Making money legally with Repair TTW332

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Laclongquan
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Making money legally with Repair TTW332

Post by Laclongquan » Thu Jun 08, 2023 3:27 am

The old thread is pretty outofdate because it only worked with 322. 332 practically destroy most of its utility. So i make a new thread to look at things in the new version.

Number 1, without Jury Rigging, a repairman is super limited in cash tricks. Even if using normal raider armors to fix Pitt armors, it increase only a little bit.

Number 2, an early go at Point Lookout is good. Not only the normal PLO loots are useful to early players, same as 322, we can get access to 2 recipes, one is to create grenades with human flesh, another is SEC-MPC and Mesmerize Power Cell is pretty valueable. This is the key to making money in 332, good but not OP unless you go at it like a mad grinder~
+++ This is assuming we dont go slaver way with Paradise Falls, which I dont. Pity there's no logic/story reason for a massacre there.

Number 3, an early go at Outcast is good because it's a real good economical way to get loot without much expense, other than skill point investment in some combat skill. Pitt is same, a good trip to get back ton of armors and guns, plus a good way to convert the surplus ammo you found in DC into semi-rare quality ammo. Mothership Zeta might be good might be not depend on your taste, though the zetans might be too OP for early players.
+++ The outcast outpost has a trench knife schematic, which is a worthy goal to get. You have to fight through the easy ghoul at Bailey Metro, and the hard SM horde outside of the outpost. But this schematic is a good way to make money of the numerous combat knives in your hand . Not too op because Trench Knife is not too expensive.
+++ On inventory management aspect, this schematic help you dealing with the frequent met loots of spiked knuckles and combat knives~
Last edited by Laclongquan on Wed Dec 20, 2023 3:33 am, edited 3 times in total.

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Re: Making money legally with Repair TTW332

Post by Laclongquan » Mon Jun 12, 2023 4:53 pm

Reminder trick for Casdin's quest and trade

- Laser pistol/rifle and plasma pistol can be used to repair other expensive guns (with Jury Rigging). So it's economical to repair it to 85% then use for parts. These three can be stocked to use later. BUT they are an accessible source to trade for expensive ammo.
- Plasma rifle is expensive so the above trick doesnt work. Either use it to repair itself, or trade with Casdin.
- Grenade Rifle can used to fix G Launcher, also with trick above. GR can be stocked to use later
- G Machinegun, however, can not be used to fix anything other than itself. Fix then sell immediately.
- Same treatment are Gatling laser, Multiplas Rifle, Plasma Caster. They dont have cheap parts to fix, so no value to store at all. Casdin'ed. While you can use WRK to fix them and sell for good caps, all in all, the returned value for WRK in this case is not that good, save for Gatling Laser.
- Outcast armors and helmets are a good source to trade for stuffs, since the Outcast spawns are pretty common, and during TTW332, wild life is pretty tough that the iron boys died quite regularly.

Casdin is a limitless source of good stuffs provided that you have what he need. personally, I found that we can trade near broken plasma rifle/multiplas/laser RCW for AP ammo is best bang for the buck, as AP ammo is used up quickly, and the three are nearly similar in value.
Last edited by Laclongquan on Tue Dec 19, 2023 3:51 pm, edited 1 time in total.

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Re: Making money legally with Repair TTW332

Post by Laclongquan » Mon Jun 19, 2023 6:24 pm

Wheaton Armory is protected by only raiders. A good rifle, from 10mm lever action rifle, to sniper rifle, to infiltrator... is enough to fight your way methodically and slowly through the horde. The interior need good lockpick or science to open the locks. Good loot for the effort~

Fort Independence is another place to loot, provided that you become Outcast friend. Doing that require some barter for laser plasma weapons, and or scrap electronics then trade for Casdin's reward. Even if you intentionally stock up certain things before fighting our way through to meet him, it probabbly still not enough in 1st meeting.
+++ Exploring without being friend is not recommended because Outcast troopers are going to approach you continuously. Thus open the lock and taking items can be... chancy.

Paradise Falls is an interesting place to explore. Either you do their slaver quest (thus become slaver and get cursed on radio) or pay money upfront to get entry. From MY pov, I choose to pay money, so skip the quest~ Get public cursed on radio is not my idea of fame.
+++ As a place of evil people, owned items can be stolen without karma hit~ Thus, steal the whole place clean without worry!
+++ PF can be a place to avoid just because. No early quest to lead to it, and its unsavory reputation make a roleplayer avoid the place like plague~ But from pov of an early player who is not rich, this stealing from slavers is a good thing to do~

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Re: Making money legally with Repair TTW332

Post by Laclongquan » Sun Jul 02, 2023 3:37 am

PITT is another good place to go early, because middle to late the loot is frankly disappointing. Enemies as well. Max trogs would be Savage's 65 HP. Pitt Raider is slightly tougher, 130~. Go too late and you are rolfstomping all over, which is unfun~ Lv16 is about right, since we just get Jury Rig and can have a bit roleplaying time as repairman in Pitt.

The toughest would be after getting your inv confisticated and before getting them returned. And the key would be autoaxe/melee.

Dont go out in the open because the fast trogs will mob you on all directions. The supply plant provide tight corner where you only worry about 2. Make use of the looted grenades here or the 32 ammo. The man opener inside is a good replacement for autoaxe.

The 556 can be converted into 556 match with the reloading bench in the steelmill. The assault rifles can be fixed into one useable gun for the arena. Also make use of every slops before getting out of arena as faydrra will cure rads.
SpoilerShow
A good step-by-step method is to get 10 ingots to open up Arena fight and Faydra. Explore, then win 1st Fight to get Faydra's rad cure, then repeat for 2nd cure. This should solve most of radiation difficulty during Steelyard exploration. A good way to do Pitt where you dont have much in term of chems and have to rely on slops for combat heals.
Oh, and safe storage is midea desk.

After getting uptown access kill every generic pitt raider from downtown to ashur palace. They would get respawn in later stage (precisely, after unleash the trogs to uptown) so might as well. The named raiders has their use for a while (like Lulu giving 3 noodles everyday) but any one without use can get wiped. Specifically, Reddup, ODog, Mona, Squill have their own raider replacement refs. In the slave revolt that draw Ashur out of palace, any surviving slaves in the courtyard will get wiped in the next Trog Scourge.

Killing generic slaves is not as fun or rich, because they only have 2 loots: cheap slave rags and 200-caps Autoaxe.

The steel ingot reward is good until 90. 100 is the power armor which might not be useful if you dont have training. And in the process we sweep clean the exterior of steel mill.

We have one copy of combat shotgun from that and 1 from arena fight but 12gauges is not good for middle range, only for trog in close. Assault rifle we looted 3 outside of killed loots but perforator make for a good economical use of ammo and repair kits. AR is better in rough combat, but Perforator/infiltrator is silenced guns by default so they have their own use.
Last edited by Laclongquan on Thu Jul 06, 2023 9:12 am, edited 3 times in total.

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Re: Making money legally with Repair TTW332

Post by Laclongquan » Wed Jul 05, 2023 9:50 am

Stuff to fix then sell, jury rigging style

2hand melee weapon: sledgehammer (vanilla), autoaxe (pitt) chainsaw and supersledge (rare)
1hand melee : Chinese sword, ripper (semi rare), katana (rare)
pistol: 10mmSMG
rifle: hunting shotgun and hunting rifle
Light machinegun: LMG, auto rifle,
2h energy rifle: multiplas rifle, tribarrel laser rifle
1h energy pistol: laser defender
2h energy mg: gatling laser(rare) heavy incinerator (use incinerator to fix)
Last edited by Laclongquan on Sun Oct 22, 2023 7:37 am, edited 1 time in total.

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Re: Making money legally with Repair TTW332

Post by Laclongquan » Sun Sep 10, 2023 9:13 am

Player houses:
Obviously the choice remain between Megaton and Tenpenny Tower.
And yet, there's other safe storage here and there you might want to remember:
Rivet city Hydroponics lab ( aka coc RcHydroponics) has two refridgerators and one firebox absolutely nonrespawnable. At least, according to my very long run. It's free to check in days and nights, without NPCs visiting and causing problem. The hotel is bloody inconvenient I dont really visit it much, but this lab is convenient and beneficial (respawnable plants). Hydroponics lab as a temporary storage for market visits, nice place~
...
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Re: Making money legally with Repair TTW332

Post by Laclongquan » Sun Sep 17, 2023 8:53 am

In term of selfmade combat tool

Railway Rifle is one of the rare early gun can be of use in later stages again 1250HP SM Overlord, mano-a-mutie style. Thanks to its heavy punch, it can break defense and break the limb, thus send its heavy weapon flying, and we can pick it up, deprive its deadly tool and let them use their fist. It can be fixed with basic rifle, and using it meaning we can spare the ammo of other guns.

Dart gun is one of the few rare early gun can be of use against Behemoth. Make a bunch of poisoned darts and you can mince one specimen to death~ Though there's a chance the killing time fall on the poison DOT so it doesnt register that it's YOU kill the Behemoth.

Cryolator is... I dunno. No use other than cheap replacement part, which for a jury rigger it's pretty useful. Combatwise, the damage is too slow and tiny so you have to keep the muzzle on target firing until it dead. Maybe if we take the cryo damage perk it would be more useful. Mind you, its AOE effect make it can deal with a bunch of target at once

Shishkebab is depending on whether you like melee~

wasdwasd12
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Re: Making money legally with Repair TTW332

Post by wasdwasd12 » Tue Dec 19, 2023 12:13 pm

Hello I was reading your post I wanted to ask are you trying to find ways to make a lot of money easy like :D

One trick i did was made the ammo for ther Cryolatr maybe im spelling it wrong but i made that ammo vaule a little bit higher like one bit of ammo can earn you 50 0r 60 caps :D

and when you sell a huge amount you can get a good amount of money and the ammo is everywhere :D

I hope that helps :D

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Laclongquan
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Re: Making money legally with Repair TTW332

Post by Laclongquan » Tue Dec 19, 2023 3:42 pm

One of my self restriction is that I dont sell ammo much if at all, and buy ammo whenever I see it in shops even if I dont use it. Then I store them all in ammo box and watch the number
+++One exception is that after completing Pitt, I would transport all those normal ammo and bulks there to convert it to rare ammo. 20000 rounds of 5mmAP is just a basic weight~

But leaving that aside, yes, selling liquid nitrogen is an acceptable way to make money. Because Cryolator is not very good, you see, even with optimized LN. So I use Cryolator as spare parts to fix energy rifles. You all can just sell the numerous LN.

Note that the Railway Rifle is very good in that regard. The spikes punch heavily, so even in late game, it still can work on power armored enclave troops. 1200HP Overlord/Radscorpions and 750HP Deathclaw is a bit tough, but you can break their limbs first to limit their mobility, then run-n-gun with Railway Rifle.
+++ Tips: you can shoot RR until it's 80% then use that for Jury Rigger's repair parts. You can find enough components to make spare RR, after all. And that way you use up cheap spikes to conserve ammo.
---
Easy? There's very few easy to make money in 332. All the non-bug ways are covered.

Example: Missile-Rocket-RocketHE/Inc is covered by reduce rockets price. You still can make some money by going that route and sell Incendiary and extra conductors, but it's no longer profitable as in 322.

You can explore Point Lookout and get the schematic to convert cells into mesmerize power cell. This is a good way to make money, especially if you go at it like a maniac. It's not OP because you always have to find energy ammo to convert, and only use overloaded, optimized, maximized forms to shoot, which all in all in a reasonable tradeoff and moneymaking scheme.

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Re: Making money legally with Repair TTW332

Post by Laclongquan » Mon Feb 19, 2024 3:30 pm

Using my speedrun save mod I did a quick run to the train station to start anew in Mojave.
+++ Reset level to 5, and use a modded Skilled trait to give -50% XP. This will ensure I stay at lower level longer and enjoy a low level run. Remove all the perks that gained at levelup. Perks that was awarded by quest or achievements still stay.
+++ To cover for that, I installed a double spawn mod that ensure TTW spawns, as well as AWOLP and MoreMojave are double, increased in difficulty.

First impression:
+++ The Railway Rifle is a huge help early game. It punch like a Deathclaw hit. A big shine compare to the likes of BB gun, Varmint rifle, and even later on the service rifle in outpost. Only the Paciencia, hunting rifle and trail carbine in Novac can compete with it. But by then we got a long duration out of railway rifle.
+++ No freaking way to make money that I can think of. Strictly live on my carrying baggage.
+++ The most efficient way to gain with bullets is dissambled all bullets and make 20 gauge magnum for the Sturdy Shotgun, and possibly 10mmJHP for the weathered 10mm pistol. possibly 357 JFP if you can find a cowboy repeater. Wanda is a nice starting 5mm rifle. As for 556, we just have to wait until we can find a service rifle, or 556 pistol.
++++++ In my specific case, the above only work on spawns around level 5, and not work with DT5+ hostile, as I use a customized version of Harder than You mod, that make spawns much more interesting and tougher. In this Harder mod, only Wanda can punch through their DT at the beginning areas, and Railway Rifle.

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