jucoking Posted December 19, 2018 Share Posted December 19, 2018 I have searched and come up relatively empty on the topic of Skyrim currency, but it seems pretty baked-in to the system. Gold is not treated the same way other items/objects are and it's proven difficult trying to pry back the scripting involved, not to mention messing with merchant packages. My question is this: is it possible to create a new form of currency? Or, could anyone point me to a script that could be used to add/remove items with the appropriate checks? Link to comment Share on other sites More sharing options...
agerweb Posted December 19, 2018 Share Posted December 19, 2018 You could take a look at what this guy did to get paper money in game with the appropriate conversion. https://www.nexusmods.com/skyrim/mods/67504 Link to comment Share on other sites More sharing options...
jucoking Posted December 19, 2018 Author Share Posted December 19, 2018 (edited) Interesting concept, but I don't think that will help with what I'm trying to accomplish. I basically want to make enemies drop a specific item that can be exchanged for goods and services (used as money, without relying on GOLD). I will keep combing through the scripts on the mod you referred me to see if I can glean anything useful. Edited December 19, 2018 by jucoking Link to comment Share on other sites More sharing options...
TheWormpie Posted December 20, 2018 Share Posted December 20, 2018 Have a custom trade topic that opens an external merchant container via script. Then add a script to the container that checks everything being added and removed from the container. In the case of something being removed, either remove an amount of your custom currency from the player, or if the player doesn't have enough to pay the price, just throw the removed item back into the container, perhaps show a message that says you couldn't afford it or something. Link to comment Share on other sites More sharing options...
jucoking Posted December 20, 2018 Author Share Posted December 20, 2018 That sounds like an excellent solution, I will see what I can do with that. Do you happen to know of any example scripts that check container contents? I will post what I find here. Link to comment Share on other sites More sharing options...
jucoking Posted December 20, 2018 Author Share Posted December 20, 2018 I have made some progress after modifying some of DarkFox's script (which I need to sell keys). Here is what I have that has successfully compiled so far: Scriptname CV2_BuyWhiteCrystal extends ObjectReference ;PLEASE KEEP THIS CREDIT LINE IN YOUR SCRIPT IF USED ;Original universal script created by Darkfox127 ;Any potential problems which may arise from this script being changed from the original are the sole responsibility of the mod author making the changes Key Property NewKey Auto MiscObject Property DeadKey Auto ObjectReference Property PlayerREF Auto MiscObject Property CV2_HeartCurrency Auto Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer) If akNewContainer == PlayerREF If Game.GetPlayer().GetItemCount(CV2_HeartCurrency) >= 15 Game.GetPlayer().RemoveItem(CV2_HeartCurrency, 15) PlayerREF.RemoveItem(DeadKey, 1, True) PlayerREF.AddItem(NewKey, 1, True) Else Debug.Trace("Not enough hearts") EndIf EndIf EndEventThe problem I'm having now is the fact that I can't make a merchant sell something for 0 gold, even if I set the value of the items to "0". How do I sell an item for zero gold? Link to comment Share on other sites More sharing options...
jucoking Posted December 20, 2018 Author Share Posted December 20, 2018 (edited) This script works perfectly and I am just going the easy route and adding 1 gold to the player each time they attempt to buy the item. Case Closed. Edited December 22, 2018 by jucoking Link to comment Share on other sites More sharing options...
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