Morrowind
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31 comments

  1. OperatorJack
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    If you find any issues, please try updating MWSE first before reporting the issue. If the issue persists, please open an issue on the Bug Tracker (click on the Bugs tab above), otherwise I may not see it and/or forget. Thanks!
  2. yyatsuta
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    this is an amazing mod, but i have a few suggestions to fix a certain issue and improve compatibility with locks and traps detection.

    1. currently, activating a trapped object does equip a probe, but it also triggers said trap, so you dont actually get the chance to disarm it
    2. when playing with locks and traps detection auto equip on trap should be disabled obviously, however player can still benefit from auto equip on lock. however, if player activates an object that's both locked and trapped, the lockpick will not get equipped, giving away the trap.

    the edits to code i made with Hrnchamd's help to solve these issues are, respectively:
    1. add return false lines after lines 306 and 315
    2. comment out a trap condition on line 311

    the result being this code that replaces original code from line 300 to 318
        -- Check for Probe first.
        if  config.probe.autoEquipOnActivate and
                tes3.getTrap({reference = e.target}) and
                hasKey(e.target) == false then

            debug("Auto-equipping probe.")
            callback(tes3.objectType.probe)
            return false
        -- Check for lockpick second.
        elseif config.lockpick.autoEquipOnActivate and
                tes3.getLocked({reference = e.target}) and
                -- not tes3.getTrap({reference = e.target}) and
                hasKey(e.target) == false then

            debug("Auto-equipping lockpick.")
            callback(tes3.objectType.lockpick)
            return false
        else
            processing = nil
        end
  3. Wubbledee
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    I've noticed a couple of issues. Activating a door when I already have the key causes me to autoequip a lockpick just before transitioning, not a huge issue but sometimes there are enemies behind that door and I suddenly have no weapon. Also hotkeying between a probe and lockpick and then hotkeying back to a weapon unequips whatever weapon I had.
    1. Pherim
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      Yes, I have the same issue (only started using the mod just now) - switching from probe to lockpick or from lockpick to probe and then pressing lockpick/probe again results in empty fists.

      I also thought maybe there could be a single-button option, where pressing the same button three times first equips a lockpick, then a probe (or maybe, if the player is looking at a trapped container, the probe is equipped first), and then switches back to the weapon.
    2. SAJNM
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      I only just installed this and confirm above.
      Working as intended;
      weapon equipped -> probe -> probe -> weapon equipped
      weapon equipped -> lockpick -> lockpick -> weapon equipped

      Not working;
      weapon equipped -> probe -> lockpick -> lockpick-> weapon NOT equipped (readied for hand to hand)
    3. OperatorJack
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      Both issues are now fixed in V1.5:
      - Auto Equip now takes into account if you have a key for the activated door or container. If so, Auto Equip will no longer trigger.
      - Fixed a bug where cycling between lockpick and probe repeatedly could lose track of the last equipped weapon, while Re-Equip is enabled in the MCM.

      Please open an issue in the bug tracker if you have any other problems. Thank ya!
    4. Wubbledee
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      Thanks for the update.  I've been using the updated version all year and had no issues.
  4. praisejebus732
    praisejebus732
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    I've been playing with this alongside Skill-based trap detection, and I have a small feature request: is there a way to enable the auto-equip probe feature based on whether the player has successfully detected a trapped container? Ex, can lua check for: successfully detected trapped container->auto-equip probe; failed to detect->no auto equip?
    1. OperatorJack
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      It doesn't look like that mod exposes functionality for other mods to check against. If the author updates their mod to make it easily compatible with other mods, then sure, could add support for it.
  5. dizietemblesssma
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    Hi, love the concept of this mod, one wrinkle for me though. I have auto equip turned on for both lockpick and probe, when I use the hotkey to re-equip my weapon I get empty hands and the standard message about the item being broken, when I check my inventory the item isn't broken but there is another of the item that is broken. Could the mod be trying to re-equip the wrong one of the otherwise identical items?

    If someone could give me a console command to conjure a trapped/locked chest I could do some quick tests in a short time with variations on load outs and mod options:)
    1. OperatorJack
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      Hi, can you clarify: you have in your inventory a broken weapon and an unbroken one, or the mod is adding a broken one? Thanks for the feedback!
    2. OperatorJack
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      EDIT: Sorry, double post.
    3. dizietemblesssma
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      I have two daedric tantos, one is completely broken and the other is equipped, the auto setting equips me with a probe or lockpick when I select a trapped/locked chest, after looting the chest I press the hotkey to get my weapon back and I get the message that this item is broken and my hands are empty.

      If I drop the broken tanto, and try this, after looting the chest and proessing the hotkey, I get my non-broken tanto in my hands. When I find a trapped or locked chest again I'll do some more testing with other weapons.
    4. dizietemblesssma
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      I've been doing some more testing and it's a tad complicated so I hope I explian it carefully:)
      When I quit the game, whatever weapon is being used at the last save, is the one that the hotkey tries to equip. If I drop that weapon then use the hotkey I will get either, another of that weapon if I have another in my inventory, or empty hands. Equipping a different weapon and using the hot key equips me with the weapon I had at the start of the game session, not the one I just equipped.
      Saving with a different weapon equipped makes no difference unless I quit and restart.
      I did suspect a conflict with Quick Loadouts which I disabled but the problem remained, I have the following MWSE mods installed: Security Enhanced, Quick Loadouts, Clock Block, CheatMenu, Continue, Easy Escort, GraphicHerbalism, inom - Inventory Mouse Wheel, Bool Worm, gmstMenu, Tamrielic Lore ToolTips, Journal Search and Edit, TootTips Complete, UI Expansion.
      The version of MWSE is the latest one provdied by the mwse-update.exe that comes with MGE-XE.
    5. OperatorJack
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      Thank you for the thorough report! That's definitely an unintended bug due to the presence of a broken item. I'm currently participating in the MMM competition so I won't be fixing it just yet, but I will work on this when the competition is over in November. I'll post a response here when the update is out, too. Thanks again.
    6. dizietemblesssma
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      That sounds cwl, just to make clear for when you are able to spare the time; the broken weapon behaviour was just the one weapon that became broken after i installed the mod and started to use a non broken version in my inventory,
      in fact i get the behaviour with no broken weapons in my inventory, i can use the repair condition to see that the weapon in hand at game quit is always the weapon switched to using the hotkey if there are multiples of that weapon in the inventory.
      what bothers me is that no-one else reports this, i can't help thinking it's my setup but i have no idea how to troubleshoot this, i'd like to hear from other mod users if they have this problem or not
    7. dizietemblesssma
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      More detail, I just discovered that the weapon that the hotkey always equips is not actually the weapon equipped in the inventory when the game starts, but whatever weapon happenes to be equipped when i first use the hotkey i.e:
      game starts - inventory shows daedric spear equipped, use hotkey to get probe/lockpick. use hotkey again, get spear, from then on no matter what weapon is equipped the hotkey gives me the spear.
      game starts - inventory shows daedric spear equipped, replace spear with bow, use hotkey to get probe/lockpick. use hotkey again, get bow, from then on no matter what weapon is equipped the hotkey gives me the bow.

      It appears that the first use of the hotkey - and this includes the auto function - sets the weapon 'value' somewhere so that the next use of the hotkey can retrieve that 'value' for the mod to re-equip the weapon, but then that weapon 'value' is 'stuck for evermore, further uses of the hotkey do not 'overwrite' the 'value' of the weapon euipped for later retrieval.
      I'm not a programmer so sorry if my nomenclature is odd:) Also, I may be wrong;)
      Still love to know if I'm the only one getting this, this mod is such a quality of life changer, don't want you messing with troubleshooting or others avoiding the mod if the problem is in fact at my end.
    8. dizietemblesssma
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      From the mwse log:
      [nc-sss] Loading save: sss_f_1570133549
      --------------at this point in the game I enable debug in mcm, daedric spear is equipped---------------------
      [Security Enhanced: DEBUG] Registered hotkey event.
      [Security Enhanced: DEBUG] Lockpick is not equipped. Equipping.
      [Security Enhanced: DEBUG] Saving Weapon ID: daedric spear
      [Security Enhanced: DEBUG] Equipping Lockpick: Worst Lockpick First
      [Security Enhanced: DEBUG] Found Worst Object: Selected Object:pick_apprentice_01
      [Security Enhanced: DEBUG] Equipping Lockpick.
      [Security Enhanced: DEBUG] Registered hotkey event.
      [Security Enhanced: DEBUG] Lockpick is equipped. Cycling.
      [Security Enhanced: DEBUG] Cycling: Requipping weapon.
      -----------at this point in the game I equip a club-------------
      [Security Enhanced: DEBUG] Registered hotkey event.
      [Security Enhanced: DEBUG] Lockpick is not equipped. Equipping.
      [Security Enhanced: DEBUG] Equipping Lockpick: Worst Lockpick First
      [Security Enhanced: DEBUG] Found Worst Object: Selected Object:pick_apprentice_01
      [Security Enhanced: DEBUG] Equipping Lockpick.
      [Security Enhanced: DEBUG] Registered hotkey event.
      [Security Enhanced: DEBUG] Lockpick is equipped. Cycling.
      [Security Enhanced: DEBUG] Cycling: Requipping weapon.

      note that the debug log after i equip a club, does not have a line:
      [Security Enhanced: DEBUG] Saving Weapon ID
      I believe this is where the mod fails, I've stared at your common.lua file for ages, since that appears to have the code for storing the weapon id but although i recognise if/then statements from shell scripting the rest is beyond me:)
    9. OperatorJack
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      That's a good catch. Yes, it should be saving the new weapon if you change to a different one, not continue using the previously equipped weapon. I thought I tested this before and didn't have any issues but I'll give it another look soon and fix it if needed. If you're on Discord, I am more easily contacted on there (but not a problem if not).
    10. dizietemblesssma
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      C'est moi encore!

      In common.lua I commented out the following under -- Store currently equipped weapon for re-equip.:

      this.lastWeapon = nil

      this.saveCurrentEquipment = function ()

      if (this.lastWeapon) then

      return

      end

      this.lastWeapon = nil



      to read:

      this.lastWeapon = nil

      this.saveCurrentEquipment = function ()

      --if (this.lastWeapon) then

      -- return

      --end

      --this.lastWeapon = nil

      This seems so far on brief test, to work, of course I'm not sure why; unless the 'return' statement means to ignore the rest of the function? then last.weapon stays set to the first use of the hotkey because the rest of that this.saveCurrentEquipment block never runs? It's my guess that the line

      this.saveCurrentEquipment = function ()

      means a function called saveCurrentEquipment is being defined?



      Although it just occurred to me to check your previous versions and this code seems unchanged, so I guess you have suffer a non-progarmmer making guesses about stuff:)

      In my defence I add the mwse log snippet from after I made that edit (is there no spolier/hide option in these posts): - oh look I can add a /[spoiler/] tag in the forum version of this conversation, i'll have to try that in the mod posts section sometime:)

      Spoiler:  
      Show


      [nc-sss] Loading save: sss_f_1570133549

      [Security Enhanced: DEBUG] Registered hotkey event.

      [Security Enhanced: DEBUG] Lockpick is not equipped. Equipping.

      [Security Enhanced: DEBUG] Saving Weapon ID: daedric spear

      [Security Enhanced: DEBUG] Equipping Lockpick: Worst Lockpick First

      [Security Enhanced: DEBUG] Found Worst Object: Selected Object:pick_apprentice_01

      [Security Enhanced: DEBUG] Equipping Lockpick.

      [Security Enhanced: DEBUG] Registered hotkey event.

      [Security Enhanced: DEBUG] Lockpick is equipped. Cycling.

      [Security Enhanced: DEBUG] Cycling: Requipping weapon.

      [Security Enhanced: DEBUG] Registered hotkey event.

      [Security Enhanced: DEBUG] Lockpick is not equipped. Equipping.

      [Security Enhanced: DEBUG] Saving Weapon ID: daedric spear

      [Security Enhanced: DEBUG] Equipping Lockpick: Worst Lockpick First

      [Security Enhanced: DEBUG] Found Worst Object: Selected Object:pick_apprentice_01

      [Security Enhanced: DEBUG] Equipping Lockpick.

      [Security Enhanced: DEBUG] Registered hotkey event.

      [Security Enhanced: DEBUG] Lockpick is equipped. Cycling.

      [Security Enhanced: DEBUG] Cycling: Requipping weapon.

      [Security Enhanced: DEBUG] Registered hotkey event.

      [Security Enhanced: DEBUG] Lockpick is not equipped. Equipping.

      [Security Enhanced: DEBUG] Saving Weapon ID: daedric war axe

      [Security Enhanced: DEBUG] Equipping Lockpick: Worst Lockpick First

      [Security Enhanced: DEBUG] Found Worst Object: Selected Object:pick_apprentice_01

      [Security Enhanced: DEBUG] Equipping Lockpick.

      [Security Enhanced: DEBUG] Registered hotkey event.

      [Security Enhanced: DEBUG] Lockpick is equipped. Cycling.

      [Security Enhanced: DEBUG] Cycling: Requipping weapon.

      [Security Enhanced: DEBUG] Registered hotkey event.

      [Security Enhanced: DEBUG] Lockpick is not equipped. Equipping.

      [Security Enhanced: DEBUG] Saving Weapon ID: chitin war axe

      [Security Enhanced: DEBUG] Equipping Lockpick: Worst Lockpick First

      [Security Enhanced: DEBUG] Found Worst Object: Selected Object:pick_apprentice_01

      [Security Enhanced: DEBUG] Equipping Lockpick.

      [Security Enhanced: DEBUG] Registered hotkey event.

      [Security Enhanced: DEBUG] Lockpick is equipped. Cycling.

      [Security Enhanced: DEBUG] Cycling: Requipping weapon.

      [Security Enhanced: DEBUG] Registered hotkey event.

      [Security Enhanced: DEBUG] Lockpick is not equipped. Equipping.

      [Security Enhanced: DEBUG] Saving Weapon ID: chitin war axe

      [Security Enhanced: DEBUG] Equipping Lockpick: Worst Lockpick First

      [Security Enhanced: DEBUG] Found Worst Object: Selected Object:pick_apprentice_01

      [Security Enhanced: DEBUG] Equipping Lockpick.

      [Security Enhanced: DEBUG] Registered hotkey event.

      [Security Enhanced: DEBUG] Lockpick is equipped. Cycling.

      [Security Enhanced: DEBUG] Cycling: Requipping weapon.

      [Security Enhanced: DEBUG] Registered hotkey event.

      [Security Enhanced: DEBUG] Probe is not equipped. Equipping.

      [Security Enhanced: DEBUG] Saving Weapon ID: chitin war axe

      [Security Enhanced: DEBUG] Equipping Probe: Worst Probe First

      [Security Enhanced: DEBUG] Found Worst Object: Selected Object:probe_apprentice_01

      [Security Enhanced: DEBUG] Equipping Probe.

      [Security Enhanced: DEBUG] Registered hotkey event.

      [Security Enhanced: DEBUG] Probe is equipped. Cycling.

      [Security Enhanced: DEBUG] Cycling: Requipping weapon.

      [Security Enhanced: DEBUG] Registered hotkey event.

      [Security Enhanced: DEBUG] Probe is not equipped. Equipping.

      [Security Enhanced: DEBUG] Saving Weapon ID: chitin war axe

      [Security Enhanced: DEBUG] Equipping Probe: Worst Probe First

      [Security Enhanced: DEBUG] Found Worst Object: Selected Object:probe_apprentice_01

      [Security Enhanced: DEBUG] Equipping Probe.

      [Security Enhanced: DEBUG] Registered hotkey event.

      [Security Enhanced: DEBUG] Lockpick is not equipped. Equipping.

      [Security Enhanced: DEBUG] Saving Weapon ID: dwarven war axe

      [Security Enhanced: DEBUG] Equipping Lockpick: Worst Lockpick First

      [Security Enhanced: DEBUG] Found Worst Object: Selected Object:pick_apprentice_01

      [Security Enhanced: DEBUG] Equipping Lockpick.

      [Security Enhanced: DEBUG] Registered hotkey event.

      [Security Enhanced: DEBUG] Lockpick is equipped. Cycling.

      [Security Enhanced: DEBUG] Cycling: Requipping weapon.

      [Security Enhanced: DEBUG] Registered hotkey event.

      [Security Enhanced: DEBUG] Lockpick is not equipped. Equipping.

      [Security Enhanced: DEBUG] Saving Weapon ID: dwarven war axe

      [Security Enhanced: DEBUG] Equipping Lockpick: Worst Lockpick First

      [Security Enhanced: DEBUG] Found Worst Object: Selected Object:pick_apprentice_01

      [Security Enhanced: DEBUG] Equipping Lockpick.



      edit: the hotkey will still try to select a broken version of the particular weapon if there is one in the inventory, since the weapon id seems to be just the name of the weapon, then this might be due to how the game engine itself is interpreting a reference to the weapon id if there are more than one of that id?
    11. DunkC1995
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      I am also having a similar problem to the OP. Toggling between a tool and my equipped weapon will always revert to the weapon that I had equipped at the start of the play session, instead of my most recently equipped weapon. If the weapon at the start of the play session is not in my inventory after I have already toggled between it and a tool, I am occasionally able to duplicate the weapon in question by toggling between a tool/weapon again. If this does not occur, I simply end up toggling between a tool and my fists instead.

      In short, occasionally I am able to duplicate any weapon by toggling a tool if the weapon I had equipped upon the start of a play session is removed from my inventory.

      I am using the most recent version of MWSE and similar mods to the OP (Clock Block, Quick Loadouts, Continue, CheatMenu, Perfect Placement, Happy Harvesting, I could go on..). This mod is still great for QoL but not being able to toggle between my most recently equipped weapon and a tool can be frustrating at times. Hoping for an update soon! :)

      Edit: Changing Common.lua to what OP suggested appears to have fixed the issue for me as well. Thanks and kudos!
    12. OperatorJack
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      The following bugs should be fixed in version 1.3:
      - Fixed a bug where auto-equipping lockpicks and probes could re-equip your originally equipped weapon instead of the last equipped weapon.
      - Fixed a bug where auto-equipping could duplicate your weapon if the weapon was no longer in your inventory.

      I am still looking for a solution to equipping broken weapons / dealing with multiple weapons of the same type in your inventory. This is an issue because the MWSE equip functionality doesn't accept a specific inventory item, just the generic object. So if you have two steel longswords, it can choose to equip either.
  6. Petetehgoat
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    Incredible quality of life mod. Thanks for making this.
  7. Slanderbot
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    Hey, The (enable lockpick/probe auto-equip) options never save when switched to off when restarting Morrowind. All of the other options save properly when changed though. :C
    1. OperatorJack
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      Thanks for the bug report, I am looking into it now!
    2. OperatorJack
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      These bugs should be fixed in update 1.1. Thank you!
    3. Slanderbot
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      Can confirm, it is fixed in the updated version. One side note, you might want to put 1.0 as an old file so that 1.1 is the only "currently active" file, so vortex registers there is an available update for people. :D

      Thanks for the update!, great work!
  8. MrWillisTheFetcher
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    I really enjoy this mod as dedicating quick keys just for lockpicking was annoying as a witch hunter.
    1. OperatorJack
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      Agreed. Playing as a thief is what made me make this mod. Happy another person enjoyed it.
  9. Kartoffels
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    The vanilla hotkey set up for lockpicks/probes was driving me bonkers. Thank you so much~
    1. OperatorJack
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      I'm glad you enjoy it!