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funhammy

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funhammy

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  1. 1069761512
    1069761512
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    Why is it that the newly spawned enemies that are eliminated by looting still spawn as "Caps"?
    I know that most of the time he generates "Coins".
    1. funhammy
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      I haven’t checked how that park works or how this mod works since the updates Bethesda did. Consider it as is. Sorry. 
  2. funhammy
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    I’ll be recreating rags to riches in a way with a successor mod that will require this mod. Stay tuned and thank Bethesda for a renewed interest from their show. 
  3. Bigfatmeow
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    what about bottlecap mines and the bottlecaps you get from drinking nuka cola?
    1. funhammy
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      They’re just coins now. 
  4. kraziumCx
    kraziumCx
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    i like +1
  5. iriemk
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    I would love to just ADD all this stuff, while keeping caps viable as main currency. Kinda like in new vegas with Legion coins and such. I am really wanting for something like the Rags to Riches mod from NV, painfully missing the digging for treasures and coming home to a pool table full of gold and silver coin and gems^^. Any way I can do that with FO4edit?
    1. funhammy
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      You could just set the name of caps back to default and set their model back to default and that would be accomplished, I could put out a patch for that at some point. 

      I just liked the idea of prewar coins but I am working on 2.0 that has $0.50-$100 gold, silver, and copper coins, as well as new ingots and it adds the coins to the leveled lists as a way to gain new treasures. 

      I plan to add things to sink your money out on too since my new economy would make you become quite rich by the time you are hitting higher levels. 
    2. iriemk
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      Seriously, if you do the upgrade and it's anything like the treasure hunting & hoarding in Rags to Riches, I will erect another mod-author shrine for my settlers raiders to worship (first one was dedicated to the dude with the No-AWKCR repository^^). Rags to Riches was one the 5 mods I always had on FNV setups, having something akin to it here would bring back fond memories (like, a bathtub full of silver dollars in victor's little shack^^)
       
      And thanks for the tip, I'll see if I can xedit-mess with this and make some coin. One question though, if you making new bars, are you planning on gems as well (pretty please)^^

      Keep up the good work!
    3. funhammy
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      I have considered gems but I haven't begun working on them yet or how they would fit into the economy. 
    4. iriemk
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      Wasn't thinking gems as currency like the coins. Rags to Riches did that, but without the mining background as it was in the western desert in Nevada, this seems like overkill (well, I don't actually know about mining in Mass., if you have some insight there, teach me).
      But there's banks with lockboxes and big mansions with safes in them, so if you indeed found the nerve and time to do it, why not throw in some unique collectibles for the treasure hunters? Maybe a dozen or so select shiny baubles in locked up places like that, in key-locked safes, so you really need to put in the work and search, not just lockpick. Or with a smirk, like in that one old Clever & Smart episode where they is hunting the thief of the "Kor-I-Door"^^. But this is your baby, I'm happy with what I got for now, cheers^^
    5. iriemk
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      @funhammy : Hey, gotta bother you once more...I dunno how I made it work the first time, but this go around I just can't figure it out and I am thoroughly confused (especially after I successfully turned another replacer mod into an addition just the other day).

      I tried a bunch of different things now: First replaced both name and model in the overwrite of yours with the vanilla entries, but -naturally- then got duplicate Coins from the CapsDummy.
      And since I also run your Captrack Redux, which also has a CapsDummy to make bottlecaps a physical item (as far as I could tell this  one does not), I figured I can delete this mod's. Captrack kept functioning perfectly, I could still drop singular caps, but as soon as I did that (or open a container, use workbench, drop a cap, whatever) - EEEH! - my cap count started climbing rapidly and would not stop. Last go around, I managed to fiddle this mod to my needs and patch it to work with both Captrack and FlipACoin, now I'm biting my desk trying to just figure this out^^. Tried deleting just the override from this mod, tried messing around with Captrack too, all to no avail.

      I can't figure it on my own though, it probably seems trivial to you. All I'd really like for now is have all the nice stuff from this mod as simple misc items. Please help a semi-Luddite out once again^^.
    6. funhammy
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      Interesting, sounds like it is call to the same functions in different mods and causing a dupe glitch, this mod is based on the old captrack foundation so its fundamentally not compatible with captrack, not sure what you did to make them work together but if you want just the assets as items in the world you can just strip any reference to the currecny from them and then load it with cap track. 
    7. iriemk
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      okido, thanks for the reply. might be a minor detail, but I really want some proper old world money in my game.
  6. DoctorwhoNZ
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    Loving the mod and I like how that you can keep the coins in your inventory like in the other games too. Also makes sense having that the U.S.A. makes a lot of pennies each year and that it's copper. Copper is worth a bit more then steel too. Well the old ones are before the US mint change over to Zinc coated with a copper wash to make them look like copper ones. I'm a coin collector/seller too.
  7. almightyk
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    I have been wanting to do this sort of thing myself with the Charge Card.
    Make Charge Cards of varying values, but I am trying to make it have 100% trade value (buy and sell for the same amount). 

    Any idea how I could make that work? Or was a consumable that gives Caps in value the only way?
    1. funhammy
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      1:1 trading can be achieved via editing those settings in MCM -> GCM. I also added those values to the mod for people who don't have GCM but I haven't released that version yet. 
  8. brettkeaneyoutube
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    Why not use the smart card?
    1. funhammy
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      I went another way with the charge card, I don't have the scripting experience to make it be able to add and pull from a card on the fly and I am quite sure running a script like that would cause a serious performance hit, that wouldn't be worth it for more than it is. That being said I have been toying around with cash cards at just ridiculously huge values as a token to represent these just massive amounts of coins and possibly a just card equivalent for each currency tier. For the way I play my games a system of bonds backed up by gold and soon silver and copper made more sense to me than charge cards that can't actually be swiped anywhere or use except for face value.
    2. brettkeaneyoutube
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      The good news is the commonwealth in my game now has a better economy then America due to your brilliant mod.
  9. funhammy
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    Edit
  10. HoratioCaius
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    Love the idea of this! I am so glad more people seem to find caps as a weird currency, when no-one is backing it's value up. 
    I made this mod many years ago. If u ever want a silver dollar aswell to add to ur currency , u are free to use it funhammy.  :) 

    https://www.nexusmods.com/fallout4/mods/26089

    1. WasteLandCaravaner
      WasteLandCaravaner
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      caps are used cause water were the first thing traded 1 cap is backed by 1 bottle of water
    2. Magickingdom
      Magickingdom
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      I wonder, did bottle caps start out before purified water, near the end of fo3? Or was it dirty water long before pure water? Been a long time since completed fo3, but if memory serves, caps were in use before the pure water plant was in operation. Just asking, if any one knows where it started.
    3. HoratioCaius
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      In fallout 1, 2, and new vegas it is explained. But there ain't no The Hub in fallout 3 or 4. No one is explaning why the bottlecap is a functional currency in the commonwealth, or capital wasteland. It just is, as a game function, and because it used to be 1, and 2. 
    4. zaphroth
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      The bottlecaps were chosen because they are a known finite resource, for the most part cannot be counterfeited, and are not made of a useful metal needed for other purposes.  Introducing actual currency would require some way to regulate the production and/or supply of the available coinage or the use and distribution of the coinage and to ensure that they cannot be duplicated.  Changing the currency would make more sense AFTER some sort of unified government was established.    If you take real world examples each settlement would probably develop its own Scrip that is used to trade in or with that particular settlement which is similar to what happened in the Old West, the mining towns, and industrial cities of the early 20th century.
    5. streetyson
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      Horatio & others, to further expand on zaphroth's comment: FO3 & FNV explains it. In FO3 Bethesda essentially changed the lore from FO1 & 2. In FO3, before the war, Nuka introduced spendable caps as a promotion, redeemable in any Nuka machine, public meter or participating shops. In FNV's Old World Blues it's further explained that Mobius predicted it and had a hand in developing caps as replacement coinage. It made sense, with the low value of a single dollar by the 2070s, who's gonna bother producing quarters let alone dimes? Caps are essentially set up to replace loose change in the mid 2070s. Coins are thus no longer made as the metal in a quarter (and the cost of minting etc) became as/more valuable than their face value.

      Anyway, that's why there are cap stashes in pre-war locations. However, the only way caps could plausibly work in Fallout's 2280s is if you imagine they've pre-set amounts of some alloy for smart vending machines to detect as valid. And thus, in post-apocalyptia (where metal refining is now rather more difficult/expensive) they've some increased intrinsic value. And anyway, replacing caps with cash is rather more problematic, for currencies only have value when backed by governments, laws & federal reserves. You could, I guess, claim your coins have a small set percentage of precious metal in them, except that'd have to be accepted by everyone on completely non-existent post-war trust. And in any case, in Fallout, coins weren't really worth being made any more by the mid 2070s, hence why they start using caps for small change.

      And cap stashes seem pretty retro-1950s/60s feeling to me. Coke certainly had some bottle-cap promotions back then. And here in UK we had milk coins & other tokens, stamp schemes, and even used our empty bottles (which had a deposit value) to buy sweets.
    6. Pazzeroo
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      I would have thought that the coins and bills would have been finite anyway since the bombs apparently knocked everything out and manufacturing isn't up to the point where anyone could counterfeit.  That said, caps are still a strange alternative to real coinage.  The coinage metals themselves are their own backing, like gold backed the dollar, at one time.