[RELz] DB's Weighted Gold Plus (DBWGP)

Post » Wed Sep 01, 2010 11:08 am

Download: http://www.tesnexus.com/downloads/file.php?id=26129

DB's Weighted Gold Plus (DBWGP) v1.14 by DerekBaker

Converts Oblivion's weightless gold into weighted Septims, that can be dropped, and moved between the player's inventory and containers.


REQUIREMENTS

Oblivion Script Extender (OBSE) v0018 Beta 2 or later http://obse.silverlock.org/
Pluggy v125 or later http://www.tesnexus.com/downloads/file.php?id=23979


Oblivion's weightless gold was an annoyance to me. Tried a couple of gold mods, but found them buggy. Decided to produce my own.


CHANGES (from v1.13)

Fixed default-created ini values not correct.

Fixed Bash Tags were not pre-applied as was previouly stated in this document.


MECHANISM

Gold is renamed to Septims which are weighted. They appear in the players inventory and as with other inventory items can be dropped (including by dragging) and transferred to and from containers. They can not be sold. Septims outside of the player's inventory are the original gold renamed - an idea I took from Gold is an inventory item - which ensures the mod is removal safe. When a container is open, Septims will replace gold, so that the normal behaviour of inventory objects is seen - that is, a quantity selection dialogue box is shown. If you want the option of the original behaviour of taking all, I recommend TQP: http://tesnexus.com/downloads/file.php?id=12859

When coins are dropped they are divided into stacks limited to MaxStack - the absolute maximum value of MaxStack is set by the game itself: 32767. The default weight is 0.0033 (approximately 300 to the weight unit), this is much lower than the weight of real gold coins, however using a more realistic figure would make it very difficult to carry sufficient coins to buy some of the game's most expensive items.


INSTALLATION/ LOAD ORDER

Put DBWGP.esp in your Oblivion\Data folder.
Default Path - XP: C:\Program Files\Bethesda Softworks\Oblivion\Data
Vista: C:\Program Files (x86)\Bethesda Softworks\Oblivion\Data

Put DBWGP.ini in Pluggy\User Files. If you use OBMM or WryeBash, they will not put the ini in the correct place - you must do so manually. If no ini is found, one with default settings will be created automatically.
Default Path - XP: C:\Documents and Settings\[yourname]\My Documents\My Games\Oblivion\Pluggy\User Files
Vista C:\Users\[yourname]\Documents\My Games\Oblivion\Pluggy\User Files

Activate DBWGP.esp in your chosen app.

If you use a Bashed Patch, rebuild it. Mod is pre-tagged.

On current knowledge, load order is not important. DBWGP is supported by BOSS: http://www.tesnexus.com/downloads/file.php?id=20516


DEACTIVATION/UNINSTALLATION

No special measures required. Just deactivate and/or remove the esp.


CUSTOMIZATION

There are four settings in DBWGP.ini. Weight is a floating point value (default .0033). If set to equal to or less then 0, it will be set to default. If set to less than 0.01 the value will show as 0 in a container, though it will display correctly in the inventory - this issue is out of my control. MaxStack is an integer (default 1000). Acceptable values are 1 to 32767; values outside this range will be set to default. The number of stacks dropped will have a significant effect on performance; if you find the game too stuttery when dropping, raise this number. AdjustForGA is an integer (default 1). It controls whether dropped gold will be adjusted when Gold Adjustment is loaded (0 = no, 1 = yes). If SpamConsole (default 0) is set to 1, debug info will be printed to the console - currently only when a container is opened or closed.


KNOWN ISSUES

None at this time. If you know better, let me know.

Mod was cleaned with Tes4Edit so no need to do so again.


COMPATIBILITY

If used with Gold Adjustment, the settings coinValue and miscAdjustment in GoldAdjustment.ini will cause gold dropped to be a different value when picked up. DBWGP can adjust for this; for example, if miscAdjustment is set to 200 and 1000 Septims are dropped, DBWGP will actually drop 500, so that when picked up Gold Adjustment will convert them to the original 1000. This feature can be disabled in DBWGP.ini. All other features of GoldAjustment are compatible with DBWGP.

Is compatible with Inventory is a backpack, provided version 0.64 or later of that mod is used. Big thanks to kuertee for the compatibility.

Does the same thing as other gold mods - e.g Reneer's Gold Mod, Gold is an inventory item - use one at a time.


VERSION HISTORY

v1.13 Fixed sometimes a single coin would appear in a container, even though all had been removed from it.

v1.12 Added option to display (some) debug info.
Noted necessity of .64 of kuertee's Inventory is a Backpack, if used with this mod.

v1.11 Fixed an issue where mod would not reinitialize if a new game started if gamemode have previously been entered that session.
Added a Bash Tag.

v1.10 Septims removed from a container will behave as other inventory objects do.
Option provided for compatibility with Gold Adjustment.

v1.00 Initial Release


THANKS TO

All those on the official forums who helped with issues I had during development. The creators of OBSE, Pluggy and Tes4Edit. The creator and masterlist updaters of BOSS. The creator of Gold is an inventory item.


LEGAL CRAP

No warranty. Do what you like with it, but make sure that you credit me.

User avatar
phillip crookes
 
Posts: 3420
Joined: Wed Jun 27, 2007 1:39 pm

Post » Wed Sep 01, 2010 1:58 pm

Well, if you've already borrowed one idea from GiaII, why not another? Gold, when standing still, is weightless, and slowly increases as you keep moving.
User avatar
Red Sauce
 
Posts: 3431
Joined: Fri Aug 04, 2006 1:35 pm

Post » Wed Sep 01, 2010 6:59 pm

Don't see much point going for, a degree of, realism with gold that weighs something, then have that weight magically fluctuate.
User avatar
megan gleeson
 
Posts: 3493
Joined: Wed Feb 07, 2007 2:01 pm

Post » Wed Sep 01, 2010 7:25 pm

Well, it lets the gold weigh a halfway sensible amount, as well as allow you to continue moving in it's presence, so I think it does it's job pretty well, myself.
User avatar
scorpion972
 
Posts: 3515
Joined: Fri Mar 16, 2007 11:20 am

Post » Wed Sep 01, 2010 4:49 pm

Okay, I didn't say anything when it was just one of mine, but now I'm starting to see a pattern so it's time to speak up. GiaII and Willful Resistance are both in active development. The authors of both mods (kuertee and myself) are here regularly, and generally responsive. You're releasing mods which have identical content to ours, except for the claim that you found the originals buggy and those bugs, whatever they may be, do not exist here. So what these amount to is a patch, and perhaps a different default configuration. Why not just contact the authors with the bugs, and fix, that you've found?

I mean, you don't even say what the bugs were or how you fixed them. So not only is the end user left with a choice between two functionally identical options, but kuertee and I can't even answer questions about the difference if asked.
User avatar
michael danso
 
Posts: 3492
Joined: Wed Jun 13, 2007 9:21 am

Post » Wed Sep 01, 2010 9:06 pm

Okay, I didn't say anything when it was just one of mine, but now I'm starting to see a pattern so it's time to speak up. GiaII and Willful Resistance are both in active development. The authors of both mods (kuertee and myself) are here regularly, and generally responsive. You're releasing mods which have identical content to ours, except for the claim that you found the originals buggy and those bugs, whatever they may be, do not exist here. So what these amount to is a patch, and perhaps a different default configuration. Why not just contact the authors with the bugs, and fix, that you've found?

I mean, you don't even say what the bugs were or how you fixed them. So not only is the end user left with a choice between two functionally identical options, but kuertee and I can't even answer questions about the difference if asked.

I am not on some mission to produce mods that replicate existing ones.

I've produced mods that do what I want when I've find existing mods not to my liking.

I certainly don't consider my two released mods patches. These are new mods created from the ground up.

I didn't say what the issues were with GiaII because it was some months ago that I tried it and I don't remember exactly what the issues were. You will notice I do not actually name the mods I tried.

I did not set out to fix bugs, but to produce new mods that, hopefully, would not have issues.

Even if my mods were functionally identical that wouldn't negate the point of them. Choice is a good thing.

Oblivion mods are fundamentally open source. No one has the right to claim a particular type of mod just because they may have got there first. I suppose you think GiaII shouldn't have been produced because of the existence of Reneer's Gold Mod?

I produce my mods because I like the challenge of modding and offer them online because I believe it to be fair - I use other people's mods, if other people want to use mine that's fine.
User avatar
Kieren Thomson
 
Posts: 3454
Joined: Sat Jul 21, 2007 3:28 am

Post » Wed Sep 01, 2010 5:08 pm

I am not on some mission to produce mods that replicate existing ones.

That was not my implication or my assumption, I'm sorry if it came across that way. I'm not accusing you of any sort of malevolence.

Even if my mods were functionally identical that wouldn't negate the point of them. Choice is a good thing.

Tangentially, I have to say that I disagree; meaningfully different options are a good thing, but blind gratuitous "choice" between options with no visible differences is only a cause for confusion... especially when the documentation of one mod specifically calls out the other for being buggy with no explanation of how or why. Back to the point, this is what I find upsetting. It's not about claiming domain over a mod genre, or I'd be laughing at my own hypocrisy. Publishing technical critiques of others' mods in the documentation of your own mods, without first presenting those critiques to the (active, accessible) authors of the other mods, is just bad form.

Let me make it clear that I'm not trying to start a feud, and I don't bear grudges. I absolutely don't want to discourage you from modding. I'm just saying, hey, we're here and you can talk to us, and please do. There's plenty of room in the community for friendly rivalry and differences of style or opinion (and many of my own mods spring from exactly that); but at the same time, when cooperation is possible it yields better results.
User avatar
ShOrty
 
Posts: 3392
Joined: Sun Jul 02, 2006 8:15 pm

Post » Wed Sep 01, 2010 2:49 pm

That was not my implication or my assumption, I'm sorry if it came across that way. I'm not accusing you of any sort of malevolence.


Tangentially, I have to say that I disagree; meaningfully different options are a good thing, but blind gratuitous "choice" between options with no visible differences is only a cause for confusion... especially when the documentation of one mod specifically calls out the other for being buggy with no explanation of how or why. Back to the point, this is what I find upsetting. It's not about claiming domain over a mod genre, or I'd be laughing at my own hypocrisy. Publishing technical critiques of others' mods in the documentation of your own mods, without first presenting those critiques to the (active, accessible) authors of the other mods, is just bad form.

Let me make it clear that I'm not trying to start a feud, and I don't bear grudges. I absolutely don't want to discourage you from modding. I'm just saying, hey, we're here and you can talk to us, and please do. There's plenty of room in the community for friendly rivalry and differences of style or opinion (and many of my own mods spring from exactly that); but at the same time, when cooperation is possible it yields better results.

I indicated the problem I had had with the then version of Wilful Resistance in DBWBMR's ReadMe. I did not name the mods that I had had problems with in DBWGP's ReadMe.

I indicated that I had had issues as an explanation of why my two published mods do things existing mods do.
User avatar
lucile
 
Posts: 3371
Joined: Thu Mar 22, 2007 4:37 pm

Post » Wed Sep 01, 2010 3:44 pm

...when standing still, is weightless, and slowly increases as you keep moving.

Don't see much point going for, a degree of, realism with gold that weighs something, then have that weight magically fluctuate.
since, i allow the user to change the weight of coins, there will be instances when the player can never carry enough coins for certain purchases.
e.g. a house with coins weighted at 0.01 each.
(katnap pointed this out to me.)

so i designed the mod to increase the weight of gold when the player is moving and to decrease them when the player is stopped.
its a "great encumbrance" play-mechanic: "carry with both arms or drag the bag of gold across the ground".
provided the player stops to rest at regular intervals, they should be able to deliver the amount required for the purchase.

reneer addresses this problem with the credit notes feature in his mod.

also, you may wish to check your mod's compatibility with theNiceOne's GoldAdjustment.
i found and just recently fixed and released a new version of Gold is an inventory item.

good luck!
User avatar
maria Dwyer
 
Posts: 3422
Joined: Sat Jan 27, 2007 11:24 am

Post » Wed Sep 01, 2010 1:07 pm

Thanks for the headups on Gold Adjustment. Have incorporated compatibility with it into the soon-to-be released next version of DBWGP, but have also decided to keep it for playing.
User avatar
Portions
 
Posts: 3499
Joined: Thu Jun 14, 2007 1:47 am

Post » Thu Sep 02, 2010 1:10 am

Mod updated to v1.10. OP updated.
User avatar
Marie Maillos
 
Posts: 3403
Joined: Wed Mar 21, 2007 4:39 pm

Post » Wed Sep 01, 2010 11:47 am

hey derek!
did you get this mod working with Inventory is a backpack yet?
(i.e. with the suggestions i made in my thread?)
if not, what i can do (and i think this is the best option) is to sepcifically code for your coin
like i do with my Gold is an inventory item mod, shadMe's PiiiP mod, torch mods, etc...
basically, you shouldn't need to do anything at your end. (i think.)
let me look into this.
not sure when i can finish this, however.
(maybe in a couple of weeks?)
User avatar
CSar L
 
Posts: 3404
Joined: Fri Nov 09, 2007 9:36 pm

Post » Thu Sep 02, 2010 12:33 am

hey derek!
did you get this mod working with Inventory is a backpack yet?
(i.e. with the suggestions i made in my thread?)
if not, what i can do (and i think this is the best option) is to sepcifically code for your coin
like i do with my Gold is an inventory item mod, shadMe's PiiiP mod, torch mods, etc...
basically, you shouldn't need to do anything at your end. (i think.)
let me look into this.
not sure when i can finish this, however.
(maybe in a couple of weeks?)

Your offer to support a mod that is a rival to one of your own, reflects excellently upon you.

Would probably be simpler given your existing compat code, as well as removing the possibility that my compat code could be broken by a future update of your mod, for it to be handled by IIAB.

What would be necessary would be, on dumping/dropping the backpack:

If dropgold = 0, don't remove any aaaDBWGPSeptim from player's inventory

if dropgold = 1, remove all DBWGPSeptim from player's inventory. (Currently DBWGP is OK with dropping the backpack, but if GoldAdjustment is loaded, I don't adjust for it.)
User avatar
aisha jamil
 
Posts: 3436
Joined: Sun Jul 02, 2006 11:54 am

Post » Wed Sep 01, 2010 11:21 pm

Your offer to support a mod that is a rival to one of your own, reflects excellently upon you.



This is how it should be. Modders working togther rather than arguing.

A little friendly competition never hurts though. Much.
User avatar
Darlene DIllow
 
Posts: 3403
Joined: Fri Oct 26, 2007 5:34 am

Post » Wed Sep 01, 2010 9:45 am

...If dropgold = 0, don't remove any aaaDBWGPSeptim from player's inventory...if dropgold = 1, remove all DBWGPSeptim from player's inventory. (Currently DBWGP is OK with dropping the backpack, but if GoldAdjustment is loaded, I don't adjust for it.)
hey derek!
sorry i haven't looked into this yet. been busy with bug-fixes in my mod.
but i'd like to get to this this weekend.

i have a question:
(note that gold = non-droppable gold from the vanilla game and coin = droppable coin from a mod.)
does your mod simply detect when the player has gold but has no droppable coin and then adds droppable coins equivalent to the gold?
if so, then i should be able to simply remove all droppable coins before inventory movements (i.e. drop backpack, dump loot to container).

its "business as usual" from this point on: the player has no gold and the player has no droppable coins.

when loot is dumped to the container, the container shouldn't have any droppable coins because i've removed them before the "dump".
it has gold, however, because gold follows RemoveAllItems targets.

and when the player picks up the backpack with the gold, your mod should just detect that gold was acquired, so it adds the coins.

am i correct in my assumptions?

this is how my Gold is an inventory items works: i just match the player's gold with coins.
and i leave no coins in either the game world (GameMode) or in containers (MenuMode 1008).
the coins in my mod exists only in the player's inventory.

let me know please. cheers!
User avatar
Matt Fletcher
 
Posts: 3355
Joined: Mon Sep 24, 2007 3:48 am

Post » Wed Sep 01, 2010 10:19 am

hey derek!
sorry i haven't looked into this yet. been busy with bug-fixes in my mod.
but i'd like to get to this this weekend.

i have a question:
(note that gold = non-droppable gold from the vanilla game and coin = droppable coin from a mod.)
does your mod simply detect when the player has gold but has no droppable coin and then adds droppable coins equivalent to the gold?
if so, then i should be able to simply remove all droppable coins before inventory movements (i.e. drop backpack, dump loot to container).

It also removes gold to match removed coins. As long as there's no delay between removing the coins and removing the gold, there shouldn't be a problem

its "business as usual" from this point on: the player has no gold and the player has no droppable coins.

when loot is dumped to the container, the container shouldn't have any droppable coins because i've removed them before the "dump".
it has gold, however, because gold follows RemoveAllItems targets.

and when the player picks up the backpack with the gold, your mod should just detect that gold was acquired, so it adds the coins.

am i correct in my assumptions?

Believe so.

Apologies for the tardy reply - must have missed the notification somehow.
User avatar
Melanie Steinberg
 
Posts: 3365
Joined: Fri Apr 20, 2007 11:25 pm

Post » Wed Sep 01, 2010 9:56 am

It also removes gold to match removed coins. As long as there's no delay between removing the coins and removing the gold, there shouldn't be a problem...Believe so....Apologies for the tardy reply - must have missed the notification somehow.
excellent! try this version of Inventory is a backpack: http://kuertee.googlepages.com/kuerteeInventoryIsABackpack.esp
if all is good, then i'll release it properly.
cheers!
User avatar
Marine x
 
Posts: 3327
Joined: Thu Mar 29, 2007 4:54 am

Post » Wed Sep 01, 2010 6:30 pm

excellent! try this version of Inventory is a backpack: http://kuertee.googlepages.com/kuerteeInventoryIsABackpack.esp
if all is good, then i'll release it properly.
cheers!

Seems fine.

Thank you very much.
User avatar
Trevi
 
Posts: 3404
Joined: Fri Apr 06, 2007 8:26 pm

Post » Wed Sep 01, 2010 8:55 pm

Mod upgraded to v1.11. OP updated.
User avatar
Jennifer Munroe
 
Posts: 3411
Joined: Sun Aug 26, 2007 12:57 am

Post » Wed Sep 01, 2010 10:24 am

Mod upgraded to v1.12. OP updated.
User avatar
Arrogant SId
 
Posts: 3366
Joined: Sat May 19, 2007 11:39 am

Post » Wed Sep 01, 2010 9:52 pm

Mod upgraded to v1.13. OP updated.
User avatar
brandon frier
 
Posts: 3422
Joined: Wed Oct 17, 2007 8:47 pm

Post » Wed Sep 01, 2010 3:12 pm

Hey, I'm just stopping in to say that I downloaded this a couple of days ago and it seems to work fine, I've yet to find a bug. Thanks for the good work, I do appreciate it. One thing that might be worth mentioning: I let the game generate the ini file in the pluggy path out of sheer laziness, and the values for SeptimWeight and Maxstack were about .0016 and 3000, respectively, instead of the mentioned defaults. Obviously this was not a problem, just a little oddity maybe worth mentioning.
User avatar
KiiSsez jdgaf Benzler
 
Posts: 3546
Joined: Fri Mar 16, 2007 7:10 am

Post » Thu Sep 02, 2010 1:18 am

Mod updated to v1.14.OP updated.
User avatar
Farrah Lee
 
Posts: 3488
Joined: Fri Aug 17, 2007 10:32 pm

Post » Wed Sep 01, 2010 12:03 pm

Hi you wanted the load order, here it is:

  • Oblivion.esm
  • Unofficial Oblivion Patch.esp
  • DLCOrrery.esp
  • DLCThievesDen.esp
  • DLCMehrunesRazor.esp
  • DLCSpellTomes.esp
  • Knights.esp
  • DLCBattlehornCastle.esp
  • Abeceannext.esp
  • AddMapMarkers.esp
  • AutoBookPlacer.esp
  • Bag of Holding.esp
  • Basemant_Bravilhouse V1-0.esp
  • Basemant_brumahouse.esp
  • Basemant_Skingradhouse V1-0.esp
  • Basemant_chorrolhouse.esp
  • Basemant_leyawiinhouse V1-1.esp
  • Basemant_Imperialshack V1-0.esp
  • Bedrollsanyone.esp
  • Better Benirus Manor - Helping Hands.esp
  • Better Benirus Manor - Complete.esp
  • BetterImperfectWater.esp
  • Bigger_Soul_for_Soul_Gems-4479.esp
  • Books of Oblivion.esp
  • Bravil_Interior_Docks.esp
  • CheatsBook.esp
  • bnmDLTIC-1-6.esp
  • HouseMapMarkers.esp
  • Amajor7 Imperial Furniture.esp
  • MoveQuestItems - OBSE.esp
  • Nibenview_Estate_1.1.esp
  • Reznod_Mannequin_HD[Eng].esp
  • RoadSigns.esp
  • Del_Skingrad_Garden.esp
  • sgNineLivesAmulet.esp
  • Treasure_Maps_The_Legend_Of_Jauffres_Gold.esp
  • un-leveled-shops.esp
  • Unlimited Amulets 1.0.esp
  • Unlimited Rings 1.0.esp
  • Unlimited Weapon Recharge.esp
  • UOP Vampire Aging & Face Fix.esp
  • Oblivion Citadel Door Fix.esp
  • DLCHorseArmor - Unofficial Patch.esp
  • DLCOrrery - Unofficial Patch.esp
  • DLCThievesDen - Unofficial Patch.esp
  • DLCThievesDen - Unofficial Patch - SSSB.esp
  • DLCMehrunesRazor - Unofficial Patch.esp
  • DLCSpellTomes - Unofficial Patch.esp
  • Knights - Unofficial Patch.esp
  • DLCBattlehornCastle - Unofficial Patch.esp
  • WayshrineMapMarkers.esp
  • WPHealthRegen.esp
  • CleanQuitAlternative.esp
  • DLCHorseArmor.esp
  • Encyclopaedia Cyrodilica.esp
  • Faster_Levelling-4841.esp
  • Faster Magic Levelling.esp
  • FasterMercantileLeveling.esp
  • skills increase faster.esp
  • Faster Restoration.esp
  • Encumbrance_Mod-9338.esp
  • Kyoma's Journal Mod.esp
  • DBWGP.esp
  • Open_Very_Hard_Lock.esp

Thanks for telling me how to find it, I was wondering where it was.
User avatar
Sammygirl
 
Posts: 3378
Joined: Fri Jun 16, 2006 6:15 pm

Post » Wed Sep 01, 2010 10:22 am

Thanks for the post. I'll look into it, but it might be a few days, as I'm preparing to release http://www.gamesas.com/?showtopic=1040388&st=0&#entry15272213.
User avatar
Sarah Knight
 
Posts: 3416
Joined: Mon Jun 19, 2006 5:02 am

Next

Return to IV - Oblivion