Skyrim

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Guff

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Guff1118

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6 comments

  1. UlfricVSTullius
    UlfricVSTullius
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    Dude, I love this!!!! One suggestion though, could you make a portable chest as well, so i can put this in my house when i need it??
  2. babutler
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    Very interesting mod. I've played with it a little bit and I have a suggestion... add a button under the item duplication chest to stop the script running or make the formula round the result for required payment up to 1 gold.

    I play a somewhat heavily modded game with the Ells' Uncapper (with very high caps) so when the chest calculates the gold required to duplicate an item it is zero or less than zero so it just continuously adds more of the item without the need for payment. It also continues to duplicate the item after it has been removed from the chest. Perhaps making the script only run while the player is not looking in the chest would solve this.

    Otherwise, awesome mod idea and I look forward to updates.
    1. Guff1118
      Guff1118
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      Ah, thanks for this. I am pretty new to modding the Elder Scrolls, and in fact the whole idea of a modding tool in general. I've practiced Java for a few years and I've made mods for Minecraft with ease, so this isn't exactly a nice transition for me to make. The scripting is cake, but the whole idea of the creation kit is something I've not used extensively.

      However, I did toy around with the idea to have a spell that turns items directly into gold without the need to travel to the transmutation plane, but there is only a spell to turn items into gold - not reverse. I feel that if I redo the mod completely and just remove the idea of the transmutation plane entirely, I would not feel bad about it. The containers are fairly hacky as well; they tend to track items in a decimal format, so when 5 coins is cut by say 50%, it will take 2 coins sometimes, and 3 coins another time. That's all fine and good, but sometimes it appears as though it adds items to the chest faster than it takes them away, so it -may- be double reading them if there are a lot of items in the container.

      So, I think redoing the mod in a new format will be the way to go rather than trying to fix what is a good-but-badly-executed idea. It's not exactly a lore-friendly mod, which I know many TES fans look for in their mods. I also think that remaking the mod in a new format will help balance it. Essentially, I think that this mod makes the game too easy, given that one can access the containers with no prerequisites.

      Finally, for anyone interested in my plan: when I finally get access to my PC again to start fresh, I want to combine my Meltdown mod and Transmutation mod into one mod, and add a short quest with a new NPC or two, something that can actually tie the idea of the mods into the vanilla game. Obviously this mod provides a mean to turn items to gold and gold into items (an "infinite shop", so to speak), and the Meltdown gives players the ability to smelt dwarven metal scraps directly into ingots without a smelter (which I do not think is overpowered in and of itself, provided it is given a better hiding location). By combining the two, I could make a single, better mod based on the idea of change in general.

      Here is a full list of things I plan to add:
      Spell Tomes:
      Aurus Transmutation - turns items into Septims or items into gold ingots (not sure what I want yet), works by grabbing an item either by grabbing or telekinesis
      Smelt "x" (10) - turns x number of "x" into one "x" ingot
      Meltdown - smelts Dwemer metal scraps into x Dwarven Metal Ingots, highest yield/weight first
      NPC:
      At least one NPC who will be your guide through the study and research of advanced transmutation
      Items:
      Unknown at this time, possibly an "achievement" item for completing the series
      Quests:
      At least a small quest line or a "find and gather" quest to teach transmutation, possibly more branching

      Hopefully this will solve both the issues that anyone might be having with bugs and balance issues and lore intrusive issues!
  3. Guff1118
    Guff1118
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    Hope it's working okay for everyone!
  4. Guff1118
    Guff1118
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    I had intended to add screenshots but I can't seem to get PrintScreen or F12 to work. I have bAllowScreenShot=1 in skyrimprefs.ini, if anyone can tell me what I'm doing wrong, it would be much appreciated.
  5. MimiTheAlchemist
    MimiTheAlchemist
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    This mod sounds very interesting and promising. I'll be tracking for now. :-)
    If I could make one suggestion, adding pictures would help people get a better idea of what this mod encompasses.