Here's a minimally-intrusive approach which might achieve the desired result.
Code:
public bool RemoveGold(int amount)
{
if (this._playerData.inventory.GetItemCount(Game.FindItemByName("Gold")) < amount)
{
return false;
}
for (int i = 0; i < amount; i++)
{
this._playerData.inventory.RemoveItem(Game.FindItemByName("Gold"));
}
return true;
}
Code:
public bool RemoveGold(int amount)
{
return true;
}
We stop the game from
checking whether the player has sufficient gold to make a purchase, and we similarly stop the game from
deducting the cost of a purchase. The overall effect is that the player can always buy whatever they want (even if they have literally 0 gold in inventory), they're never forced to grind for cash, and there's no risk of damaging the player's inventory or corrupting the savefile.
It might not be worthwhile to release a new version for a single cheat. Here are a few other features that I've hacked into my local game files, which might be worth implementing properly (and sharing with the community).
- improved camera control during sex scenes (adjusting the xyz offset and fov in the configurableCamera::Update method)
- hotkey to show/hide tails (so that they can be toggled off when they clip during sex scenes)
- extended slider bounds (so that players can tinker with extreme proportions in the standard character editor window, instead of relying on Notepad editing outside-of-game)
- increased/unlimited allowance for double-jumps (note: my implementation is very lazy, which means that NPCs also obtain infinite jumping privileges. They tend to get stuck on roofs)
- faster/longer dash
- magical seduction (player's Flirt action always causes all nearby NPCs to offer sex)
- manual control of sex scene progression (Spacebar to advance, instead of the normal time-based logic)