Talk:Alexander

Noticed that when saving before talking to him and reloading, his items (specifically weapon mods) change. Is this a bug? Munin088 23:30, October 24, 2010 (UTC)

Caps and Inventory
(Xbox 360) His & your caps don't change when selling items to him. His inventory doesn't change at all (PC) I have also verified that his inventory seems to stop refreshing once you sell items to him. I have tried enabling and disabling the NPC, also a Kill/Resurrect. I have duplicated this in two envirely different play throughs.

On PC, waiting a few days in front of him seems to make him restock. Though that may be annoying for those playing hardcore mode. Yiron 16:02, November 18, 2010 (UTC)

Save your game standing next to him, than clear your system cache, load your save and he should restock8.25.243.16 08:35, May 19, 2011 (UTC)

I can confirm that his inventory does not restock. (Xbox) This has happened on all my playthroughs. I agree that selling items to him seems to be the culprit. Every item I have ever sold him is still in his inventory. However as mentioned above, standing in front of him and using wait for 3 full days makes his inventory restock to its default. ReapTheChaos 17:40, June 9, 2011 (UTC)

I can get his inventory to restovck but i cannot get him to change what he has instock. he always has the same mods and weapons for sale. his caps reset to 5000 but it takes longer than other venders. also on xbox360 clearing your system cache does nothing to this game as of recently.--64.126.90.132 15:43, October 26, 2011 (UTC)

Changed a note.
I've changed the line that said he is the only NPC that changes his clothes over time as I have seen two other NPCs do this. --Valadez 00:47, December 16, 2010 (UTC)

You could change the "bugs" section too. 1st person comments have no place in the article itself but should be moved to the discussion page and the article fixed. I won't do this myself because my english is not good enough for the main article page.--Croquignol 17:06, January 4, 2011 (UTC)

can that impressive merchandise of his be robbed?
how?


 * you cannot rob a merchant for what they have for sale, Fo3 you could take keys for footlockers but that does not occur in FoNV.--64.126.90.132 15:37, October 26, 2011 (UTC)

Complete inventory (also I don't think the new mediawiki allows subject line input correctly)

 * Name of levelled list
 * Number of items from ONE count of the levelled list
 * all lists should be presumed to be 'one of these things' unless otherwise noted


 * 2 VendorCapsBaseLarge
 * 500 caps from levels 1 to 4, then 1000 from 5 - 9, 2000 from 10 - 14, and 4000 from 15 - 20.


 * VendorCapsChange
 * Either 1, 2, 3, 4, 5, 6, 7, 8, or 9 caps


 * 3 GunRunnerStoreGenericAmmo (it's ALL of this ammo, no picking and choosing)
 * 1 10mm round, 50 75% checks for +1 round, and 10 25% checks for +1 HP round
 * 1 .308 round, 8 75% checks for +1, 8 25% checks for +1 AP, 8 25% checks for +1 HP
 * 1 .44 Magnum round, 8 75% checks for +1, 8 25% checks for +1 HP, 16 75% checks for +1 .44 Special
 * 50 5mm rounds, 25 75% checks for +1, 50 25% checks for +1 AP, 2 25% checks for +1 box of 5mm surplus, 50 25% checks for +1 HP
 * 1 5.56mm round, 20 75% checks for +1, 8 25% checks for +1 AP, 8 25% checks for +1 HP, 1 25% check for a 5.56 surplus box, 40 75% checks for +1 .223
 * 1 12 gauge shell, 10 75% checks for +1, 2 25% checks for +1 bean bag shell, 4 25% checks for +1 slug
 * 1 .22LR round, 30 75% checks for +1, 10 25% checks for +1 HP, 1 25% check for a box of .22 plinking
 * 1 .357 Magnum round, 12 75% checks for +1, 5 25% checks for +1 HP, 18 75% checks for +1 .38
 * 1 40mm grenade, 6 75% checks for +1, 2 25% checks for +1 incendiary 40mm
 * 1 .50MG round, 12 75% checks for +1, 4 25% checks for +1 AP, 4 25% checks for +1 incendiary .50
 * 1 9mm round, 50 75% checks for +1, 10 25% checks for +1 HP, 15 25% checks for +1 +P+
 * 1 .45-70 Gov't round, 8 75% checks for +1, 4 25% checks for +1 HP
 * 1 25mm grenade, 20 75% checks for +1, 7 25% checks for +1 HE
 * 1 20 gauge shell, 10 75% checks for +1, 5 25% checks for +1 slug
 * 1 BB, 75 75% checks for +1
 * 1 12.7mm round, 50 75% checks for +1, 10 25% checks for +1 HP


 * 3 VendorWeaponModsGunsTier1
 * 1 9mm pistol scope, 9mm mags, varmint silencer, varmint mags, .357 cylinder, .357 barrel, varmint scope, or one of the following: (reloading supplies are included twice - 2/9 chance of one reloading part, 7/9 chance of a mod)
 * Large pistol primers, small rifle primers, small pistol primers, rifle powder, pistol powder, 9mm cases, 5.56mm cases, .357 cases, shotgun primers, 20 gauge hulls (all in boxes or jars)


 * 2 VendorWeaponModsGunsTier2 (complicated: either a mod, something from the first reloading list, or something from the second reloading list. 12/15 chance of a mod, 1/15 chance for the first reloading list, 2/15 chance for the second reloading list. Second list's only difference is the addition of a 10mm case box.)
 * 1 cowboy repeater custom action, repeater long tube, repeater stock, hunting shotgun tube, shotgun choke, 9mm SMG drum, SMG light bolt, service rifle springs, receiver, 10mm mags, laser sight, silencer
 * Large pistol primers, small rifle primers, small pistol primers, rifle powder, pistol powder, 9mm cases, 5.56mm cases, .357 cases, shotgun primers, 20 gauge hulls (all in boxes or jars)
 * Large pistol primers, small rifle primers, small pistol primers, rifle powder, pistol powder, 10mm cases, 9mm cases, 5.56mm cases, .357 cases, shotgun primers, 20 gauge hulls (all in boxes or jars)


 * 1 VendorWeaponModsGunsTier3 (either one weapon mod or one item from either reloading list. 8/11 chance for a mod, 1/11 for the first reloading list, 2/11 for the second)
 * .44 scope, heavy frame, 10mm SMG mags, compensator, hunting rifle scope, action, mags, .22 SMG drums
 * Large pistol primers, small rifle primers, small pistol primers, rifle powder, pistol powder, 10mm cases, 9mm cases, 5.56mm cases, .357 cases, shotgun primers, 20 gauge hulls (all in boxes or jars)
 * Large pistol primers, large rifle primers, small rifle primers, small pistol primers, rifle powder, pistol powder, 10mm cases, 5.56mm cases, .44 cases, .308 cases, shotgun primers, 20 gauge hulls, 12 gauge hulls (all in boxes or jars)


 * 1 GunRunnerStoreTier2 (all of this garbage)
 * 4 more counts of GunRunnerStoreGenericAmmo
 * another count of VendorWeaponsModsGunsTier1
 * another count of VendorWeaponsModsGunsTier2
 * 2 counts of GunRunnerStoreSpecialAmmo (which is then all of the following:)
 * 1 .44 Magnum HP round and 8 75% checks for +1
 * 1 12 gauge slug and 8 75% checks for +1
 * 1 12 gauge bean bag and 8 75% checks for +1
 * 1 20 gauge slug and 10 75% checks for +1
 * 1 .308 HP and 8 75% checks for +1
 * 1 .308 AP and 8 75% checks for +1
 * 1 5.56mm AP and 8 75% checks for +1
 * 1 5.56mm HP and 8 75% checks for +1
 * 1 10mm HP and 8 75% checks for +1
 * 1 .22 HP at level one, and after level 8 75 75% checks for +1
 * 1 9mm HP and 12 75% checks for +1
 * 1 5mm AP and 25 75% checks for +1
 * 1 .357 Magnum HP and 12 75% checks for +1
 * 1 .50 AP and 12 75% checks for +1
 * 1 .50 Incendiary and 12 75% checks for +1
 * 1 .45-70 HP and 8 75% checks for +1
 * 1 25mm HE and 8 75% checks for +1
 * the levelled list for the cut white phosphorous 25mm grenades, empty
 * 1 HE missile and 10 75% checks for +1
 * 1 HE missile and 10 75% checks for +1 HV missile (it's wrong, there are no guaranteed HV missiles)


 * GunRunnerGunsAllTier2 (all of the following, at 99 percent condition)
 * 10mm pistol
 * 9mm SMG
 * cowboy repeater
 * caravan shotgun
 * service rifle


 * GunRunnerGunsAllTier1 (same)
 * varmint rifle
 * .357 revolver
 * 9mm pistol
 * .22 pistol
 * single shotgun

Nitty the Kitty! 19:16, 13 September 2014 (UTC)