Talk:Arms merchant

I'm currently experiencing a bug where the arms merchant has no caps and nothing for sale except 6 or 7 9mm case. Any suggestions as how to solve this problem for the PC? Waiting a few days for inventory replenish did not work, nor did the console commands of kill/resurrect.
 * Whatever happened to this guy is not possible - arms merchant cannot sell 9mm casings. Must have defaulted to her own inventory instead of her merchant inventory, 'cause she packs a 9mm on her person. Nitty the Kitty! 17:21, 17 March 2014 (UTC)

Background check?
Where did this information come from????!?!?!?!?! She has no dialogue other buy and goodbye so how is this information gained?!?!?!?!??!
 * Yes, she has other dialogue. No, using punctuation marks and not signing your post won't make you look brighter. http://images1.wikia.nocookie.net/fallout/images/0/08/Personal_Sig_Image.gif Tagaziel (call!) 05:53, August 4, 2011 (UTC)

Where is she?
I wanted to get the Sniper Rifle mods, so I tried finding the Arms Merchant...she's nowhere to be found. I know she usually stands behind the truck during the day and sleeps in the camper at night, but all I'm getting is an NCR Trooper sleeping in the camper and no Arms Merchant. What could have caused this? Is it possible she was killed somehow, I've never had any fights at the 188 Trading Post. 108.80.101.111 13:52, October 19, 2011 (UTC)HaLo2FrEeEk

Complete arms merchant inventory
This one is a little more complicated to look at because all of the vendors at the 188 use containers labelled 'Michelle and Samuel's trunk'. There are four different ones, one for Alexander, one for the arms merchant, one for Michelle and Samuel, and a fourth one that might have been for a cut junk-and-melee weapons vendor. The one I assume the arms merchant uses is titled VendorContainer188NCR.


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


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


 * 3 188NCRArmsMerchantWeap (so three of the following)
 * At level 1, these are the only options:
 * 1 10mm pistol - 30, 35, or 40% condition at level 1, with 45, 50, 55, and 60% options added at levels 3, 5, 8, and 13
 * 1 service rifle - 30, 35, or 40% condition at level 1, with 45, 50, 55, and 60% options added at levels 3, 5, 8, and 13
 * 1 grenade rifle - 30, 35, or 40% condition at level 1, with 45, 50, 55, and 60% options added at levels 3, 5, 8, and 13
 * At level 8, these options are added:
 * 1 10mm SMG - 30, 35, 40, or 45% condition at level 1, with 50, 55, 60, and 65% options added at levels 3, 5, 8, and 13. (Or, all options except the 65% one are available after the merchant begins to stock 10mm SMGs)
 * 1 hunting rifle - 30, 35, or 40% condition at level 1, with 45, 50, 55, and 60% options added at levels 3, 5, 8, and 13
 * At level 12, these options are added:
 * 1 sniper rifle - 30 or 35% condition at level 1, with 40, 45, 50, and 55% options added at levels 3, 5, 8, and 13
 * 1 missile launcher - 30 or 35% condition at level 1, with 40, 45, 50, and 55% options added at levels 3, 5, 8, and 13
 * 1 assault carbine - 30, 35, or 40% condition at level 1, with 45, 50, 55, and 60% options added at levels 3, 5, 8, and 13
 * 1 grenade launcher - 15 or 25% condition at level 1, with 35, 45, 55, and 65% options added at levels 3, 5, 8, and 13 (15% option is included twice, so your chances of getting a 15% condition grenade launcher are 66% before level 3 and 29% after level 13)


 * 6 188NCRArmsMerchantAmmo: (so 6 of the following, NOT ALL OF THEM like an ammo list usually does)
 * At level 1, these are the only options:
 * 2 10mm rounds, 100 75% checks for +1 10mm, and 20 25% checks for +1 10mm HP
 * 15 75% checks for +1 9mm +P+
 * 2 25% checks for +1 .223 box
 * At level 4, this option is added:
 * 2 25% checks for +1 5.56 surplus box
 * At level 8, this option is added:
 * 2 .308 rounds, 16 75% checks for +1 .308, 16 25% checks for +1 .308 AP, 16 25% checks for +1 .308 HP
 * At level 12, these options are added:
 * 3 .308 rounds, 24 75% checks for +1 .308, 24 25% checks for +1 .308 AP, 24 25% checks for +1 .308 HP
 * 3 25% checks for +1 5mm surplus box
 * 1 12.7 round, 50 75% checks for +1 12.7, 10 25% checks for +1 12.7 HP


 * 3 188NCRArmsMerchantArmor:
 * At level 1, these are the only options:
 * 1 piece of leather armor, either at 15, 25, 35, or 45% condition
 * 1 piece of reinforced leather, either at 15, 25, 35, or 45% condition
 * At level 4, these options are added:
 * 1 piece of metal armor, either at 15, 25, 35, or 45% condition
 * 1 metal helmet, either at 45, 50, 55, or 60% condition
 * At level 8, these options are added:
 * 1 combat helmet, either at 45, 50, 55, or 60% condition
 * 1 piece of combat armor, either at 45, 50, 55, or 60% condition (yes, uses helmet durability scale instead of previous armor durability scale)
 * 1 piece of recon armor, either at 15, 25, 35, or 45% condition
 * 1 recon helmet, either at 15, 25, 35, or 45% condition (yes, uses armor durability scale instead of previous helmet durability scale - maybe a bug)
 * At level 12, these options are added:
 * 1 piece of reinforced metal, either at 15, 25, 35, or 45% condition
 * 1 reinforced metal helmet, either at 45, 50, 55, or 60% condition
 * 1 piece of reinforced combat armor, either at 45, 50, 55, or 60% condition (I think someone at Obsidian screwed up these numbers)
 * 1 reinforced combat helmet, either at 45, 50, 55, or 60% condition
 * At level 16, these options are added:
 * 1 reinforced MKII combat helmet, either at 45, 50, 55, or 60% condition
 * 1 piece of reinforced MKII combat armor, either at 45, 50, 55, or 60% condition


 * 2 VendorAmmoExplosiveMid
 * At level 1, this is a list of VendorAmmoExplosivesTier2. At level 8, an option for two copies of VendorAmmoExplosivesTier2 is added, as is an option for a single list of VendorAmmoExplosivesTier3. At level 12, an option for two copies of VendorAmmoExplosivesTier3 is added, as is an option for a single list of VendorAmmoExplosivesTier4.
 * VendorAmmoExplosivesTier2:
 * Either 1 75% check for a frag grenade, one 75% check for a frag mine, or one 40mm grenade plus 6 75% checks for +1 40mm plus 2 25% checks for +1 incendiary 40mm.
 * VendorAmmoExplosivesTier3:
 * Either 3 75% checks for +1 pulse mine, 3 75% checks for +1 pulse grenade, 3 75% checks for +1 incendiary grenade, or 1 C4 + 1 100% condition detonator + 3 75% checks for +1 C4.
 * VendorAmmoExplosivesTier4:
 * Either 3 75% checks for +1 plasma mine, 3 75% checks for +1 plasma grenade, 8 75% checks for a missile + 3 25% checks for an HE missile + 3 25% checks for an HV missile, or triple the amount of 40mm grenades from VendorAmmoExplosivesTier2.


 * 3 188NCRArmsMerchantMods:
 * At level 1, these are the only options:
 * 1 service rifle springs, receiver, grenade rifle barrel, 10mm mags, laser, silencer.
 * At level 8, these options are added:
 * 1 10mm SMG mag, compensator, hunting rifle scope, action, mag.
 * At level 12, these options are added:
 * 1 assault carbine mags, sniper suppressor, CF parts, missile launcher guidance system, 12.7mm pistol silencer.

Fuuuuck. Nitty the Kitty! 17:21, 17 March 2014 (UTC)