Skyrim Special Edition
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colinswrath

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89 comments

  1. colinswrath
    colinswrath
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    Just a note for all of the comments I see asking for an update.

    This mod works for all of the coins that COIN has. The partial exception right now is the Gibber.
    There is a bug where the option to exchange does not appear if you select another coin first. We can pretend this is an intended feature to mess with your sanity hehe ;)

    Ill have to fix that, but other than that it looks like this mod does not need an update for the latest COIN updates.

    Also, please pay attention to this mod's requirements. It requires powerofthree's Papyrus Extender (not po3Tweaks, those are not the same thing) so please ensure you have it.
  2. colinswrath
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    This is not yet compatible with C.O.I.N. 2.0.0. Im working on that atm.
    Now updated to 2.0.0 compatibility. Only use this version with COIN 2.0.0
  3. Thijmen2017
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    Safe to ESLify? xEdit says it is but just asking to be sure
    1. Vyxri
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      In general, if you don't have to compact forms and only need to add an ESL flag to an ESP file, you should be fine to do so. 
    2. godescalcus
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      At least the Bruma+Wyrmstooth version that I use can't be directly flagged, although there isn't a single reason why a 36 record patch shouldn't be an espfe from the start. However, since a thorough scan of the script sources doesn't show any references to record numbers (such as getformfromfile() functions), and since there aren't any compiled files that you can't scan (such as dlls), I'd say it's fair to assume it's safe to compact and flag.
  4. aniciius
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    Why do all these newly added coins have zero value. Like in real life antique coins like roman drachmas found today are sold quite expensively, the mod ought to have done the same with these old coins found in skryim. Seeing as how adventurers dare go places where no merchants will, the player as former should be able to sell their finds in shops etc for higher quantity of septims. Then ultimately we would find some of these on corpses of knights or wanderers who presumably would have found them during their own personal quests in dungeons or caves etc
    1. MathieuTheDunmer
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      Perhaps the overwhelming majority of residents of a fantasy medieval era are more concerned about hunger or surviving bandits and dragons than assigning value to coins that are not used to buy their daily bread.

      different eras, different focuses.. Although it would be really cool for some scholarly NPCs to buy these coins for a higher price. I can easily imagine Calcelmo for example offering a good amount for dwemer money. A common merchant doesn't have much use for these coins so the low price coming from them makes sense to me.
    2. colinswrath
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      Realism and actual gameplay dont always mesh well. One of COIN's primary objectives is to reduce the amount of gold you get from dungeons
    3. Tythemis
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      I'm with both these other commenters, devaluing the massive hauls you get from dungeons is cool, and yeah, I think medieval era folks are less interested in collecting and more interested in daily bread.  HOWEVER, It would be cool if you made a patch that made it so you could sell the Dwemer ones at increased value to say that guy in the Dwemer caves below Markarth, or you could sell Sancar at increased value at the Thalmor embassy (if they don't attack you on sight by now XD), and then perhaps ancientnord coins could be sold to a similarly reasonable researcher of nordic ruins, not sure who, and then yeah merchants would offer you their normal paltry sum required by imperial law or whatever.  I would mess with multiplier values if possible.  Make those people offer 2x the worth, so you still dont get the normal haul from dungeons but it could still be handy to save them until you can sell them at a better rate, or exchange them if you need cash now JG WENTWORTH, err sorry, I don't know what daedric lord possessed me there.
  5. Tythemis
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    Nice mod, works great, I have one question.  Would it be possible to make a version where the value of them changes within a range, kind of like SkyRem economy, where the prices of goods and services fluctuates?  Maybe they are busy andd don't want to travel to solitude or Windhelm to exchange the coins for the newer standard currency this month as much and would thus offer a lower rate?  Or perhaps after the stormcloaks win the value of Sancar would plummet, or after the empire wins they would receive a small boost? It would be cool to hang on to them until a good time to trade them in if possible.  I know its a big ask, but its just an idea.
  6. CapivaraComigo
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    Hi! I'm getting an issue where I had two separate stacks of ayleid malas in my inventory, but merchants only recognize one and the other coins are untradeable, either through this mod or normal trading. Is this a known issue or maybe an imcompatibility?
  7. r4bblerous3r
    r4bblerous3r
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    Selecting exchange for any kind of coin does nothing :0  EDIT, nvm. I had apparently downloaded the requirements but forgot to actually activate them, like a fool. Awesome mod <3
  8. Euphan
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    C.O.I.N. - Coins of Interesting Natures just got an update, will this need an update as well?
    Also, do I load this mod before or after C.O.I.N. - Coins of Interesting Natures?
    Thanks.
    1. Avaton
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      I came here to ask those exact questions as well :)
    2. colinswrath
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      No shouldnt need an update. This should only need an update if new coins are added or the mod undergoes some sort of major change to break this one. Plugin load order itself should not matter, although you will want the scripts in this to overwrite any from COIN 
  9. pat2809
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    Hi, how can I add a coin so your merchant exchange Addon is recognizing it? I made the coin compatible with C.O.I.N but I don't know how to fix the Skript for the exchange system. 
    1. Althinor
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      Did you ever figure it out? I would also like to know how it is done, as I was hoping to add the two Daedric coins made by Mihail to COIN and Merchant Exchange
  10. deleted178700829
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    Can I please get permission for someone to port your mod to Xbox?
    1. DrMonops
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      This mod ultimately requires SKSE (via powerofthree's Papyrus Extender) so unfortunately won't work on Xbox.
    2. deleted178700829
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      Not necessarily true. There are many mods on bnet that have some level of SKSE dependency. Depending on how much so and whatnot, there are porters that can workaround it and make it work without it.
      I’d like the permission to try.
    3. DrMonops
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      Entirely valid point; sorry for the oversimplification.

      You may want to try reaching out to Colin on Discord (I think there's a link in the description); I'm not sure how frequently he looks at Nexus comments.
  11. hhutc18
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    Just a suggestion: is there any chance certain other merchants could be added to the faction list aside from general goods ones? For example, fences, Calcelmo (who, I imagine, would be happy to buy the Dwemer and Ancient Falmer coins off you) and the Dremora Merchant.

    It's entirely up to you. Just thought I'd throw that out there.
  12. Indominus113
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    does this needs an update?