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
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 ^^
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.
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.
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.
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.
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
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.
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.
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
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...
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.
168 comments
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
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.
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
read through posts to update it some.
In any case thank you for the mod!
Almost fully configurable.
Problem is, it crashes every now and then - particularly near exploding cards and mininukes - and I could not figure out why...
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.