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  1. ivanooooooo
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    Hello, I don't speak English so I use the translator. I want to tell the developer that I put 60,000 caps in the bank and I don't get the interest. It continues to go negative, although sometimes there is interest. I don't understand if it is a glitch or if the interest system is not working.
    1. iqoniq
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      The interest will only work on balance over 1,000,000 caps and only for every 1,000,000 caps.  This is down to the interest being 0.0001% a day.  Also, when you say it goes negative do you mean it deducts money or does it just do nothing?

      ---الترجمة بناءً على الدولة الموجودة في ملفك الشخصي---
      تمت الترجمة الآلية.
      شكرًا لك على الرسالة.
      نظام الفائدة لا يعمل إلا على المبالغ التي تزيد عن 1,000,000 كاب، ويُحسب فقط لكل مليون كاب.
      هذا بسبب أن الفائدة اليومية هي 0.0001٪ فقط، لذلك لن ترى أرباحًا على 60,000 كاب.
      بالنسبة لقولك إن الرصيد يصبح "سالبًا"، هل تقصد أن المصرف يخصم المال؟ أم أن الرصيد لا يتغير فقط؟
      أعلمني حتى أستطيع مساعدتك بدقة أكبر.
    2. ivanooooooo
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      The deposited balance remains fixed but the interest becomes negative, knowing that it becomes positive interest that I can withdraw. I thought it was balance interest. I have a question, if I had a million caps, why would I put it in the bank? I have basically become the king of the game and the caps have no weight at all. I hope that you add bank interest to the mod, no matter what the balance is, the mod will become much better. Note that I am currently working on creating a mod like this with a fixed interest without the deposited amount being incredibly large.
    3. iqoniq
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      This is technical and will be written purely in English, sorry.

      Interest rate: 0.0001% per day.

      The interest is a tricky one as I have to work it so it's applied daily and doesn't trigger the precision accuracy bug that occurs at around 16,777,215 due to the engine being 32-bit.  The bug means that anything above that amount will be rounded so if you put in a value of 123,456,789 in and try and display it in the game you get a different amount.  This meant I had to find a way to split the values up, but still keep the accuracy, so I wrote an abacus that has 2 values (one for < 1,000,000 caps and one for > 1,000,000 caps).

      This also meant I needed to be able to factor in a buffer (in this case almost 7 trillion caps 🤣).  While it's highly unlikely this would happen, if a user somehow managed to get 10 trillion caps (10,000,000 * 1,000,000), the buffer will be able to take that, and then it simply stops the interest.  If I did the interest at a lower rate, you wouldn't notice anything being added until you hit 10,000 caps, and that would be 1 cap for every 10,000 (100 caps at 1,000,000).

      There's also a level of realism involved.  My own bank will not pay interest on balances less than £100 and that have remained over £100 for the previous 365 days (go below that by 1 penny for 1 day and no interest).  Rather than have a system that tracks the balance over 365 days, I decided to swap it to daily "spot check" payments (the Wasteland is a risky place as well where people might not survive a year) where it's added at the end of every 24 hours on whatever the balance is.

      Regardless of whether caps weigh anything or not (they should have done, but that edit seems to have disappeared), there's still the question of whether a bank should exist or not.  Assuming real world money weighed nothing (it weighs a lot more than you'd think when you've got a lot - these heist films where they walk out with hundreds of millions in bags aren't possible without lifting equipment), would you really carry your life savings around with you?  There's the possibility of robbery, and then it's gone.  In the wasteland this is quite a high possibility so people would need somewhere to store their money to minimise loss.  Yes, it's just flavour for, but you could say lots of things are flavour like terminal entries that are just chatter and so on.

      I'll take the issue into consideration.  I've spotted a couple of glitches (nothing breaking) so will possibly overhaul that side of it, but no ETA on that at present.
  2. Zeitkrieg420
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    I never wanted to tolerate cap weight. Now I am willing. Excellent mod, seriously. It's fun to pair this with my counterfeit cap factory, I just need a way to launder the money now, GTA style. XD
    1. iqoniq
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      Is that one of Thuggysmurf's mods?  I think I remember a cap press in one of his.
    2. Zeitkrieg420
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      I'd have to double check, I actually use two different counterfeit mods. One machine pumps out regular caps and the other machine pumps out cap stashes.
    3. iqoniq
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      Are these counterfeit caps different to normal caps in any way?  The reason I'm asking is because the money laundering bit set me off pondering.  If they produce normal caps that behave in the same way as normal caps, why do you need them laundering?

      When people launder counterfeit money one of the common ways is to buy something worth less than the value of the counterfeit currency you're using.  Let's say you've got a fake $20 note.  You'd go into a shop and buy something worth $5, and pay for it using the counterfeit note.  At that point the cashier will pay out $15 change in legitimate currency.  You've laundered money, but have taken a 25% hit.  Hits are inevitable when laundering money because you need to employ external "services" (either drip feeding it into shops for the change or employing someone who can shift them in bulk) to get the money cleaned, and in regards to counterfeits you need to be able to acquire them and convert them into real money without making a loss or it not being worthwhile.

      If the counterfeits act like normal caps then they don't need cleaning, and anything would just be a waste of caps.  However, if they're not then I might have a look at the mod and see if I can make an add-on that allows the caps to be cleaned in some way.
    4. Zeitkrieg420
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      https://www.nexusmods.com/fallout4/mods/30991?tab=files
      https://www.nexusmods.com/fallout4/mods/46693?tab=files

      I was honestly just spitballing when I threw out the laundering idea (I use laundering in GTA) but now you have me seriously thinking, too. Both mods spit out regular caps but could easily be tweaked for fake caps. I noticed in the recent changelog you added a Laundering Safe, guessing it's just a safe spot to stash cash?
    5. iqoniq
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      Yeah.  It was just a little play on it that I couldn't resist, so I did an asset flip on the washing machine.  It was originally going to be 1/4 scale, but I couldn't get it to play nice with furniture and tables, and it just looked odd sat on the floor because it was so small.

      I've had a look at those mods and they just make standard caps.  It has given me something to think about though, and I might make my own version, add some extra stuff to it, and it won't just be a recreation (I've already got a few ideas).  This might go somewhere.
    6. Zeitkrieg420
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      After taking a proper peak at the safe, it gave me a good giggle. I can always resize it with Place Everywhere so no biggie. I'm definitely interested in whatever you potentially come up with. I can never have enough manufacturing options, lol. May poke around myself and modify one of the existing machines. If I can ever get my CK properly downgraded, I'm tempted to set up a proper laundering outfit in the Sanctuary bunker and maybe other locations. Faux businesses to exchange caps with or whatever.
    7. iqoniq
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      There's actually an unused cell which features a laundromat.  It's not that complicated either so depending on how punny you want to get you could use that as a location.  I actually know of a real world laundromat that was used as a front for money laundering.

      As an asides I'm going with a counterfeit and laundering add on.  It covers production of "duds" (blank caps), turning them into counterfeit currency, and then laundering them into legit caps.  There will be the odd quest here and there (mainly some random events), but will be fairly "hands-off" in terms of actual production.  I knocked up a couple of test cells last night to get a feel for it so it's something that will probably happen.  If you do get around to doing your mod and want to see if there's any way we can compliment one another I'd be up for that.

      The CK issue is a problem.  When the Next Gen update dropped I needed to use the OG version of the game, but it had decided to upgrade the CK as well.  If you're on Steam, you need to download the old version of the CK.  Does this help at all?
  3. Hi. Its great mod, but have small problem, maybe its user error, hard to say, but banking terminals lack texture and are pink/purple. Is that bug, or my mistake? Thx.
    1. iqoniq
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      Moved to bugs.
  4. Nirodhm8
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    Would it be possible to implement loans and loan repayments? Could be an interesting gameplay element, have debt collectors come after you as well 
    1. iqoniq
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      I had that in the original version (this is a reboot), but it wasn't popular.  The premise was you could borrow up to X% of your balance (it worked like a credit rating) and if you failed to keep up repayments they'd send bailiffs to get the money, but if you managed to beat them off 3 times and still hadn't paid then the bank would kill you direct through your Pipboy.
    2. C0L0NELMUSTARD
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      Have you thought about currency exchanges, like to gold bullion/ingot, pre-war money, etc. ??  Maybe even a template for MA's to patch thier mod's currencies; like wasteland imports, FOLON, etc. to work with your banking system? The exchange would have a fee of course.
    3. iqoniq
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      I like the currency exchanges idea, but it's making it worth while for the player.  If Crazy Myrna will pay more they're going to sell it for more there.  I've got an idea of how it could work (no spoilers), so I'll have a ponder about it, see if it works and if it does put it on the development schedule.  I'll be honest about it, and at the moment I'm pretty focused on Lucky 444 VRCade, but it gives me something else to think about if I feel the burn.

      In regards to working with other mods, it's what I can actually do to compliment both of the mods.  It's given me something to think about, although it's highly unlikely.

      In regards to a template, there's no real point.  The easiest way to get two mods to interact would be to create a "bridge" add-on.  Without a bridge, somewhere along the line something needs a dependency so they can talk to one another, so the bridge becomes dependent on both mods, and passes the data between the two.  This means neither mod core needs a dependency.  If a modder is at the point where they're thinking of doing that, then they'll just create a bridge mod themselves and anything I did would be a serving suggestion.  I'm actually half way through putting some CCM++ features in the VRCade, and this is how I've done it, although there's no doubt other ways.
  5. Vexacuz
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    AH...So no Longer "C*ntts" uh ? Lmao. Fair enough
    1. iqoniq
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      The original was honestly called that on here with the asterisk replaced with the letter (mainly because it wasn't called Casterisknnts - ever noticed there are no special characters in mod names on the listings and downloads?  They redo the site and can't even fix that).  There were a few comments (one was on the original mod page) about it, and I'm surprised I wasn't asked to rename it by Nexus to be honest.

      It made a reboot easier as well.
    2. Vexacuz
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      Yeah i know, I mostly do it out of muscle memory, since every other chat/Forum on the internet has auto-filters since the babies who manage those fill their pants at the sight of a cuss-word..

      I had to assume Nexus would do the same, since they are known to have their head firmly up their anus, and therefore is probably wise that you changed the name, lol. This one is better, at any rate.
  6. Hbcda
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    Interested, but...

    Why not automatic settlement cap depositing, like the old Banco mod?
    Why not BA2 archived?
    Isn't cap carry weight a little much? I'm all for realism, but, trash runs are already bad enough!

    Tracking.
    1. iqoniq
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      1: It's not Banco or based on Banco (I've never used it).  I'm not saying that features in Banco won't come along in the future, but I want them to happen independently from something I've seen in another mod.  I'm not saying that the features won't be included, but I also don't want to be accused of "lifting" a mod.  

      There's also the fact that if a feature has been done in something else, I want to be able to work out how to do it myself.  If I can't figure it out then I don't want the temptation to start stealing code.  One of my other mods has a feature to spawn settlers, but you have to individually select them and send them to a settlement, while Cheat Terminal has it so it has the send menu pop up automatically.  I don't know how that's done (and it's not that important to the mod), but I want to figure it out for myself.  Even when I ask for help in the forums, I'm not asking for people to give me the code, but more point me in the right direction as I like the challenge of working something out.

      2: It's under development.  BSA will *possibly* come in the future, but not while it's under development.  If I've got this wrong I'll be gladly corrected, but I don't want to be repacking a BSA because I change one file.  If they auto update then I'm going to be busy with BSA updates and great, but if not then it won't be considered until it gets close to a final state.

      If the BSA question is being asked from a performance point of view, then I'm not sure a BSA would actually make any difference at present.  The mod is made up an ESL and 9 script files.  This will change as the mod develops and I need to add texture, sound files and such, but there's not going to be tonnes of content either way.

      3: There will be a version that removes the cap weight at some point (EDIT: already upped).  As far as I'm aware there's no way to do this via scripts (which I would have preferred) so it will be a separate ESL.  The answer was pulled from this source (also the first answer on Google) and roughly the same as others, so 2.2 grams it was.

      Thanks for tracking anyway :)
    2. Hbcda
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      (1) To clarify, I wasn't promoting the theft of code from another mod.

      Collecting your merchant caps, without spending all of your playtime on traveling from settlement to settlement would be a useful feature. Banco is the only mod that I am aware ever did that. It is currently broken (according to its comment section) because it is bloated with unneeded features and the developer is working on the fix (and has been for 7 years).

      I just thought, since your mod works in the same 'area' that it would be a natural feature to ask about...
    3. iqoniq
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      I wasn't suggesting for a moment you were suggesting me lifting code, and I can only apologise if I gave that impression   It just felt CCM++ was being compared to BanCo, and it's not even in it's finished state.  I'll admit it's partly my own fault for releasing WIPs, but at the same time it allows me to work on features, and then release something that has a lot of bugs, or people not liking something and I've ploughed on through it thinking it would be good idea.  Asking question in regards to features is also perfectly acceptable (as long as I've had coffee first), and I can only apologise again for appearing snarky.

      I've had a look at the features in BanCo (just what's listed on the page).

      The transferral of caps can be added to the "additional services" that are coming, but it's more than likely it will only be vanilla settlements that are covered.  This will be coming at some point and no firm ETA, but could be within the next few weeks.  I'm not sure whether I want to do it on a daily basis, or a weekly one, or how statements will work (they're not going to be in depth statements, probably just a record of the previous week for a few weeks for each settlement).

      Robberies will happen at some point, but whether you'll be able to rob the bank as and when is something that is doubtful.  You'll more than likely be a protector of the bank, although there is scope for robberies for gangsters and the like, but it will be done in a different way.  This will be dependent on LFVRCade's core development as the first quest for a robbery will be related to that.

      There will of course be ATMs, and possibly service counters (constructible and additional settlement revenue).  These will turn up as and when done and are high on the priority list.

      In relation to BanCo, I won't be doing everything it does and anything that is similar will be purely coincidence.