Good idea for Tavern Games? Sure, that said, just started a game and found 200+ gold on a dead Gunner in helgan keep...makes me thing this mod might make Gold kinda easy to get quick to the point of parody, if it shows up on every random NPC corpse...that said, i do have a few mods that could make things like houses even pricier to even that out...hmm
It shouldn't show up on all NPCs. It depends on what factions those NPCs are, and as listed in the description page, it only adds it to NPCs of the vanilla towns and villages, not even civil war soldiers or bandits. "Gunner" isn't a vanilla faction. I dunno what that is but I don't think they should have gotten any extra money from this unless they're also in the same faction as vanilla town/village friendlies.
the dude whos dead when you follow Ralof, can confirm EVERYONE gets more money in my load order, Stormcloaks, Imps, dead bodies that have flesh on them, maybe its cuz im using the NPC name distributer mods, but everyones getting 3 digit numbers of money, have 2000 gold half way through the Helgan, gonna uninstall for my run...
It seems I added Helgen to the list of factions that get money from this mod because of the mods that rebuild Helgen, one of which I use.
I'll consider making a version for people who don't want to get money from Helgen NPCs, or maybe make exceptions for those NPCs that are from the intro sequence.
For now, you might want to consider using the non-SPID version then. This is more old-fashioned and adds the money to a levelled list that citizen NPCs have. As far as I know, Helgen intro NPCs do not have that levelled list since they're supposed to die.
that actually kinda makes sense, if its only them all that get the extra money, i could write it off as extra starting cash, was just worried every random tom, dick and harry was gonna be having 200+ gold on em, would make the money quickly become a non issue
Yeah It should only add it to village and town NPCs like I said. Not bandits, monsters, not Stormcloak nor Imperial soldiers. So you should be good once you get out of Helgen. Specifically it adds them to the respective crime factions, which is usually reserved for NPCs in towns and villages so they can report crimes to guards, and the guards know who to protect.
But feel free to let me know if you see some NPCs that I might've missed. It's actually a weirdly complicated mod so it wouldn't surprise me if I actually did accidentally forget to exclude some NPCs.
I mentioned this in the Description page (see the Known Issues section) but respawning NPCs will reset their inventories, while non-respawning NPCs (most of the named NPCs like Heimskr, etc.) will not. It's a vanilla issue sadly.
I'm trying to think of some way to make all NPCs refresh their inventories periodically, but it's easier said than done.
Don't know how relevant this is because of the SPID update, but wSkeever made this. There may be some way to hook the Tavern Games script into it, replicate it, or similar.
Well that's an idea. It's possible that I make a simple script that resets the inventory of non-respawning NPCs, but it would have to be added to NPCs using a mod like SPID or SkyPatcher or something, and likely not part of this Pocket Money mod directly.
One massive downside is that any items added to them after they initially were spawned by the game (such as if they were a companion that you let go temporarily, or if they bought something from you using Your Market Stall or some other mod) will disappear. There could be more issues but this is the main one I'm thinking about.
If you're talking about the latest version that uses SPID 7.0 or up, you can see instructions on this mod's Description Page/readme under the Customization and Adding NPCs to the list section. At the very top of that section you'll see some green text. That's a range of values as explained there.
We're using SPID 7+'s features for this. It doesn't use multiplication, just a random value in between the values represented in that range.
Updated to use SPID 7's new functionality of distributing a random range of amounts for items. This means we don't need the funky mathematics or even an .esp file anymore.
Unfortunately it's quite random and I can't give you a direct value. It's possible to calculate it but I'm lazy and bad with maths lol. Not only is it random, but the way I did it is that it gives a wild range, using trickery with leveled lists. So simply saying 1-10 for example wouldn't be accurate, as it's actually possible at a low chance to get something crazy like 50 for such a value. I intentionally did it that way so it wouldn't be completely predictable exactly how much an NPC has.
Here's at least a ballpark average, which may not be accurate at all but I seem to remember it being something like this:
Again, it could be wildly off. One of these days I'll try to do the maths for it to come up with more accurate values.
Someday I might actually redo the algorithms so they're at least a bit more practical, or at least make an alternative version. I know how to do it with better averages and stuff. I just didn't opt to do that because I wanted it to be more unpredictable.
Thank you that is helpful! The only information I'm missing now is whether the SPID item count is always the count, or whether the probability is applied to each individual item in the count. I'd actually consider just using SPID directly to create the distributions I want, but honestly you've already made the wonderful effort of constructing these economic classes for the NPCs and I want to use that.
You would need another fix for that as this simply adds items to NPCs. This is the mod I use: Barter Limit Fix
My mod simply adds money to NPCs. Even with the highest setting I've supplied, you wouldn't run into the integer limit anyway (usually wealthy NPCs would only get something like 20-40K gold with the 10x file)
By the way, it doesn't add money to vendor chests. That's a separate thing. Skyrim (and all Bethesda games for that matter) put the merchant/vendor inventories into a chest or other container usually found somewhere inside the shop where they sell things. This is so that the shop's inventory is separate from the vendor's inventory, so you wouldn't be able to buy their equipped clothing and other items so as to make them naked.
This mod only adds money to their inventories. I should probably add that to the description later.
21 comments
It seems I added Helgen to the list of factions that get money from this mod because of the mods that rebuild Helgen, one of which I use.
I'll consider making a version for people who don't want to get money from Helgen NPCs, or maybe make exceptions for those NPCs that are from the intro sequence.
For now, you might want to consider using the non-SPID version then. This is more old-fashioned and adds the money to a levelled list that citizen NPCs have. As far as I know, Helgen intro NPCs do not have that levelled list since they're supposed to die.
But feel free to let me know if you see some NPCs that I might've missed. It's actually a weirdly complicated mod so it wouldn't surprise me if I actually did accidentally forget to exclude some NPCs.
One (somewhat related) question though: do NPCs respawn their inventory or will they forever run dry after playing some tavern games with them?
I'm trying to think of some way to make all NPCs refresh their inventories periodically, but it's easier said than done.
One massive downside is that any items added to them after they initially were spawned by the game (such as if they were a companion that you let go temporarily, or if they bought something from you using Your Market Stall or some other mod) will disappear. There could be more issues but this is the main one I'm thinking about.
We're using SPID 7+'s features for this. It doesn't use multiplication, just a random value in between the values represented in that range.
Here's at least a ballpark average, which may not be accurate at all but I seem to remember it being something like this:
Beggars: 1-40
Low Wage: 20-200
Middle Income: 50-500
Wealthy: 300-3000
Again, it could be wildly off. One of these days I'll try to do the maths for it to come up with more accurate values.
Someday I might actually redo the algorithms so they're at least a bit more practical, or at least make an alternative version. I know how to do it with better averages and stuff. I just didn't opt to do that because I wanted it to be more unpredictable.
The only information I'm missing now is whether the SPID item count is always the count, or whether the probability is applied to each individual item in the count. I'd actually consider just using SPID directly to create the distributions I want, but honestly you've already made the wonderful effort of constructing these economic classes for the NPCs and I want to use that.
My mod simply adds money to NPCs. Even with the highest setting I've supplied, you wouldn't run into the integer limit anyway (usually wealthy NPCs would only get something like 20-40K gold with the 10x file)
By the way, it doesn't add money to vendor chests. That's a separate thing. Skyrim (and all Bethesda games for that matter) put the merchant/vendor inventories into a chest or other container usually found somewhere inside the shop where they sell things. This is so that the shop's inventory is separate from the vendor's inventory, so you wouldn't be able to buy their equipped clothing and other items so as to make them naked.
This mod only adds money to their inventories. I should probably add that to the description later.