Diablo1099 Posted February 12, 2017 Share Posted February 12, 2017 So I finished an evil NCR playthrough and I had a crap ton of caps (about 2 million NCR dollars worth) and for my next playthrough, I want to do something that limits the amount of caps I have laying around.I don't kinda want to reduce the number of caps you get mind as I kinda like the loot-n-flog gameplay, just a big money sink in the late game or a constant means to trickle caps from your wallet during the game. Maybe Mr. House/Yes-man wants some of your excess caps to improve New Vegas? Maybe you can donate to the NCR war effort? Pay for the Legions next slave run? Something like that that you can dump caps into or agree to give like 15% of your net-worth at the end of a day/week If this mod already exists, someone send me a link Link to comment Share on other sites More sharing options...
JimboUK Posted February 12, 2017 Share Posted February 12, 2017 Things like "The New Bison Steve Hotel and Lucky Casino" and "Run the Lucky 38" are good money sinks. Link to comment Share on other sites More sharing options...
Jaxx050 Posted February 13, 2017 Share Posted February 13, 2017 i'll tell ya that The New Bison Steve Hotel and Lucky Casino is anything but an item sink, it's a hefty investment in return for getting 3500+ caps every single week forever. the best way to do it is to modulate the cap find you get, which you can do with stuff like project nevada rebalance (which is great for a lot of things difficulty wise) or self impose challenges of how you can earn caps. you can also make it so you have to "pay" followers every so often but afaik there's nothing like that as a mod. Link to comment Share on other sites More sharing options...
Mktavish Posted February 13, 2017 Share Posted February 13, 2017 You could make a simple quest that randomly steals your caps and sometimes inventory items. Link to comment Share on other sites More sharing options...
dubiousintent Posted February 13, 2017 Share Posted February 13, 2017 (edited) Rather than just having caps stolen, the idea behind a "sink" is something that requires a continual drain on your resources. Like maintenance on a yacht. (Yacht = "a hole in the water into which you continuously pour money".) Something along the lines of a "worthy/nefarious" project associated with each particular faction that periodically requires either another infusion of cash or obtaining some particular item. Failure to respond results in a loss of reputation/influence with that faction or your entire "investment". Success only gains you an "ata boy" or medal or some token encouraging you to "keep up the good work". The key is that "success" gains you little, but "failure" loses you much more. The "orphanage" in the Someguy "NV Bounties" series comes to mind. One of the simplest would be to simply have to pay for "upkeep" on your companions. A weekly charge for "food, lodgings, and salary". YOU might be willing to camp out in the wasteland, but Cass wants to be closer to a steady supply of whiskey. And ED-E needs constant maintenance. Etc. -Dubious- Edited February 13, 2017 by dubiousintent Link to comment Share on other sites More sharing options...
YanL Posted February 13, 2017 Share Posted February 13, 2017 you can also make it so you have to "pay" followers every so often but afaik there's nothing like that as a mod. One of the simplest would be to simply have to pay for "upkeep" on your companions. A weekly charge for "food, lodgings, and salary". YOU might be willing to camp out in the wasteland, but Cass wants to be closer to a steady supply of whiskey. And ED-E needs constant maintenance. Etc. -Dubious- this is a awesome idea. Is there a mod that prevents the weapons that ours companions are carrying do not fall? It´s impossible to give any weapon to Lilly for example, she´s to big, a hit and she drop the weapon and never pick up again. If this mod exist, a good way to use the resorces is giving the best gear to all of them. For example, the SMMG with all mods worth more then 40k caps if I not mistake. Medicine Stick is a awesome weapon for both Raul and Boone. Cost almost 30k caps. Veronica can use the 2 Step Goodbye, is 20k caps. Cass can use a fully moded Hunting shotgun and so go on. Also, still have to buy the ammo for all of then. And the armor too. Link to comment Share on other sites More sharing options...
dubiousintent Posted February 13, 2017 Share Posted February 13, 2017 (edited) The mod "JIP Companions Command and Control" (JIPCCC) enables you to manage the inventory of companions. The usual reason a companion drops a weapon is because it "breaks down" or runs out of ammo. You can use JIPCCC to give a companion an unlimited ammo supply, in addition to different weapons. However, if the companion comes with a preferred (usually unique) weapon, you will probably have to take it from them before they will use a different one. (The same applies to armor.) They will then use the "best" available. None of that will stop them dropping a weapon, and most never pick up "found" weapons. Don't forget to give them at least one of the appropriate ammo, even if you give them "infinite ammo". Without the correct ammo in the inventory, a weapon is useless and they won't use it then either. "Care and feeding" of your companions adds a nice roleplaying element as well. -Dubious- Edited February 13, 2017 by dubiousintent Link to comment Share on other sites More sharing options...
YanL Posted February 13, 2017 Share Posted February 13, 2017 :sad: Looks cool, but I'll have to pass it, the same way I can´t use Project Nevada. I play with Xbox controller. :happy: Anyway, back on track. Maybe this mod? http://www.nexusmods.com/newvegas/mods/55773/? Never played, but building a empire must be expensive. Link to comment Share on other sites More sharing options...
dubiousintent Posted February 14, 2017 Share Posted February 14, 2017 Re: using an Xbox controller. Have you seen the "Issue: Keyboard and/or mouse don't work with a game controller installed" entry in the "Fallout NV Mod Conflict Troubleshooting" guide? -Dubious- Link to comment Share on other sites More sharing options...
Mktavish Posted February 14, 2017 Share Posted February 14, 2017 Rather than just having caps stolen, the idea behind a "sink" is something that requires a continual drain on your resources. Like maintenance on a yacht. (Yacht = "a hole in the water into which you continuously pour money".) Well better story behind it , is of course better.But I was thinking of it in terms of creating the mod as a time sink also. So imo this was the least effort towards that for some story element gain , and the main element being achieved ... with the player having less caps jingling in their pockets doing nothing. Link to comment Share on other sites More sharing options...
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