The tokens this mod uses are flagged as Quest Items, which prevent corpses from despawning. Quick testing suggests it works with non-Quest Item tokens.
I don't think this mod causes bloat. Yes, for every day passed two different tokens get added to each NPCs inventory but that's not bloating anything. It's just two inventory slots per NPC (the amount of items in the slots don't matter).
I also recommend changing the .ini to make the amount of money carried more random (previously it was basically always the MaxMoneyInMoneySack value and considering that most NPC in cities only differ in their BasicIncome, they would all carry the same amount).
Hi CloudDragon, I've been using this mod for a while, and I've just noticed that the tokens are not being removed from npcs, so they have one token of each kind for every game day that passed. Is this normal? By the way, I redownloaded the mod so I can endorse it(should have done it llong ago)
@Demni: To get some fluctuation (the illusion of moneyspending) I made the 'Chance of Win/Loss' and 'Amount of Win/Loss'. If you want them to spend a lot of the money set your 'ChanceOfLoss' high and the the 'AmountOfLossMaxPercent' to the percentage you want them to spend, but keep the 'Chance of Win' relatively low. These variables are made for the fluctuation. I didn't want to have all NPCc having filled up to the 'MaxMoneyInMoneySack'-value after a few game days. This would make gameplay too predictable. So it can be more a surprise how much is actually in the pockets when you try to steal it.
@CutPriceWizard and Darkfox2347 Nice to hear that you have use for this, thx.
11 comments
I don't think this mod causes bloat. Yes, for every day passed two different tokens get added to each NPCs inventory but that's not bloating anything. It's just two inventory slots per NPC (the amount of items in the slots don't matter).
I also recommend changing the .ini to make the amount of money carried more random
(previously it was basically always the MaxMoneyInMoneySack value and considering that most NPC in cities only differ in their BasicIncome, they would all carry the same amount).
By the way, I redownloaded the mod so I can endorse it(should have done it llong ago)
To get some fluctuation (the illusion of moneyspending) I made the 'Chance of Win/Loss' and 'Amount of Win/Loss'. If you want them to spend a lot of the money set your 'ChanceOfLoss' high and the the 'AmountOfLossMaxPercent' to the percentage you want them to spend, but keep the 'Chance of Win' relatively low. These variables are made for the fluctuation. I didn't want to have all NPCc having filled up to the 'MaxMoneyInMoneySack'-value after a few game days. This would make gameplay too predictable. So it can be more a surprise how much is actually in the pockets when you try to steal it.
@CutPriceWizard and Darkfox2347
Nice to hear that you have use for this, thx.
EDIT: thx for the quick reply
I can't wait to try this.