Stimpacks & ammo

Post » Fri Dec 02, 2011 3:56 am

Does giving stimpacks or ammo (other than 1 round) to the traders matter....I've already given them power armor/helmets, laser rifles, 300 rounds and 10 stimpacks...but do they use them.. I've run into them on occasion, and they are damaged, but they still have the same amount of stimpacks/ammo that I originally gave them. Strange.

Also, I haven't noticed, but they don't seem to help up over time?
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Jay Baby
 
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Post » Fri Dec 02, 2011 11:37 am

Does giving stimpacks or ammo (other than 1 round) to the traders matter....I've already given them power armor/helmets, laser rifles, 300 rounds and 10 stimpacks...but do they use them.. I've run into them on occasion, and they are damaged, but they still have the same amount of stimpacks/ammo that I originally gave them. Strange.

Also, I haven't noticed, but they don't seem to help up over time?


Give them food. And Buffout. You need to give them ammo for weapons that they don't have already. I personally put everyone in Power Armor, let them have their own weapons, give them buffout, jet and food. As for the food, I've found in a lot of the enemies, that they carry a food item. I think they use this to heal. My companions use the food, but not as much as they use Buffout... I mean like they're kicking it addict-style. My companions also use Jet to some degree, so I would assume that this would apply to the traders as well.
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Darren Chandler
 
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Post » Fri Dec 02, 2011 12:46 pm

Give them food. And Buffout. You need to give them ammo for weapons that they don't have already. I personally put everyone in Power Armor, let them have their own weapons, give them buffout, jet and food. As for the food, I've found in a lot of the enemies, that they carry a food item. I think they use this to heal. My companions use the food, but not as much as they use Buffout... I mean like they're kicking it addict-style. My companions also use Jet to some degree, so I would assume that this would apply to the traders as well.


Sounds good, but the trick question is if they become addicted, do they suffer the same affects? Also, what about radiation poisoning? maybe I could give them a radaway?
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Bigze Stacks
 
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Post » Fri Dec 02, 2011 2:52 am

Sounds good, but the trick question is if they become addicted, do they suffer the same affects? Also, what about radiation poisoning? maybe I could give them a radaway?

They don't get rad sickness, nor do they get addicted.
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Mimi BC
 
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Post » Fri Dec 02, 2011 6:02 am

They don't get rad sickness, nor do they get addicted.

Then, I'll try that, and see what happens....and thanks for the comments.

As a side-note, I've already finished the game once, but I've gone back to the last save before the "end", and have been exploring. So, I wanted to keep the traders around to get rid of all my anticipated loot. HAHAHAHA.
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Maria Garcia
 
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Post » Fri Dec 02, 2011 4:37 am

Then, I'll try that, and see what happens....and thanks for the comments.

As a side-note, I've already finished the game once, but I've gone back to the last save before the "end", and have been exploring. So, I wanted to keep the traders around to get rid of all my anticipated loot. HAHAHAHA.


If you get the add-on Broken Steel, it raises your level cap to 30, adds new quests and perks, and there is no "ending." You can play your character forever if you so choose, or start another when you get bored with your previous character. :spotted owl:
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Marquis deVille
 
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Post » Fri Dec 02, 2011 12:43 am

I am about to buy the GOTY edition, which includes all the add-ons. But, before that, I'm trying to hit ALL known sites, and complete ALL quests from the original game before that. Fallout is one of those games that you never want to end, so, that's why I've come back to see those things I missed the first (second) time and to find all those nooks & crannies that makes this game as special as it is.
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Gaelle Courant
 
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