Morrowind

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herbert100

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herbert100

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About this mod

QuickLoot, with many new features and a revamped UI. Pick up one item from a stack, see item prices and weights, pickup nearby items. Dedicated menus for bartering, pickpocketing, plants, and training, each with their own features and options. Highly customizable. Based on mort's QuickLoot mod. Requires MWSE.

Requirements
Permissions and credits
Changelogs
Requirements
  • MWSE-Lua. Make sure you update MWSE before installing this mod. (MWSE can be updated by running "MWSE-Update.exe".)
  • herbert lib. version 1.3.0 (or newer) required, for its OOP framework and its new logger.


Features

Summary

This mod is based off mort's incredible QuickLoot mod (which adds FO4-style quickloot menus to Morrowind). Here's a summary of what's been added:

  • UI changes: Item prices and weights are shown in all menus. Tooltips are shown for items inside containers. You can also see the chance of successfully taking something when pickpocketing/harvesting plants. Also, the menus are sorted. (You can customize/disable sorting items, showing tooltips, and showing item chances.)
  • Pick up one item from a stack: If there are 5 Kwama eggs, you can pick up only one of them, or hold ALT to pickup the whole stack. (This can be customized in the MCM).
  • Pickup nearby items (outside of QuickLoot menus): When looking at an ingredient, you can press the "take all" key to pick up all nearby ingredients. This also works for gold stacks, potions, ammo, lockpicks, and the like. When looking at things like cups, weapons, or armor, you will only pickup nearby items with the same name.
  • Undo key: Accidentally took an item you didn't want to? Press Ctrl+Z to put it back! (Key can be changed in the MCM.)
  • Dedicated menus for different containers: This includes: pickpocketing, looting plants, bartering (buying and selling), and training. These menus all come with their own sets of options, features, and controls. They can be individually enabled/disabled in the MCM.
  • Place items inside containers: you can switch between looting and placing by holding the modifier key and pressing the "Open" button. By default, menus are sorted in reverse order when you're placing items. ("good" items first when taking, and "bad" items first when placing.)
  • Skip undesired items when pressing "Take All": You can skip over items with lousy gold/weight ratios when pressing "Take All". Leave those cups and goblets behind! (You can customize/disable this.)
  • Nearby containers have their contents grouped together: By default, whenever you look at a container, all nearby containers with the same name and the same owner will have their contents pooled into one menu. So, if you see that there are 3 sacks stacked on top of each other, it's enough to look at one of them. (You can customize/disable this.)
  • See inside locked/trapped containers if you have a high security skill: This depends on your security level and the level of the lock. (You can disable this.)
  • New compatibility features: Several measures have been taken to try to make this mod highly compatible with everything, in a way that works out of the box, based on your currently installed mods. In some cases, the functionalities of this mod can be enhanced by the other mods you have installed. This mod is also being actively updated to address any found compatibility problems.

Note: if you notice some weird behavior when training/bartering, it's recommend that you disable the "loot with activate key" setting. I've recently learned that this setting has some compatibility problems with other mods. This is being looked into. In future versions, this setting will be disabled by default.

Now, onto the details:

UI improvements

  • Item values and weights are displayed. If Buying Game is installed and your mercantile skill is too low, then item values won't be shown, except when bartering (since those are the prices being offered by the merchant).
  • Tooltips are shown for individual items. For example, if you're looking at a sword in a container, you can see its durability, as well as any enchantments it may have. Note: Item values shown in tooltips may differ from values shown in the QuickLoot menu itself. This is because tooltips don't take item status (e.g. durability) into account when displaying the value of that item.
  • Items are sorted. By default, they're sorted by gold/weight ratio. You can customize/disable this.
  • Pickpocket/plant harvest chances are shown. You can disable this, or only show chances when your security/alchemy skills are above a certain level.
  • Additional information is shown: underneath the list of items, you'll be able to see things like whether you're detected by the person you're pickpocketing, who owns the container you're looting, and how much gold you and the seller have when bartering.
  • Controls are shown, based on your current keybindings and the type of menu that's open.
  • Just the Tooltip compatibility: QuickLoot menus indicate which items have been "Collected". You can also mark/unmark items as collected from within QuickLoot menus.



Quick overview of controls

This mod uses five keys.

  • Take: This will take one item from a container. Default: "Spacebar" (or whatever you set as your "activate" key).
  • Take All: this key will take all "desired" items from a container. Default: "R".
  • Open: This key will open the container. Default: "F".
  • Modifier: Holding this key will alter the behavior of the "Take", "Take All", and "Open" keys, depending on the type of QuickLoot menu that's open. Default: Left Alt.
  • Undo: Pressing this key will put back the last item that was taken from a container. Default: "Ctrl+Z".


All these keys can be changed in the MCM. There's also a setting called "Loot with activate key" that will swap the keybindings for the "open" and "take" keys. Enabling it will mean that you loot by pressing "F" and open containers by pressing "spacebar".


New Menus for different containers

There are currently 5 different types of containers, each with their own menus and functionalities. Each type of menu can be disabled separately in the MCM.
From now on, "optional" will mean "this feature can be disabled", and "customizable" will mean "there are customization options in the MCM".


1) Regular Containers

These are things like chests/barrels, etc. It also includes dead NPCs/creatures.

Features:
  • Scripted containers are marked as such. You can also disable the mod for scripted containers, or hide the scripted container prefix.
  • Dispose of empty corpses. This is done by pressing "Take All" on empty corpses. (customizable/optional).
  • Customizable behavior for item stacks. By default, pressing "Take" will pick up one item, while holding the modifier key and pressing "Take" will pick up the full stack. (customizable/optional).
  • See inside locked/trapped containers, based on your current security skill. (customizable/optional).
  • Nearby containers pool contents into one menu. If you're looking at a container, and there's another container nearby with the same owner and the same name, then their contents will be shown in one menu. (customizable/optional)
  • Place items inside containers. You can do this by holding the modifier key and pressing "open".
  • Skip undesired items when pressing "Take All": items with a lousy gold/weight ratio won't be taken when the "Take All" key is pressed (customizable/optional)

2) Pickpocketing menu

Features:
  • Customizable behavior for equipped items: You can individually allow/deny pickpocketing equipped weapons, armor, jewelry, and accessories.
  • Customize chances of stealing items: if you find the chances are generally too low or too high, you can scale them up or down to your liking. There are also options to adjust the minimum and maximum chance of stealing items.
  • Customizable behavior for item stacks: You can ask the mod to only pickup one item if the chance of picking up the whole stack is too low. (customizable/optional.)
  • Options to skip items when pressing "Take All": This happens when the chances of taking an item are too low. (customizable/optional)
  • Determinism mode: If enabled, chances to take an item will always be 100% or 0%. This was inspired by Magicka of the Third Era and morts Pickpocket mod.

3) Bartering

This menu shows up whenever you look at an NPC that offers bartering. Here's how the controls work:
  • Take: adds the selected item to your "basket".
  • Take All: confirm transaction. (e.g., buy/sell everything in the basket.) This is to minimize the chances of accidentally buying/selling something.
  • Open: opens the dialogue menu.

while holding the Modifier key:
  • Take: adds the full stack of the selected item to your basket. (e.g. if the NPC sells 5 fortify health potions, this will add all 5.)
  • Take All: switch barter modes. If you're buying, start selling. If you're selling, start buying.
  • Open: switch to the training menu, if applicable. (Pressing this key while in the training menu will switch back to the barter menu.)

Features:
  • Support for buying and selling goods.
  • Compatible with mods that change item prices (including Buying Game).
  • Only relevant items will be shown in the barter menus. For example, if an NPC only sells alchemy stuff, that will be detected by this mod.
  • Faction requirements are detected.
  • Hide The Skooma functionality: you can barter with NPCs while you have Skooma, even if they don't like it. Note: this feature is independent of the Hide The Skooma mod, meaning that it does not require the original mod, but it only works in QuickLoot menus. Credit to Necrolesian for making the original mod.
  • Buying Game compatibility: if Buying Game is installed, you will only be able to sell contraband to smugglers.
  • Barter XP Overhaul compatibility: if that mod is installed, its calculations will be used to gain xp from barter menus. (You won't gain xp if the mod isn't installed.)

Note: The Barter QuickLoot menu is designed to be a quick alternative to the more fully-fledged barter dialogue menu. It's currently not possible to haggle from the QuickLoot menu, and sometimes the QuickLoot menu won't show every item the merchant sells (this is explained more in the "known issues" section).

Problem with Soul gems: there is currently a bug where the mod fails to detect whether soul gems are filled. I would strongly recommend you don't use QuickLoot barter menus to buy/sell soul gems until this is fixed. This was fixed in version 1.5.0

4) Plants

These menus show up whenever you look at plants.

Features:
  • Nearby plants pool items into one menu: When looking at a plant, other nearby plants will be shown in one menu. This feature comes in three flavors:
  • All nearby plants: all nearby plants will be shown. (e.g. if looking at a Willow Anther, then nearby Corkbulbs and Gold Kanels will also be shown.)
  • Same nearby plants: nearby plants with the same name will be shown. (e.g. if looking at a Willow Anther, then only nearby Willow Anthers will be shown.)
  • No nearby plants: QuickLoot menus will only show the contents of the plant you're currently looking at.
  • Graphic Herbalism compatibility: This is designed to work out of the box, and it's explained in more detail below.
  • Chances of successfully harvesting are shown. (customizable/optional)
  • Gain xp for harvesting plants. You will gain a small amount of xp each time you harvest a plant. There's also an option to gain a reduced amount of xp when you fail to harvest a plant. (customizable/optional)

A note on organic containers: In Morrowind, all containers with replenishing inventories are marked as "organic". This means the game views guild chests as indistinguishable from Corkbulbs. To address this, there's an option called "which organic containers are not plants?" This lets you decide which organic contaienrs should be treated as if they did not have an organic flag. For example: if your settings specify that guild chests are not plants, then guild chests will use the settings for regular containers, not the settings for plants. This makes it possible to disable QuickLoot menus for plants, but enable QuickLoot menus for guild chests.


Graphic Herbalism (MWSE) compatibility: There are two main compatibility features (enabled by default if GH is installed):

  • Change plants using GH: After using QuickLoot menus to loot plants, they will be visually altered using Graphic Herbalism.
  • Use GH to decide which organic containers aren't plants: This setting will ask GH for its opinion on what is and isn't a plant.


Credit
to Greatness7 for letting me copy two functions from Graphic Herbalism into this mod. This was very helpful in implementing these compatibility features.


5) Training menu

These show up when looking at trainers.

Features:
  • Compatible with mods that alter training prices.
  • Detects faction requirements.
  • Hide the Skooma functionality (as explained in the Barter section).
  • Switch between training and bartering: this is done by holding the modifier key and pressing "Open".


Options for taking only one item from a stack of items


For example, if there are 5 Kwama Eggs, you now have the option of only picking up one of them. The different options are:

  • Always take only one item.
  • Always take the whole stack.
  • Take the whole stack if the gold/weight ratio is above a certain number.
  • Take the whole stack if the weight of the stack is under a certain number.
  • Take the stack if condition 3. OR 4. are met.
  • Take the stack if condition 3. AND 4. are met.


You can also specify a different option if the modifier key is held. (e.g., normally do option 5, but always take the stack if holding the modifier key).


Undo key

When looting regular containers or bartering, you can press Ctrl+Z to undo your last action. This will effectively "put the item back where you found it". It won't undo any crimes you've committed. You can change the keybinding in the MCM.


Take nearby items via the "Take All" button (optional)

When you're looking at various items in the world (e.g. gold, potions, ingredients, lockpicks), you can press "Take All" to pick up all nearby items of a similar type. If you see a bunch of gold pieces spread across a chest, you can pick them all up by looking at one of them and pressing "Take All".

Note: this setting only applies outside of QuickLoot menus. There's a good argument to be made that it doesn't really fit with the rest of the mod, but I decided to include it in order to cut down on the number of mods with their own custom keybindings.

Reimagined role of Luck when pickpocketing/harvesting plants

Luck no longer provides a constant bonus to your chances of pickpocketing/harvesting (like it does in the base game). Instead, luck works as follows:

  • Whenever you try to take something, a check is done (not factoring in luck)
  • If you fail that check (meaning you're about to fail to take something), then a luck check is performed.
  • If you pass the check, you'll take the item. If you fail, you won't take the item.

This makes luck take a more "all or nothing" sort of role. It also means you can successfully take items even if you have a 0% chance. There's a setting in the MCM that lets messages be displayed whenever you get saved by your luck.


Compatibility


  • Not compatible with mort's original QuickLoot mod.
  • Mostly compatible with mwse Containers. As of version 1.5.0, mwse containers are added to the mods blacklist by default. As dejunai mentioned in the comments, More QuickLoot can make it impossible to pickup those containers if they aren't in the blacklist.
  • Compatible with Containers Animated. You will need to install Animated Containers Rewritten for compatibility with animated containers.
  • Compatible with mort's Pickpocket mod. Make sure to disable the "Pickpocket" component of this mod if you want to use mort's version.
  • Compatible with Graphic Herbalism (MWSE). Everything should work out of the box.
  • Compatible with Zoom.
  • Compatible with Just the Tooltip: you can see which items are marked as collected, as well as mark/unmark items from within QuickLoot menus.
  • Compatible with Buying Game: item prices will be hidden if your mercantile skill is too low and you won't be able to sell contraband.
  • Compatible with Barter XP Overhaul: mod is required in order to gain xp from QuickLoot barter menus. (You can disable all of its other functionality if you only want to use it for this purpose.)
  • Compatible with Tooltips Complete, but you will need to disable the "Show Tooltips Only in Menus" in the Tooltips Complete MCM. (This only applies if you want items to show tooltipts, and you want those tooltips to include text added by Tooltips Complete.)
  • Should be compatible with everything else, but let me know if you find any problems.


Feedback

Let me know if you have any suggestions on how the mod could be improved, or what sorts of feature you'd like to have. Also let me know if you find any bugs.


Known problems:

  • All menus: the "loot with activate key" setting can have some compatibility problems with other mods, causing containers/npcs to be "looted" when they aren't supposed to. Temporary fix: disable the "loot with activate key" setting.
  • Barter/regular menu: filled soul gems are treated exactly the same as unfilled soul gems (and grouped together with unfilled soulgems). Fixed in version 1.5.0
  • Pickpocket/plant menu: chances for taking items still need fine-tuning. Fixed in version 1.5.0 (but let me know if you have any suggestions/feedback on the balancing). In the meantime, there is a "Chance multiplier" slider in the MCM that will tweak the chances of taking organic items/pickpocketing people.
  • Training menu: On old versions of MWSE, the training prices will all be listed as 0. Fix: update MWSE.
  • Barter menu: Sometimes there are items that aren't added to the barter menu. This is caused by merchants storing some of their bartering items in chests they own. Currently, the mod will scan all chests in the cell to find eligible barter items. Unfortunately, some merchants own chests in different cells and barter the contents of those chests. (how they're able to do this is beyond me.) It is these chests that are causing the problem.

Things to add later:


  • More UI settings in the MCM, including: hiding tooltips that show above containers, hiding the "controls" section, hiding the "name" section, hiding the "take chance", hiding the "take chance" if below a certain skill level. Some features added in v0.9 and v1.3
  • Option to use the default behavior for luck when pickpocketing or harvesting plants.
  • Compatibility with Containers Animated.
  • Better compatibility with Tooltips Complete: e.g., options to show tooltips of selected items.
  • Options surrounding buying game compatibility.
  • An easy way for other mods to use this mod to add new menus/modify behavior of existing menus. This is a work in progress.
  • options to pass time when training