I don't usually like silly cat pictures. I go far away from them. But that cat in a balaclava mask stealing something just had me laugh. I tried not to laugh. It's a kitten...in a mask... cos it wants to steal something, but doesn't want to be recognised while doing it with a cheeky little tongue sticking out- I just could not hold back my laughter.
-Providing an option to provide support for or replace Locks and Traps Detection by Vitruvian Guar. Even though the vanilla tooltip uses mod functionality as intended, you can still see the exact lock level and detect trap through the quickloot UI regardless of security skill.
-Providing an option for pickpocket success and XP to be linked to security instead of sneak, to provide parity to mort's Pickpocket mod so you don't have to use that mod instead if you want that feature.
Other than that the mod has been fantastic. Full endorsement.
Lovely mod, enjoying all the customisation options too. Couple questions though: 1. Disabling the separate item/container tooltip disables all tooltips in the game, meaning I can't tell where doors are going 2. If you set the open container key to whatever your "ready weapon" key is, you can't open containers without first readying your weapon. The old quickloot mod didn't have this, and I like to re-use buttons where possible as it means I don't have to memorise a bunch of separate keys
I've been looking through the MCM for these options but I can't find anything about either of them
What settings should I use to have the quickloot menu be used for guild supply chests and other similar organic containers and not for any actual plants?
It should be possible to do this by going to the "Plants/Organic" tab, and making the following changes:
Set "which organic containers are not plants?" to either "use Graphic Herbalism" or "Use Plants Blacklist". (Ideally, the "Graphic Herbalism" option, but that requires that Graphic Herbalism (MWSE) installed.) This setting controls how the mod determines that something is a plant. (i.e., if the mod should try show the plants menu for that object, or the regular menu.)
Change the "Enable" setting at the top of the page, so that the "Plants/Organic" component is disabled. This will stop the mod from displaying any menus for things it thinks are plants.
The default settings for the "Plants Blacklist" should cover most actual plant-like things, but there may be a few stragglers. But you probably don't need to do anything else, especially if you set it to the "Graphic Herbalism" option.
I have Graphic Herbalism installed and I set change the settings as you suggested, but I'm still not getting quicklook with the guild supply chests. Is there something else I could be missing?
That's odd that it's not working. Is it all of the guild chests that have this problem? Maybe some of the guild chests also got added to the "Containers Blacklist" in addition to the "Plants Blacklist". Things that are in the "Containers Blacklist" won't be displayed by any menus whatsoever. But it might be something else that's at play here. Do the menus still show up normally when you enable the "Plants" component?
Update: Still don't know how to get a log file, but I've been able to get the MCM to show up on an entirely new MO2 instance made just for that purpose. After that, I could just copy the .json file over to my main instance.
Oops sorry. The `log` file can be in `Morrowind/MWSE.log`. Sorry for all the trouble. Hopefully it works now that the json file got fixed. Not quite sure what ended up causing that. But feel free to post the log file if you have any further problems and I'll see what i can do.
Amazing. But why not define same default hotkeys as in Mort's QuickLoot? (Z) Open, (Space) Steal, (X) Steal all Here defaults are F which normally is used for pulling out weapon and R which is used for casting spells.
Also, "Take all" doesn't really take all items, but only 1 item per stack of each item, even though the default in options is "Always take Stack". Only after I changed "Invert behavior for Take All key" from No to Yes it started to really take all items.
You bring up good points. I think the default settings could definitely use some tuning.
I changed the keybinds from mort's mod because i felt that (E), (F), and (R) were more convenient/accessible than (Z), (Space), and (X). I also though that (Space) looked a bit out of place after I added the "controls" part of the mod, since it wasn't a single letter. But I didn't realize the default keybinds clashed so hard with the default keybindings. I should definitely fix that.
The default settings for "Take all" settings are also maybe not in the best place. A lot of the options in that part of the MCM are worded in a very confusing way. I think I should remove the "invert behavior for take all" setting, and just add a couple options that let you directly pick how "take all" should behave. And maybe default to having the button just take everything like the name implies it should.
This is such a great mod. Thank you for doing this!
Would it be possible to add the enchanted item backgrounds to the quickloot menu? Without it, enchanted items don't immediately stand out from normal items, so I spend a lot more time scanning item names and tooltips to make sure I'm not missing anything juicy (I use DRIP which makes the fomo even worse )
Hey there. I've been playing around with Ashfall and it seems that there is a minor problem. Ashfall introduces a few craftable storage containers, the problem affects only a few, namely: Basket, Wooden Chest: Small, Wooden Chest: Large. Also the problem only seems to appear if the setting "Loot with active key" is enabled. What is the problem? Well... you can't open the container, though you can still pick up anything that is inside just fine. Disabling the setting allows those containers to be opened normally.
I wanted to try and blacklist those few, but I noticed that their ID is generated and changed with every new crafted container and that's probably why they were not listed at all. Any chance to do something about it?
hmmm this is very strange. i tried looking around the ashfall code but wasn't able to figure out what might be causing this. i did see that some ashfall things happen when the actual activate key is pressed, but wasn't able to pinpoint exactly what the mod is doing when that happens. nevertheless, that might explain some of the inconsistency with the "use with activate key" setting. (i.e., ashfall is waiting for the right key to pressed, not for the actual thing to be activated.)
the lack of ids is weird too. unfortunately i don't know of any fix for these things, but i'll try to keep looking and let you know if i figure something else out.
in the meantime though, it's good to hear that at the very least, it's possible to get things working. but it would be good to get things to play nice with the mods blacklist and the "use with activate key" setting.
Those 3 containers I mentioned are somewhat diffrent. Ashfall have some containers such as Sacks and Satchels that are allowed to be picked up and carried in the inventory, similar to backpacks and they work just fine. Those 3 (basket and chests) are just placeable like a large torches. Maybe the problem lies here?
Also about IDs: the base ones seems to be named as follow: Basket: ashfall_basket_01 and it changes to something like ashfall_basket_0100000000 upon activation. Extra ones get additional 1 at the end so it's not 00000000 but 00000001. Wooden Chest: Small: ashfall_chest_01_c and changes to something like ashfall_chest_01_c00000000 OR ashfall_chest_01_c00000001 if they are activated and/or there is more than one placed in the world. It basically increment the number by 1 here at the end. Wooden Chest: Large: ashfall_chest_02 and changes to something like ashfall_chest_0200000000 OR ashfall_chest_0200000001 if they are activated and/or there is more than one placed in the world. Same deal as before.
Not sure if it helps or not, hopefully it does. They do not appear in the blacklist menu at all. Other option I can think of would be blacklisting the whole plugin, but that's a bit invasive.
that does indeed help! it sounds like maybe the problem is in how the MCM code is generating the list of blacklist options. i’ll try to figure out how to fix that, but in the meantime i think there’s a workaround: you can add the “base object ids” to the mods json config file (should be “MWSE/config/More QuickLoot.json”), and then they should be properly handled by the mod the next time you launch the game. they should be added using the same syntax used by the other items in the black list.
(the base object id the part of the id without the instance specific numbers at the end, so “ashfall_chest_01_c” for the the small wooden chest and “ashfall_basket_01” for the basket.) lots of other items in the game follow the rule of getting a bunch of numbers added to their ids when they spawn, so more quickloot is already built to handle that sort of thing.
let me know if this works.
edit: it might be worth making a back up of your config ahead of time in case there are any problems
Manually blacklisting in the config file does indeed work. I am not really opposed to the idea of them staying blacklisted, but it would be nice to have them work as the others do. Still, it's a progress. I can live with 3 containers I need to manually open :)
Hey there. Coming back to Morrowind again and started a new playthrough. Got a pretty stable modlist, things run really well so far. Got one semi-minor quirk that seems to be coming from your mod, although not sure why and it's concerning barter.
So basically say I want to buy a torch from the merchant. With 15 mercantile the price listed shows 1 gold for one torch. Fine and all but when I try to sell the same torch back to him the price listed is 5 gold. And it does not affect only torches. Same happens with a lot of other items. If I use normal barter through dialog the prices seems to mostly fine or at least closer to that they should be in such scenario.
thanks for pointing this out. it looks like when i was restructuring the code, i messed up the buying vs. selling check. (the mod would show buying prices when it should be showing selling prices, and vice versa.) but this should be fixed in 1.6.1
Soo... after updating today and playing for a bit I noticed that whenever I look at a storage of some kind (chest, crate, etc) the window stays active even after I move the camera to something else. MWSE log shows this too:
Error in event callback: ...SE\mods\herbert100\more quickloot\managers\inanimate.lua:361: attempt to index field 'config' (a nil value) stack traceback: .\Data Files\MWSE\core\lib\event.lua:294: in function '__index' ...SE\mods\herbert100\more quickloot\managers\inanimate.lua:361: in function '_sort_items' ...ods\herbert100\more quickloot\managers\abstract\base.lua:520: in function 'make_items' ...ods\herbert100\more quickloot\managers\abstract\base.lua:97: in function 'post_init' .\Data Files\MWSE\lib\herbert100\class\init.lua:924: in function 'new' .\Data Files\MWSE\mods\herbert100\more quickloot\mod.lua:350: in function 'update_active_manager' .\Data Files\MWSE\mods\herbert100\more quickloot\mod.lua:364: in function <.\Data Files\MWSE\mods\herbert100\more quickloot\mod.lua:363> [C]: in function 'xpcall' .\Data Files\MWSE\core\lib\event.lua:311: in function 'trigger' .\Data Files\MWSE\core\lib\event.lua:331: in function <.\Data Files\MWSE\core\lib\event.lua:298>
I tried to remove config file but it does not help.
should be fixed in 1.6.2. sorry for all the trouble! this was getting caused by a typo i made when tweaking the "buying game" compatibility. (i forgot to test it because i forgot i made the change)
90 comments
You broke me.
-Providing an option to provide support for or replace Locks and Traps Detection by Vitruvian Guar. Even though the vanilla tooltip uses mod functionality as intended, you can still see the exact lock level and detect trap through the quickloot UI regardless of security skill.
-Providing an option for pickpocket success and XP to be linked to security instead of sneak, to provide parity to mort's Pickpocket mod so you don't have to use that mod instead if you want that feature.
Other than that the mod has been fantastic. Full endorsement.
1. Disabling the separate item/container tooltip disables all tooltips in the game, meaning I can't tell where doors are going
2. If you set the open container key to whatever your "ready weapon" key is, you can't open containers without first readying your weapon. The old quickloot mod didn't have this, and I like to re-use buttons where possible as it means I don't have to memorise a bunch of separate keys
I've been looking through the MCM for these options but I can't find anything about either of them
It should be possible to do this by going to the "Plants/Organic" tab, and making the following changes:
The default settings for the "Plants Blacklist" should cover most actual plant-like things, but there may be a few stragglers. But you probably don't need to do anything else, especially if you set it to the "Graphic Herbalism" option.
(Z) Open, (Space) Steal, (X) Steal all
Here defaults are F which normally is used for pulling out weapon and R which is used for casting spells.
Also, "Take all" doesn't really take all items, but only 1 item per stack of each item, even though the default in options is "Always take Stack". Only after I changed "Invert behavior for Take All key" from No to Yes it started to really take all items.
I changed the keybinds from mort's mod because i felt that (E), (F), and (R) were more convenient/accessible than (Z), (Space), and (X). I also though that (Space) looked a bit out of place after I added the "controls" part of the mod, since it wasn't a single letter. But I didn't realize the default keybinds clashed so hard with the default keybindings. I should definitely fix that.
The default settings for "Take all" settings are also maybe not in the best place. A lot of the options in that part of the MCM are worded in a very confusing way. I think I should remove the "invert behavior for take all" setting, and just add a couple options that let you directly pick how "take all" should behave. And maybe default to having the button just take everything like the name implies it should.
Would it be possible to add the enchanted item backgrounds to the quickloot menu? Without it, enchanted items don't immediately stand out from normal items, so I spend a lot more time scanning item names and tooltips to make sure I'm not missing anything juicy (I use DRIP which makes the fomo even worse )
I wanted to try and blacklist those few, but I noticed that their ID is generated and changed with every new crafted container and that's probably why they were not listed at all. Any chance to do something about it?
the lack of ids is weird too. unfortunately i don't know of any fix for these things, but i'll try to keep looking and let you know if i figure something else out.
in the meantime though, it's good to hear that at the very least, it's possible to get things working. but it would be good to get things to play nice with the mods blacklist and the "use with activate key" setting.
Also about IDs: the base ones seems to be named as follow:
Basket: ashfall_basket_01 and it changes to something like ashfall_basket_0100000000 upon activation. Extra ones get additional 1 at the end so it's not 00000000 but 00000001.
Wooden Chest: Small: ashfall_chest_01_c and changes to something like ashfall_chest_01_c00000000 OR ashfall_chest_01_c00000001 if they are activated and/or there is more than one placed in the world. It basically increment the number by 1 here at the end.
Wooden Chest: Large: ashfall_chest_02 and changes to something like ashfall_chest_0200000000 OR ashfall_chest_0200000001 if they are activated and/or there is more than one placed in the world. Same deal as before.
Not sure if it helps or not, hopefully it does. They do not appear in the blacklist menu at all. Other option I can think of would be blacklisting the whole plugin, but that's a bit invasive.
(the base object id the part of the id without the instance specific numbers at the end, so “ashfall_chest_01_c” for the the small wooden chest and “ashfall_basket_01” for the basket.) lots of other items in the game follow the rule of getting a bunch of numbers added to their ids when they spawn, so more quickloot is already built to handle that sort of thing.
let me know if this works.
edit: it might be worth making a back up of your config ahead of time in case there are any problems
So basically say I want to buy a torch from the merchant. With 15 mercantile the price listed shows 1 gold for one torch. Fine and all but when I try to sell the same torch back to him the price listed is 5 gold. And it does not affect only torches. Same happens with a lot of other items. If I use normal barter through dialog the prices seems to mostly fine or at least closer to that they should be in such scenario.
Any idea what might be causing it?
Error in event callback: ...SE\mods\herbert100\more quickloot\managers\inanimate.lua:361: attempt to index field 'config' (a nil value)
stack traceback:
.\Data Files\MWSE\core\lib\event.lua:294: in function '__index'
...SE\mods\herbert100\more quickloot\managers\inanimate.lua:361: in function '_sort_items'
...ods\herbert100\more quickloot\managers\abstract\base.lua:520: in function 'make_items'
...ods\herbert100\more quickloot\managers\abstract\base.lua:97: in function 'post_init'
.\Data Files\MWSE\lib\herbert100\class\init.lua:924: in function 'new'
.\Data Files\MWSE\mods\herbert100\more quickloot\mod.lua:350: in function 'update_active_manager'
.\Data Files\MWSE\mods\herbert100\more quickloot\mod.lua:364: in function <.\Data Files\MWSE\mods\herbert100\more quickloot\mod.lua:363>
[C]: in function 'xpcall'
.\Data Files\MWSE\core\lib\event.lua:311: in function 'trigger'
.\Data Files\MWSE\core\lib\event.lua:331: in function <.\Data Files\MWSE\core\lib\event.lua:298>
I tried to remove config file but it does not help.