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Real money -> more immersive gameplay


DecalMirror

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As is the "value" of a septim is hard to determine because you have people referring to 5 septims as a month's wage, yet a single room rental is around 20, and a single piece of food costs 3-6. Now technically that isn't too far off considdering how few farms there are in the world, but it's still way off. And if 5 septims is a month's wage, and 3 septims can buy you a single lockpick, you'd probably have fewer thieves since they couldn't possibly afford the tools to make any mistakes. Then there's the beggars who get 1-5 septims for information. Then there's bandits and other fodder running around with enough value comparitively to just buy half the town. Then there's the payments from the Fighters Guild and Dark Brotherhood which are high enough to where you need only complete one assignment in order to have enough to retire on.

 

Clearly, when it came to value, Bethsoft threw all logic out the window. Trying to get it back in't exactly something which can be done by modders because of how screwed up it is. Trying to add weight limitations to the equation only makes it more difficult and impractical. Coins, no matter how light, just don't work well when you have more than a few hundred to try and carry. Try running around with a bag full of 600 Pennies or dimes some time, it's not merely weight, but how that weight is carried and what that weight does under motion. Even with 600 dimes, any sort of coin bag would be too bulky to be viable. There is a reason why nearly every country uses paper money, it's easier to transport and can be made in multiple denominations. If stuck with a single coin as the only form of currency, no matter what system was devised, nothing practical could be done with it. Either a single coin would be worth too much, or would be worth too little, requiring you to carry alot more to buy anything.

 

At any rate, whatever the realistic methods are, this simply cannot be effectively done in Oblivion. Although you could probably make an inventory item that adjusts weight based on how much gold you're carrying, but that wouldn't really work due to how the game calculates weights (SetWeight). And most people wouldn't want to use such a mod because they wouldn't be able to move or carry anything unless they were dropping most of their gold. Even if you make it so that every 10 or 20 gold increases weight by .1 you'd still have issues when it came to large purchases like houses, or selling valuable things. It simply doesn't work.

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And most people wouldn't want to use such a mod because they wouldn't be able to move or carry anything unless they were dropping most of their gold.

 

Point taken. But I came up with another idea if money is handled like items. The weight would be zero, but there could be a script that still determines max amount from attribute points. Then it wouldnt take any space from inventory but still "weights" something.

 

Then about thievery. Why they can determine if the item is stolen, even if he didnt knew the item even existed? Well, same goes to money.. why it can't be marked as stolen? If money is handled like items and the stolen mark is added with script, then it would work like the owner tells how much money was taken and report it. Should you get caught you don't only loose the stolen money, but also have to pay the fine from your own money, if you decide to do so.

 

So would that work?

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I may be wrong, but I don't think Oblivion handles gold as an "item", per sae...which is why it's not actually in your inventory, but, instead, a variable on your inventory page.

 

Maybe someone can make use of that variable , and make it derminate amout of items in your inventory called gold coins (or whatever they will be called).... :biggrin:

...but maybe it just makes thigs difficult... :wallbash:

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Not to use a D&D reference, but how your “money” works in that world is stated in the manual as:

A player’s “gold” refers to their wealth level. Money is held in the forms of coins, precious gems, and ledger notes of worth (basically bank notes).

 

So I perceive that in Oblivion, when you sell things, your “wealth” is part in coin, but also part in ledger notes of value that can be redeemed, as they are backed by the Imperial commerce (or so I take it).

 

I agree that ore and gems are undervalued in this game, and Bethesda really did drop the ball when they didn’t really implement cost of living or economic value. When you do the “go fish” quest, he says he has enough to retire on with the fish scales. Well their value combined with his “hoard” in his house doesn’t amass to even 100 septims. And you are to tell me that that’s enough to retire off of?

 

Of course that makes no sense, as food costs more than that, if you were to eat twice a day food that runs you an average of 4 septims. After 15 days you’d be broke and starving.

 

So reiterating what I’ve stated, despite Bethesda dropping the ball in the value of cost of living, your ‘wealth’ is probably held in ledger notes as well as the stray coins you find in homes / basements / dungeons.

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There is already a gold-piece item: Gold001 (FormID 0000000F). It's one of the items defined by the game itself, rather than in Oblivion.esm. This seems to be the case for objects that receive special treatment from the engine, for instance lockpicks, repair hammers, the base NPC for the player, etc. In this case, that would be its use as currency, and if it doesn't appear in the player's inventory, (misc. items can't be marked as unplayable, I think) that as well. Not sure if changing its weight would work, but worth a try.

 

Incidentally, the minimum weight appears to be 0.0001, which would give a limit of 5 million for an encumbrance of 500. Seems more than enough. If you need to justify such a low per-coin weight, just say there's more than one denomination.

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I may be wrong, but I don't think Oblivion handles gold as an "item", per sae...which is why it's not actually in your inventory, but, instead, a variable on your inventory page.

 

I meant that IF it can be modded so that game handles it like normal item in inventory.

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