I just tried the mod and did a quick shake down on its functions. First off I run 1.2.0416 no SI installed lots of mods apprx. 165. I loaded late in the order just before my bashed patch. I am using the CTD Fix 3 and no problems were noted. So far so it seems the SI code is cleanly seperated from what I have seen. I use the mod Storage Sacks so I added a new sack and called it "Coin Purse" I could easily transfer coins in and out with no inconsistiencies noted. However when I talked to a "Money Changer" (err. teller, I agree please change the name for immersion reasons). The coins in the "coin purse" were not identified so the mod identified my coin talley was not correct and promptly replaced just the missing coins but also doubled the total amount of gold leaving an incoirrect balance. I assume this is correct as you probably did not write code to track inventory in Storage Sacks. However it is nice to know if the talley is off it corrects the coins automatically. It would be very nice if there was a way to add a "coin purse" that could hold the coins to help alleviate inventory clutter. In fact it would be really cool to steal a coin purse from other NPC's. Since existing code on storage sacks exists could it be integrated to recognize that your coins are in a "storage sack"? Thanks for the great mod.
*Edited spelling and clarification of my entry. Sorry it was late my time when I posted. I have a bad case of "tired eyes".
Glad that there's no crashes
Well, Teller is actually an anarchism anyway (since the word didn't come about until circa 15th Century; and Oblivion is a psuedo-Roman/medieval world), so I'll look into that.
Yes, there will be problems with money being put into some kind of sacks. As you guessed, I've not got any code to check for places the Player could have stored their money (I don't even know if that would be possible without linking into the Mod directly...?). It may be possible to make a 'Coin Purse', though I am not sure yet... As it stands, however, I am not sure WHY there would be a problem. If possible, would you be able to explain in a bit more detail, please?
As I understand it this happened (using 'made-up values):
1. You had 100 Gold
2. You put 50 Gold into a sack
3. Your Gold Count correctly decreased by 50-gold
4. You spoke to a Teller
5. You were given back 50-coins.
6. You now have 100 coins on your person, and 50-coins in a sack.
If so, would you please be able to run a small test for me? Note how much money you have, put some into a sack, and then return to general game play; after about 30-seconds, check how much Gold you have. My immediate thought is that the Coin script is not running correctly during Menu Mode (so it is not detecting the Coins moving into another sack), but that obviously would cause many more issues, which you do not seem to have met. Thanks for the info
Meo,
I like the resources
I have to agree with Grumbul on being against Paper Money (there was a discussion of this in one of the earlier threads, with regards to 'reality within the timeline'), but the Bank Furniture is definitely something I would consider using; it probably won't be right away, but if/when I get to making the local branches, I'll definitely consider your work