I just tried the ESL version for Next-Gen... loaded up a save, quickly ran into a group of 5 rust devils and their sentry bot, BAM, got two cap showers in a row, and the caps went straight into my inventory. Working as intended. Thank you. I always hated trying to pick up the damn caps because the "take activator" is like a single pixel in size and trying to find it was always a frustrating waste of time so I would just leave them behind.
Would love to see a mod that simply removes the UI animation when the cap explosion occurs; I'm OK with the perk otherwise, but that huge on-screen anim is a real turn-off (I play mostly HUD-less).
Fun Fact: if you have the makeshift weapons creation club added with Next Gen (I'm using Backported Archive2 Support System on OldGen, and it works fine), the script used for placing the caps for Bottlecap mines is also used by the Piggy Bank Grenade, Piggy Bank Mine, and by the Piggy Bank modification to the Fat Man added by that CC.
Don't think I've commented on anything before, awesome mod, thank you a bunch for your time making it.
Is there any possible way you could make a small mod to remove the sound effect from playing when you trigger the perk? It's super loud and obnoxious and I can't seem to find any mod that does that.
I'm deliberately keeping my game last gen because several of my plugins no longer worked and the modders for a few disappeared. Probably a dumb question, but will the latest file work for the previous update?
@bionicyardiff Just fyi you have archived the newer version 1.1 of the (old) mods where version 1.0 is still available to download in the "old files" section.
- I'm getting the bottlecap swf explosion animation in the UI and a whole bunch of bottlecaps added to my inventory even though I don't have any ranks in the Fortune Finder perk. Maybe a bottlecap mine exploded around me somewhere that I couldn't see or hear? (I'm using the 'Enhanced Bottlecap Mine' version)
Not sure if that is a bug or if the intention is for bottlecap mines to have their caps collected regardless of whether you have any ranks in Fortune Finder, cause I'm reading the description of the mod again and that might just be the case, perhaps I just misundertood that alternative version..?
Yes, the idea is that you pick up the bottlecap mine piles automatically too. If the pile of caps from an old explosion renders in, you pick those up. Same if something triggers a mine that isn’t placed by the Sole Survivor.
ohhh ok, then for some reason I thought that added pickup functionality when it comes to Bottlecap Mines was also tied to having the Fortune Finder rank 4 perk (in retrospective, that would be sort of silly probably, but explains my confusion).
In that case I'll switch to the non-enhanced version for the bottlecap mines (since it was giving me too many caps based on how I have the economy setup in my game). Thanks for replying. :)
hey i've been tinkering around xedit and found the fortune finder perks, they only get referenced in "quest stage" and I don't know what that does. and after reading your description I still wonder how did you multiply the caps found?
@bionicyardiff: giving enhanced bottlecap a try today and something i immediately noticed on first load with your mod is that i get a series of quietly added bottlecap sums, no sound fx at all, i think 3 in my case. is this just the engine finding unclaimed cap piles baked into in my saved game and making it rain from afar?
I think I would call that a feature! And now I'm gonna install the mod anyway, just so I get those caps that Bethesda stole from me, with interest! I'm gonna MAKE IT RAIN, BABY!
my random guess thrown at ye olde guessing dartboard is that it might be according to your uGridsToLoad + uExterior Cell Buffer settings. whatever cells are loaded in will maybe pay residuals on long abandoned cap piles? those bloatflies just outside of sanctuary maybe dropped a pile in the stream months ago and i missed it. or with the standard 5 + 36 for those settings, it could even be a mole rat i killed 3 months ago in the nest on the hill across sanctuary lake...or a long unclaimed raider's cap-spolsion buried in the grass somewhere in concord.
happened again when i went to lexington. admittedly, that could be a mutie or a gunner setting off a bottlecap mine in the vicinity, though that then adds a new question, which is: is ff4f passively auto-scooping up cap piles from local npc actions, too?
mind you, per your previous post, this again feels more like an unintended beneficial feature than a bug. i'm not kicking the extra caps out of bed, they just catch me off-guard now and again. probably made it rain on my test run more from these surprise cap bonuses than the actual perk activating in a firefight. standard perk only popped the cork once, i think.
Very strange. Unintentional benefit, enjoy! —edit— Thinking about it, my guess is that any bottlecap mine set off will be what you’re picking up. So far as I understand it only the SS will ever have the FF4 perk.
yesterday, i had more in the way of ff4f rainstorms from my direct combat actions. also seems to be more common for the perk itself to activate with higher velocity ballistics, maybe because the engine flips the perk activation coin for each bullet spent? i dunno, but unloading a 300 fire rate minigun vs. a single shot sniper rifle seems to = increased chance of afternoon cap showers.
in any case, endorsed at this point and i'd do so again if i could! qol mods are vastly undervalued and yours easily makes ff4 worth the points.
I had heard that the minigun/gatling laser were good choices for getting ff4 to proc (maybe because of the extra hits when the target is dead? only theory). I found it more common with testing anyway, seems to proc more (perhaps every 4-5 kills instead of every 10-12 kills).
Huh! Just now I was scrolling thru my list of previously DL-ed mods, and ran into this one... I can't imagine why, but apparently I took it out at some point. Rectifying that mistake now, because I know I've been missing dozens, if not hundreds of caps that are still lying around places.
I'M MAKING IT RAIN, BABY! And once again, thank you bionicyardiff
78 comments
Thought you might wanna know.
Is there any possible way you could make a small mod to remove the sound effect from playing when you trigger the perk? It's super loud and obnoxious and I can't seem to find any mod that does that.
If not, no worries, again, great mod.
Just fyi you have archived the newer version 1.1 of the (old) mods where version 1.0 is still available to download in the "old files" section.
I use the basic version (it still works on next gen)
I will update and upload the Basic + Bottlecap Mine version for NextGen tonight - just can't be bothered supporting all 4 now.
- I'm getting the bottlecap swf explosion animation in the UI and a whole bunch of bottlecaps added to my inventory even though I don't have any ranks in the Fortune Finder perk. Maybe a bottlecap mine exploded around me somewhere that I couldn't see or hear? (I'm using the 'Enhanced Bottlecap Mine' version)
Not sure if that is a bug or if the intention is for bottlecap mines to have their caps collected regardless of whether you have any ranks in Fortune Finder, cause I'm reading the description of the mod again and that might just be the case, perhaps I just misundertood that alternative version..?
In that case I'll switch to the non-enhanced version for the bottlecap mines (since it was giving me too many caps based on how I have the economy setup in my game). Thanks for replying. :)
what that does. and after reading your description I still wonder how did you multiply the caps found?
happened again when i went to lexington. admittedly, that could be a mutie or a gunner setting off a bottlecap mine in the vicinity, though that then adds a new question, which is: is ff4f passively auto-scooping up cap piles from local npc actions, too?
mind you, per your previous post, this again feels more like an unintended beneficial feature than a bug. i'm not kicking the extra caps out of bed, they just catch me off-guard now and again. probably made it rain on my test run more from these surprise cap bonuses than the actual perk activating in a firefight. standard perk only popped the cork once, i think.
—edit—
Thinking about it, my guess is that any bottlecap mine set off will be what you’re picking up. So far as I understand it only the SS will ever have the FF4 perk.
in any case, endorsed at this point and i'd do so again if i could! qol mods are vastly undervalued and yours easily makes ff4 worth the points.
I had heard that the minigun/gatling laser were good choices for getting ff4 to proc (maybe because of the extra hits when the target is dead? only theory). I found it more common with testing anyway, seems to proc more (perhaps every 4-5 kills instead of every 10-12 kills).
I'M MAKING IT RAIN, BABY!
And once again, thank you bionicyardiff