Version 1.2 is available. It is highly recommended to update to this version since it'll give a very significant performance boost (on my system going from 85 to 97 FPS) in places with gold lying around.
Thanks to Reizeron for the reminder. I completely forgot to do this previously.
Is it possible you could add larger stacks? Say, 1000 gold stacks, 2500, 5000, 10000. Something like that. Takes a long time to manually place and stack stacks to make a proper treasure room.
I'm surprised someone hasn't done that yet, it's retarded that once you choose 100+ coins to drop, the stacks(meshes) look the same, I mean they could've done A 1k and A 10K at least, but it would also be cool to have 100k and 1m, too.
This is the best thing that could happen to the gold coins. I also like the optional bags of gold mod, that's a nice addition for thieves. If you ever get back to this I would also like a no esp version and maybe a version with more gold for the bonus mod? Anyway, thanks for sharing and keep up the good work!
Any way to use it without the ESP? Would like to see a mesh+texture replacer without any impact by esp's for dwemer coins as well as gold. (would like to use it in multiplayer)
I reckon you could make this pluginless by altering filenames of the meshes to the vanilla ones. I upload a pluginless version if I have the time, but I'm pretty occupied at the moment...
* I always found the coins too thick. Perhaps a version that's 50% thinner?
* Alternate pickups in the form of coin bags and purses.
* Various coin denominations in the form of bronze (1 drake), silver (10 drakes), gold (100) and platinum (1000). Every advanced civilization has more than one coin type, after all, and a single gold coin doesn't seem to have all that much value in these games. However, I know with the current engine this would only work for pickups and not the money pool itself which is hardcoded.
* I started of with meshes that used the width of the single coin (which is 50% thinner actually), but these meshes looked a bit dull, since the stacks weren't as spectacular as before. I stopped when I got to the 25 coin mesh, since it just looked so small and insignificant. The alternative was to add more coins to pump up the height of the stacks, but since the aim of this replacer is adding realism, I kept the exact number and went for the original widths of the coins instead.
* This would require every single mesh of a specific value to be a bag or purse. This would mean every 25 gold mesh would be a small purse instead of a stack. Not sure if it is possible to add 2 kinds of 25 gold though? Maybe through scripting of the altnerate meshes to be deleted and replaced with the original object? I'm not exactly sure how money is handled by the engine, so I'm not sure if this is the best way. Secondly, this would change the impact of this mod quite a bit, but if clear how it should be done it might be worth the trouble.
* This I'd find a bit lore-breaking, since in other TES games, they also have just a single kind of valuta. Also, a single bronze coin that's 1/10th the value of a stack of 10 silver coins, and 1/100th of the value of a stack of 100 gold coins is again a bit breaking the realism this mod aims for. I'm rather puristic about this kind of stuff :p
tl;dr --> Tried first suggestion, didn't like it. Second suggestion is worth considering, but what would be the best way to do this? Any thoughts? Don't like the third idea.
* Yeah, i'm not *too* bothered by the coin thickness. Like the oversized rings and potion bottles, I tend to see those items as being "magnified" for the player's sake.
* If it's not possible to use multiple meshes of the same value simultaneously, then no worries on that either. I prefer the coin stacks anyway.
* More like a bronze coin is one-tenth the value of a single silver coin, and 1/100th that of a single gold coin. As for lore, the single currency system is more a product of simplistic programming from the TES1 days than legitimate literary reasons, and keeping gold coins the most commonplace coin type would soften the discrepancy. However, since the universal money pool is hardcoded into the engine, I don't really see it as worth doing anyway, since I'd find it just as immersion-breaking for 10 collected bronze coins to magically turn into a single silver coin once dropped on a table.
Nonetheless, great job on this mod and getting rid of that "mini tower" effect.
Yeah, but what if bags of gold would be possible. How would one do it? Anyone knows the exact mechanics of how the engine handles gold? If we know this, we might add even more variation to the game, like stacks with coins falling off or piles of unordered coins...
Why don't make a simple misc item with a script? The script would give you random gold between 1 and 100 (or more) after you pick it up. Pretty much like in Skyrim.
The drake/septim in Morrowind seems to be clearly some kind of low-value bronze coin. So actually all these mods who make gold coins out of it, are probably "lore-braking".
To be fair, characters commonly use the word "gold" in place of drakes and septims, although the coins are unlikely to be made of *pure* gold with how low their value is.
as too how lore friendly this mod is, the texture is based on photos of the oblivion collectors edition coin, and seeing as the timeline between oblivion and morrowind are so close, and its the same septim on the throne, id say that this is as lore friendly as you can get seeing as object the textures are based on comes directly from bethesda.
the dwemer ones are by InsanitySorrow, I converted them, they look great and are originally for skyrim.
Me personally haven't been experiencing FPS-hits. The mesh is this big because every separate coin now requires a top and bottom mesh, whereas the original mesh only required the top and bottom being covered with a top and bottom mesh.
25 comments
Thanks to Reizeron for the reminder. I completely forgot to do this previously.
Cheers and beers, plenty!
Would like to see a mesh+texture replacer without any impact by esp's for dwemer coins as well as gold. (would like to use it in multiplayer)
* I always found the coins too thick. Perhaps a version that's 50% thinner?
* Alternate pickups in the form of coin bags and purses.
* Various coin denominations in the form of bronze (1 drake), silver (10 drakes), gold (100) and platinum (1000). Every advanced civilization has more than one coin type, after all, and a single gold coin doesn't seem to have all that much value in these games. However, I know with the current engine this would only work for pickups and not the money pool itself which is hardcoded.
* This would require every single mesh of a specific value to be a bag or purse. This would mean every 25 gold mesh would be a small purse instead of a stack. Not sure if it is possible to add 2 kinds of 25 gold though? Maybe through scripting of the altnerate meshes to be deleted and replaced with the original object? I'm not exactly sure how money is handled by the engine, so I'm not sure if this is the best way. Secondly, this would change the impact of this mod quite a bit, but if clear how it should be done it might be worth the trouble.
* This I'd find a bit lore-breaking, since in other TES games, they also have just a single kind of valuta. Also, a single bronze coin that's 1/10th the value of a stack of 10 silver coins, and 1/100th of the value of a stack of 100 gold coins is again a bit breaking the realism this mod aims for. I'm rather puristic about this kind of stuff :p
tl;dr --> Tried first suggestion, didn't like it. Second suggestion is worth considering, but what would be the best way to do this? Any thoughts? Don't like the third idea.
Thanks for the feedback!
* If it's not possible to use multiple meshes of the same value simultaneously, then no worries on that either. I prefer the coin stacks anyway.
* More like a bronze coin is one-tenth the value of a single silver coin, and 1/100th that of a single gold coin. As for lore, the single currency system is more a product of simplistic programming from the TES1 days than legitimate literary reasons, and keeping gold coins the most commonplace coin type would soften the discrepancy.
However, since the universal money pool is hardcoded into the engine, I don't really see it as worth doing anyway, since I'd find it just as immersion-breaking for 10 collected bronze coins to magically turn into a single silver coin once dropped on a table.
Nonetheless, great job on this mod and getting rid of that "mini tower" effect.
The script would give you random gold between 1 and 100 (or more) after you pick it up.
Pretty much like in Skyrim.
the dwemer ones are by InsanitySorrow, I converted them, they look great and are originally for skyrim.
I just a bit concerned about the meshes size: The bigger one is 1.5Mo! Is there any impact on FPS?
The mesh is this big because every separate coin now requires a top and bottom mesh, whereas the original mesh only required the top and bottom being covered with a top and bottom mesh.