Version 1.1 NOW WITH ALL-IN-ONE INSTALLERS FOR ALL VERSIONS.
What's new : - Merchant Notes and Company Notes are now properly unsellable; - Updated textures for both notes; - The Merchant Note seals now indicate that currency exchange can happen in pawnshops and general goods stores. The other seals (blacksmith and tailor) were misleading, so I chose to remove them; - Added an optionnal file setting the prices of scrolls to add more exhange counters to 1 copper.
I also published 3 new articles : - the first one detailing how the 10% commission on currency exchange actually works (when and how does it apply?); - a complete list of all the exchange counters available by default with Exchange Currency; - and finally some recommendations to add more exchangers in places where they are desperately needed.
OPTIONAL PATCH TIME! I have released a patch adding several new currency exchangers throughout Skyrim. ...And it was way more painful to make than it should have been. After an entire week-end of struggle, it is finally available here.
It is entirelely dependent on Exchange Currency and doesn't require Coins of Tamriel or Medes in your Pockets, so enjoy it!
I can't help but comment after having played over a hundred hours with this mod installed (not by direct choice its just that it is part of the Librum modlist) that it fails in a few areas. First of all septims were the main currency across all of Tamriel for a little over 400 years. And whilst 185 years are enough to change that it doesn't make a lot of sense they would try to. Up until the invasion by the Aldmeri dominion it shouldn't have to be pointed out that just because a Septim wasn't sitting on the throne that Tiber Septim was still venerated. Titus Mede trying to change the currency away from the Septim line would look like he's defaming Talos to most, it simply doesn't make sense. At minimum Hammerfell, Cyrodil, and Skyrim would have serious issues with it as a whole.
And in the few decades since the signing of the White-Gold Concordat that is not enough time to completely change the global economy. Even if the Talos ordered it so, which I could buy into that idea, it simply wouldn't be accepted. For one most of the empire is really unhappy with the Mede dynasty right now and defaming the Septims in favor of the Medes wouldn't go over well even for those who don't worship Talos. Especially in places like Skyrim where such changes would not be well received at all so even if such changes were occurring throughout the empire they wouldn't necessarily be felt in Skyrim. Though Solitude using a different currency from Windhelm is interesting at least.
To recap though from a lore perspective the idea behind the mod doesn't hold up.
And then we get to the problem with audio. The obvious problem that you have written about in your F.A.Q and probably half of the people who've ever complained about the mod. But it isn't just the audio, as no doubt I'm sure its infeasible to replace all dialogue mentioning septims there are also a plethora of journal entries and books that mention septims as well.
Which is why the mod fails on the immersion factor and it cannot be fixed in its current state at all.
That being said breaking up of the currency isn't a bad idea. Bethesda's one coin fits all approach really fails in a lot of areas such as selling a big steel platemail is only worth a few nights stay at an inn. But since in this mod the Silver and Gold version of the currency are only used (with fee) to make carrying your wealth easier it doesn't work there well either. If vendors would actually trade in Silver and Gold directly instead of having to turn all your currency back into copper before trading it wouldn't feel so silly.
As it currently stands I don't see any benefits at all the mod brings as a recap it fails on lore front and it fails on immersion and it fails on implementation. Two of those three failures are easily fixable by scrapping the "medes" idea and trying to break down Septims into smaller or larger denominations instead. That would cover lore and Immersion. As far as having the denominations be used for anything other solving currency weight with a fee I don't know how you could fix the implementation. If you can't pay for a nice set of armor with 'gold medes' and everything has to be converted to 'copper medes' then their usage as currency is extremely limited. You end up just adding unnecessary complexity without the benefit of tangible immersion gains.
Though I probably don't need to go into such detail as I'm sure these concerns and more occurred whilst this mod was being created. I just felt the need to give feedback on the nagging voices in my head every time an npc mentioned Septims but I could only use Medes.
A copper/silver/gold septim economy would be interesting only if the extra denominations were directly functional as part of the economic pyramid. Paying for a nights stay at an inn or buying a mug of mead should only cost a couple of copper septims. Some leather armor might cost a few silver septims. And a big steel greatsword might cost a couple of gold septims. That's the kind of currency that could make real sense and be immersive. But implementation would probably involve a ****ton of coding trickery that I couldn't do.
Though maybe you or someone else will be inspired by the idea. Anyways I do like the general idea of the mod, to break up the currency into more than 1 denomination. And the usage of which to bypass weight restrictions proved useful as carrying hundreds of pounds of septims was a bit much. I hope my feedback wasn't too harsh, it comes from a place where I like the idea but don't like how it was done. Can't please everybody though, if you like it that's all that matters at the end of the day right?
I know I'm a couple of months late on this, so you probably already figured it out, But Septim Texture Replacer still exists, just not on Nexus. You can find it on the mod author's site (Arthmoor's AFK Mods) here: Septim Texture Replacer
Those of you having issues with Medes not appearing, please put Exchange Currency, Coins of Tamriel and Medes in Your Pockets BELOW your Bashed Patch. The Bashed Patch has issues with Coins of Tamriel in some load orders and merges it but doesn't touch ExCh or MIYP causing bugs in those mods.
It took me six hours of tearing my hair apart to figure this out, so thank me later.
fyi: for those using immersive jewelry, Exchange currency has a patch for it, which has minor conflicts with this mod regarding smelting and exchanging. For example, immersive jewelry's gold ingot worths 500 copper, but MIYP's gold worths 250, for better consistency, forward immersive jewelry's price from the patch that you get from exchange currency's website. Remember to forward changes in both constructible object and misc item. Edit: LoTD users may want to manually patch keywords for 3 notes that overwrites LoTD's patch for exchange currency.
Edit++: After days of compatibility effort I've given up. I have CACO and immersive jewelry and WACCF, all of which alters ingot price, mass, and supply from merchants. I just deleted all the ingot exchange options using Zedit.
Also I love this mod! Adding this extra and definitely necessary immersion.
Love the mod! Is anyone else seeing the coin weight for coppers being applied rather inconsistently? I checked that it works when I installed the mod, but a few hours later it doesn't seem like putting coins in a container actually affects my carry weight. Can script lag have an effect on this somehow, since I've been messing around in a rather script heavy way? (I checked in xEdit and nothing should be suddenly overwriting the 0.01 weight setting from this mod).
Could you please make a Ars Metallica patch? It is weird to convert copper into gold bars or gold bars into copper using smelters. I use that mod to dissolve armors into useful ingots to craft other armors. Converting gold ingots into septims and vice versa is other of it's features.
Does anyone know of a mod which allows the use of merchant/khajit/EEnotes to be used to purchase items directly? Homes get expensive and it does not seem to make sense to have to go to a steward with 100+ pounds of coins when they could easily take merchant and EE notes. This becomes especially problematic with mods like Real Estate, where purchasing an inn costs over 700 lbs of coins.
I've enjoyed these sets of mods tremendously, not only because it makes sense in the world and it's easier to see what I'm picking up, but it makes sense for any Dragonborn who is business savvy. After all, the Dragonborn is the head of multiple guilds, a high ranking Imperial in the Imperial Army and owns multiple estates, lands and properties in Skyrim. It would make sense that you wouldn't be carrying around all the gold and instead have bank notes. I also added some business mods so I own businesses as well. Either way, it helps with roleplay a lot.
69 comments
NOW WITH ALL-IN-ONE INSTALLERS FOR ALL VERSIONS.
What's new :
- Merchant Notes and Company Notes are now properly unsellable;
- Updated textures for both notes;
- The Merchant Note seals now indicate that currency exchange can happen in pawnshops and general goods stores. The other seals (blacksmith and tailor) were misleading, so I chose to remove them;
- Added an optionnal file setting the prices of scrolls to add more exhange counters to 1 copper.
I also published 3 new articles :
- the first one detailing how the 10% commission on currency exchange actually works (when and how does it apply?);
- a complete list of all the exchange counters available by default with Exchange Currency;
- and finally some recommendations to add more exchangers in places where they are desperately needed.
Thanks for your support.
I have released a patch adding several new currency exchangers throughout Skyrim.
...And it was way more painful to make than it should have been. After an entire week-end of struggle, it is finally available here.
It is entirelely dependent on Exchange Currency and doesn't require Coins of Tamriel or Medes in your Pockets, so enjoy it!
First of all septims were the main currency across all of Tamriel for a little over 400 years. And whilst 185 years are enough to change that it doesn't make a lot of sense they would try to.
Up until the invasion by the Aldmeri dominion it shouldn't have to be pointed out that just because a Septim wasn't sitting on the throne that Tiber Septim was still venerated.
Titus Mede trying to change the currency away from the Septim line would look like he's defaming Talos to most, it simply doesn't make sense.
At minimum Hammerfell, Cyrodil, and Skyrim would have serious issues with it as a whole.
And in the few decades since the signing of the White-Gold Concordat that is not enough time to completely change the global economy.
Even if the Talos ordered it so, which I could buy into that idea, it simply wouldn't be accepted. For one most of the empire is really unhappy with the Mede dynasty right now and defaming the Septims in favor of the Medes wouldn't go over well even for those who don't worship Talos.
Especially in places like Skyrim where such changes would not be well received at all so even if such changes were occurring throughout the empire they wouldn't necessarily be felt in Skyrim. Though Solitude using a different currency from Windhelm is interesting at least.
To recap though from a lore perspective the idea behind the mod doesn't hold up.
And then we get to the problem with audio. The obvious problem that you have written about in your F.A.Q and probably half of the people who've ever complained about the mod. But it isn't just the audio, as no doubt I'm sure its infeasible to replace all dialogue mentioning septims there are also a plethora of journal entries and books that mention septims as well.
Which is why the mod fails on the immersion factor and it cannot be fixed in its current state at all.
That being said breaking up of the currency isn't a bad idea.
Bethesda's one coin fits all approach really fails in a lot of areas such as selling a big steel platemail is only worth a few nights stay at an inn.
But since in this mod the Silver and Gold version of the currency are only used (with fee) to make carrying your wealth easier it doesn't work there well either.
If vendors would actually trade in Silver and Gold directly instead of having to turn all your currency back into copper before trading it wouldn't feel so silly.
As it currently stands I don't see any benefits at all the mod brings as a recap it fails on lore front and it fails on immersion and it fails on implementation.
Two of those three failures are easily fixable by scrapping the "medes" idea and trying to break down Septims into smaller or larger denominations instead.
That would cover lore and Immersion.
As far as having the denominations be used for anything other solving currency weight with a fee I don't know how you could fix the implementation.
If you can't pay for a nice set of armor with 'gold medes' and everything has to be converted to 'copper medes' then their usage as currency is extremely limited.
You end up just adding unnecessary complexity without the benefit of tangible immersion gains.
Though I probably don't need to go into such detail as I'm sure these concerns and more occurred whilst this mod was being created.
I just felt the need to give feedback on the nagging voices in my head every time an npc mentioned Septims but I could only use Medes.
A copper/silver/gold septim economy would be interesting only if the extra denominations were directly functional as part of the economic pyramid.
Paying for a nights stay at an inn or buying a mug of mead should only cost a couple of copper septims.
Some leather armor might cost a few silver septims. And a big steel greatsword might cost a couple of gold septims. That's the kind of currency that could make real sense and be immersive. But implementation would probably involve a ****ton of coding trickery that I couldn't do.
Though maybe you or someone else will be inspired by the idea. Anyways I do like the general idea of the mod, to break up the currency into more than 1 denomination. And the usage of which to bypass weight restrictions proved useful as carrying hundreds of pounds of septims was a bit much.
I hope my feedback wasn't too harsh, it comes from a place where I like the idea but don't like how it was done. Can't please everybody though, if you like it that's all that matters at the end of the day right?
It took me six hours of tearing my hair apart to figure this out, so thank me later.
For example, immersive jewelry's gold ingot worths 500 copper, but MIYP's gold worths 250, for better consistency, forward immersive jewelry's price from the patch that you get from exchange currency's website. Remember to forward changes in both constructible object and misc item.
Edit: LoTD users may want to manually patch keywords for 3 notes that overwrites LoTD's patch for exchange currency.
Edit++: After days of compatibility effort I've given up. I have CACO and immersive jewelry and WACCF, all of which alters ingot price, mass, and supply from merchants. I just deleted all the ingot exchange options using Zedit.
Also I love this mod! Adding this extra and definitely necessary immersion.
EDIT: So far I haven't run into any issue's having this mod and Immersive Jewelry. So far.
It is weird to convert copper into gold bars or gold bars into copper using smelters.
I use that mod to dissolve armors into useful ingots to craft other armors.
Converting gold ingots into septims and vice versa is other of it's features.
Either way, it helps with roleplay a lot.