor Buy/Sell List window, you can select the "specialization" for the merchant, but if we do not want to put it in a narrow box, it is better to check the Buy/sell everything not in list?

Let's add the newly created faction to our merchant and take care of its other settings. Delete everything from the Keywords and AI Packages tabs, and after that create a new AI package (right click in the AI ​​Package List window, New option) tied to the garden chair I mentioned above. I chose the Sandbox type with a radius of 256 to make the character look more natural, but other options are possible, such as the Sit package.

It's time to change our lady's clothes, she shouldn't be wearing Ally Fillmore's college robe. Open the Inventory tab, click on the Default Outfit window and select, say, Outfit_Gunner (I remind you, Madam Forester is a retired shooter). Of course, you can use other options or even create some new Default Outfit. Perhaps it makes sense to replace other inventory items, but I will not describe this process in detail, you will figure it out for yourself. As for appearance, you can either do some magic over it in the UK, or use the Face Ripper program and make Ellie Fillmore Miss Universe out of the ugly "daughter" of Ellie Fillmore.
The character is almost ready, you can put it in the game world. Let's just drag our vendor with the mouse from the object window to the render window and place it somewhere near her garden chair.

Let's start creating a Merchant Container. If someone is not in the know, this is such a special box where everything that our merchant offers for sale is located. It can be made from scratch, or you can use one of the existing containers as the basis. The second method is much simpler, and we will use it. According to the original plan, our merchant specializes in weapons and ammunition, which means it would be logical if the basis for her Merchant Container would be the stash of one of the "gunsmiths", for example, Arturo or CLEO. The CLEO container has the ID VendorGoodneighborKillorBeKilled, the Arturo container has the VendorDCCommonwealthWeaponry ID, so we will use it as a base. Open this box and rename it, for example, to a1VendorWeaponContainer. We agree to create a new object.

Then you can work on the assortment, add or remove something, perhaps add more caps. When this is done, we drag the completed container into the game world and place it next to our trader.
Now we'll have to go back to setting up her faction, assign a Merchant Container and specify a place to trade. Open our faction on the Vendor tab and click on the Merchant Container window and aim the sight that appears at the box where Kendra Forester keeps her wealth. We double-click with the left button, then, when the job is done, hide the container in some place inaccessible to the player (this does not always need to be done, it all depends on the container). Click on the Location (Edit) window, and then there are two options. The easiest way is to select Near Editor Location and set an arbitrary radius in the corresponding window, for example, 1000. You can also select the Near reference option, click on the Select reference button, point the sight at our garden chair and also double-click with the left button. In the Start Hour and End Hour windows, you can choose the time at which our trader will serve customers; by default, work is set there without breaks and days off.

The simplest merchant is ready, you can check it in the game. Of course, this is just the first step, it is much more interesting to make a unique character with unique dialogues and his own story, but the main thing is to start, right?




Fallout4: Level 4 special merchant guide for the settlement.

As you know, in the settlement there is an opportunity to build clinics, shops, bars, etc. At the same time, you can appoint as employees of these institutions not only your ordinary settlers, but also special traders who are “professionals”.

The advantage is that with their help the level of the institution increases to level 4. In order to invite them to your settlement to live and work, you will need to fulfill a number of conditions.

Special merchants and where to find them:

  • Ann Hargraves
  • Representative of Vault-Tech
  • Holt Combis
  • Merchant Riley
  • scriptor
  • Jolly Larry
  • Doc Anderson
  • Ron Staples
  • Where to find the Jolly Chest and the Scriptor

Also, the goods that these special merchants sell are an order of magnitude better than the sale goods of ordinary settlers, in addition, rare items can be found quite often. It is clear that in order to invite them, your settlement must be large, the main character must have the appropriate skills, and the buildings have level 3.

Merchants level 4

In total, there are 8 special merchants in the Wasteland, some of which are located in one place, while the rest can be found completely by accident. But everything is much simpler. Despite the fact that their appearance is accidental, these merchants can be "rolled". Let's consider in detail what needs to be done to attract each of the merchants.

Ann Hargraves

It is located at the WRVR Radio Station, after the appearance you need to immediately go into the house. To invite Ann to your settlement, you must have a level 3 clothing store, just start a conversation with her and offer a job. The number of settlers does not matter.

Representative of Vault-Tech

It is located on the top floor of the Rexford Hotel, which is located in Good Neighbor. To invite him, at the meeting you need to remember each other, discuss the cryochambers and sympathize with his fate. After that, during the dialogue, you can invite him. You should also have a level 3 general goods trade shop.

Holt Combis

Located in the warehouse of Vault 81. Prerequisites: shop level 3; the level of charisma of your character is 20; pumped skill "Black Widow"; make friends with Vault 81; talk to Alexis, Holt's wife and find out that he does not help his wife at all in the store.

Merchant Riley

You can find it at the Big Lukowski cannery. Enter the building where you will see Riley and Theodore arguing. You need to listen to them, and then go outside and talk to Riley. Ask about her costume from Vault 81, about her problems, after which it will be possible to invite. You must also have a level 3 trading shop.

scriptor

His appearance in the world is completely random. The easiest place to visit is near the Cambridge Polymer Laboratory. For an invitation, it is enough to chat with him when meeting, as well as have a shop with level 3 armor and 10 settlers.

Jolly Larry

His appearance in the world is completely random. The easiest place to visit is near the Cambridge Polymer Laboratory. To invite him to your settlement, you just need to chat, have a level 3 weapons shop and 30 settlers (with the condition of well-established trade routes).

Doc Anderson

His appearance in the world is completely random. The easiest place to visit is near the parking lot of the Mass Fusion warehouse (there is a camp near the fenced parking lot) or a small camp between the Museum of Freedom and the Tiket Quarry. To get to this camp, turn right from the quarry and move towards Concord, it is located in the parking lot in front of the city. To be invited to a settlement, you need to talk to him, as well as have a level 3 hospital and 20 settlers.

Ron Staples

His appearance in the world is completely random. The easiest place to visit is near the parking lot of the Mass Fusion warehouse (there is a camp near the fenced parking lot) or a small camp between the Museum of Freedom and the Tiket Quarry. To get to this camp, turn right from the quarry and move towards Concord, it is located in the parking lot in front of the city. To be invited to a settlement, you need to talk to him, as well as have a level 3 restaurant and 20 settlers.

How to find Jolly Larry and the Scripter

You can use 2 ways: either scour the Wastelands in the hope of meeting these merchants, or purposefully roll. Both options will require a lot of patience, but the second method can attract merchants much faster.

To do this, make a save anywhere, for example, Sanctuary. Then load up and use fast travel to find yourself in the Laboratory, in the courtyard. After that, you need to go along the green line (as shown in the picture), bypassing 2 buildings.

The event fires at the place of the cross, precisely because of the corner. So by going down the bottom road, you won't trigger the event.

If there are no merchants at the point, then load the save again and do it all over again. Larry and the Scriptor appear at this location, then walk a little along the road, turn around and follow back to the point.

Similarly, you can role-play the Doctor and Ron. You also save, move to the required location, go around 2 points, and if there are no merchants there, do it all over again.

1. Fallout 4 power armor: types, where to get power armor and description.

2. Companions in Fallout 4: location/where to find companions, their perks.

3. How alcohol and drugs affect a character in Fallout 4.

4. Bobbleheads in Fallout 4: location and their characteristics.

5. Building, developing and protecting a settlement in Fallout 4.

Settlements are an integral part of the gameplay Fallout 4, however, not all players develop them. This is justified, because their construction and maintenance require manual work, and protection is a heavy burden on the player's shoulders. But not everything is so simple and in this guide we will explain how you can earn on settlements.

We’ll warn you right away that you need to have the full version of Fallout 4, the additions for the workshop will be especially useful - contractions, Vault-Tec and Wasteland. Even without one of them, the possibilities for arranging settlements will be significantly limited. With a stretch, you can do without Far Harbor and Nuka-World.

Game mechanics of settlements in Fallout 4

Any settlement is based on its inhabitants, and their maximum number does not depend on the size of the settlement or living conditions, but is determined by a simple formula - the character's charisma level + 10. For example, a character with a charisma level of 8 will have 18 inhabitants living in settlements.

To make money on settlements, it is better to have a character from level 20, since the following characteristics and perks are needed:

  • you need to invest at least 6 points in Charisma, and 8 is better;
  • The Cap Collector perk must be upgraded by 2 to get discounts in stores when buying and a higher price when selling;
  • you need to collect all the Junktown Merchant Tales magazines in order to have a discount on the purchase of resources, you will need a lot of them and you can save a lot;
  • perk "Local leader" must be pumped by 2;
  • The Strong Backbone perk needs to be upgraded by 3 in order to transfer more resources to build the next settlement.

Depending on the preferred type of income, the following perks may be required (character level 36 and above is required):

  • "Strong spine" by 4, so that fast movement becomes available when the maximum weight is exceeded;
  • "Cap Collector" by 3 to increase the amount of money from the seller in the store;
  • "Party-goer" by 2, so that the effect of drinking alcohol is increased by 2 times;
  • "Chemist" is also pumped by 2, so that the effects of drugs last twice as long;
  • "Science" level one, requiring 6 points in the "Intelligence" parameter, this perk will allow you to build Large Water Treatment Plants that produce a lot of purified water.

If you don’t want to bother with settlements, but just earn money on them, then 20 inhabitants will suffice.

Those who wish can legally manipulate the gameplay to have 30 to 36 inhabitants in settlements. To do this, at the beginning of the game, pump your charisma to 10, after the prologue, lower your charisma with “chic” and use the SPECIAL magazine! to raise it to 9. After a while, the effect of the drug will pass, and the parameter will become equal to 11. Also find the baby doll of the same name - and now the character’s charisma is 12.

Taking beer and drugs at the same time will sum up the Charisma increase effect, while taking the same drugs or drinks will prolong the duration of the effect. Don't forget about "addiction" or perks to protect against addictions.

Game mechanics of income and expenses from Fallout 4 settlements

Let's just say that building and developing settlements in Fallout 4 is a long-term investment that will only pay off if you spend a lot of time in the game. For ease of calculation, we will agree that 20 inhabitants live in each settlement.

To answer the question of how to get rich in Fallout 4 settlements, you need to understand how the game mechanics of settlements and trade in Fallout 4 work. There are different ways to earn income from a settlement:

  • the construction of several stores for the sake of daily caps as a tax and their own trade with their sellers;
  • farming watermelons with the help of settlers and selling them to Lucy from the Abernathy farm - an easy option without pitfalls, but requiring additional time;
  • farming purified water in large quantities for subsequent sale - a classic option that is not as simple as it seems;
  • garbage sorting by settlers at a special machine for its subsequent processing into basic resources;
  • starting from level 60-70, you can sell surplus goods that you will create yourself, having the necessary perks.

Now let's talk about expenses. As such, the maintenance of the settlement costs nothing, you will incur the main costs during construction, since the missing resources (wood, iron, concrete, bolts, oil, and others) will have to be bought from suppliers. You can see their list.

The mechanics of the settlements is such that the inhabitants do not care where and how they live. They only require a basic set of resources, which should be 1-2 points higher than their number:

  • any in the shape of the bed, but they must be under the roof;
  • food from the farm: each villager brings 6 units of food, so 3-4 people will be enough for 18-24 units of food. Brahmins can be used to generate surpluses;
  • 20 points worth of water, which must be produced by a desalination plant or several large plants so that the excess can be sold;
  • and "protection points", which must be at least three times the number of inhabitants.

Another characteristic that affects income is happiness. The higher it is, the more caps or trash the settlers will pay or get. Usually, if the extracted basic resources are higher than the consumed, then happiness is at around 76-80 points. Raising it to 100 is already more difficult - build gorilla enclosures, more bars and clinics, slot machines (do not require people to maintain!), Soda machines or outposts.

In addition, the more robots in the settlement, the less happy it is, but the easier it is to create trading lines, because if the robot is killed, it’s a pity, but a dead merchant settler will greatly and permanently reduce the level of happiness. We do not recommend using more than two robots in each settlement.

Making money on Fallout 4 stores

At 100% satisfaction of the inhabitants, in order to get 50 caps, it is enough to put one store of general goods (16), armor (18) and weapons (18) in their large version. In fact, you should be credited with 16+18+18=52 caps, but only 50 will be given. These three types of stores bring in the most money, while the bar and fashion shop only have 15 caps each, and the clinic is the least with 13 caps. regardless of version.

Each point of trade increases the mood of the inhabitants by 1, except for the large bar and the clinic - they are by 2. You can use this in case the happiness of the inhabitants falls. In other situations, you can build more shops with only one purpose - to sell them water or other expensive goods, which we will talk about next.

The generation of caps does not depend on how many free or employed residents are in the settlement, whether it is connected to other settlements and where it is located. The main thing is that it has more than 5 inhabitants. A settlement with 3 shops and 6 settlers will give as many caps as a settlement with 15 shops and 36 settlers. Lids can be picked up from the workshop, submenu "Miscellaneous":

Now let's count. A large weapons and armor shop costs 3,000 caps each, a large clinic costs 1,800 caps, a large bar and a regular outlet costs 1,500, and clothing costs 1,000. Therefore, 3 large shops cost 7,800 caps, at 100% level they will bring only 50 caps per day, which means that the construction of shops will pay off only after 156 in-game days!

You can build a medium weapon and armor shop for 1,000 caps each, a large clinic, and a large bar - and that will cost 5,300 caps. Then, at 83% contentment, you can get 50 caps per day and this investment will pay off in 126 days. This is unacceptable, since this period is approximately equal to the transit time all Fallout 4.

Therefore, you need to sell something in your stores. However, the developers from Bethesda understood that players would easily and easily break the balance of Fallout 4 caps, and in this regard, they imposed a number of restrictions on trading, which can be briefly described as "it's not as hard to find water and other goods as it is to find a seller with lids".

Firstly, all sellers of a given store type have the same inventory. Common inventory also means common money. If you sold water to the weapons store with all the money of the seller, then neither in the neighboring settlement, nor from the seller on the other side of the Commonwealth in the same store there will be no money, moreover, it does not matter if it is a small store or a large one - the level is ignored.

In this regard, it is unnecessary to build stores of all 6 types in each settlement, 3-4 of the most profitable ones will suffice. Only once you need to build 6 shops in one settlement - the most protected and strong, in order to sell all the surplus of the collected resources at one point.

Keep in mind that the general inventory of sellers is restored in 48 in-game hours, and you can wait or sleep.

Secondly, the "Cap Collector" perk will allow you to invest 500 caps in any store, which in fact means a simple thing - the supply of caps in this store will increase by 500 forever. Simply put, spending 3,000 caps to increase the cash in the pockets of the vendors of your 6 stores will increase the supply of caps in all stores in all other settlements.

If a seller usually has 300-600 caps, then after investing you will get sellers with a stock of 800 - 1,100 caps. This action will save you from the difficult search for those sellers who still have money left.

Thirdly, you can earn more caps by selling your goods with a high charisma score, upgraded Cap Collector perks, the Exchange bobblehead, and the Junktown Merchant's Tales magazine. Accordingly, more goods can be saved for sellers from Diamond City, Vault 81, Goodneighbor and Bunker Hill.

Fourth, merchant settlers only give a friend discount after completing settlement quests, so complete those quests.

Making money selling watermelons in Fallout 4

This option does not require any special perks or rare resources, it is simple and suitable for the very beginning of the game. Its disadvantage is the monotony of the farming process.

At the start of the game, Preston Garvey will send you to Abernathy Farm, where you have to complete five quests. As soon as possible, arrange with Lucy Abernathy to sell her your watermelons, for each she will give 3 caps, but she can be persuaded to buy 5.

The bottom line is that Lucy can buy as many watermelons as you have, at least 1,000, she is not limited in money. The deal is valid until you turn in the Favor in Return quest, but it's best not to take it at all. If you have already passed it, then when you meet Lucy will remind you about watermelons, but the desired option will not appear in the dialogue with her.

All you have to do is grow watermelons - the Sanctuary Hills is best suited for this - there is a lot of land and not far to go. Set up a large farm of 100-120 watermelons (needs 10 people to process them) or more and harvest every day. There are 4 other settlements in the Abernathy Farm District that can also grow watermelons.

Unlike water, watermelons respawn every 24 hours, you can sleep through the game day, quickly move to another location and come back to collect them - it will take about 10 minutes. Having pumped settlements, it will not be difficult to sell watermelons per day for 1,000 caps.

Making money on purified water in Fallout 4

Purified water is an option to get rich, which has already become a classic, but it cannot be called fast, and here's why. Each can of clean water costs 10-12 caps, to get enough of them it is necessary to build industrial water treatment plants and medium power generators.

This will require the Science perk and rare components such as Copper (80), Bolts (90), Gears (30) and Oil (40) for 10 items. Not the fact that your character will have all this at the very beginning.

Water is generated once per game day, and you must spend this time playing - waiting, sleeping or fast travel do not count. For a day, 10 installations will produce 280-290 cans of water, and a game day is 72 minutes of real time.

They can be sold to your merchants for 3,000 - 3,500 caps, but we remember that they will update their inventory in two days, so that excess water will have to be sold to merchants from the Commonwealth the next day. Therefore, it is not worth building more than 10 water purification plants - there will simply be no one to sell the surplus.

Making money selling goods in Fallout 4

In addition to these two trading options, new types of goods appear at higher levels that can be traded profitably, albeit irregularly.


Earn basic resources with settlements

The last way to get rich, albeit intangible, is to collect garbage and recycle it into basic resources. To do this, in each settlement you need to build waste sorting stations and add a resident to them:

If there are 20 residents in the settlement, then 10 of them can work at the garbage station, generating, depending on the level of happiness, from 17 to 20 units of garbage per day, the game determines what exactly it will be. Moreover, each settlement will have its own set of junk - somewhere more plastic, metal, rubber or concrete, and there is a great chance to get rare components, such as fiber optics or gears.

The bottom line is that in Fallout 4 you can build about 30 settlements, if you connect them together using trade routes, then you will have up to 600 pieces of garbage per day, and you can take it to your inventory from anywhere. Garbage is generated once per game day, and you must spend this time playing - waiting, sleeping or fast travel do not count.

If you pay enough attention to settlements, then you can get more than 1,600 units of wood, 1,400 steel, 800 concrete, and 50-200 units of rare resources per day from them. Add to that 1,500 caps in store taxes and 3,000 caps in sold water, and life in Fallout 4 doesn't seem so gloomy anymore.

Fallout 4 settlement spending

We formulate earnings as the difference between income and expenses. We figured out the income, now we need to talk about what expenses will be on settlements and how to minimize them.

Numbers are important for the game, but how you build your settlements is not really important to her. Consequently, it is possible and necessary to save money on the settlement, especially if you are not one of the aesthetes who love the ideal order and conditions close to reality.

What we propose is to build a large box of 3-4 floors of wood, 3 by 4 or 4 by 4, which will fit all the inhabitants, shops, generators, garbage collection stations and more. Nearby, in a fenced perimeter with a separate entrance, place a garden and water installations.

Building a 3x3 box will cost approximately 600 wood and 150 steel:

The box is the easiest way to protect your settlers. The fact is that periodically the settlement will be attacked. This can happen no more than once a week with a 2% chance multiplied by the amount of resources you maintain in the settlement.

Free resources in the village workshop attract raiders, mutants, orcs and rusty devils from the Automatron expansion. Even the Death Claw can look at the light. What you will do with the surplus is up to you, sell it or hide it in a box, the game only takes into account what is in the workshop.

Usually around each settlement there are 2-3 spawn points for enemies to attack, even worse, in large settlements the game will spawn enemies right inside, between buildings and shops. Therefore, it is not worth building protection and fencing around the perimeter, it is easier to protect the main building.

Compact, high-rise accommodation for residents, turrets that shoot through all key points and approaches, and installation of only the most necessary - the house in the example is built from the most basic components, and all generators, a security post, shops, garbage collection stations and more are hidden inside, along with beds .

  • Introduction

    In addition to the fact that in the settlement you can build shops, clinics, bars, etc. and assign your usual settlers to work in them, you can in Fallout 4 meet and special traders - "professionals". They are increase shop level(used as a common name) up to level 4 and in order to invite them to live and work, it is necessary to fulfill a number of conditions.

    The goods they sell are much better than what the settlers sell, and rare items will often come across. Of course, you can only invite them to your place when the settlement is large and the Hero has the appropriate skills and the shops of the 3rd level have already been built.

    Level 4 Merchants

    In total, there are 8 of them in the Wasteland. Four of them are always in the same place, and you can meet them at any time in the game. The other four are random that is it is not known where and how they will appear in front of you on the road.

    But not everything is so difficult. Even if they are random, they should still appear somewhere, there should be anchor points in the game. And there are such points. Any events occur in them when the Hero approaches them, therefore, if desired, merchants can be "rolled". But first things first.

    Ann Hargraves


    Location: Radio station WRVR, as you appear, immediately go into the house.
    Requirements: the presence of a shop with clothes of the 3rd level. The number of settlers does not matter.
    How to invite: Chat with her and offer a job.

    Representative of Vault-Tech


    Location: Good Neighborhood, Rexford Hotel, Top Floor.
    Requirements: the presence of a trading shop with general goods of the 3rd level.
    How to invite: when you meet, remember each other, discuss cryochambers with him, and sympathize with his fate. Then the opportunity to invite to the settlement will appear in the dialogue.

    Holt Combis


    Location: Vault 81, in the Depot department (warehouse)
    Requirements: the presence of a shop of the 3rd level
    How to invite: here you need to talk with his wife Alexis and find out that Holt (her husband) does not help her in the store. The Hero's charisma level must be 20, and the Black Widow skill has also been upgraded. And, of course, you must make friends with Vault 81 itself. How to do it -.

    Merchant Riley


    Location: Big Lukowski cannery
    Requirements: trading shop level 3
    How to invite: go inside the building and see Riley arguing with Theodore. Listen to them, and then go outside and chat with her. Ask about the problems, about her costume from Vault 81, and then the option will appear to invite

    scriptor


    Location: random appearance in the world. Most convenient
    Requirements: the presence of 10 settlers and a shop with armor of the 3rd level.
    How to invite: Chat with him when you meet.

    Jolly Larry


    Location: random appearance in the world. Most convenient visit a point near the Cambridge Polymer Laboratory.
    Requirements: 30 settlers (subject to trade routes) and weapon shop level 3
    How to invite: chat.

    Doc Anderson


    Location: random appearance in the world. More convenient
    Requirements: 20 settlers and Level 3 Hospital.
    How to invite: chat.

    Ron Staples


    Location: random appearance in the world. More convenient visit a point near the parking lot of the Mass Fusion warehouse(there will be a camp at the fenced parking lot) or a small camp between Tiket Quarry and Liberty Museum. From the quarry, turn right and go into the hills towards the city of Concord, and in front of the city in the parking lot there will be a small camp.
    Requirements: 20 settlers and a restaurant -level 3
    How to invite: chat.

    How to find the Scriptor and Jolly Larry

    gamers have two ways: or walk in the wastelands and hope to meet these merchants, or cast them on purpose. In the second case, my advice, be patient, but it rolls quickly or I'm lucky.

    Make a save anywhere, for example, Sanctuary. Boot up and fast travel go to the point Laboratories. You will appear in the courtyard.
    Then your task is to walk the path along the green line and go around two buildings. The fact is that the event is triggered because of the corner where the cross is. Therefore, if you go along the lower road, the event will not start.

    There may be raiders, a BS company, there may be spice dealers, there may be super mutants .. and much more.

    Note: if there is no merchant at the point, load the save into Sanctuary again and teleport to the Laboratory again. Walk around and see who showed up. Then load the save again and… roll it.

    Scriptor and Larry appear here, pass a little along the road, turn around and return to the starting point, and so run constantly. Some met them near the Crater of Cambridge, near the Malden School, but at the laboratory ... it's easier to roll.

    And yes, you can just walk around the world and hope to meet them. The choice is up to the gamer.

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    Temporary solution to a bug that did not allow Jolly Larry to be assigned to the tent due to the inability to issue commands through the workshop menu(maybe someone else but larry 100%).
    So first, by any means, we persuade them to work for us and deliver them to the settlement. Next (if there is a bug), open the console, select our NPS (via a click or "prid id") and enter.

    setpv bCommandable 1
    setpv bAllowMove 1
    setpv bAllowCaravan 1

    PS: By the way, Larry is not very good, he has an absolutely useless lenendarka - a saw knife by 15% while standing, well, a little more than an ordinary merchant.