Fallout 3
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ZableBlaze

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ZableBlaze

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28 comments

  1. ghussak
    ghussak
    • member
    • 7 kudos
    I need a place to store caps (mine have weight), I wonder what is in that terminal? I actually wanted to pay to have it stored for a certain time, not to gain extra caps, but I think this is ok too.

    I would like also to store a few items and dont want a companion for that as it will make the game easier.. but I think it is not in this mod.
  2. DazekMoon
    DazekMoon
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    • 0 kudos
    cool its like bank of cyrodiil
  3. Creaca
    Creaca
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    • 0 kudos
    I want to give this an endorsement, but with Flak being part of a quest that requires you either kill or enslave him I just can't.
  4. shantomken
    shantomken
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    • 9 kudos
    @ZableBlaze

    I've played this mod extensively and find it to be a very good mod. I will be rating it here shortly, so bear with me.

    For those of you who have found some bugs (i.e. taking all the caps), those who wished that opening an account with the banker only, and those portraying an evil character, I have a comment about that.

    I contacted ZableBlaze and asked for permission about modifying this mod as a team. The points I just mentioned have been fixed, and for those playing an evil character you no longer have to worry about blowing up Megaton or dealing with Flak. There will be 3 additional bankers added to the game (bankers in Megaton, Tenpenny, Rivet City, and Underworld). I'm working on completing the bank office for Tenpenny now, so give me time. Plus, before it will be released, it HAS to be authorized by ZableBlaze.

    I have to talk with him further about some of the other suggestions mentioned for I also would like to see (and do) some further expansion. However, my modding skills are limited as I am still learning to use the GECK and doing quests is a little ahead of me right now.

    Zable, GREAT mod and keep up the good work
  5. bben46
    bben46
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    I have given this file a rating of 1

    Well it's me again, i've decided to retract my rating of ten and give this a rating of one, as the mod is ATM, it really doesnt offer much.

    This has drawn huge interest! but it still remains untouchd.

    I noticed there's a german version released.. though now i have to learn german.

    Soz Za


    whiteraven247 Banned for rating abuse.

    Rating removed.
    Modders not work for you. They work on what they want to in the time they pick. The fact that you initially gave a 10 and have now changed it to a 1 shows you are trying to bully him into doing what you want. That is not acceptable behavior.

    Bben46, Moderator
  6. whiteraven247
    whiteraven247
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    I wasnt trying to make a point.. maybe i 'have' been abit overzealous about this mod but mainly due to its potential and maybe a rating of one was abit harsh and not really appropriate, and for that i apologise.

    Although I was rating it on the content of the mod, isnt that what people do when they rate?? and arent they entitled to their opinion without being "Reported"?. As it's for the Authors consideration toward the development of the mod.

    I just relized that it really doesnt offer anything too special as it stands. People arent stupid, they'll decide for themselves wether they like this mod or not without being inflenced by one persons opinion, namly myself.


    Admin: i'll 'take back' the poor rating if possible
  7. ZableBlaze
    ZableBlaze
    • supporter
    • 64 kudos
    @whiteraven247
    Why must you pester me about this? Do it yourself instead of bothering other people. And don't underrate peoples mods just to make a point.
  8. jamestellban
    jamestellban
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    First off, nice deal! Love the idea of banks. I mean cmon... you think ALL the Jews died? (j/k with stereotyping... don't flame me)
    Only complaint I have is that it seems (from reading description) that an evil character is going to have it hard.. First off, I wiped Megaton off the face of the globe. Secondly.. Flak has some crazy plans involving some weird collar (you know what I'm talking about).
    So.. Wheres that leave me and my devilish character?
    Could you have chosen the 'refined' clothing trader in Rivet City instead? When you talk to the guard at the entrance, and ask him 'who runs this place?' he says Bannon is kind of the representitive for traders/merchents. Wouldn't that make an ideal headquarters for a bank?

    As an evil character, a nice bonus would be to rob the bank as well. Could be setup as a quest with NPCs, or solo.. But it would really be fun. For a good player, you could hear 'rumors' of someone robbing the bank, and defend it instead.

    Could use safe deposits (oblivion did) but I don't really see a need for it... We have housing

    Loans would be really great for starter characters... but make the interest pretty high! Set it on a weekly basis though, not daily. Say you take out a 1,000 loan, with (barter skill dependent) 25% interest per week. If you make 1,000 caps before day 7, you can pay it off without paying interest, but if you pay it back on day 8-14, its 1,250. Then of course it would go up exponentially (1000 1250 1563 1953 2441 etc, multiplying new balance by 1.25 per week)

    If you used ATM's, one way to deal with it would be:
    Have them deposit 'pre war money' from ATMs throughout the game, which can be sold/traded to merchets. Your not dealing in direct caps, but they could be a constant trade note (they are aprox 10 caps ea anyway).
    I don't know if its possible, but it would be nice if they (prewarmoney) were set at a static price, so they were not affected by barter skill, making them more realistic. Though you could have merchants further from civilization pay out at a reduced rate. Say traders near Rivet City pay 10=1 (full price)... Traders near Germantown pay out 8=1 (moderate reduction), and then further northwest drops down to 6=1 (caps=prewarmoney).

    Anyway, hope you do something really awesome with the bank idea!
    I wish I had the technical know-how to do something like this...

    [edit]
    I also want to add, I completely agree with the earlier comment of Mr. Tenpenny being a huge investor.
    Burk might give you a quest to rob the branch in Megaton before you blow the place up for him... while the sheriff is going to hear about the rumors and try to deputize you to protect the vault.
    (each branch could be robbed one time.. or once a week.. depends on how you want to implement it. Or could be a player choice, on whether or not he wants to clean the place out (1 time only, involves killing the NPCs, for a large sum of money), or sneak in and only get alittle bit (once a week, month w/e, not getting caught, small amount of money)

    I would highly recommend guards increase after robbing the place, to make it more challenging the next time. Maybe up to 10x the guards, or something of that nature to make it either more risky, or more challenging to not get caught.
    Mercs would probably be the best guards for a bank. Banks can pay out pretty good anyway.

    Another quest idea would be to travel with a caravan from city to city killing raiders who ambush you, and wild animals/mutants. This would pay out low, and somewhat scale with player level (not intentionally, but the environment scales already anyway, just add raider encounters)
    Flip side of quest could be to ambush and kill the bank caravans. (maybe Eulogy wants some banker slaves.. and you get to keep the caps/bank notes... aka win win situation)

    Lets say some NPC doesn't pay his loan back, and dissapears? Well, the bank could hire you to go out and 'ruff him up' a little to get the caps. Not kill him of course, that would be evil <img class=">

    I think these quests would be best as repeatable encounters, say once a week. You talk to the loanshark, and he pulls a random NPC name up (could be generated in any town, or wilderness) for you to track down.
    Talk to bank head Merc for dates the caravan will need escourted.
    Or just have one guy (bank manager?) pull a random event out of his hat for you once a week. You'll never know what quest he will give you next.
  9. alaric_
    alaric_
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    • 5 kudos
    I really like this idea and I thought it might be interesting to throw the enclave into the mix.

    When the enclave goes active you could have the bank that is closest to their base be taken over. At this point the bank would start operating in an Enclave controlled currency. Many of the area inhabitants could be found carrying this Enclave currency.

    Then this brings in exchange rates. Towns along the trade routes might have a pretty steady exchange rate between the currency you use and the enclave currency. However off the trade route circuit, the exchange rates could vary wildly based on how the area felt about the enclave.

    As for merchants, merchants and doctors would only take the official currency of their town (unless they are really really shady merchants). This means if the player doesnt have enough of the right currency he/she will have to get it exchanged at the bank to get the desired item.

    This would allow for specialty imports that can only be purchased in either enclave or non enclave areas. That way if the player wants to have "specialty import no. 1" he/she will have to go to the bank and get their money exchanged.
  10. whiteraven247
    whiteraven247
    • BANNED
    • 21 kudos
    Link regarding Banks of the Wasteland:
    http://thenexusforums.com/index.php?showtopic=109020