I'm having an issue with the backpacks from the 'Ashfall' mod, where all the weight is added to the inventory correctly, but as soon as I open a backpack with shift+left click, it immediately resets the gold weight to 0. Afterwards, If i remove the gold from inventory, it incorrectly still removes this mods' gold weight from my inventory, making me weigh less than my gear actually would. As an example:
-Character has a weight of 200 (with 0 gold in inventory) -Pick up gold with a weight of 10 -Inventory weight is now 210 -Open backpack, weight goes back to 200 -Remove gold, you now go to 190 weight
Error in event callback: Data Files\MWSE\mods\WorthItsWeight\main.lua:67: attempt to perform arithmetic on local 'goldCount' (a nil value) stack traceback: .\Data Files\MWSE\core\event.lua:147: in function '__mul' Data Files\MWSE\mods\WorthItsWeight\main.lua:67: in function <Data Files\MWSE\mods\WorthItsWeight\main.lua:15> [C]: in function 'xpcall' .\Data Files\MWSE\core\event.lua:160: in function 'trigger' .\Data Files\MWSE\core\event.lua:180: in function <.\Data Files\MWSE\core\event.lua:150>
I'm gettting these errors in the mwse log and it often crashes my game. is it due to latest updates to mwse? does this mod need updating also?
when you get this mod , you get main.lua file if you look inside the unzipped file.
Line 67 has an if statement that does some math on gold count, we just want to avoid this from happening if at that time gold is NIL. Wrap everything that happens in the line 67 IF , in another IF
if goldCount ~= nil then [ALL THE AUTHORS CODE] (about 10 or 15 lines depending on how your editor handles linting) end
If people want I can push a fix to this . But you can do that and it solves the issue
Probably not, lots of MWSE mods that have a config file require the game to be reloaded when you change those values. many don't tell you, but those values are stored and calculated once, and then are just referenced, that calculation occurs when the game loads , when the mod is registered, so unless the mod pulls data from the latest config on the fly (some do) you will have to restart the game .
Currently testing the experimental branch and the new stuff works fine (including containers that already have gold in them). The only problem I'm having is that the game feels very unresponsive, taking an extra second (or two) before opening any type of inventory (including the player's) with or without gold in them. I'll revert back to the previous version for now, but thanks for the update!
Yeah this is very well done. Much better than a conventional gold weight mod, and I like how the weight is configurable too.
This has a radical effect on the game. With the default weight you're just not going to carry more than a few thousand gold around, and you have to figure out some way to manage large purchases.
Also the tooltip isn't displaying correctly when the gold is in a container. It says the weight is 0. (It does display the correct weight when looking at gold loose in the world, and of course in the inventory.)
I'd say this sadly exposes a big problem with the vanilla economy, much like how similar "caps have weight" mods in New Vegas display the same issue. In such societies it would make bartering far more important than simply purchasing or selling.
Great mod! I have been wondering when someone was going to do this. (without scripts). I personally won't use this though because I interpret lore wise gold weighing nothing to be some kind of magick or material property. because if you were ever going to use something as currency it would be a weightless metal (or magick imbued to be weightless). right? But BTW in The Elder Scrolls II: Daggerfall it is 400 gold to 1 weight unit. (in that TES game gold did have weight and it was in kg btw) maybe consider that as default to be more lore friendly/correct.
Gold's only weightless after Daggerfall because Todd Howard insisted on removing banks for some reason, even though every advanced civilization has a banking system. Even if it was enchanted to be weightless, there's still the issue of mass and storage space, which again would necessitate a banking and cheque system -- as well as multiple coin denominations; not just gold (which must not be worth much if a common piece of fruit costs multiple drakes).
I mean, it is a video game so these realism things only go so far. You can't really carry 25 swords in your "inventory" (whatever that is) IRL. If games really took into account both real weight and volume it would quickly become tedious and unfun. So the single "encumbrance" number is one of the better compromises. if you can levative by eating a mushroom you can carry weightless gold. like I don't see too many people complaining about bags of holding, hidden daggers that magically can't be confiscated only findable by the owner, etc. like how do you square feather spell which just would not be very different from weightless (nonencumbering) gold?
about the removing banking thing (that is kind of an odd point): in daggerfall you can only drop gold. it does not let you have it anywhere else than your inventory because it wanted you to use banks (intelligent mechanics, world logic vs "realism" ). in morrowind you can store your gold in your home or under a rock. so if anything it was more "caused" by the "pick up [interact with] anything" philosophy of the game vs daggerfall not allowing you to store things almost anywhere but your cart generally. but even still, in reality, it was just a game-play decision. Do banks add anything interesting for the players? arguable point as there is some entertainment value in some context changed synchronicity with the real world, but remember the standard was never realism in so far. like humans need toliets irl. do we add them? every advanced civilization has them. (side note: maybe there could be some consideration of development time vs gameplay value, but I think adding banks would have been easy and they were removed them completely intentionally)
also about unrealistic amount of gold as replaceable by adding denominations or whatever: gold may not be acquired by the same means in tamriel as earth or our IRL universe. (or as important). like lore wise are you confident that they gold pan for it? where in tamriel do they gold pan? who are the gold panners?! do they use industrial mineral refining instead? and further, does Tamriel have to have the same accessible or general concentrations of gold as earth? (like of course adamantium does?!) speaking of which what is the relative value and importance of gold against this extraordinary and vary rare metal?
in any case I just wanna make the point that the assumptions you are using to critic the game(s) and my weightless canon wise cope are a little strange. you should make a mod for banking. (to accompany this mod) I think some players would actually like that. I'll try it. I could help you make it. do you know how to use the construction set? if not, it is very easy. I can help you out. ->Edit<-: you obviously know how to use the construction set. but are you going to make a banking mod? do you need help?
If I was making a banking mod I would start with deciding which cities would have banks. balmora, vivec, Gnises (whos bank would be in fort Dares and imperial styled), the telvani would have one, etc. just like how daggerfall had different banking areas (in which you could get a loan from a province, never pay it back, and just never return or care about that banking area) in morrowind banking mod there should be multiple banking areas/parties. telvani, Imperial, and a more general morrowind (rederan/hlaalo maybe) banker party. (though hlaalo may go with, be part of, imperial bank?) Telvani would definitely send wizards/mages after you (adding magick assassins to the game?) for debt. maybe just letters to start for some banks? Imperials would send the fighters guild after you (and/or maybe the mages guild). either way you would have some reputation effect with some factions or get kicked out of those factions. maybe need some kind of reputation/rank requirements to the amount of money loaned or stored etc. so on and so on.
in reality though there would necessarily be some question of what banks would be for since money in morrowind is kinda pointless. so maybe you could also buy a boat for like 50k or 100k. which would upon using some kind of activator on a sign or boat tie off or something, at some (depending on how ambitious) docks or coast locations, allow you to (single trip) go any of the other docks/coast locations for free. adding boats that are invisible/unactivated at these locations and only having the one visible/activated that the player traveled too. and this would concord with what large amount of money kept in banks mid/end game daggerfall was largly used for: buying boat/houses. and for houses, which would need to be very expensive like min 250K, but configurable maybe. (for some idea of balance). which would (as long as you are outdoors, not in combat, and not diseased or very low health) allow you to teleport to them. hence the large price for balance given that it is effectively a limited but still very useful fast travel system. and the massive weight of the required gold requiring the player to use the banks system.
There are actually a couple banking mods already (1, 2) which follow that general outline. I just like discussing TES worldbuilding and ranting about its removal of interesting features.
Toilets are an easy yet important detail to add to settlements (as some mods have also done), but actual NPC usage isn't necessary (empty beds and chairs are much more jarring, along with the lack of jails). I mostly doubt the enchanted weight theory because Oblivion did the same thing with lockpicks, and then Skyrim with arrows. Daggerfall could have easily made its gold weightless as well, so if banks weren't there for immersive worldbuilding (essential for any medium or genre), they wouldn't be worth the extra programming. Taking realism out of the equation, carrying 30 weapons and 100 potions just makes everything too easy (especially getting rich), but this takes care of that grievance for the most part.
The gold's source, abundance and how and where it's forged is anyone's guess, since it's never really addressed. If it is in fact a cheap material (possibly devalued by transmuted metals), then more valuable denominations (like the coin resources here) would be all the more necessary for a stable and expedient economy. As it stands, vanilla currency is akin to paying for a car or house with only one-dollar bills. At the very least, I would have bronze, silver and platinum coins worth about 25, 50 and 100 septims, respectively. And because a septim is still worth one gold coin, it wouldn't contradict any lore or dialogue.
There's absolutely no use for banks in vanilla, and the banking mods I've seen are nothing but gimmicks. Gold weight however is interesting, so I'll try this out.
Of course there's no use in vanilla -- gold is weightless and there's no property to purchase. And how are the banking mods gimmicks? If anything, they're a necessary component to mods like these, so you're not forced to drop gold in random places to avoid encumberment.
"in reality though there would necessarily be some question of what banks would be for since money in morrowind is kinda pointless..." read my second paragraph. I am already working on this mod. title for now is "Economy - Banks, Boats, and Houses"
30 comments
but as soon as I open a backpack with shift+left click, it immediately resets the gold weight to 0.
Afterwards, If i remove the gold from inventory, it incorrectly still removes this mods' gold weight from my inventory, making me weigh less than my gear actually would. As an example:
-Character has a weight of 200 (with 0 gold in inventory)
-Pick up gold with a weight of 10
-Inventory weight is now 210
-Open backpack, weight goes back to 200
-Remove gold, you now go to 190 weight
Any ideas on what could possibly cause/fix this?
stack traceback:
.\Data Files\MWSE\core\event.lua:147: in function '__mul'
Data Files\MWSE\mods\WorthItsWeight\main.lua:67: in function <Data Files\MWSE\mods\WorthItsWeight\main.lua:15>
[C]: in function 'xpcall'
.\Data Files\MWSE\core\event.lua:160: in function 'trigger'
.\Data Files\MWSE\core\event.lua:180: in function <.\Data Files\MWSE\core\event.lua:150>
I'm gettting these errors in the mwse log and it often crashes my game. is it due to latest updates to mwse? does this mod need updating also?
Shame, as it is excellent and I hate to play without it now, but until it gets an update I think it has to go.
Line 67 has an if statement that does some math on gold count, we just want to avoid this from happening if at that time gold is NIL.
Wrap everything that happens in the line 67 IF , in another IF
if goldCount ~= nil then
[ALL THE AUTHORS CODE] (about 10 or 15 lines depending on how your editor handles linting)
end
If people want I can push a fix to this . But you can do that and it solves the issue
As you mentioned, different editors might change what is seen as line 67. If it's not a problem, please update a fix.
This has a radical effect on the game. With the default weight you're just not going to carry more than a few thousand gold around, and you have to figure out some way to manage large purchases.
Also the tooltip isn't displaying correctly when the gold is in a container. It says the weight is 0. (It does display the correct weight when looking at gold loose in the world, and of course in the inventory.)
But BTW in The Elder Scrolls II: Daggerfall it is 400 gold to 1 weight unit. (in that TES game gold did have weight and it was in kg btw) maybe consider that as default to be more lore friendly/correct.
about the removing banking thing (that is kind of an odd point): in daggerfall you can only drop gold. it does not let you have it anywhere else than your inventory because it wanted you to use banks (intelligent mechanics, world logic vs "realism" ). in morrowind you can store your gold in your home or under a rock. so if anything it was more "caused" by the "pick up [interact with] anything" philosophy of the game vs daggerfall not allowing you to store things almost anywhere but your cart generally. but even still, in reality, it was just a game-play decision. Do banks add anything interesting for the players? arguable point as there is some entertainment value in some context changed synchronicity with the real world, but remember the standard was never realism in so far. like humans need toliets irl. do we add them? every advanced civilization has them. (side note: maybe there could be some consideration of development time vs gameplay value, but I think adding banks would have been easy and they were removed them completely intentionally)
also about unrealistic amount of gold as replaceable by adding denominations or whatever: gold may not be acquired by the same means in tamriel as earth or our IRL universe. (or as important). like lore wise are you confident that they gold pan for it? where in tamriel do they gold pan? who are the gold panners?! do they use industrial mineral refining instead?
and further, does Tamriel have to have the same accessible or general concentrations of gold as earth?
(like of course adamantium does?!) speaking of which what is the relative value and importance of gold against this extraordinary and vary rare metal?
in any case I just wanna make the point that the assumptions you are using to critic the game(s) and my weightless canon wise cope are a little strange. you should make a mod for banking. (to accompany this mod) I think some players would actually like that. I'll try it. I could help you make it. do you know how to use the construction set? if not, it is very easy. I can help you out. ->Edit<-: you obviously know how to use the construction set. but are you going to make a banking mod? do you need help?
in reality though there would necessarily be some question of what banks would be for since money in morrowind is kinda pointless. so maybe you could also buy a boat for like 50k or 100k. which would upon using some kind of activator on a sign or boat tie off or something, at some (depending on how ambitious) docks or coast locations, allow you to (single trip) go any of the other docks/coast locations for free. adding boats that are invisible/unactivated at these locations and only having the one visible/activated that the player traveled too. and this would concord with what large amount of money kept in banks mid/end game daggerfall was largly used for: buying boat/houses. and for houses, which would need to be very expensive like min 250K, but configurable maybe. (for some idea of balance). which would (as long as you are outdoors, not in combat, and not diseased or very low health) allow you to teleport to them. hence the large price for balance given that it is effectively a limited but still very useful fast travel system. and the massive weight of the required gold requiring the player to use the banks system.
Toilets are an easy yet important detail to add to settlements (as some mods have also done), but actual NPC usage isn't necessary (empty beds and chairs are much more jarring, along with the lack of jails). I mostly doubt the enchanted weight theory because Oblivion did the same thing with lockpicks, and then Skyrim with arrows. Daggerfall could have easily made its gold weightless as well, so if banks weren't there for immersive worldbuilding (essential for any medium or genre), they wouldn't be worth the extra programming. Taking realism out of the equation, carrying 30 weapons and 100 potions just makes everything too easy (especially getting rich), but this takes care of that grievance for the most part.
The gold's source, abundance and how and where it's forged is anyone's guess, since it's never really addressed. If it is in fact a cheap material (possibly devalued by transmuted metals), then more valuable denominations (like the coin resources here) would be all the more necessary for a stable and expedient economy. As it stands, vanilla currency is akin to paying for a car or house with only one-dollar bills. At the very least, I would have bronze, silver and platinum coins worth about 25, 50 and 100 septims, respectively. And because a septim is still worth one gold coin, it wouldn't contradict any lore or dialogue.