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Isn't C4 Edit

It isn't C4 in real life, its a satchel charge in real life. c4 can only have 1 bomb per frequency and satchels have many (unsigned Spedster777 21:32, August 9, 2010)

I think you are confusing things.
"C4" refers to a chemical compound, "satchel" refers to the delivery container and "frequency" has to do with the trigger mechanic. It's perfectly possible to have a satchel charge with C4 in it that works with any remote detonation trigger you want. SuperNull 22:06, June 14, 2012 (UTC)

Need Help Acquiring Satchel Charges Edit

I Have killed more then 3 people in the Assassination list in my Saints Book. actually i have killed a total of 12/32 and i went to Friendly Fire and the Satchel Charges Are not in the buying Explosvie inventory please help me on this i would really appriciate it and i will be getting live soon so i'll help you out on some achievements for saints row my gamer tag is xSGTxMcGinnis, and also my saint rows file has all upgrades to max and has 100% everything no cheats whats so ever and yet still no Satchel Charges

MURDER TIME!!!! FUN TIME!!!! 16:00, June 6, 2012 (UTC)

You get Satchel Charges after choosing them in "My Name is Cyrus Temple", as it says in the article. It has nothing to do with Assassinations. – Moozipan Cheese(talk page) 00:46, June 7, 2012 (UTC)
Why did you think that Satchel Charges were related to Assassinations? --user452 20:06, June 7, 2012 (UTC)

Carrying more than 5 Edit

RE:SR2: "is it impossible to carry more than 5 at a time without using cheats"

This isn't true. I has 9 at some point without any cheating. I'm not sure how I got them though. It may have to do with starting some activity and being able to keep the unused ammo somw way or an other. SuperNull 22:06, June 14, 2012 (UTC)

You're correct, you get given that many in the Elysian Fields Trailer Park stronghold. --user452 22:10, June 15, 2012 (UTC)
No, its something else. It's on a save where I have zero territories owned and only did the first 2 story missions that are forced on you. It has to be from some activity/diversion.SuperNull 22:54, June 15, 2012 (UTC)
Oh ok, interesting, I'll do a search. (BTW, the second mission isn't forced on you) Okay, there are charges in the prison armory during Jailbreak apparently, I forgot about those, but I don't think you keep them afterwards. They're used in Drug Trafficking, Fuzz, and Mayhem, perhaps it's possible to keep them from one of those, but I didn't think it was. On a side note, I wonder what happens if they're enabled during one of those activities, and you glitch out of them. Can you load up that save and check which activities you've done? I have a similar save, but I completed all activities in that, so maybe you did too. --user452 23:16, June 15, 2012 (UTC)
There are definitely 2 Satchel Charges in the armory during Jailbreak. These aren't present outside of the mission, and are removed from your inventory after the mission ends. It isn't possible to keep weapons from FUZZ by glitching out of the activity, I didn't test Mayhem, but I'm pretty sure it will be the same. Actually, now I think of it, I didn't test switching to another thrown weapon while playing FUZZ. I don't have high hopes, but I'll try it anyway.
Also: during a replay of Jailbreak, picking up another "2" charges doesn't stack, as starting a replay of Jailbreak removes all weapons from your inventory. --user452 10:06, June 19, 2012 (UTC)
They definitely aren't used anywhere else, and they aren't just lying around normally, so I'm really interested in working out how you have 9 of them at the start of the game! --user452 06:43, June 18, 2012 (UTC)
Tested FUZZ, they can be kept by switching with another thrown weapon, but nly the default 5 are added to the Weapons Cache, and it should be the same for all other activities involving infinite weapons. --user452 02:41, June 19, 2012 (UTC)
To clarify; I am talking about having more then 5 on my person, not in the weapons cache. I very well may have gotten my 9 though FUZZ as I did it after completing hitman. How does that "can be kept by switching with another thrown weapon" work exactly, and doesn't it stack to 10 if you had 5 satchels before starting FUZZ? SuperNull 09:49, June 19, 2012 (UTC)
During FUZZ, Mayhem, and Drug Trafficking, you are given infinite Satchel Charges, not a certain number. "can be kept by switching with another thrown weapon" means "if you didn't already have satchel charges, you can add them to your weapons cache by switching to another thrown weapon". If you already have satchel charges in your weapons cache, getting infinite charges during an activity does nothing, as getting infinite weapons in an activity doesn't effect the amount of ammo you're carrying outside of the activity.
Other than Hitman, which other activities have you done in that save? --user452 10:05, June 19, 2012 (UTC)
Unfortunately it's easier to list what I HAVEN"T done in that save.
- Progressed in the main story past the mission that is forced on you.
- Guardian Angel
- Completed Tow Truck
- Done the last stunt jump (Pyramid)
- Completed Fight Club.
- Completed Crowd Control.
- Obtained triple gold-stars for everything
- Used any cheats other then the pre-order vehicle unlocks.SuperNull 10:22, June 19, 2012 (UTC)
By Guardian Angel, do you mean Heli Assault?
I did some more experimenting today and found that while weapons are infinite in FUZZ and Mayhem, they're not infinite in Drug Trafficking. And at levels 5 and 6 of DT, you're given 9 and 11 Satchel Charges. Unfortunately, there's no way to keep them, as you can't use friendly fire or brass knuckles or the crib weapons cache during drug trafficking, which means you can't keep the weapons. Even on full completion of drug trafficking, it is not possible to keep weapons. I successfully glitched out of the mission, and the weapons are not kept. I had thought that when glitching out of FUZZ, the weapons weren't kept because they were infinite, but it appears that it's just never possible to keep weapons from an activity either by exiting, completing, or glitching. The only way to keep weapons from a mission or activity is to switch to another weapon of the same class - which is almost completely impossible during Drug Trafficking. The only way it would be possible is if someone dropped a thrown weapon and you picked that up. Not impossible, but the chances of it happening are unlikely. But if you can't work out any other way it happened, maybe this was how.
A strange thing I found is that even if you start DT while already holding Satchel Charges, when you exit, you won't have any thrown weapons. (I didn't test what happens with other thrown weapons)
I searched the the game script files again, and I just can't see anywhere else they could have come from. Since I can't think of anything else, back to basics, I guess: If on PC, are you using any mods? If on xbox, do you have any DLC?
Hmmm, another idea: I'm replaying DT, maybe you get to keep the weapons the first time through. It's a long shot, but i'll start a new game and play through DT and see what happens. --user452 07:39, June 20, 2012 (UTC)
"By Guardian Angel, do you mean Heli Assault?" Yeah that's what I meant.
I guess It was "extremely lucky" and looted the satchels from someone who drooped them, as you said. I'm sorry I cant be more helpful, I really don't have any insights to share.
"If on PC, are you using any mods?" Nope, that particular save never came in contact with any mods. But now you mention it, I am discovering the secrets of the .xtbl and .cts files at the moment. I did some minor things like changing the garage of the Prison Lighthouse crib to serve helicopters instead of cars (what the hell where they thinking giving you a car garage on a small island???) and moving it up the road to avoid clipping issues with the Tornado. I also added a roof access elevator and roof Parrot plane spawn points to the Downtown Loft. The idea is to make a "convenience mod" that, unlike GotR, does nothing that alters the structure of the savegame file so that it stays 100% compatible with the original game. But I am getting way off-topic, and getting ahead of myself, so I should stop typing... SuperNull 18:59, June 20, 2012 (UTC)
Sounds intriguing, good luck! --user452 02:02, June 21, 2012 (UTC)
Since it's been a while, resetting indent.
I did find a couple of ways to get and keep more charges. Replaying Jailbreak, and Elysian Fields Trailer Park and glitching out. Earlier, I said jailbreak wasn't possible "as starting a replay of Jailbreak removes all weapons from your inventory", but I was forgetting about the crib. First, you go to the crib and get your satchels (and visit the clipboard), then you go pick up more, then exit (I forget whether the extra step of going back to the cache and switching to grenades is necessary.) Essentially the same thing goes with the stronghold, pick up the charges, go to a crib, switch to grenades and use the clipboard to glitch out.
But this doesn't help work out how Supernull got them after only completing Appointed Defender. I don't think I've tried going to Friendly Fire during Fuzz, so I guess that's the next test.
Also, while you can hold a max of 11, the cache only stores 9. Annoying. -452 01:16, February 19, 2013 (UTC)
Oh, right. I just read through the conversation again, and I did try that. Still out of ideas then. -452 01:25, February 19, 2013 (UTC)
I believe I've figured out how to get more than 5 charges (I've managed to get maximum of 10 only), though confirming would be good too. Here's the method:
  1. Choose Satchel Charges from the Weapons Cache
  2. Go to Friendly Fire, select Weapons Cache there and choose any other Thrown weapon (for example, let's use Hand Grenades)
  3. Buy 1 grenade
  4. Switch to the Weapons Cache and choose Satchel Charges
After that, the number of Satchel Charges should be increased by 1. (ex: if you had 5 charges, you will get 6 after doing this method)
If you haven't understood, I may try to make a video but I doubt I'd be able to upload it to YT due to my slow internet speed.
TheMoonLightman (talk) 09:29, October 14, 2013 (UTC)
It doesn't seem to be working for me. Maybe I missed a step, here's exactly what I did:
  1. I am carrying 5 Satchel Charges
  2. I walk into Friendly Fire
  3. I go into the store menu
  4. I switch to Weapons Cache
  5. I change weapon to Hand Grenade
  6. I switch to store menu
  7. I buy 1 hand grenade
  8. I switch to Weapons Cache
  9. I change weapon to Satchel Charges
  10. I exit out of the store.
  11. I have 5 Satchel Charges.
-452 12:31, October 14, 2013 (UTC)
I've missed something. You need to buy up to 10 grenades at Friendly Fire. I've mentioned "Buying 1 grenade" because when you buy 10 grenades, then other thrown weapon (e.g. Molotovs), then you will have 9 grenades. So I'll just try to write the method again:
  1. Get Satchel Charges
  2. Go to Friendly Fire
  3. Switch to Weapons Cache
  4. Get Grenades
  5. Buy as much Grenades so you will have 10 Grenades
  6. Switch to Weapons Cache and choose Satchel Charges
After that, you should have 1 extra Satchel Charge. Then you should repeat steps 3-6 with other Thrown Weapons (Molotovs, Pipe Bombs and Flashbangs) until you will have 10 Satchel Charges.
I guess this method should work.
TheMoonLightman (talk) 05:02, October 15, 2013 (UTC)
Awesome, that works!
I found that you don't need to start with Satchel Charges, because any time you have 10/10, then switch back and forth to Satchel Charges, you end up with 9/10.
Revised steps which always work:
  1. In the Friendly Fire Store menu.
  2. Switch to Weapons Cache. Select Satchel Charges, then select any other Thrown Weapon.
  3. Switch to Store menu and fill up on the selected Thrown Weapon.
  4. Repeat steps 2 and 3 until Satchel Charges are full.
Thanks for finally figuring this out! -452 18:29, October 15, 2013 (UTC)
Slightly related: If you have 10 of all 5 thrown weapons, they stay at 10 no matter how much you switch between them. But if you use all of your Grenades, then switch back and forth with Satchel Charges, you end up with only 9 Satchel Charges - so it's kind of the reverse of how you get them. -452 18:41, October 15, 2013 (UTC)
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