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RayKepler

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  1. Thank you both for the responses. This will likely take me awhile to figure out, as I said I am brand new. If anyone else has more tips or advice, please feel free to chime in.
  2. 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.
  3. 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. >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 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 >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 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.
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