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kuertee

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About this mod

Gold adjustment limits your income by adjusting gold, gems, lockpicks and soul gems acquired from chests and gold from coin purses and quest rewards.

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Gold Adjustment


Version: 0.85
Date: 11 September 2018
Author: kuertee
Source: http://skyrim.nexusmods.com/mods/13248/

Requirements:


Short description


Gold adjustment limits your income by adjusting gold, gems, lockpicks and soul gems acquired from chests and gold from coin purses and quest rewards.



Quick start


It's best to read the HTML version of this document, located in Skyrim\\Data\\Docs folder and at http://kuertee.000webhostapp.com/kuerteeGoldAdjustment.htm, because it provides a clickable menu to all the sections.

  • Step 1: Quickly read these 3 sections: "Requirements", "Install" (and "Updating") and the "Uninstall" sections.
  • Step 2: Read the "Cheat sheet" section below. And do a very quick read of available configuration settings in the "Configuring the mod" section.
  • Step 3: Play.
  • Step 4 (when something is wrong): Only when you think something is wrong, or when you don't understand how a feature works, should you open this document again. Also search for keywords to quickly "jump" to a possibly relevant section. It's better than reading this from top to bottom.
  • Step 5 (when something is REALLY wrong): If you feel that something is really wrong in your game, read the "Troubleshooting", "Creating a clean save", and "Script logging" sections below. A log of your game session helps in determining the problem and in finding solutions for it.



Updates since last release (0.8)




    0.85, 11 September 2018:
  • Bug fix: Error when finding nearby woodpiles.



Updating from previous versions


  • Remove the previous version by creating a clean-save. Read the section, "Creating a clean save", below.
  • Install this new version.
  • Import the mod's settings and game data with FISS from the Troubleshooting section of the MCM.



Cheat sheat


Gold, gems, soul gems and lockpicks in containers are adjusted silently.

When you find gold in coin purses, you will be notified of how much of it was removed.

When you are given gold as rewards for quests, you will be notified of how much of it was removed.

Gameplay changes


Gold adjustment in containers: Adjusts gold found in containers to be 25% of their normal value.

Gold adjustment in coin purses: Removes 75% of the gold that you find in coin purses.

Gold adjustment from quest rewards: Removes 75% of the gold that is given to you as Quest rewards.

Containers you put gold into (including those that are used by NPCs to store your items - e.g. Delphine before you infiltrate the Thalmor embassy) or NPCs you give gold to will not be gold adjusted.

Soulgems and Lockpicks are adjusted. Petty, lesser and common soulgems are adjusted to 25%. Greater, to 50%. Grand to 75%. Black soulgems are not adjusted. Lockpicks are adjusted to 50%. Change these by setting userNewSoulGemsPettyFactor, userNewSoulGemsLesserFactor, userNewSoulGemsCommonFactor, userNewSoulGemsGreaterFactor, userNewSoulGemsGrandFactor, userNewSoulGemsBlackFactor, userNewLockpicksFactor.

Gems are adjusted. Amethysts, emeralds, garnets, rubies and sapphiers are adjusted to 50%. Diamonds are not adjusted. Change these adjustments by setting userNewGemAmethystFactor, userNewGemDiamondFactor, userNewGemEmeraldFactor, userNewGemGarnetFactor, userNewGemRubyFactor and userNewGemSapphireFactor.

Configuring the mod


Method 1: SkyUI's MCM
You can configure this mod with SkyUI's MCM. Ignore the rest of this section.

OR Method 2: FISS
The SKSE plug-in, FISS (http://www.nexusmods.com/skyrim/mods/48265/), is required for this. With FISS installed, you can (1) export your settings from the MCM to the XML file, SKSE\\plugins\\FISS\\kuertee\\kuerteeGoldAdjustment.xml, (2) edit this file outside the game with a text editor, (3) then import it again for any save game.

Install


  • Use Wrye Bash (http://skyrim.nexusmods.com/downloads/file.php?id=1840) or another mod manger to install this mod. Note that the package is only a normal ZIP file that follow the game's default file structure. If you know the game's mod file structure, install it manually.
  • Configure the mod as described in the "Configuring the mod" section.
  • Activate the mod.



Starting from a downloaded saved-game

(Thanks to Restutitor Orbis for this suggestion on how to jump-start my mods when playing from a downloaded saved game.)

"Starting another character from a DLed saved game file in Helgen, I came upon an easier solution than warping into the LAL prison cell.
If you have LAL but are starting a character in Helgen, just use a bat file with these 2 console commands or just type them in after the ~:
setstage arthlalstartquest10
setstage arthlalstartquest20This ends the LAL quest and re-enables the MQ101 update that you are supposed to get when you complete your escape, but was initially disabled by LAL.
That way you can do the vanilla MQ without switching to the LAL beginning if you want to."
-Restutitor Orbis

Uninstall


  • In the console, type {SetPQV kuGAQ uninstallNow True} (without the brackets). Or with Sky UI's MCM, set the uninstallNow toggle to True then exit the menus.
  • Wait for a message confirming the uninstallation. Save the game.
  • Deactivate the mod in your mod manager. If you installed this manually, simply delete all the files you installed.



Troubleshooting


  • You can reset the mod by setting the resetNow toggle to True then exit the menus in the Troubleshooting section of the MCM.
  • When it resets it will ask you either reset all of its data or continue with the current data. Resetting all its data will remove all your settings and set the mod as if you have first installed it. Continuing with the current data will ensure that your current mod data is restored after the reset.
  • You can check all the mod's data by typing {SQV kuGAQ} in the console. You can check if your settings were set in the mod properly with this.
  • If you find that resetting and/or uninstalling do not work, the mod may have stalled. Read the "Creating a clean save" section below on methods on how to fix a stalled mod.



Creating a clean save:

The save file

There's a misconception that "script mods" cannot be removed from a save. This is not true.

In regards to "script mods", the save file contains not only the "full copy" of the script, but all "instances" of the scripts in your game.

The "full copy" of the script will always be in your save file - until the physical file of the script is removed from the Skyrim\Data\Scripts folder. When a save file is loaded, the Papyrus engine will recognise if the script has changed (e.g. when the physical file of the script was updated by the mod) and will post a warning to the log. The warning will state which portions of the script have changed and that the game will use the version in the save file. The engine will then run that old version in one iteration. Then will run the new version in subsequent iterations.

Script "instances" are multiple "copies" of the script that have been attached to different entites in the game. E.g. the data of the same script will differ between actors. These instances are not full copies of the script. Instead they are: script intervals and variables that are particular to the entity they've been attached.

Simply deactivating the mod's ESP from the mod manager is not sufficient in creating a clean save. This is because the physical script files will still exist in the Skyrim folder. Although the game will not load the deactivated ESP, the Papyrus engine will still load the scripts from the save file. But because the ESP has been made invalid, Papyrus will (1) fail to inject the scripts variables into the game, and (2) fail to re-establish the scripts' intervals. Papyrus will continually try to run the failed interval over and over again. An invalid script interval will cause problems.

Creating the clean save

To create a clean save, it is important not only to remove the "full copies" of all the mod's scripts, but also to remove the intervals and variables of the scripts' "instances". The easiest way to do this is to (1) deactivate the mod, (2) remove all its files from the Skyrim folder, (3) load a save file, then (4) save.

Every time a save file is loaded, the Papyrus engine will detect and tag scripts that have been made invalid by the removal of the scripts' physical files from Skyrim folder. Scripts that have been tagged as invalid will be ignored. All their copies, intervals and variables will be dropped and will not be included in the next save.

Note that although the scripts have been cleaned from your save game, their non-script effects (e.g. Magic Effects) may not have been removed. This is a normal problem in any mod - not only "script mods". It is up to the author of the mod to provide a method to remove these non-script effects from the game. And the removal of these effects need to happen BEFORE the mod is uninstalled. Otherwise, if the mod has been uninstalled before removing it's non-script effects, not only would the control to activate this removal be inaccessible, but the scripts that run this removal would be invalid.

For my mods, I provide the "uninstallNow" button in the Troubleshooting section of the mod's MCM. Clicking on this will remove all non-script effects from all affected entities. Also, it will stop any script intervals in-game (i.e. so that Papyrus doesn't need to tag them as invalid in your next load).

If the mod has completely stalled and the "uninstallNow" button is inaccessible, my mods have an extra precaution of disabling all Magic Effects automatically if the ESP is not loaded. All the Magic Effects of all my mods are only active if a Global Variable located in the mod's ESP exists. If the mod's ESP is not loaded, that Global Variable is not loaded. This causes all Magic Effects to be dispelled.

Note that although invalid scripts and its intervals and variables are not loaded into the game, they will still exist in your save file as NULL (or zero) entries. To remove these zeroed spaces from your save file will require the "Save Game Script Cleaner" tool (http://www.nexusmods.com/skyrim/mods/52363) - or something similar. This tool can find these zeroed spaces and remove them, producing a true "clean save".

Summary

Below are a set of steps you can follow that produces a clean save, as described above.

  • If you can, uninstall the mod by clicking on the "uninstallNow" button in the Troubleshooting section of the the MCM. Or from the console by typing {SetPQV kuHCbQ uninstallNow True} - without the curly brackets.
  • Wait for the mod to confirm the uninstallation. It may take a minute. If no confirmation appears, then simply continue to the next step.
  • Save the game manually from the console by typing {save uninstalledMod} - without the curly brackets.
  • Exit the game and uninstall all the mod's files (*.ESP, *.PSC, *.PEX) from the game folders. Make sure that none of the mod's Scripts are left. This is the reason a mod manager is essential. Mod managers can easily uninstall all files that it had installed. I use "Wrye Smash" as my mod manager. My next recommendation is the "Nexus Mod Manager".
  • Load the "uninstalledMod" save file.
  • Save the game manually again from the console by typing {save cleanSave} - without the curly brackets. Because all of the mod's files were removed, all of its data will be "zeroed" in this save file.
  • Use these features (listed below) of the "Save Game Script Cleaner" (http://www.nexusmods.com/skyrim/mods/52363) to remove the "zeroed" data physically from your save file:
    • Open the "cleanSave" file
    • Fix script instances
    • Delete all #
    • Clean other
    • Del. broken actives
    • Save the file with "Save as"
  • Play from this new save file.



Script logging

  • As a last resort, you can enable script logging and investigate the "Documents\\My Games\\Skyrim\\Logs\\Script\\Papyrus.0.log" and/or "Documents\\My Games\\Skyrim\\Logs\\Script\\kuGA*.log" files. Or send them to me. Contact me first either on TESNexus or the official Bethesda forums.
  • To enable script logging, set bEnableLogging, bEnableTrace and bLoadDebugInformation in the Skyrim.INI file. More information about this is described in this thread in the official Bethesda Creation Kit Forum: http://forums.bethsoft.com/topic/1345130-having-papyrus-trouble-here-are-some-things-to-try/.
  • Also, you can set mod specific logging by setting debugMode to 10 in either the MCM or in the console by typing {SetPQV kuGAQ debugMode 10} (without the brackets). Mod specific logs are found in "Documents\\My Games\\Skyrim\\Logs\\Script\\User\\kuGA*.log".
  • Play the game for 5 minutes or so - enough time for the game to capture logging events.
  • If the "Papyrus.0.log" contain "Suspended stack count is over our warning threshold, dumping stacks:", then your game is suffering very badly. I've written a guide on how to clean your game and recover from this problem in Bethesda's official forums: http://forums.bethsoft.com/topic/1481687-suspended-stack-count-is-over-our-warning-threshold/.
  • Feel free to send me (kuertee at gmail dot com) the "Documents\\My Games\\Skyrim\\Logs\\Script\\Papyrus.0.log", "Documents\\My Games\\Skyrim\\Logs\\Script\\User\\kuGA*.log" to investigate the problem.



History




    0.8, 9 February 2014:
  • New feature: userNewCoinPurseGoldFactor (default = 0.25) This is the factor of the gold kept with you when you find it in coin purses. Previously, this feature was merged with userNewGoldFactor.
  • Bug fix: I mistakenly removed the check for bookshelves and mannequins in the last update - causing the mod to throw the "Only books are allowed." pop-up message.

    0.701, 22 October 2013:
  • Tweak: Previously, the MCM checking if the mod has been suspended waited for the ping-back only 60 seconds. This is sometimes not enough time - causing the MCM to report that the mod was not found. In this version, the MCM allows the mod to return its "ping" in 5 minutes. That's an excessive amount of time for this function. However, the mod not being able to ping the MCM back within that time suggests that the mod has truly stalled. It may need to be restarted from a clean-save.

    0.7, 10 July 2013:
  • Tweak: Enabled the adjustment of potions via userNewPotionsFactor.
  • Tweak: Reprogrammed the finding of containers, coin purses and actors.
  • Tweak: You can now change user settings before the main quest is at stage 5 (e.g. before leaving Helgen).
  • Tweak: The main package and the MCM can now be merged manually (with TES5Edit). Removing the reliance on GetFormFromFile () from the MCM discovery code made this possible. In this new version, SendModEvent () is used by the main package and the MCM to "ping" each other.

    0.628, 30 April 2013:
  • Tweak: Recompiled the main mod with Skyrim's 1.9 patch and the MCM component with SkyUI's 3.4 patch.
  • Bug fix: The previous version would silently fail at random times without any errors.
  • Compatibility: Woodpiles and Barrels and More Oh My: Containers with "wood pile" in its name are ignored by my mod.
  • Compatibility: Gold from the Dark Brotherhood recurring quest contacts, who pay you in advance, are now adjusted.

    0.623, 12 February 2013:
  • Bug fix: Mannequins and Bookshelves were presenting their "invalid item" pop-up messages.

    0.622, 12 January 2012:
  • New feature: Gems are adjusted. Amethysts, emeralds, garnets, rubies and sapphiers are adjusted to 50%. Diamonds are not adjusted. Change these adjustments by setting userNewGemAmethystFactor, userNewGemDiamondFactor, userNewGemEmeraldFactor, userNewGemGarnetFactor, userNewGemRubyFactor and userNewGemSapphireFactor.
  • New feature: Soulgems and Lockpick are adjusted. Petty, lesser and common soulgems are adjusted to 25%. Greater, to 50%. Grand to 75%. Black soulgems are not adjusted. Lockpicks are adjusted to 50%. Change these by setting userNewSoulGemsPettyFactor, userNewSoulGemsLesserFactor, userNewSoulGemsCommonFactor, userNewSoulGemsGreaterFactor, userNewSoulGemsGrandFactor, userNewSoulGemsBlackFactor, userNewLockpicksFactor.
  • Tweak: Containers you put gold into (including those that are used by NPCs to store your items - e.g. Delphine before you infiltrate the Thalmor embassy) or NPCs you give gold to will not be gold adjusted.
  • Tweak: Reworked the OnItemAdded () and OnItemRemoved () events to minimise spam from the game when a very many number of items are added or removed by the game. E.g. When Delphine takes all your inventory before you infiltrate the Thalmor Embassy.
  • Tweak: Better handling of While...EndWhile loops when the game first loads or when the mod is uninstalling.
  • Tweak: Removed the internal code for OnMenuMode since it is not required.

    0.613, 18 August 2012
  • Tweak: Sometimes the gold you loot from containers or the ground near the time a quest is completed is taken as Quest gold. This version ensures that only non-looted gold are counted as Quest gold.
  • Bug-fix: Gold was being adjusted when you are sent to jail. This version disables the adjustment of gold while in jail. It is restarted once you are out.

    0.61, 1 June 2012:
  • Bug-fix: This will not affect followers or horses that you own anymore. This allows you to give them gold.

    0.6, 18 May 2012:
  • Bug-fix: The invisible token now has no equipment slot. Previously, some NPCs would try to equip the token causing their heads to disappear. Thanks for the heads up, hulebjoern!
  • Tweak: This mod doesn't bug-out the prologue mission anymore. However, it doesn't actually start in-game until after you escape from Helgen.

    0.51, 15 April 2012:
  • Bug-fix: Chests in player-owned cells of factions that the player is a member are safe from this adjustment. Compatibility: Actor Flight Or Fly: Gold from live actors that have yielded are adjusted.



Credits


kuertee in http://www.bethsoft.com/bgsforums/

Tools Used


Creation kit - http://www.creationkit.com

Licensing/Legal


You can do whatever you want with this mod but all I ask in return is that you give me credit. I would also like to be contacted when you include this mod in part or in full in a public release.