Morrowind

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herbert100

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73 comments

  1. korootz
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    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.
  2. Darkstorne
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    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 )
  3. Erevel09
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    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?
    1. herbert100
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      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.
    2. Erevel09
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      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.
    3. herbert100
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      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 
    4. Erevel09
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      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 :)
  4. Erevel09
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    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.

    Any idea what might be causing it?
    1. herbert100
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      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
    2. Erevel09
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      Great. It works now. Thanks for a quick fix!
    3. Erevel09
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      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.
    4. herbert100
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      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)
    5. Erevel09
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      It's fine. It works now and it's all that matters. Cheers!
  5. jer0meh
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    Hey I keep running, into this, any help would be amazing thanks guys <3

    The Quickloot UI seems to get stuck on the quick screen when looting items that have duplicates in a container. (For instance two silver bows with no enchants will cause this)

    Morrowind Script Extender v2.1.0-3786 (built Mar  4 2024) hooked.
    Found MGE XE. Version: 0.17.0.0
    Morrowind Code Patch installed features: 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 15, 19, 20, 21, 22, 23, 24, 25, 26, 27, 29, 30, 32, 33, 34, 35, 36, 37, 38, 39, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 58, 64, 65, 66, 69, 71, 72, 73, 74, 75, 77, 79, 80, 81, 82, 83, 85, 86, 89, 90, 91, 92, 93, 94, 95, 96, 97, 98, 99, 101, 102, 103, 104, 105, 109, 112, 113, 115, 116, 118, 119, 121, 122, 123, 124, 125, 126, 127, 128, 130, 131, 132, 133, 134, 135, 136, 137, 138, 139, 140, 141, 142, 144, 145, 146, 147, 148, 149, 150, 151, 152, 153, 154, 155, 157, 158, 159, 160, 162, 163, 164, 169, 170, 171, 172, 173, 175, 176, 177, 178, 179, 258, 259, 261, 262, 267, 269, 270, 271, 273, 274, 275, 276, 277
    MWSE Lua interface initialized.
    [Companion Health Bars] Initialized: Loaded config:
    {
      "absolutePosAlignY":0.42916667461395,
      "enableEvents":1,
      "blackList":[],
      "fatigka":1,
      "pollRate":1,
      "absolutePosAlignX":0.00390625
    }
    [Graphic Herbalism] Initialized Version 1.03
    [Perfect Placement] Loaded successfully.
    [Weapon Sheathing] Initialized Version 1.6
    Morrowind Script Extender mod config registered
    UI Expansion mod config registered
    Map and Compass mod config registered
    Graphic Herbalism mod config registered
    Companion Leveler mod config registered
    Buff Bars mod config registered
    Immersive Travel mod config registered
    More QuickLoot mod config registered
    AI Voices mod config registered
    HUD Weapon Charge mod config registered
    abot's Smart Companions mod config registered
    Glow in the Dahrk mod config registered
    Animated Containers mod config registered
    Better Questlist mod config registered
    Seph's Enemy Bars mod config registered
    Better Sorting Names mod config registered
    Weapon Sheathing mod config registered
    [Animated Containers | main:127 | INFO] mod initialized
    [18:08:10.741] [sneak-attack-exp: INFO] [sneak-attack-exp] Initialized
    [Companion Leveler: INFO] Initialized.
    [Better Names] Starting Initialization.
    {
      "DoPotionNamesPotion":false,
      "DoWeaponNames":true,
      "DoPotionIcons":true,
      "DoPotionNamesEffect":true,
      "showDebug":false,
      "DoHighQualityTools":true,
      "DoSoulgemNames":true,
      "DoToolNames":true,
      "DoTrainingBookNames":false,
      "DoArmorNames":true,
      "DoClothingNames":true
    }
        Loaded 699 Armor IDs, changed name for 185 of them.
        Loaded 1138 Clothing IDs, changed name for 375 of them.
        Loaded 457 Potions IDs, changed name for 259 of them.
        Loaded 5 Soulgems IDs, changed name for 5 of them.
        Loaded 1288 Weapons IDs, changed name for 558 of them.
        Loaded 42 Tools IDs, changed name for 37 of them.
        Loaded 18 Tools IDs, changed condition for 18 of them.
        Potion badges added to 248 standard potion icons
    [Better Names] Initialized.
    AI Voices v0.2.0 loaded.
    [Seph's Enemy Bars 1.5.2] Initialized
    [Graphic Herbalism] Container "_mca_barrel_lights" added to blacklist.
    [Graphic Herbalism] Container "_mca_barrel_knight_gear" added to blacklist.
    [experience carryover: INFO] Mod initialized.
    Initialized Dahrk's Super-Sized Storage
    [Friends Don't Pickpocket Followers] Enabled
    [HUD Weapon Charge] Initialized
    [Better Questlist] Loaded
    Error in event callback: ...ods\herbert100\more quickloot\managers\abstract\base.lua:747: attempt to index local 'data' (a nil value)
    stack traceback:
        .\Data Files\MWSE\core\lib\event.lua:294: in function '__index'
        ...ods\herbert100\more quickloot\managers\abstract\base.lua:747: in function 'add_items'
        ...ods\herbert100\more quickloot\managers\abstract\base.lua:164: in function '_make_items'
        ...SE\mods\herbert100\more quickloot\managers\inanimate.lua:312: in function '_make_items'
        ...ods\herbert100\more quickloot\managers\abstract\base.lua:516: in function 'make_items'
        ...ods\herbert100\more quickloot\managers\abstract\base.lua:98: in function 'post_init'
        .\Data Files\MWSE\lib\herbert100\class\init.lua:897: in function 'new'
        .\Data Files\MWSE\mods\herbert100\more quickloot\mod.lua:365: in function 'update_active_manager'
        .\Data Files\MWSE\mods\herbert100\more quickloot\mod.lua:379: in function <.\Data Files\MWSE\mods\herbert100\more quickloot\mod.lua:378>
        [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>
    1. herbert100
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      thanks for posting the log. i tried looking around but wasn't really able to figure out what's causing this. (the logs indicate that the problem is the mod trying to access something that doesn't exist, but the mod only accesses it after making sure it exists.)

      but i think i was able to sidestep this problem, so hopefully this is fixed in the newest version. i can't be sure though since i wasn't able to reproduce the problem
  6. deleted4003972
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    I have run into a strange issue with the latest version, that is solved by reverting to one version prior. Video here: https://www.youtube.com/watch?v=1gkmTG5CJOE skip to 1:55 (I have also since 'fixed' the crash on Vivec exterior load bug)

    The issue is: Once looking at a given container, the quickloot UI element remains stuck onscreen and no longer tracks with camera movement. If one enters a menu with the quickloot element stuck onscreen, one is unable to exit out. You are able to access the ESC menu however.

    I suspected it was possibly to do with scripted containers, but outside of this clip the issue appears on mostly all containers it seems. Its highly likely this is some strange interaction with the admittedly ridiculous amount of mods I have enabled simultaneously, in fact this mod was one of the very last I checked to see if it was the issue!

    At first I completely removed all herbertlib adjacent mods, then reinstalled them starting from herbertlib. After disabling nearly everything else new I could think of that I had installed recently, and on looking at the download page advising to run the mwse updater etc, it occured to me I should revert to the older version as I had only installed it within the past few days, and badabing the issue is now gone.
    1. herbert100
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      sorry for all the trouble for caused by that. it sounds like it took quite a bit of tinkering to get things working again.

      i haven't been able to reproduce this on my current setup, but i did notice that in the past, some similar things happened when custom item mods are installed and their icon paths aren't set correctly. i could try to add a bit more robustness to the mod so it doesn't panick whenever the slightest thing goes wrong, and that might help with this problem. (or it could be some other bug on my end that's causing the problem, that's also very possible.) in either case, it would be really helpful if you could share the log file being generated by the mod. the process would be: install the newest version again, look at containers until something breaks, and then share the `MWSE.log` file (found in the morrowind root directory). in the meantime, i'll try to keep an eye out for what's causing this and hopefully fix it soon
    2. deleted4003972
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      Ah of course I really should have provided the log file, apologies. I'll replicate the problem and post the log file later this evening, and I'm sure on looking at the errors it will be obvious which other mod/icon path/whatever is the culprit!

      No need to apologize, thankyou so much for all of your uploads, and receptivity to my responses. I definitely created that mess myself, but thankfully it is over (ish) now lol. QuickLoot is fine again but now I need to figure out what mod was causing exterior Foreign Quarter to crash lol

      edit: thinking on this a little, I HAD installed a lot of icon/Scroll Icon/Potion Icon etc etc mods quite recently. It is likely one of those. will post log later
    3. herbert100
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      no worries! and thank you for all your nice feedback and positivity. i'll try to take a look at the logs once they're posted and see if i can find a fix. i think that either way, it would be nice to add some more robustness to the mod. the menu freezing and blocking all inputs has come up in a few previous versions, and it would be nice if the mod failed in a less catastrophic way when those sorts of things happen.
    4. deleted4003972
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      bit of a delay on posting this, but I recorded a short clip recreating the bug, and have posted the MWSE.log on pastebin:

      https://youtu.be/5apfPrrS9XA

      https://pastebin.com/G0z0Qm74

      Very happy to stress test/offer feedback on any of your mods!
    5. herbert100
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      thanks for posting the log. and i appreciate all the helpful testing/feedback. on this front, i'm almost done adding compatibility with Spammer's quickkey hotbar to hud cleaner, that was a good idea.

      anyways, it looks like the problem here is that MWSE needs to be updated. the mod can't find the `distanceXY` function, which is something that was very recently added to MWSE.

      this is still partly my fault though, since i forgot to update the "required mwse version" in this mods metadata (which would have provided a helpful prompt when the game is launched that says mwse needs to be updated). i'll update the metadata for the next release though, so hopefully this sort of thing doesn't happen again in future versions of my mods.
    6. deleted4003972
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      oh i'm an absolute herpderp and clearly haven't updated my mwse, thankyou!
    7. V4Vegas
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      I have had the same problem. Updated the latest MWSE build. Just looking at a dead rat froze the UI.

      Error in event callback: ...es\MWSE\mods\herbert100\more quickloot\managers\init.lua:28: attempt to index field 'key_label' (a nil value)
      stack traceback:
      .\Data Files\MWSE\core\lib\event.lua:294: in function '__index'
      ...es\MWSE\mods\herbert100\more quickloot\managers\init.lua:28: in function 'do_cant_loot_action'
      ...ods\herbert100\more quickloot\managers\abstract\base.lua:207: in function 'update'
      ...ods\herbert100\more quickloot\managers\abstract\base.lua:99: in function 'post_init'
      .\Data Files\MWSE\lib\herbert100\class\init.lua:897: in function 'new'
      .\Data Files\MWSE\mods\herbert100\more quickloot\mod.lua:365: in function 'update_active_manager'
      .\Data Files\MWSE\mods\herbert100\more quickloot\mod.lua:379: in function <.\Data Files\MWSE\mods\herbert100\more quickloot\mod.lua:378>
      [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>
      Error in event callback: ...es\MWSE\mods\herbert100\more quickloot\managers\init.lua:28: attempt to index field 'key_label' (a nil value)
      stack traceback:
      .\Data Files\MWSE\core\lib\event.lua:294: in function '__index'
      ...es\MWSE\mods\herbert100\more quickloot\managers\init.lua:28: in function 'do_cant_loot_action'
      ...ods\herbert100\more quickloot\managers\abstract\base.lua:207: in function 'update'
      ...ods\herbert100\more quickloot\managers\abstract\base.lua:99: in function 'post_init'
      .\Data Files\MWSE\lib\herbert100\class\init.lua:897: in function 'new'
      .\Data Files\MWSE\mods\herbert100\more quickloot\mod.lua:365: in function 'update_active_manager'
      .\Data Files\MWSE\mods\herbert100\more quickloot\mod.lua:379: in function <.\Data Files\MWSE\mods\herbert100\more quickloot\mod.lua:378>
      [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>
    8. herbert100
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      thanks for sharing the log. it looks like the problem has to do with an older version of the mod conflicting with a newer version.

      hopefully, everything should be fixed if you uninstall the old version (delete everything in the "Morrowind/Data Files/MWSE/mods/herbert100/more quickloot" folder), and then reinstall the latest version of more quickloot. but let me know if this doesn't work.
    9. V4Vegas
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      Ah yes. That did the trick. Tyvm. Great mod!
  7. deleted4003972
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    Absolutely amazing mod, extremely high quality with plenty of configuration options. You truly make top-tier releases.

    I have had a slight UX problem, not a biggie but it continues to catch me off guard. It is concerning the assignment of keybinds to actions varying between NPC types. Ideally as a user, the talk/interact with NPC's button will always remain the primary keybind option. That is to say, I'm very accustomed to expecting the dialog menu to come up when I press the default interaction key. However depending on what other services an NPC may offer, Talk is usually the last/tertiary keybind option, which throws me off a little. There have been some instances where the primary keybind is blanked, and only secondary and tertiary binds are available (I think perhaps NPC's with just enchanting or one other service that is not barter). Perhaps there is a setting I have overlooked (there are many settings) just thought I would mention this one tiny thing that has come up for me in the otherwise flawless experience I have had with this mod.
    1. herbert100
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      thank you! glad you're liking the mod.

      thanks for the feedback, i think what you said makes a lot of sense and i'll include a UX pass in the next update to address some of these things. i agree that things can be a bit inconsistent the way they are now. i also like the terminology of "primary/secondary/tertiary" actions, and i think the UI could be improved quite a bit if the ordering of the button prompts took this terminology into account. (i.e., the "open" prompt always appears first, then "take", then "take all".)

      i think the UX problem might be exacerbated by the "Loot with Activate Key" setting (in the general settings page). if this setting is disabled, it should be the case that the activate key always does the default action (e.g. open container/talk to npc). this setting used to be enabled by default (it's now disabled by default, but if you installed an earlier version of the mod the setting may still be enabled). i should more clearly explain this setting on the mod page since it is one of the more important settings from a UX point of view.
    2. deleted4003972
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      Thankyou kindly for your reply! My issue described above has near been entirely solved by changing "Loot with Activate Key" back to off. I think even with the warning text of "This is a very important setting!!" i just sorta UHHH DUHHHHHHHHH'd enabled it. Talk is now the primary "Press A" key for me. (I play with a steam controller and I've set up the interaction keys to correspond to ABXY)

      The only thing that remains of that issue is the primary/secondary/tertiary thing, where I have noticed on the UI element, the primary/first interaction element is sometimes empty and the secondary/tertiary options is where Talk and one other service is. The keybind still remains appropriate but the UI (Option 1: "" --, option two "Enchanting" Press X, option three "Talk", Press A) is a tiny bit throwoffy but is absolutely the minorest of gripes.
    3. herbert100
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      good to hear! i think it's pretty understandable to miss the button, there are way too many settings in the MCM and it can be a bit daunting (even for me), but i'm worried about removing the settings at this point because what if someone likes some of them.

      i followed your suggestion about the primary/secondary/tertiary thing in the most recent version, thank you for suggesting that. i think it does look a lot better this way.
    4. deleted4003972
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      thankyou so much, good work! And nono, don't remove settings, it's really great when mods have extensive MCM menus. It may lead to slight misunderstanding as in my above comment, but I really appreciate the mere ability to tweak them (even if to my own detriment). There are some other mods I use that have barren or non-existent MCM menus when I would otherwise like to be able to tweak them without directly editing a .lua file.
  8. dejunai
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    Found a minor conflict with "MSWE Containers"... When you purchase any of the containers, you then hafta take them off the table. QuickLoot stops you from being able to pick them up. I solved this by disabling "Inanimate Containers" in MCM. Picked them up... Re-Enabled "Inanimate Containers". And all was right with the world. I have now "Blacklisted" the containers.

    I don't know if "MSWE Containers" is popular enuf that you would add code, or default Blacklist them. But if anybody else is having the same problem, the containers are "g7_container_*", add them to your Blacklist and you should be fine.
    1. herbert100
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      thanks for reporting this. i'll pin the comment and make a note of it in the compatibility section. i'll add them to the default blacklist in the next update

      edit: they were added to the blacklist in update 1.5.0
  9. dejunai
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    Minor Issue:
    Quest: "Death of a Taxman" only begins when you [Activate] Processus Vitellius's corpse.
    Issue: Using "Take All" from the QuickLoot Window skips activation, thus the quest doesn't begin.
    Simple to resolve... Just Activate it manually. But New players... even veteran player may not catch on quickly.
    I would suggest "BlackListing" the corpse as default in the mod... =OR= as I have patched it: Start the quest when you read the [Tax Papers]. This wont be the only container with an "OnActivate"->StartQuest mechanic, so it is certain to perplex me more than once.

    Otherwise: Superior Mod... 5 stars

    EDIT:
    Minor Issue 2:
    Same as the first one; [Fargoth's Hollow Tree Stump] Advances the Quest [OnActivate]; "Take All" skips it.
    1. herbert100
      herbert100
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      glad you're liking the mod!

      i tried to look into this a bit but haven't been able to think of a great solution so far. in the meantime, all of the containers with scripts of that sort should (if everything is working properly) have a "(*)" in front of their names. not every container with a "(*)" in front of it will have a quest attached, but the "(*)" should indicate that you're looking at a pretty special box/corpse.

      there's also an option to disable showing quickloot menus for those special containers in the MCM. i'll try to work on finding a better solution to this though.
  10. Dreadnaughtious
    Dreadnaughtious
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    Really loving this mod so far, already got my vote and endorsement. Such an improvement on the formula. 

    I'll say I think I encountered a bug when using Telekinesis though, I can no longer use telekinesis to plants & corpses of people.
    1. herbert100
      herbert100
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      glad you like the mod! i'll look into the telekinesis bug and try to see what i can do. i'm not really sure what might be causing something like that but hopefully it won't be terribly hard to fix