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PushTheWinButton

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PushTheWinButton

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About this mod

Tired of rifling through junk-filled containers? Loot Assist adds balanced and customisable auto-looting, item and recipe tags, shared crafting inventory with companions, and automatic crafting storage.

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Loot Assist
Requirements:
Dead Money
Honest Hearts
Old World Blues
xNVSE
JIP LN NVSE Plugin
JohnnyGuitar NVSE



Description

I've more time in New Vegas than I care to admit, and the looting system is starting to drag. The experience is so much worse compared to other Bethesda games since there's always a slim chance that a junk container might contain actually valuable cigarette packs. Crafting also has a disproportionate influence on inventory management, despite the fact it affects actual gameplay very little (you can usually buy most useful items far more easily).

To resolve these problems, Loot Assist is a collection of entirely optional features to help with looting, crafting, and cutting down on inventory clutter.


Auto-Looting


Auto-Loot reduces the tedious work of sifting through containers and menus by using intelligent algorithms to do the work for you. The feature supports containers, dead actors, and items placed in the game world. By pressing the customisable key (C by default) when looking at an object, the object will be added to the Auto-Loot selection and highlighted. By holding the Auto-Loot key for a short period, the Auto-Loot selection will expand to chain all nearby visible objects. Releasing the Auto-Loot key will execute a set of algorithms that automatically loot any useful items within the selection based on your personal configuration. It's kind of like Borderland's ammo collection feature, but more powerful. See the video for an example.



You can only loot one type of object at a time, so either containers, actors, or placed items. That means that you can't chain containers and placed items into the same selection.

When using Auto-Loot, objects will be highlighted in different colours (sorry colourblinds).
  • Yellow - Object successfully added to selection.
  • Red (containers and placed items) - Object cannot be added to selection, as it is either locked or has a different owner to the rest of the selection.
  • Blue (containers and placed items) - Object is considered a residual, which means it contains (or is) either ammo, weapons, or apparel that you might want to manually loot yourself. This is because the algorithm cannot tell, for example, if you would want to pick up a new weapon, piece of armour, or ammo that you don't currently need.

The Auto-Loot algorithms are quite long, but I'll try to summarise them below. The result is an intelligent looting system, rather than a ham-fisted 'take everything' approach.

Spoiler:  
Show


Weapons
  • Explosives like grenades and mines are always taken.
  • There is an option to add a value-to-weight check to automatically loot high-value weapons.
  • Any other items marked as residuals.
  • (Auto-repair for carried items may be introduced in a future update.)

Apparel
  • All items marked as residuals.
  • (Auto-repair for carried items may be introduced in a future update.)

Aid
  • Skill books are always taken.
  • Weightless items are always taken.
  • Items classed as stimpaks are always taken.
  • Items with a high value-to-weight ratio are taken in different (and customisable) stages depending on your current carry weight (see below).
  • Items that are the output of a crafting recipe are always taken, such as steaks and some medicines.
  • Parts from tagged crafting recipes are taken if the total weight of the item carried by you, your companions, and in crafting storage is less than a combined weight of 10 (customisable).
  • Manually tagged items are taken if the count carried by you, companions, and crafting storage is less than the limit you define. This overrides the logic in the two points above.

Misc
  • Caps, Bobby Pins, faction currencies, caravan cards, casino chips, weapon mods, notes, quest items and keys are always taken.
  • Weightless items are always taken.
  • Items with a high value-to-weight ratio are taken in different (and customisable) stages depending on your current carry weight (see below).
  • Parts from tagged crafting recipes are taken if the total weight of the item carried by you, your companions, and in crafting storage is less than a combined weight of 10 (customisable).
  • Manually tagged items are taken if the weight carried by you, companions, and crafting storage is less than the limit you define. This overrides the logic in the point above.

Ammo
  • If hardcore is disabled, all ammo is taken.
  • If hardcore is enabled, ammo for your carried weapons is taken, and ammo that is part of a tagged recipe.
  • Optionally (enabled by default), ammo can be taken if it has a high value-to-weight ratio. Generally, all ammo has a high value-to-weight ratio, so in practice this usually means all ammo is taken.
  • All other items are marked as residuals.

An item is only taken if you have enough free carry weight, and a message will notify you otherwise.

The variables for what is considered a high value-to-weight (V/W) ratio item are customisable in the INI. By default, the following items will be looted.
  • Tier 1 (lightly burdened) - Current encumbrance <75%, items with a V/W ratio of 10+ are taken (e.g. Sunset Sarsaparilla and Wonderglue).
  • Tier 2 (moderately burdened) - Current encumbrance between 75% and 90%, items with a V/W of 12+ are taken (e.g. Mantis Eggs and Pilot Lights).
  • Tier 3 (greatly burdened) - Current encumbrance >90%, items with a V/W of 20+ are looted (e.g. Carton of Cigarettes).


Any value checks in this mod also include the effect of any custom sell multipliers specified in Stewie's Tweaks. Partial values (less than a cap) assigned to bulk ammo and ammo parts in Mojave Arsenal are also included.


Auto-Loot can be completely disabled by removing the key allocation in the INI file.

Shared Crafting Inventory


Whenever you use a crafting menu, you will be able to use all materials contained in nearby containers, carried by your companions, and contained in crafting storage. This also applies for crafting using a companion, such as Veronica or Ed-E.

If you consume parts when crafting, they are first taken from your inventory, then crafting storage, companions, and finally any containers nearby in order of how close they are to you.

Recipe and Item Tagging


Pressing the T key (customisable) with a recipe highlighted in the crafting menu will add a tag (*) to the end of the recipe name and the name of any parts required to craft it. This allows you to tag all the recipes you're interested in crafting, and provides a reminder what parts you need to gather when looting. Tagged parts also integrate with the Auto-Loot system.

You cannot tag recipes that don't have AID, MISC, or AMMO items as parts, as having a tag on Cosmic Knives and Leather Armor would be stupid. Some items used in recipes are not considered 'parts', so won't receive a tag, as they themselves are the product of a crafting recipe. Caps and quest items also cannot be considered parts. Everything else is supported.

You can also manually tag any AID, MISC, or AMMO item (with a few logical exceptions) in your inventory by using the same customisable key. Manually tagged items are tagged with * just like with crafting, but also integrate with the Auto-Loot system and have a per-item customisable limit. This limit overrides any limit set by the crafting tags.


Crafting Storage


This mod introduces an automatic shared (and optional) crafting parts storage system, accessible from all crafting stations. This massively cuts down on inventory clutter, and is integrated with the Shared Crafting Inventory and Auto-Loot systems. Activating a crafting station will now allow you to automatically store all items considered parts (with the same criteria as described previously), or browse your parts collection.

Any items not considered parts will be removed from the crafting storage if you put them in manually. You also cannot use the Crafting Storage in Dead Money to reinforce the survival-horror aspects of the Sierra Madre.

Trading Junk


Trading Junk allows you to keep your inventory clean whilst reducing the time taken to repeatedly sell junwanted items to merchants. This is done by consolidating items into a single "Trading Junk" item entry in your MISC tab. This item has the combined value and weight of all items that you add into it. Dropping the Trading Junk or adding it to a container causes it to automatically unpack all the items.

You can add items to the trading junk by pressing the tag key on the item in your inventory menu. For aid, misc, and ammo, the tag menu provides an option for setting a Trading Junk inventory limit. Any items in your inventory over this limit are automatically added to Trading Junk. When checking this limit, items carried by your followers and in Crafting Storage are also counted, but this can be disabled in the INI. This limit is checked everytime you pick up an item, not just when you set it. Setting the limit to 0 means that the item is always added directly to Trading Junk (i.e. set the limit to 0 for Cigarette Packs and Pre-War Money, etc.). Weapons and apparel can be manually added to Trading Junk one-by-one using the tag key.

Pressing the tag key on the Trading Junk itself will present a menu that allows you to individually remove items. Doing so also clears any limit assigned to that item, meaning it will not be automatically added to Trading Junk again until you set a new limit.

This feature includes any custom sell multipliers specified in Stewie's Tweaks and partial values from Mojave Arsenal.

Similar to Crafting Storage, the Trading Junk feature is disabled in Dead Money.

Note that there is a minor exploit with Trading Junk if you use the bBarterCheckActorBuySellFlags option in Stewie's Tweaks. Since the Trading Junk item is a misc item, you can add, for example, a weapon to it and sell it to a merchant that only trades in misc items. This exploit does not massively effect gameplay, as the purpose of Trading Junk is to provide convenience anyway. The alternative is that you just fast travel to the Gun Runners to sell your weapons, which has no real gameplay burden and just wastes your precious re-life time. This game has already taken too much of that...


Installation

This mod requires the following:


Standard installation procedure: add the file to your data folder and check in the game launcher or your mod manager of choice. Load wherever.

An INI file is included in the download that has full instructions for all of the options.



Uninstallation

This mod can be safety uninstalled at any time and will have no permanent effects on your game. Just make sure that you remove items from your crafting storage beforehand, otherwise they will be lost. Delete the file and you're good to go.


Compatibility

Loot Assist will generally be compatible with most mods, as the scripting has been made so that it can adapt to changes. Mods that make very broad changes or additions to crafting recipes could potentially confuse the scripts that categorise recipe inputs and outputs, but this will be a very fringe case.


My Mods

I spend a lot of time creating and supporting my mods, so any donations are gratefully received.