Forum:Giving NPC's un-live grenades (by reverse-pickpocketing)

(I used Mirelurk bait grenade because it causes 0 damage to the NPC. If you play the console versions, I suppose you can use bio-gas cannisters and cryo grenade/mines too but I think those cause a LITTLE damage, like 1 point).

1) Just summon up some Mirelurk Bait Grenades with the in-game console, its base ID is- 00030664

2) Reverse-pickpocket one into an NPC (it'll go live, but will do no damage and makes no one hostile)

3) Without exiting the give/take menu, give him more grenades. Those won't go live.

Eddo36 10:34, September 8, 2010 (UTC)

But bio-gas and cryo are really RARE. Why not just mess them and put it in that way?

You can get unlimited cryo's from Elliot in MZ. Just wait 3 hours and he gives you another batch. Eddo36 13:17, September 8, 2010 (UTC)
 * Yes, long wait. You can't use the wait function to get more. Mictlantecuhtli 13:19, September 8, 2010 (UTC)


 * And it's still a limited supply, because you have to eventually cut off your supply in order to finish the quest. He doesn't keep making cryo weapons after all the generators are down - or maybe it's after the spacewalk, I forget.
 * If it's 3 hours ingame doesn't that make it 6 minutes realtime? Not terribly long per batch but the batches are small, and to aggregate many of these you'll need to wait a long time. Of course, PC users have multiple ways to do this through mods, so mirelurk bait isn't necessary, but console users will find this information useful, even if that usefulness is limited in scope. -- 13:28, September 8, 2010 (UTC)
 * Well you just need 8 of cryo mines/grenades in any combo for the caravans. 4 for the caravan guards, 4 for the caravan merchants, and maybe a few for whoever else you want to make more effective by having grenades. Then give them a whole lot of plasma grenades and never arm them again Eddo36 13:36, September 8, 2010 (UTC)
 * Arming characters with poor AI with grenades ... what could possibly go wrong? Mictlantecuhtli 13:52, September 8, 2010 (UTC)
 * Arming characters with poor AI with grenades ... what could possibly go wrong? Mictlantecuhtli 13:52, September 8, 2010 (UTC)

Yeah, that don't take in to account splash damage so will end up killing each other. Better to give them a mini gun or gattling laser.

That's only a problem if you give them nuka-grenades, since I don't think they take the increased blast radius of nuka's into consideration. They do well with plasma grenades, however. Eddo36 03:09, September 9, 2010 (UTC)

I only ever tried reverse-pickpocketing for the trophy. Otherwise, just sandman them is sleeping, or blow their face off. Liam Spencer 05:25, September 9, 2010 (UTC)
 * When you get down to it, there isn't much you can do with Broken Steel installed to keep them alive. Merchants are highly susceptible to overlord, hellfire and albino attacks. I've seen a single hellfire soldier slaughter hellfire armor equipped merchants at Camp Rho (with no turrets). Currently in my primary game the only merchants still alive are Doc Hoff, and Crazy Wolfgang. Doc Hoff has lost his brahmin, and caravan guard both (with only two health bars remaining himself) and crazy wolfgang has barely taken any damage to his caravan. I never use them for anything though so it's not really a loss. With fast travel hopping and high barter you can make quite a bit of caps as it is by visiting regular scavengers, and fixed location merchants. Furthermore Moira has pretty good repair if you take Dream Crusher and give her workman's coveralls (75% condition), Haley still has his glitch, and alien epoxy still works for almost all weapons. Mictlantecuhtli 06:03, September 9, 2010 (UTC)
 * Well the way I play the game, I try to be the guardian angel for all who aren't scripted to die. What difficulty was that playthrough on? Because they are much more durable on Very Hard. I not only gave them fully repaired power armor, but gave the guards 3 pairs of gatling lasers each (incase one gets damaged or knocked out of their hands), and the merchants Chinese assault rifles, and everyone more stimpaks than they can possibly use. Eddo36 15:24, September 9, 2010 (UTC)
 * Normal, though the difficulty doesn't matter in NPC vs. NPC fights. Only the PC has reduced damage, so an enclave hellfire trooper would still inflict +200% damage versus a caravan guard, etc. I rarely play games on harder difficulties, there isn't really any skill involved it's mostly patience. Reload until you get it right or get lucky. Mictlantecuhtli 17:51, September 9, 2010 (UTC)
 * Hey im on my second playthrough and try as i might i can't figure out how to reverse-pickpocket. I am not a nube i just dont know how. Please explain how it works because i have already tried pulling the pin and then very quickly pressing A to pickpocket while crouched...............................................http://fallout.wikia.com/wiki/User:Rohtvak
 * Hey im on my second playthrough and try as i might i can't figure out how to reverse-pickpocket. I am not a nube i just dont know how. Please explain how it works because i have already tried pulling the pin and then very quickly pressing A to pickpocket while crouched...............................................http://fallout.wikia.com/wiki/User:Rohtvak
 * Hey im on my second playthrough and try as i might i can't figure out how to reverse-pickpocket. I am not a nube i just dont know how. Please explain how it works because i have already tried pulling the pin and then very quickly pressing A to pickpocket while crouched...............................................http://fallout.wikia.com/wiki/User:Rohtvak


 * You enter pickpocket then place it in the inventory. It automaticly becomes live.
 * You enter pickpocket then place it in the inventory. It automaticly becomes live.