I'm sure this is a me problem, but I'm not able to get this mod to work in auto or manual mode. When in auto, it notes "DISABLED due to low level: 0" and nothing happens after using keybind or clicking to trigger manual mode. I've uninstalled completed and reinstalled fresh as well as tried running with only this mod (and CET) on a fresh save to see if it was a bad interaction, and no dice. The log file is empty, and CET's log has nothing of value either (all old, unrelated entries when CET needed an update from over a week ago). Any ideas what I've goofed up to cause this?
I'm having the same issue, same messages. I've updated and reinstalled CET and no luck. I can't get this mod to do anything than show the debug menu with "DISABLED due to low level: 0". I'm running game version 2.01 with Phantom Liberty DLC and fresh install of CET from github. Anyone have Ideas to help? Thanks.
Do you have a check for iconics when selling quickhack duplicates? I think my iconic was sold by this. I bought one & it was missing when I tried to equip it
Yeah it definitely gets rid of the iconic quickhacks over the normal legendary ones, it only checks for quality in the code afaik and iconic is a separate thing.
Seems like the auto mode is causing micro stutter for me every time it makes the check, maybe my poor SSD can't keep up it's an old gen one, so am using manual with a binding for now, I missed the automatic processing of stuff like this thanks.
Yeah me too , similar situation and the ssd i have is a sn770 not precisely a bad one to have this stuttering but anyway, took me a while to come across the problem for it.
Requesting the following features. Happy to help try to figure out how to code them if needed.
1. Be able to eat/drink without combining items into taco/water. Uses a random item from inventory instead. Fails if there is no item. 2. Auto eat/drink. Eat whenever health is not 100% and buff doesn't currently exist. Drink whenever stamina is not 100% and buff does not currently exist. Uses random items from inventory. Fails/waits if there is no item. 3. Auto consumables for relevant situations. Capacity if overburdened and buff doesn't exist. Uses up one from your stock, fails if you don't have one. Similar logic for health/ram/stamina as the food items, with option to specify only in combat or to also allow out of combat. 4. Be able to specify which mods to salvage/sell and which to keep and which to auto craft-combine, by name and/or tier. (Similar to the grenade option prior to 2.0). 5. Attachments should be separate from 'mods' and have their own setting on which tiers to disassemble/sell. I want to keep white mods because I can upgrade them to higher tiers before disassembling; I don't want to keep white attachments. 6. Add the weapon types that didn't exist prior to 1.6 for the "keep one of each weapon" function. 7. When processing clothing, you should have an option to keep clothing with stats and process the rest.
Instead of setting whether to sell or disassemble, it should calculate the value of how many materials you'd get from disassembling, compare that with how many eddies you get from selling, and then do whichever of the two is more profitable. Call that option 'smart' but leave the other options for those who want to override.
I will not do the auto stuff, I feel like it is a bit of a cheat. It is player responsibility to make sure they have their buffs (and I say that being the one always realizing after a couples hours that my buffs are gone...). That's why I removed auto heal from original mod, as the healing system changed, plus there are also cyberwares to install that auto heal...
So to summarize: 1- might have an idea, will check after work. 2 & 3 - no 4 - 5 & 7 maybe depending on how extensive the coding will be, I am a newbie after all. 6 - yes that is something I wanted to do as well. "smart"option - interesting idea but sounds a bit too complicated for me to code :P
1 - assign an 'eddie value' for each tier of materials 2 - determine what materials would be gained from disassembling the item 3 - calculate the 'eddie value' for the materials 4 - compare the 'eddie value' of the materials with the sell value 5 - If the 'eddie value' of the materials is higher, then disassemble it. If the sell value is higher, then sell it.
The modding discord is a great place for getting help with coding. I might give it a try too when I have free time.
As for the auto stuff, that's fine, it can be done in a separate mod. XD
And another idea. If you are carrying the maximum amount of ammo, you can still loot more, but it just kind of disappears into nowhere.
If this mod could sell some ammo to leave room to pick up more, that'd be handy. So like, however much ammo is picked up per loot, subtract that from the maximum you can carry, and sell anything over that amount.
Sorry but no. It is somehow outside the scope of the mod (keep inventory cleaner) plus it would be a major change as it would affect also perks than increase these items counts and countdown speed.
Well, I was mainly just wondering if it was technically possible since you seem to have some experience in changing items. Wasn't requesting for this mod to implement that. Major change, yes, but purely interested if such an endeavor was feasible based on your knowledge.
I went on an Atelier shopping spree and now have a ridiculous amount of items to dismantle. I’m trying to tell it to dismantle all clothes but it’s not doing anything. What can I do to empty my clothes inventory without deleting weapons and mods etc?
OK found out why it is not working... The code was deleting the clothes if they had a lower armor value than the ones equipped. Problem is that now almost all clothes have 0 armor value... Did a test equipping a Rare Outer Armor that gives +15 armor and selected option to remove all tier Outer Armor and it worked. I have to think of a way to process clothes now, maybe by quality?
I tried the other mod, Inventory maid, and it managed to do it. Deleted almost 1200 items for me. But I have no idea what it did because it wasnt working either and i just started spamming buttons out of frustration and it suddenly worked lmao.
All clothes that don't have a stat can just be processed right away. Just the act of having picked them up means they're added to your wardrobe so you can immediately sell/disassemble them and they'll still be in your wardrobe.
The ones that have a stat, the strength of that stat is based on tier. So tier 1 is +5 armor, tier 2 is +10, tier 3 is +15, tier 4 is +20, and tier 5 is +25. Same for the other items which have stats. This means if you're wearing something with a stat, it's immediately safe to process all clothing that has the same stat but is equal or lower tier.
Whether to process stuff that's lower tier and a different stat, should be a user choice I guess? Personally I would only want to keep stuff that is either higher tier, or, equal tier and a different stat. Everything else, I would process.
If the user is not wearing anything or is wearing something that doesn't give a stat, then I would keep all items that have a stat, while processing duplicates (similar to quickhack logic). By which I mean duplicate stat not a completely duplicate item.
Yeah I'd love to see what Thortok suggested. I have another mod that auto disassembles anything below a chosen tier, but if this mod could disassemble all clothing that doesn't have stat bonuses (and isn't iconic/quest related) that would be awesome, but I don't know if that's easy to do or if you'd have to specifically find each piece of clothing that comes with stats.
I think I have it working at least for the armor. Only tried with Tier1 one for now, but if you don't have an outer with armor equipped, it will sell/dismantle everything except the ones with armor. Doesn't work yet for the other stats unfortunately, they get processed. Will do some more tests tomorrow.
The bug where if you go into the backpack (especially to use a consumable) sometimes your health gadget is unequipped (or replaced with something else) is part of the vanilla game, not caused by a mod.
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Edit: Oddly it seems to work for one of my characters but not my other one. Don't know why.
I put in
- Keep on of each weapon type
- autodismantle all rarity except legendary
- Do not process Iconic items
https://i.imgur.com/41DeiDW.pnghowever it constantly keeps multiple copies of the same type of weapon like shotgun and other melee items
https://i.imgur.com/uMzYNAv.png
https://i.imgur.com/0B7m66J.png
1. Be able to eat/drink without combining items into taco/water. Uses a random item from inventory instead. Fails if there is no item.
2. Auto eat/drink. Eat whenever health is not 100% and buff doesn't currently exist. Drink whenever stamina is not 100% and buff does not currently exist. Uses random items from inventory. Fails/waits if there is no item.
3. Auto consumables for relevant situations. Capacity if overburdened and buff doesn't exist. Uses up one from your stock, fails if you don't have one. Similar logic for health/ram/stamina as the food items, with option to specify only in combat or to also allow out of combat.
4. Be able to specify which mods to salvage/sell and which to keep and which to auto craft-combine, by name and/or tier. (Similar to the grenade option prior to 2.0).
5. Attachments should be separate from 'mods' and have their own setting on which tiers to disassemble/sell. I want to keep white mods because I can upgrade them to higher tiers before disassembling; I don't want to keep white attachments.
6. Add the weapon types that didn't exist prior to 1.6 for the "keep one of each weapon" function.
7. When processing clothing, you should have an option to keep clothing with stats and process the rest.
Instead of setting whether to sell or disassemble, it should calculate the value of how many materials you'd get from disassembling, compare that with how many eddies you get from selling, and then do whichever of the two is more profitable. Call that option 'smart' but leave the other options for those who want to override.
Might think of more later.
So to summarize:
1- might have an idea, will check after work.
2 & 3 - no
4 - 5 & 7 maybe depending on how extensive the coding will be, I am a newbie after all.
6 - yes that is something I wanted to do as well.
"smart"option - interesting idea but sounds a bit too complicated for me to code :P
1 - assign an 'eddie value' for each tier of materials
2 - determine what materials would be gained from disassembling the item
3 - calculate the 'eddie value' for the materials
4 - compare the 'eddie value' of the materials with the sell value
5 - If the 'eddie value' of the materials is higher, then disassemble it. If the sell value is higher, then sell it.
The modding discord is a great place for getting help with coding. I might give it a try too when I have free time.
As for the auto stuff, that's fine, it can be done in a separate mod. XD
If this mod could sell some ammo to leave room to pick up more, that'd be handy. So like, however much ammo is picked up per loot, subtract that from the maximum you can carry, and sell anything over that amount.
It is somehow outside the scope of the mod (keep inventory cleaner) plus it would be a major change as it would affect also perks than increase these items counts and countdown speed.
Problem is that now almost all clothes have 0 armor value... Did a test equipping a Rare Outer Armor that gives +15 armor and selected option to remove all tier Outer Armor and it worked.
I have to think of a way to process clothes now, maybe by quality?
The ones that have a stat, the strength of that stat is based on tier. So tier 1 is +5 armor, tier 2 is +10, tier 3 is +15, tier 4 is +20, and tier 5 is +25. Same for the other items which have stats. This means if you're wearing something with a stat, it's immediately safe to process all clothing that has the same stat but is equal or lower tier.
Whether to process stuff that's lower tier and a different stat, should be a user choice I guess? Personally I would only want to keep stuff that is either higher tier, or, equal tier and a different stat. Everything else, I would process.
If the user is not wearing anything or is wearing something that doesn't give a stat, then I would keep all items that have a stat, while processing duplicates (similar to quickhack logic). By which I mean duplicate stat not a completely duplicate item.
Only tried with Tier1 one for now, but if you don't have an outer with armor equipped, it will sell/dismantle everything except the ones with armor. Doesn't work yet for the other stats unfortunately, they get processed.
Will do some more tests tomorrow.
if u fix that u are good to go.
You have this problem with Simplified Inventory Continued, or are you asking me to fix Combine Consumables?