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Cap Guns (cap ammo, weight, receivers) help


RayKepler

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Hello, this is my first forum post so I apologize if it is not up to par. I am brand new to modding but I am set on a specific project inspired by METRO 2033 that I need some assistance getting off the ground.

 

I would like to turn bottle caps into a new baseline ammunition (lowest currency, weakest ammo) primarily for Pipe weapons, with optional receivers for pre-war non-energy weapons.

 

Ideally I would like to implement the following:

1) Caps behave like any other ammunition, without requiring the player to craft "cap rounds" at a crafting bench.

2) Caps behave like any other inventory item with weight and ability to store/drop.

3) Caps still function like normal, allowing barter and services (doctors, rooms, tour guides) and rewards despite being "ammo".

Is this even possible without relying on legendary effects or converting caps into ammo at a craft station? (if confused, see the linked inspirations below)

 

Since so many great contributions already exist on the Nexus, I want any mods I create to be as compatible as possible. Any compatibility advice concerning this mod or future endeavors would be wonderful, as I would like this to be the first step toward a larger, possibly modular overhaul. Thank you to anyone that reads/contributes to this thread.

 

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Current mods that inspired this idea:

 

Coinshot and Ringshot and Capshot for Shotguns by Cancerous1 (cap ammo inspiration, though this requires crafting)

https://www.nexusmods.com/fallout4/mods/14569

 

The Legendary Overhaul's "Capitalist" modification (image #3) by Drag0nDr0p (cap ammo inspiration, though this uses a legendary effect)

https://www.nexusmods.com/fallout4/mods/22420?tab=images

 

Weighted Bottle Caps (Can be Dropped) by AlturDrake (weight/item inspiration, not interested in adding settlement scrapping aspect at this time)

https://www.nexusmods.com/fallout4/mods/8681

 

STASH THOSE CAPS by Greslin (weight/item inspiration)

https://www.nexusmods.com/fallout4/mods/23558

 

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On METRO 2033 inspiration: I am no expert on the games/novels, but I enjoy the universe and I know there are many fans that also play Fallout. To my understanding, you trade with pre-war MGR (Military Grade Rounds) which can be used to purchase the cheaper alternative dirty rounds (post-war). Unlike Metro's MGR, caps are plentiful in Fallout 4, so caps would be treated like dirty rounds, despite occupying the role of primary currency.

Edited by RayKepler
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Are you interested in flat out replacing a specific type of ammo or do you want to keep all existing ammo in place and create your own?

I would like to keep all ammo still present in the game, but I do want the cap guns to spawn on some actors such as raiders and scavengers more commonly than the current pipe guns. Vanilla ammo, such as the .38, would be the next tier above the cap ammunition. I didn't want to bog down the OP with too much "future talk", but moving forward, I would design the larger overhaul to have very scarce ammo encouraging the use of cap guns without breaking the economy (hopefully). Vanilla ammo would be treated with greater value and importance.

EDIT: The "cap gun" pipe guns would still be pipe guns, just using a new "cap receiver". Possibly pneumatic, I haven't taken the time to iron out the science/real-world mechanics just yet.

Edited by RayKepler
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Well you're opening up a whole can of worms. Probably the first place to start would be making a new ammo type "caps" (duh). From there I'd suggest just making a new cap gun. Modifying the object template so it has different subclasses like auto cap gun semi auto scoped ect. As your doing that you can make and add your various modcol's for the gun object templates. Theres tutorials on this so I'm not going into details here.

 

Once that's done youd want to add your gun to various lvled lists.

 

After that...you'd probably want to add the new receivers to the workbench so they can be crafted. Recipe filters and co's and such.

 

Then youd probably want to make a new misc item, caps, add weight specs (this will also let it be dropped, use caps nif model ect.

 

Then make a quest that will basically keep track of the caps... when I say that you could like get the number of caps a player has and automatically make the number of cap misc item appear in inventory. use an inventory filter and whenever the player picks up caps it also adds to the misc item tally. Probably need a on container change event to monitor if caps are dropped if they are then subtract caps from the player ect. Also you'd need some kinda event that monitors weapon fired so everytime it subtracts caps.

 

Edit on 2nd thought you might be able to avoid making a misc item and replace that with actual ammo. I believe that you can give ammo a weight and drop it and it would take care of the need to track when a weapon is fired (if it's done right) I've never really looked at ammo and how it works. I'm assuming the ammo type is tied to an actual ammo object.

 

This is alot of stuff, hope you know what you're doing. Goodluck

Edited by markyrocks
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It is theoretically possible to load any MISC class objects as ammo, and still have the native ammo framework. That's what the junk jet does, although it uses an exclusion list to filter out items tagged as non-junk. I've never tried duplicating the junk jet mechanics, but I guess that's a place to start.

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