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Auto Loot Enhanced for TTW

perji
Posts: 23
Joined: Sun Oct 28, 2018 11:44 pm

Re: Auto Loot Enhanced for TTW

Post by perji » Tue Jun 18, 2019 5:02 pm

TgGrowl wrote:
Mon Jun 17, 2019 5:09 am
Thank you for the response.
One other question, when I have Auto loot ticked on and the weapons list un-ticked for some reason I still auto loot weapons (specifically when I try and drop a police baton from my inventory). Any idea what I could do to fix that?
This was caused by a lack of conditions in the script. I've updated the file in the OP with a fixed one. I went over the script with a fine comb and hopefully fixed any issues of this kind.
I also added a tick box for Consumables in the menu, this was strangely missing.

Please remember that some items such as keys will always be picked up while looting is on. This was intended in the original mod as well, and I've kept it going forward.

TgGrowl
Posts: 4
Joined: Sun Jun 02, 2019 7:40 am

Re: Auto Loot Enhanced for TTW

Post by TgGrowl » Wed Jun 19, 2019 5:33 am

It all works now thank you.

TgGrowl
Posts: 4
Joined: Sun Jun 02, 2019 7:40 am

Re: Auto Loot Enhanced for TTW

Post by TgGrowl » Wed Jun 19, 2019 6:02 am

One last question, If I click Remove in this screenshot will I simply be removing the item from that loot list or will I be horribly screwing something up?
Image
Sorry for the dumb questions, I just started using Mods recently.

perji
Posts: 23
Joined: Sun Oct 28, 2018 11:44 pm

Re: Auto Loot Enhanced for TTW

Post by perji » Wed Jun 19, 2019 9:52 am

TgGrowl wrote:
Wed Jun 19, 2019 6:02 am
One last question, If I click Remove in this screenshot will I simply be removing the item from that loot list or will I be horribly screwing something up?
That just removes the bottle from the list of items to pick up.

tekanoma
Posts: 3
Joined: Fri Jun 12, 2020 11:32 am

Re: Auto Loot Enhanced for TTW

Post by tekanoma » Fri Jun 12, 2020 12:03 pm

It appears that while this is enabled it picks up everything from bodies and containers even with everything un-ticked. I'm not sure if it's something on my end or not? Any help would be appreciated. Thank you.

perji
Posts: 23
Joined: Sun Oct 28, 2018 11:44 pm

Re: Auto Loot Enhanced for TTW

Post by perji » Sat Jun 13, 2020 11:11 am

tekanoma wrote:
Fri Jun 12, 2020 12:03 pm
It appears that while this is enabled it picks up everything from bodies and containers even with everything un-ticked. I'm not sure if it's something on my end or not? Any help would be appreciated. Thank you.
This was the object of the latest patch actually, so i'm not sure what to say other than telling you to make sure you have the latest version.

tekanoma
Posts: 3
Joined: Fri Jun 12, 2020 11:32 am

Re: Auto Loot Enhanced for TTW

Post by tekanoma » Sat Jun 13, 2020 11:50 am

I definitely have the latest version. I redownloaded it to make sure and the same behavior occurs. It grabs everything from containers and bodies. For example a garbage can with an empty bottle and bottle caps in it will get completely looted regardless of whether I have those loot lists enabled or not. Another would be a body on the ground gets completely looted of everything even with the armor and weapon lists checked off. If I were to drop the weapons on the ground it works as intended and doesn't pick them up. I tried disabling a few mods to see if anything changed but no luck there but from what I can tell it doesn't seem to be a conflict with another mod but it's entirely possible.

tekanoma
Posts: 3
Joined: Fri Jun 12, 2020 11:32 am

Re: Auto Loot Enhanced for TTW

Post by tekanoma » Sat Jun 13, 2020 7:20 pm

Alright I checked around further and if I disable the patch it all works as intended. It doesn't loot an entire body or container. It loots only the specific items that are ticked. Of course the original didn't loot weapons or armor so that may have something to do with it. I also found that with the patch enabled it repairs weapons/armor to full condition upon looting from bodies/containers. Items do not get fully repaired when looted from the ground.

perji
Posts: 23
Joined: Sun Oct 28, 2018 11:44 pm

Re: Auto Loot Enhanced for TTW

Post by perji » Sat Dec 04, 2021 6:28 am

After the NVSE upgrade to version 6 (current 6.2.4) the mod seems to experience odd or erratic behaviour.
Looting still works. Mostly.
Here are the current issues you can expect from this plugin, issues I can't fix myself.
  1. It will occasionally cause crashes when you kill some entity holding a weapon within the looting area, usually the game will instantly crash at the moment of death. Most obvious in mothership Zeta where baton wielding aliens will run right up in your face. I have no idea what causes the crashing or how to fix it. A simple workaround is to just disable weapon looting.
  2. There is a crash zone in one of the huts at Quarry Junction. Disable looting when approaching the back wall.
  3. It will happily ignore its formid lists. The way looting is supposed to work, the scanner finds an item. It identifies its class. Then it runs its formid against the list it has (the lists you can edit in FNVEdit). If a match is found, it will add the item to the player. If not, it just moves on to the next item. This is pretty simple and logical, however the script enjoys ignoring its own logic. It WILL loot embedded robot weapons and unplayable insect weapons (acid spit etc.) for no apparent reason. I have spent hours trying to solve this and have found no solution. The workaround is to disable the weapon looting.
  4. Going along with the previous issue, it will ignore armor formid lists and loot unplayable armors. In the Capital Wasteland it will mostly fill your inventory with unplayable NPC pipboys and slave collars. On the NV side it will loot the Vera Keyes skeleton as well as the unplayable Y-17 trauma override harness armors. Again, none of these unplayable armors are in the formid list for lootable armors, yet it keeps blindly looting them for no apparent reason. Again, the workaround would be to disable armor looting.
  5. Sometimes it will blatantly refuse to loot stuff for no apparent reason. I've had this happen in several locations, like the Engineering Core on Zeta. Sometimes restarting the game fixes this.
  6. The upgrade to NVSE 6 seems to have broken the "Pick plants in range" script, and now it does not pick any plants. It used to work, now it doesn't, and the only thing that changed is NVSE itself. Some of the other activators, like the eat-o-tronic, still work, which only makes it harder to figure out.
  7. There is a dirty edit I made to prevent it from stealing everything inside Craterside Supply while completely ignoring the Steal setting. This works (for now) but it edits the cell ownership for Craterside Supply (to MegatonResidentFaction) so it might cause issues with a new version of TTW. Maybe. Very low chances of that though.
These are what I am aware of right now. If someone else has other issues please post them so I can try and replicate them.

DrakeCaesar
Posts: 3
Joined: Sun Nov 11, 2018 8:52 am

Re: Auto Loot Enhanced for TTW

Post by DrakeCaesar » Wed Dec 22, 2021 2:30 pm

perji wrote:
Sat Dec 04, 2021 6:28 am
[*] The upgrade to NVSE 6 seems to have broken the "Pick plants in range" script, and now it does not pick any plants. It used to work, now it doesn't, and the only thing that changed is NVSE itself. Some of the other activators, like the eat-o-tronic, still work, which only makes it harder to figure out.
I've noticed that this isn't the only mod that got broken this way, Glowing Items at https://www.nexusmods.com/newvegas/mods/47924 has stopped highlighting pickable plants as well. Works only for a short time after loading a save. And I think that the "Pick plants in range" script also sometimes picks at least a single plant after a save load.

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