This page was last updated on 29 March 2022, 3:05AM
Changelogs
Version 1.9
Removed the code for protecting NPCs, as this did not work right
Fixed a bug where casting the spell on a corpse with a quest item would prevent you from accessing its inventory to remove the item
Version 1.8
PowerOfThree's Papyrus Extender now required
The spell will now detect if the corpse is protected or contains a quest item, and will abort converting it
Added ccoinBagSizeMax and ccoinBagSizeMin to control the size of the produced bag
ccoinHealthMult, ccoinStaminaMult, and ccoinMagickaMult have been reduced to a default of zero
ccoinIncludeItems has had its default value reduced to 0.25 for better balance
Version 1.7
Fixed a major issue where enemies would be permanently removed from the game if their corpse was converted to gold. This problem would prevent enemies from respawning after cell resets, and would break some radiant quests if their quest target was missing. Thanks to maxarturo for help with fixing the script!
Older versions of the mod have been hidden as they are unsafe for save stability
Version 1.6
Fixed an exploit allowing coin bags to be activated twice
Fixed an exploit allowing a corpse to be converted multiple times
Fixed a bug that caused the spell books to wind up inside the desk at Anise's Cabin.
Version 1.5
Fix for the Magicka and Stamina multipliers not being correctly applied
Fix for an incorrect check on unplayable items.
The spell tomes can now be found as random loot.
Version 1.4
Fixed a bug that prevented respawning dragons from being looted if Corpse to Coinage was cast on a previous spawning of that dragon.
A corpse's max magicka and stamina are now factored into the calculation, using one of them if either is more than max health.
Added a hands-free Lesser Power version of Corpse to Coinage
Version 1.3
A small (forceless) explosion is now produced by the spell.
Activation of affected corpses is now blocked, to prevent an exploit I discovered
When calculating gold from a corpse's items, unplayable items are ignored.
Version 1.2
Changes the calculation to clamp level and HP at a minimum of 1, because apparently some mod-added creatures have a negative health maximum. Also, halved the base MP cost of the spell.
Version 1.1
- Changed how much health affects the gold earned
- Added two console variables to customize how gold is calculated: CCoinHealthMult and CCoinIncludeItems