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This mod has been out for about a year now. It adds cats to the inventory of mobs.
The mod adds money to loot from NPC's but it still gets added to your pool of money.
The discussion here is suggesting that all money stays as a physical item in the players inventory and you need to add it to the trade window depending on items you want to buy, like Divinity Original Sin for example, and also add a tiny bit of weight to each coin so that carrying around 1,000,000 coins will actually drag you down a little, causing a desire to build money vaults at your base.
I was disappointed.
So that would mean I have to trade cats back and forth between my squad members just so they can make purchases.
While that soudns simple with your five man squad you play with, that becomes totally an annoyance with 50 or more.
There is such a thing as too much realism it becomes a pain in the ass.
I personally don't see a problem to it, since I'd gladly trade convenience for just a little bit of sense.
Like I said, it feels kind of strange how Cats don't weight you down, at all, despite being a coin of some unknown material and you can have millions of them, and not only that, but they also just magically teleport between characters, even if you've got someone travelling around Shek and another guy in the Great Desert.
This can be resolved with a "on/off" button, so its not like you'd be forced into slaving away the same way I want to.
But yea having cats as a physical item would be sick. You could get those level 100 safes you see everywhere and start storing strings of cats, being able to carry around a few thousand late game would be nice. Maybe a bank type of store where new players would be able to store cats and then take them out for use at any city? I like being able to goto anywhere and just have my money on me, but it would be a really neat micro-manage aspect.
oh ♥♥♥♥ what about bank robbing. I'd imagine they'd have guards 24/7 but it'd be hella fun to rob the bank of a faction you hate. Doubt this would ever be added but its a cool thought!
I do agree that it's weird that your money is in one big pool that everybody from a random bartender in the swamps to a wandering goat merchant can pull from, no matter which of your characters was talking to them. Having physical cats would add some neat challenge, both in getting robbed and having to send your parties out with enough on-hand cash to complete their missions. One more thing clogging your inventory would be annoying, though.
What if cats had their own "coin purse" slot or something, like the belt? I think that would be a good middle-of-the-road.
Having the number of cats they have on them show up on the character portrait would also do a lot to reduce the micro involved.
Yea but I'd meant more along the lines of a Shek kingdom bank, UC bank, HN bank, etc etc that the kingdom would have its peoples general "funds" in. Also the Pocket Change mod adds in string of cats items, 3x1 item, that is 1000 cats per I believe? Would make the inventory a bit better since it's such a tiny item
I mean I don't really see a problem just takes a little adjustmet, and makes hoarding coin more dangours as now you can get KOed and get robbed if they added it in as an inventory item. Could also simply make a bank or soemthing like that where we can swap out piles of cats for bricks of gold or some crap worth x amount. Or some other higher value coin.
It would be a lot of work but I like that idea, but then again I also like Spice and Wolf an anime about old school trading that included currency flutation and value based off metal content speculation and what not. Hell if you want to go really far you could do credit to, trade on credit as realistically that is a way to trade with a trading group with out carring coin to be stolen. They issue credit to you and you get a sealed note with a fancy seal or somehting else like that, or they send out riders or whatever to notify other locations of your store credit with them.
I do find it odd in games carring huge sums of cash how much of a target you would be for bandits, and how huge a payday that is not to mention the weight. Even if you use a copper, silver gold system with way some people run buisness in this game you end up with a sack of platinum coins after 60 hours that is to much for your pack mule char to carry lol.
There are some limitation, "buying" a services or a recruit can't be done through physical item, but adding a trader to trade between physical and "virtual" money is a possible fix. Also, I don't think we can make it so bandit can stole our money. Perhaps, by default, they'll steal it, I don't know, but it's likely hardcoded.
I'll try to pull a "prototype" mod soon, see what people think of it.
I'm not going to do it, because I'm not interested to have such feature to begin with, but if someone want to, here's how I'll do :
-change the cats and cats string to a "no function object". Set value to 1 for cat, and whatever for the string (for example 166, so it is sold at 100, since item will be cut for 40%, unless they are valued at 1)
-make a vendor list for them, and add it to every trader
-remove traders money
-add a physical<->virtual money trader (some guy who sell cats, and have a lot of virtual money to)
And then deal with the unforseen issues that are sure to appear.
Limitations are when selling an item to a merchant, since we can't "trade", only buy or sell, you'd have to convert some money first, buy his cats to the amount you want to sell, then sell your stuff. Afterward, go back to the trader to convert your money back to physicial.
Obviously that's very rough and can be refined, but you get the idea. I checked, and if you do it properly, the cats doesn't seems to be affected by market variation. Hopefully.