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lasere200

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  1. lasere200
    lasere200
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    HELP WELCOMED ON KNOWN ISSUES:

    1. Safes (with an attached/OnActivate script), unlocked by Terminals are not looted. This is because GetRefs or GetFirstRef/GetNextRef does not catch these containers after they are unlocked.

    2. Plant activators (just Coyote Tabacco as far as my mod is concerned) have a similar issue. GetRefs and GetFirstRef/GetNextRef does not catch these refs when a new game is started. Once used, they are caught and looted if the game is reloaded. It may be that they are caught as <no name> the first time around or not at all since they too have attached/OnActivate scripts and there's probably an interaction that escapes me between GetRefs and OnActivate/attached scripts.

    3.I assume there are some hidden items in certain containers. There's 100 caps in the school safe in Goodsprings that you I suppose unmodded players can't see/loot. Since I cycle through the Refs in the container, my mod picks them up if they are within it's scope (caps for example are). I don't know of any flag/function to filter them out.

    4. Ownership and Karma - Since my aim is to keep everything that is not within the scope of mod untouched, Ownership and karma were quite difficult to manage. I've got it down to two things left:

    A. Ownership of items from stolen containers. AddItemOwnership function doesn't work with stacks or at lest that's my conclusion. I posted it as an issue on github and hopefully i'll get to the bottom of it.

    B. There's a regular karma loss stealing from evil NPCs. Not from factions though (and this I *guess* is much more important). Factions work fine.

    These are the remaining issues of this mod for it to be what I intended it to be. Some of them have been bugging me for years and I'm sure they translate to certain small scale cheating-like effects which I never wanted the mod to have.

    Any help would be much appreciated and helping me fix any of these issues will earn you and THANK YOU credit :P
  2. bugboy1014
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    is there a way we can customize this with our own items? as in, have a way to add or remove certain items from the loot list? I ask because I noticed it's not picking up empty bottles at all in my games (of any variety), and those would be useful if it did, especially in rooms where they are randomly strewn about the floor and it's hard to see them. Plus, having the ability to like, let's say, point at an item, and press a button to add it to the loot list, would be beneficial for making sure it picks up modded items too ^^
    1. DarkFaeGaming
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      I'll second this. Even things like tin cans and bent tin cans. Got mods to turn them into scrap metal, so would love to see them lootable.
    2. EatingSewerPoop
      EatingSewerPoop
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      Look up pushthewinbuttons auto loot mod. It is similar to what you want except it’s not automatic but it does make looting way easier. I use both mods together with no problems. 
    3. bct18181
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      You can add items to the FormID lists with FNVedit.
    4. DragonSlayer667
      DragonSlayer667
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      Ah, i've tried push's autoloot mod but it doesn't quite cut it, because it turns out it's easier to just vacuum up a pile of trash with that stewie tweaks fast loot option than it is to hold a key and wait till it decides to catch some stuff and leave some behind.

      Currently mucking about with this old mod to see if i can make it a big ole trash vacuum, which is hard for someone with very little mad skripting skillz.
    5. Gunzerker111
      Gunzerker111
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      Where's the option at, I don't see it?
    6. Argon18Wolf
      Argon18Wolf
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      I have FNVEdit and im looking but i cant find where to add the formID to add items
    7. Arrowhead6505
      Arrowhead6505
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      You find the FormID lists underneath the mods esp in FNVedit, then right click the empty space above the first item in the list and select "add."  Then you use the Fallout wiki to find the FormID of the item you want to autoloot, and paste that into the entry that appears at the bottom of the list.
  3. BumFight
    BumFight
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    Amazing mod. An item list would be great
  4. BaconCatBug
    BaconCatBug
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    I re-made this mod from scratch and fixed all the issues https://www.nexusmods.com/newvegas/mods/91000/?tab=description
    1. bct18181
      bct18181
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      Bravo, sir.
    2. BaconCatBug
      BaconCatBug
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      Thank you Thank you.
  5. PredatorDestro
    PredatorDestro
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    Mod doesn't seem to properly work unless im missing something. Only ammo is being looted (for most part) but nothing else gets looted. I have everything check marked and the mod is "on" in game but only ammo. Ive tried unmarking then remarking everything but that didn't help.
  6. FIRSTODST1
    FIRSTODST1
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    How can I add items to the loot list? I'm trying to add the arrows from xilandros bow mod. 
  7. DrakeCaesar
    DrakeCaesar
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    Hey guys, I've figured out why plants don't get picked.
    The issue seems to be in the call to GetFirstRefInCell, the last parameter has to be set to 1 instead of 0. In the script it's line  104.
    set ActiR to GetFirstRef 21 1 0

    has to be changed to 
    set ActiR to GetFirstRef 21 1 1
    1. lizertech
      lizertech
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      how to make such edit?
    2. t14462
      t14462
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      @DrakeCaesar Exactly same with scripted containers, creatures and NPCs. Man, your advice is AWESOME. You're fixed this mod!!! COOL!!!
    3. DragonSlayer667
      DragonSlayer667
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      Just hop on the GECK, load up the mod and edit the ALEnhS script and save it, but i just did and the plants still don't get harvested, so this might be a hoax.
  8. frankieocnarf
    frankieocnarf
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    thanks for the great mod! any chance of a compatibility patch with ttw?
    1. Moniker404
      Moniker404
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      https://taleoftwowastelands.com/viewtopic.php?t=7545
      read through posts to update it some. 
  9. Dgotpwnd
    Dgotpwnd
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    When I activate auto loot, it ignores most of the items laying around and I've only seen it loot one or two loose items. Does it ignore junk?
  10. bct18181
    bct18181
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    If you ever get around to updating this I would love if the lockpick option required you to not be in combat. It's extremely useful but it sucks ass when it happens in combat.
  11. atreyuts
    atreyuts
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    Can anyone make this mod loot EVERYTHING except quest items and without stealing?
    1. swapoer
      swapoer
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      Second this
    2. SigmaAirav
      SigmaAirav
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      I toss my hat into this, I would like to be able to loot clutter items like tin cans, scrap electronics etc. that I can later break down and or craft with
    3. CourierSixOG
      CourierSixOG
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      I also request this feature, to pick up even juck etc.. For me the most tedious is picking up cand and bottles etc.

      In any case thank you  for the mod!
    4. demarnem
      demarnem
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      I built my mod to loot everything.
      Almost fully configurable.
      Problem is, it crashes every now and then - particularly near exploding cards and mininukes - and I could not figure out why...
    5. demarnem
      demarnem
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      I built my own mod based on  EvlLprchn and Volek's work to loot everything blindly (no filtering).
      Almost fully configurable distance, stealing, speed, etc.
      Problem is, it crashes every now and then - particularly near exploding cards and mininukes - and I could not figure out why...
      I don't know what to add to the exception list to make sure there are no attempts to loot weird stuff.
      Hence, most autoloot mods work with a limited whitelist instead - it's either that or the crash.
    6. krymzone1
      krymzone1
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      Could you upload it ? I'd like helping figuring out the problem