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Petrenko trade bug / exploit

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  05:40:26  10 May 2017
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Byte Me
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On forum: 10/08/2014
 

Message edited by:
Byte Me
05/10/2017 17:03:43
Messages: 256
Petrenko trade bug / exploit

1.4002
You may sell a shotgun to him for about 3100.

Then buy it back for about 2250...

Rinse and repeat ad nauseum.

(By shotgun - I mean the long version that some Bandits have at their base)

EDIT: Any such shotguns that you sell him stay in his inventory even after he relocates to the shed after the Merc raid and are still exploitable.
  11:12:03  17 May 2017
profilee-mailreply Message URLTo the Top
Byte Me
Senior Resident
 

 
On forum: 10/08/2014
Messages: 256
Petrenko trade bug / exploit

1.4002

Update.
This exploit seems to be a function of the skills module.
If you award yourself 'trade' skill points (I had applied 3 in the above example - although it works for lesser amounts to a lesser degree), then as soon as you trade something that is exchangeable with any friendly NPC you get the exploit.

Since most NPCs don't have unlimited funds, you just bleed them ..

Naturally, you make b/u game saves before you try this at home ...

Petrenko is that extra-special friendly NPC (after X14) who has deep, deep pockets ...

Other items that will be of interest for 'trade' purposes are:

Sniper AKMS
Poltergeist's brain
Controller's foot
Cat's head
Izlom's arm

and I'm sure there are many more.

Things that DO NOT trade and come back are:

Bloodsucker's tentacles
Hand of a Burer

and probably any low level mutant part (a low offering price should be viewed with suspicion - and test with a b/u save at your own risk)

He will not trade a generic RPG-7u ...
He WILL trade the Quest RPG-7u from the tower rooftop (not the Quest one from DS either)

Although untested with high-end mute parts, YourPet probably holds onto them right up until he changes faction late game.
Never forget that once you diss the Scorcher, and he becomes a Trader that any such exotic loot will be Black-holed forever.

Have much fun until it's nixed.
 
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