fixed bug where buying and selling prices were swapped
tried to fix bug where accessing itemData.count can softlock UI in some niche situations
Version 1.6.0
bug fix:: fixed crashes that could happen on certain objects when taking nearby items
taking nearby items: soul gems now behave as expected (all nearby soul gems get taken)
taking nearby items: invisibility will now be removed afterwards
UI improvements: reordred the buttons so the order of the prompts is now primary action/secondary action/tertiary action
UI improvements: sound will play when switching menu mods (can be disabled/customized in the settings)
UI improvements: text should be centered more consistently
UI improvements: "(Next Service)" prompt will only display if there is a next service
UI improvements: relabeled some controls to be more intuitive
animated containers compatibility: containers will now close as soon as you look away from a container (assuming the appropriate settings are enabled)
bug fix: fixed a bug in the training menu, where skills could be trained when the menu was hidden
bug fix: fixed the bug where sometimes items wouldn't be looted from corpses unless you were very persistent
Version 1.5.0
soul gem information is now properly displayed in all containers/menus.
all menus now take item status into account. most notably, prices in barter menus now reflect item durability
greatly improved the formulas for calculating the chance of pickpocketing/harvesting plants (in my opinion anyway)
added tooltip options: tooltips can be shown for the item selected inside a container (i.e. you can see a tooltip for the item you’re about to loot), or disabled all-together.
loot/take keys can now be bound to mouse buttons
mwse containers containers are now added to blacklist by default
percentages are now displayed as percentages in the mcm
distances are displayed using real-world units of measurement
Version 1.4.0
added animated containers support (with 4 new settings)
forced people to upgrade to herbert lib 1.3.0
tried to untangle the code
fixed show container names bug
- improved compatibility with other mods when using “loot with activate key” (i think)
Version 1.3.0
Pickpocket/plant menus:you can now hide item chances (or hide them based on your current skill level)
Pickpocket: added a “determinism” mode, inspired by mort’s Pickpocket mod and Magicka of the Third era. If enabled, pickpocketing chances will either be 100% or 0%.
when pressing “take all” on a misc item (or weapons/clothing), only nearby items with the same name will be taken. e.g., it’s now possible to pick up all nearby gold stacks and nothing else.
fixed a bug that made the barter menu pretty much unusable
temporarily removed the code responsible for upgrading configs from previous versions, since it was causing some problems
Version 1.2.0
containers with similar names have contents grouped together (you can customize/disabled this)
you can place items inside containers (hold modifier key and press Open)
Take All: you can skip items with a bad gold/weight ratio
options to see inside locked/trapped containers (depending on your security)
added (limited) i18n support
scrolling through large menus is much faster
added option to delay inventory updates until after quickloot menus are closed (this will make the mod faster/more responsive if you're a hoarder)
added option to disable sorting in reverse order when selling/placing items. also added filters for what types of items can show up in those menus
added a setting to switch buy/sell menu if your first choice is empty. (e.g. you prefer "buy" menus, but the seller doesn't have anything in stock, so we show you a "sell" menu, but just if you want)
added customization options for alchemy xp
added option to gain barter xp, using my barter xp overhaul mod
fixed plant failure messages showing up alongside success messages
rewrote the mcm code to be more unique and special (please dont look at it)
nearby items now uses a cylinder metric instead of a 3d manhattan metric, explained in advanced settings.
tried to fix pickpocket/services/barter messages showing during character creation
hopefully fixed a crash bug (we'll see)
added option to pickpocket accessories, and made pickpocketing clothing/jewlery/accessories be different settings
Version 1.1.0
merged the training and barter menu. you can switch between them by holding the modifier key and pressing the talk key.
added a dedicate "undo" key. this also works on regular containers (but not when pickpocketing/looting plants).
added "Just the Tooltip" compatibility: you can see which items have been marked as "Collected", and you can also mark/unmark items as "Collected" from within QuickLoot menus.
added support for buying game: you can't sell contraband goods, and item prices wont be shown until your mercantile skill is at the right level.
UI improvements: certain unavailable items (e.g. skills that can’t be trained) are now greyed out; your available gold is shown in the Training menu; container ownership and pickpocket detection status has been moved to the “status bar”.
lots of bug fixes
unfortunately also requires a herbert lib update (i tried to put this off for as long as possible)
also needs a MWSE-Update, to make use of the payMerchant function
Version 1.0.5
fixed a bug in the training menu that caused skills to be trained even when the menu was inactive
fixed a bug in the barter menu that allowed purchases to be confirmed even when the menu was inactive
fixed a bug relating to how purchases were calculated in the barter menu
Version 1.0.0
Added bartering menu, with support for buying and selling goods.
Fixed take chances for alchemy and pickpocketing being improperly calculated for item stacks
fixed a certain MCM setting not actually working (i forget which at this point)
the Pickpocket settings regarding pickpocketing equipped items have been implemented, so they actually work now
item prices and weights are now shown in the UI. the "weight" looks a bit silly in the training menu though, maybe ill repurpose that for something else later.
added options relating to taking nearby items: you can now have some input about whether nearby items should be stolen
all menus now sort by gold/weight ratio
added "advanced" settings with some nice customization options, designed to help with compatibility for other mods
Version 0.9.0
Added settings relating to when a single item should be taken from a stack of items
Added more Graphic Herbalism (GH) compatibility, including options to let GH say which organic containers aren't plants, and options to visually change plants using GH.
Started using Safe Handlers for container references, hopefully reducing (or perhaps even completely eliminating) crashes.
Added a bunch of new UI settings
Fixed a bug where increasing your luck made you less lucky. oops
Added a new keybinding: the modifier key. This key will give you more control over how many items are taken from a stack. (It may also get more functionality in the future.)
Fixed a few other bugs that I forgot about.
Taking all when Pickpocketing/harvesting: Added options to skip items if the chance of success is under a certain number
Version 0.6.5
fixed a bug that would cause the game to crash when quickloading
fixed a bug that would cause the game to crash when using the "Custom key" while not looking at an npc
added protections to Fargoth's hiding spot and other organic containers. by default, they no longer get deleted on sight.
there are two new blacklist pages (taken from the original QuickLoot mod). one is a blacklist that blocks any interaction with any blacklisted container. the other blacklist is for destroying plants: things in the "Destroy Plants" blacklist will not get destroyed if empty.
fargoth's container (along with some guild chests and tamriel data containers) are included in the "Destroy Plants Blacklist" by default.
the MCM page split into several pages, and some new settings were added.
it is now possible to disable the training menu.
Version 0.6.0
added the ability to train skills from a quickloot menu (should be compatible with mods that alter training price)
fixed pickpocket menu appearing when it's not supposed to (i think)
altered formulas governing chances of taking plants/pickpocketing people (who knows how balanced it is now, hopefully more than it was before).
rewrote most of the code-base (why)
some UI improvements that i can't remember right now (but they're there!)