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TheCrawlingDark

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TheCrawlingDark

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31 comments

  1. Chappimon
    Chappimon
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    Great Mod! Only downside is that I get Ammunition when opening a Nuka-Cola or a beer :D
  2. AgentMeta
    AgentMeta
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    What would happen if I were to download all 3 files? Would they keep trying to override one another and therefore not functional?
    1. Chappimon
      Chappimon
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      Exactly. You have to choose one.
  3. BrianSteward
    BrianSteward
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    Artyom would like to know your location
  4. Yasahedo
    Yasahedo
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    dont know if this helps or not but there is this mod i found on the nexus that makes caps into bullets but also lets you use the caps/bullets as ammo as well. Im not great at scripting for fallout but maybe if someone out there could use this as a reference or the mod author. would really love to see if this could be done or not.  Metro-Styled Currency 
  5. Brightwing2112
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    Looking upon your mod,I smile. Thus is Zen. It makes total sense to use prewar rounds as the currency. Caps litter the ground,fill the earth in dumps; are
    over-common so much aas to make their worth like that of pennies. But 5.56 rounds? Yes. And you summed-up all of the aspects perfectly. (I elaborate here for those that may require more signposts to grasp an understanding...) ;) Nice.
    1. fraquar
      fraquar
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      Ammo, like everything else in the game makes a good pseudo-currency - something you can trade with when you don't have the primary currency on hand.
      That said, I don't understand why someone would think ammo makes a good primary currency.   It's not only heavy but it is actually meant to be either fired out of a weapon, or broken down and reused to handload ammo you will fire out of a weapon.   In a world where ammo is scarce to begin with, I don't understand why you'd want to take it out of circulation using it as a primary currency.
    2. BoethiahQueen
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      I agree that it doesn't make the most sense in Fallout's world. It originated in Metro and made perfect sense there, as it even had a gameplay effect. You could use the handmade ammo, which was the default, or you could use the military-grade rounds which dealt increased damage, had lower recoil, better accuracy. This made them significantly more valuable than the default ammo, and forced you to choose between using them as currency or as ammo.

      Through no fault of the mod author, it just doesn't have the same weight if you can't use these military-grade rounds and be made to choose between using them as ammo or money. Fallout 4 doesn't have any ammo-swap function, which likely would've made this possible. However, I would really like to see this idea implemented into New Vegas, where the ammo could have better DT piercing, higher damage, and lower CND cost in addition to replacing caps.
    3. Thunderbyrd
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      lore wise they dont seem to be hurting for ammo. matter fact it makes sense since  ammo is rare that ud use it for currency, cus you know its rare so more value. compared to bottlecaps where people can counterfeit them. Bottlecaps are heavy too. you ever stop n think oh i have 5000 caps on me rn. how noisy thatd be or cumbersome. you can stack ammo better than caps.
    4. TwerkannosaurusRex
      TwerkannosaurusRex
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      @fraquar

      Logically speaking there shouldn't be a primary currency at all and barter should be the most common form of trade (well that and favors/influence, but a whole ass gift economy wouldn't be feasible to mod in).

      Bottle caps in Fallouts 1, 2, and New Vegas were representative currency backed by potable water (two bottle caps representing the value of one bottle of water), and specifically pushed by the Hub, which controlled the main source of potable water in California. In areas beyond Hub influence, or where they didn't have a monopoly on drinkable water, other currencies were used. NCR Dollars, Legion Denarii, Brotherhood Scrip and Ring Pulls.

      In the East Coast (Bethesda) Fallouts, there is no Hub, and bottle caps are backed neither by water nor by any political entity, because that level of organization basically doesn't exist.

      Given that, bullets as a commodity currency make a lot more sense than bottle caps, which are basically only used as currency in Fallout 4 because Fallout 1 did it (or rather, because Fallout 3 did it, and Fallout 3 did it because Fallout 1 did it).

      Personally what I'd like to see in an economy mod would be something like PLUNDER but with just the economic elements. In lieu of that, IMO the only problem with a mod replacing caps with bullets is that the bullets aren't actually usable.
  6. darkstein350
    darkstein350
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    hi would you consider make another currency mod? but this time replace the bottlecaps with casino chips
  7. Ecologists
    Ecologists
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    W mod
  8. purekaos
    purekaos
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    would you consider making alternative versions using different rounds. ie a 308 version or a 7.62mm. 
    I could do the model swap myself, But I'm sure there would be some interest in this in other calibers for the model.

    Also i haven't looked yet, but would ammo model changing mods also affect the model you used for the caps. or is it using a "custom" model that you just pulled from vanilla 
    1. BoethiahQueen
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      just taking a quick look at the file will show that it's using its own single round mesh. I don't know of any other mod that you could replace it with actually, as the only other ammo mods that come to mind are shell casing mods.
    2. TheCrawlingDark
      TheCrawlingDark
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      Ngl, I just took the 5.56 casing and a scaled down .308 projectile and mashed them together.
    3. Ecologists
      Ecologists
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      the chad low effort modder admitting, godspeed
  9. VictorDoUrden
    VictorDoUrden
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    There is only one single thing I can possibly think of that would get ruined by the game not being absurdly stupid even for the sake of silliness by using bottlecaps as currency
    ..........
    ..........
    bottlecap mines...... cartridge mines wouldnt be nowhere as effective as a mine filled with ready to go shrapnel aka bottlecaps
  10. Thunderbyrd
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    so the stripper clips show up for even single rounds or if its a singular round its just one bullet. the screenshots made it seem like stripper option makes everythin stripper regardless of caps amount. Itd be cool to if for the engine u could set the bullets to how many caps r there. like only 3 caps? maybe a few bullets in the stripper clip. Great mod regardless. i never thought abt applying the metro concept to fo4