First of all, I think the principle of the mod is a very good idea. The fact that you can't adjust it has always bothered me, especially since I work with AFT. There, the companions pick up everything, from screws to toilet paper. That's why I was so pleased when I stumbled upon your mod, because I don't want my companions to use grenades, incendiary devices or the like, so they should leave them lying around when looting. Unfortunately, there doesn't seem to be any adjustment option for this in this mod.
Perhaps you know a way to prevent this from happening with the companions.
I know this is off topic but...Can you make an option to completely disable the ability for companions to loot during battle (regardless of the number of companions) (for example, some companions instead of shooting at the enemy run from corpse to corpse and collect weapons even though they have their own weapons that are much better than they pick up and have infinite ammo)?Your mod is not the cause of this bug, I just did not find a fix for this bug on nexus, as I understand it most often appears with Curie, although in my case it was Veronica from the New Vegas mod (I also noticed that Veronica only picks up melee weapons and continues to do so despite the weight limit)
The game has a hardcoded mechanism that makes all NPCs' AI "scan" the area for any lootable nearby weapons if certain conditions are met. I made a mod that globally disables this "AI Weapon and Power Armor Auto Search" for all NPCs.
I haven't seen any mod that disables this feature for only specific NPCs or only specific weapons (maybe there is but I don't know of any). Technically, it would certainly be possible but the only issue is that due to the hardcoded nature of this vanilla feature, SFSE is needed. Or at least I can't think of any other methods to make it possible.. I made a script extender earlier and implemented the native function needed for this project. From the supplied documentation: ; AI Acquire: refs have this flag set by default; most notably, it's used by the combat AI behavior "search for better weapon in the area" Bool Function SetNoAIAcquire(ObjectReference akReference, bool abSet) native global
As far as I remember, calling it on lootable objects including their containers (these are the "refs" or akReference) prevents NPCs from "acquiring" them (which is a type of the complex Activate process). SetNoAIAcquire() should be called on the weapon/container before the NPC's AI could target it and start running toward it. I'm sure it's not the answer you were looking for.. maybe I'll release this mod in the future if no one comes up with it in the meantime. :)
Thank you! Looks like I missed this mod "No Combat AI Weapon and Power Armor Auto Search" Although it will weaken the enemies as they for some reason pick up better weapons (as they should) and not like companions who only pick up melee weapons.
And I also wanted to add, I never noticed that companions took weapons from the workshop or some containers themselves (maybe I just didn't see such a thing), only from corpses. (I use the mod - Better Companions - All In One and Real.AI - Stable, maybe this is also the reason) While the settlers take weapons both from corpses and from the workshop.
So, I'm not saying this mod has any issues, because I'm running literally 600+ mods and can have no meaningful input on that. But: If you are experiencing soft crashes when fighting ghouls, seemingly especially when they're fighting your dog, and your script log is mentioning "CloakEffect.psc", disable this mod and you'll be able to get by. No clue what the cause is, no clue if there's anything configurable in here to resolve it, sorry not sorry but I've been troubleshooting this for like 3 hours and I'm just happy to have the game sailing smooth again. I just wanted to put this out there for anyone else having the issue because literally the only result for searching the script's name is in Japanese, and I figure there should be an English resource for it.
Sorry for the late reply.. that's interesting. The virtual machine (system that runs Papyrus scripts) should handle this mod without issues so I'm not sure why you're having CTDs. I've been using this mod for a while but I haven't had any CTDs.. Do you happen to use any .ini tweaks or mods that aims to expand the budget of or speed up Papyrus script processing?
Does this modify vanilla follower script in any way? I'm asking, because companion Ivy which I'm using is very sensitive about this, and I would hate it if it broke her somehow.
No. I designed this mod to be fully compatible with any vanilla NPCs, mod added NPCs, mod edited NPCs, etc. No vanilla scripts or forms were overwritten in any way.
Can this be done automatically or over a radius with say a favourited item? I'm going to switch from AFT to another companion framework and so I'll lose their loot items command. I'd love to replace it with this but not if I have to point followers at every container and body :).
I don't mean auto like I walk into an area and it loots...I mean like I can press a hotkey or use an item and all my companions will then loot....saves me pointing them to containers and micromanaging it. I'd just like to say fan out and loot and they do their thing :D.
Is there a mod that enables npcs to loot? cause I couldn't find any, cause I don't want to have to keep giving my companions ammo, I have a mod that gives them infinite ammo, but then I have to manually switch there weapons I gave them otherwhys they will just use the same weapon all the time.
I actually made a "companion idle loot" mod earlier that makes active companions to wander in the area and loot NPCs/objects randomly but the problem is that it has too many different possibilities and I'm not sure what would be the best design choice for a public release: frequency (time interval between lootings), selectivity (what objects to take (though this mod already has a system for this)), max distance of NPC/object to be looted, excluded locations (settlements, possibly). This could easily end up in an over-complicated settings holotape... or another huge number of console commands.
Distance and frequency based scanning seems to be most practical indeed. I'd like to update some of my mods first, then I think I'll release this idle loot mod. "Smart settings" would probably require this mod though as it already has a fast multi-threaded inventory handler with an item selector.
42 comments
Perhaps you know a way to prevent this from happening with the companions.
Question:
Would it be possible to add an option to automatically start looting after combat?
Knowing the AI system in this game, this here is an awesome feat on its own. Just curious. :)
I dont want them to pick anything up at all.
I haven't seen any mod that disables this feature for only specific NPCs or only specific weapons (maybe there is but I don't know of any). Technically, it would certainly be possible but the only issue is that due to the hardcoded nature of this vanilla feature, SFSE is needed. Or at least I can't think of any other methods to make it possible.. I made a script extender earlier and implemented the native function needed for this project. From the supplied documentation:
; AI Acquire: refs have this flag set by default; most notably, it's used by the combat AI behavior
"search for better weapon in the area"
Bool Function SetNoAIAcquire(ObjectReference akReference, bool abSet) native global
As far as I remember, calling it on lootable objects including their containers (these are the "refs" or akReference) prevents NPCs from "acquiring" them (which is a type of the complex Activate process). SetNoAIAcquire() should be called on the weapon/container before the NPC's AI could target it and start running toward it. I'm sure it's not the answer you were looking for.. maybe I'll release this mod in the future if no one comes up with it in the meantime. :)
Your module doesn't work. Npc won't do anything.