|This page lists all merchants in Fallout 4.|
Background[edit | edit source]
Merchants are the primary source of buying and selling goods within the Commonwealth. Multiple merchants can be found in major settlements such as Diamond City, Bunker Hill and Far Harbor, but others can be found in unmarked locations. There are also traveling merchants who can be found around the Commonwealth. The most significant traveling merchant group is Stockton's caravan run by Old Man Stockton in Bunker Hill.
All the major factions have their own merchants based at their headquarters. The Sole Survivor can build trading posts at allied settlements once they have the Local Leader perk at rank 2 to expand the total number of merchants available.
Merchants[edit | edit source]
Settlement merchants[edit | edit source]
The addition of the settlement system in Fallout 4 allows one to assign any settler to a store, allowing the player character's own merchants to be created. Depositing a small amount of caps over time to the workbench, they allow another avenue of random shipments, junk, ammunition, and clothing beyond pre-existing and wandering merchants.
Unique settlement merchants[edit | edit source]
In addition, there are eight unique settlement merchants in the Commonwealth, who are unofficially dubbed as "level 4 merchants" or "tier 4 merchants." These NPCs will provide much better equipment and junk than normal settlers, including the sale of unique (legendary) armors, but only when assigned to tier 3 stores. They also generate more profit, deposited in that settlement's workshop, than tier 3 merchants.[verification needed]
Some of these merchants can only be recruited to a settlement if the total of its own population, and that of all settlements connected to it by supply lines, is at least a certain amount, with the largest demand being 30 people.
Though the Vault Dweller's Survival Guide for Fallout 4 claims Holt Combes can be recruited as a vendor for settlements, he actually has no special shop assigned to him in his game file, nor any settler variables set in place. Tina De Luca, another Vault 81 dweller that can actually be sent to a settlement, has partial variables set in place to act as a specialty vendor.
|Vault-Tec rep||0||General Specialist (Trading emporium)||Found in Goodneighbor at the Rexford Hotel, second floor outside an apartment.|
|Tina De Luca||0||General Specialist (Trading emporium)||Found in Vault 81 after Hole in the Wall.|
|Trader Rylee||10||General Specialist (Trading emporium)||Found in the Longneck Lukowski's Cannery, arguing with another trader.|
|Anne Hargraves||0||Clothing Specialist (Clothing emporium)||Found at the WRVR broadcast station.
|The Scribe||10||Armorer (Armor emporium)||Random encounter (many possible locations).|
|Ron Staples||20||Food & Drink Specialist (Restaurant)||Random encounter (many possible locations).|
|Doc Anderson||20||Clinic Specialist (Surgery center)||Random encounter (many possible locations).|
|Smiling Larry||30||Weapons Specialist (Weapons emporium)||Randomly encountered at any road in the Commonwealth. One possible spawn for any type of trader ("Level 4", Caravan trader, Provisioner, or Patrol) is a road by Med-Tek Research.|
Shipments[edit | edit source]
Some merchants offer bulk shipments of crafting components in their junk category. Shipments are of 25, 50, 100, 200 or 250 units depending on the rarity of the component. Shipments are the fastest way to get rare components for crafting advanced mods. However, it's much cheaper to get common components (Wood, Steel, etc.) by scrapping debris around one's settlement.
Unlike other merchants who offer shipments, Alexis Combes always has only one shipment available at any given time, but which item is in the shipment changes. Saving the game before trading with her allows one to load that save for a different shipment or one can wait/sleep for 48 hours.
Notes[edit | edit source]
- The four traveling merchants (Trashcan Carla, Cricket, Lucas Miller and Doc Weathers), their guards and brahmin are protected and thus cannot be killed by enemies during combat. They can, however, still be killed by the player character.
- Paying caps to a medical vendor for healing or curing does not bolster the number of caps they have available for bartering.
- A merchant's initial inventory is not generated until the player character first chooses to barter with them. If a vendor is known to stock the desired item, quick-saving and quick-loading can be used during the conversation at the 'Barter' prompt to increase the chances of encountering the desired item.
Bugs[edit | edit source]
- Playstation 4 When trading with Trashcan Carla and/or some other merchants, some players have verified a glitch that occasionally occurs which results in the caps transaction not being accounted properly resulting in loss of caps. Then, the bug seems to carry at random. We were trying to pinpoint which character (or event) triggers this issue but so far it does not appears to be NPC/event-related. [verified] Fix: Remove all charisma boosting clothing and then put it back on, speak to the merchant, exit, then try to buy from the merchant. Try selling one or two rounds of ammunition to make sure the price is in your favor.
- PC Playstation 4 Xbox One Some Level 4 merchants won't travel to or stay at your settlement after being assigned there. Solution: after the merchant has been assigned, disable them and any other traveling companions they spawned with, such as accompanying mercenaries ("prid [ref id]", "disable"); fast travel away from the area they spawned in; then walk, don't fast travel, back to that exact same area and a different random encounter should occur, such as wild mongrels or synths; if so, re-enable the merchant ("prid [ref id]", "enable"); fast travel to your settlement; and finally, move the merchant to you ("prid [ref id]", "moveto player"). Now the merchant should stay put.
- Playstation 4 Holt Combes is listed as a Level 4 merchant, but you can never recruit him to one of your settlements for him to become a Level 4 merchant.[verified]