Skyrim Special Edition
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About this mod

This mod takes the Mede from the carefully crafted C.O.I.N mod and aggressively injects it into the leveled lists of Beyond Skyrim: Bruma. This reimagines the Mede as coin that has tried to usurp the Septim since Titus Mede I... but recent wars have caused the Empire to inflate the coin's value to insignificance.

Requirements
Permissions and credits
For clarification, this mod is completely different from the C.O.I.N - Beyond Skyrim patch provided by TateTaylorOH. That patch seamlessly integrates the Ayleid coin from Beyond Skyrim and adds relevant replacers through Base Object Swapper. Medes for Man is focused on the Mede, and is a crude human design that doesn't use the Altmer wizardry of BOS. (;

Background

Coins of Interesting Nature has rapidly become one of my favorite immersion mods of all time - a master-craft in contemporary modding. After playing for a while with the mod, I discovered that two of the coins, the Mede and the Ulfric, are prototype currencies, meaning they only spawn in a specific place, generally with a note explaining their makeup. This is an interesting, light-weight implementation of these coins - the concept being that modern Skyrim is seeing Stormcloak and Imperial land becoming drained enough from constant warfare to justify attempting to mint some low-value alternatives.

But in my heart of hearts I saw Titus Mede I trying to bring an end to the Septim the moment he gained power. Symbols are powerful things, and having his face on a coin would be a great start to helping the people of the Empire understand that the extraordinarily long reign of the Septim dynasty is in fact over. Not to mention given his start as a petty warlord, the Medes probably needed quite a bit of cheap bankrolling - and the despairing decline of Cyrodiil makes a lot more sense if most of the citizenry and soldiers were scammed out of their material wealth through a currency that was only briefly dominant before death spiraling.

Mod Information

And so Medes for Man was born - an aggressive integration of the Mede into Beyond Skyrim: Bruma (and optionally to a much smaller extent, the base game). Rather than using Base Object Swapper to replace all Septims with Medes in the Bruma levelled lists, I've elected for a semi-randomized implementation of the Mede through a variety of new levelled lists that sport varied amounts of both coins - without disrupting how many coins you find still.

Here's a very rough generalization of how common the Mede is in Cyrodiil below.
Spoiler:  
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Each coin is individually rolled to create a sense of variety.
-Bandits' Septims have between a 33-66% chance to be replaced.
-Vampires' Septims have a 5-25% chance to be replaced.
-Nibenay containers and citizens have a 50-75% chance, while Colovians are 25-50%.
-Quest givers are just dying to dump their Medes on you. Enjoy approximately 95% of your big Bruma quest rewards being paid out in Medes.
While I tried to personalize the types of currencies you receive on heavily divergent quests such as The Courier, trying to make patches for heavily scripted mod-added quests is a dark road that leads to anguish and broken dreams... though I'm really only a novice in Alteration anyways.


Medes for Man also changes the following vanilla levelled lists, all of which are related to gold.
Spoiler:  
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-LootBanditGold and LootBanditGoldBoss -> 5% chance for a Septim on Skyrim bandits to be replaced by a Mede
-LootCWImperialsGold & LootCWImperialsGoldBoss -> 75% chance for any Septim on an Imperial in the Civil War to be replaced with a Mede
-LootImperialLuck -> Imperial Luck now provides Medes instead of Septims! Show your loyalty to the dynasty through the collapse of Imperial Luck's value!
-LootRiftenGold -> Some thieves in Riften might have picked up some Medes on their endeavors...

Unfortunately this mod doesn't add a system for other currencies to be used to buy things, or have merchants use things other than Septims in sales. I'm not that much of a wizard, but hopefully this inspires one of the many master level mages on this website to take on such an ambitious concept.

Compatibility
Despite the aggressive and direct changes this mod makes, it's very compatible with load lists with some minor caveats depending on what you got - and the FOMOD will help you tweak it to your preferences. The worst that can happen to your game is getting too many coins, some gold-related perks acting weird - nothing gamebreaking.

Beyond Skyrim: Bruma has its own versions of most of the gold loot lists, and while it very often doesn't use them for its own NPCs (unfortunately the correct design choice in a world without C.O.I.N), this patch does its best to make sure they do - this is why this mod has a lot of direct NPC edits. You're unlikely to have a mod messing with these Bruma NPCs and leveled lists (probably). The biggest thing that can mess you up is Wyre Bash - if you include Medes for Man automatically in your bash, then it'll combine the base BS:Bruma gold with the coins in this mod. You'll be getting a lot of gold if you do that. Exclude Medes for Man from your Wyre Bash and you'll have a lot less of a headache integrating this into your load order in SSEEdit.

Generally any mod that's incompatible with the vanilla changes can be made compatible with a couple tweaks in SSEEdit - but if you don't want to mess with this the FOMOD has the option of excluding any changes to vanilla leveled lists. For example, the Scarcity mod applies values to the vanilla leveled lists that dynamically removes some of the gold you receive - you'll have to move that modifier into Medes for Man or your bashed patch in SSEEdit. Wintersun goes pretty hard with Imperial Luck, so a patch is included that makes sure Imperials get Medes and followers of Rajhin get Septims, Sancars, or a mix of the three depending on your preference.

What's Next?
Nothing planned yet. I'm continuing to playtest Bruma with the changes to make sure nothing is amiss - though the plugins have been checked in SSEEdit, I'm ready to update to fix any issues that could possibly crop up. If people really like the idea of this mod, perhaps I'll try to expand the lore of it more through more literature, or - dear god - maybe even a quest or two. And of course, when Beyond Skyrim: Cyrodiil is fully released, I'll update it for that as well.