This mod is very awesome for keeping my inventory clean and keeping my weight down when killing enemies and looting lots of corpses rapidly ^^, beats having to lug all that stuff back to a vendor! lol.
Though is there a way we could export the list of auto-sell items, to later import that list into a different save file? I ask because It would be nice if I didn't have to re-setup my auto-sell list every time I start a new game. Maybe with an MCM menu. Either way, this mod is a must-have in my playthroughs, as it single-handedly solves the looting issues I was having ^^
Awesome to hear you will look into it ^^. It would save me even more tedium on top of what this mod already saves me in runs =D. Part of why I like this mod is because it feels alot more satisfying clearing up your inventory through selling things and getting the caps for them, rather than "leaving it behind" or "throwing it away" or just "throwing it in a bin somewhere", and as you said in your main description, even if you try hiking it all to a vendor to sell, they won't have enough caps to pay you for all of it xD. Plus the game lags the bigger your inventory gets, so this mod helps with performance issues as well in the way of keeping my load light.
set VariableValue to GetINIFloat "Bullettime:BullettimeKey" "your.ini"
The first Bullettime would be a section in the ini file called [Bullettime]. And the second one the actual value name, and the variablevalue could be yes or no in your case, or true or false..
Amazing quality of life mod! One little addition if you deem it worthy:
Sometimes we want to collect junk to use to repair other junk whose sole purpose is to be sold (after repair). Rather than scouting the map for a vendor with enough caps to buy things we just repaired for money, what if your sell estimator (or another key) could simply do a one-off sell?
Secondarily: Maybe add a "sell it on E-Bay" mode where the price is randomly determined between a min/max. Like 70-95% of the barter determined amount. Seems like a fair tax to me.
It seems the mod has a higher selling price than in store. Energy Pistol sell for 13 caps in store cand sell for 32 in this mod. I have JSawyer's mod intalled though.
Normally, the mod sells items for their base price divided by your Barter skill. However, I just added an MCM option to considerably reduce that amount.
I'm not sure if it's this mod alone or a combination of mods, but when I have the plugin for this mod enabled in my load order a very strange bug occurs.
If I open the pipboy while in third person, my character's head and arms vanish, but only the head and arms. I've tested it several times now with this mod enabled and disabled and I can confidently say that something in this mod (or another mod it's unintentionally interacting with) is causing the bug. Any ideas of what it could be?
What mods do you have installed? I can't see any reason for why this mod could be causing an issue like this, when all it does is run some scripting in the background.
Hey I know its a old mod but is there anyway I can change the key bindings.The keys used for the mod to work wont work on my keyboard.I have a EU keyboard. some keys need me to press the shift key as well as the key to activate the mod menu.
Use getbuttonpressed together with getkeypressed to get pressed keys. getbuttonpressed for the wait until pressed function, and getkeypressed to get the actual key that has been pressed, then store that in a global for serialization.
love this mod! using this mainly for those trash items which i accidentally pickup on accident and adds to my carryweight which is annoying as it forces me to constantly open pipboy just to drop a single plate. this fixes that problem as i can now mark those trash items and instantly sell them for little caps. !ENDORSED
great mod, this mod is must have if you play new vegas, anyway, can i make a request, i like this one, but for skyrim, of course, i like some feature: -selling item will gain speech skill exp -add option will give items if the item trading sell value = 0
A wonderful mod, and one I use in every playthrough. There is one alternate system I would like to see, though: Instead of auto-selling items, a way to Auto-Store them to a container of choice. For when you don't want to be slowed down picking up everything you see, but still have it available at home for crafting... or hoarding. Mostly hoarding.
53 comments
Though is there a way we could export the list of auto-sell items, to later import that list into a different save file? I ask because It would be nice if I didn't have to re-setup my auto-sell list every time I start a new game. Maybe with an MCM menu. Either way, this mod is a must-have in my playthroughs, as it single-handedly solves the looting issues I was having ^^
you can store the list in script to a ini file and retrieve it on gamestart.
you can save it to ini file like this;
SetINIFloat "Bullettime:BullettimeKey" VariableValue "your.ini"
And retrieve it like this;
set VariableValue to GetINIFloat "Bullettime:BullettimeKey" "your.ini"
The first Bullettime would be a section in the ini file called [Bullettime].
And the second one the actual value name, and the variablevalue could be yes or no in your case, or true or false..
Sometimes we want to collect junk to use to repair other junk whose sole purpose is to be sold (after repair). Rather than scouting the map for a vendor with enough caps to buy things we just repaired for money, what if your sell estimator (or another key) could simply do a one-off sell?
Secondarily:
Maybe add a "sell it on E-Bay" mode where the price is randomly determined between a min/max. Like 70-95% of the barter determined amount. Seems like a fair tax to me.
Keep up the great work!
I have JSawyer's mod intalled though.
If I open the pipboy while in third person, my character's head and arms vanish, but only the head and arms. I've tested it several times now with this mod enabled and disabled and I can confidently say that something in this mod (or another mod it's unintentionally interacting with) is causing the bug. Any ideas of what it could be?
getbuttonpressed for the wait until pressed function, and getkeypressed to get the actual key that has been pressed, then store that in a global for serialization.
!ENDORSED
anyway, can i make a request, i like this one, but for skyrim,
of course, i like some feature:
-selling item will gain speech skill exp
-add option will give items if the item trading sell value = 0