Skyrim

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Kelinmiriel

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Kelinmiriel

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  1. Kelinmiriel
    Kelinmiriel
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    Version 5.02 is out!


    I didn't have to clean my save game this time, but I did remove JSL, open Skyrim, save, exit, reopen, save, exit, then install the new version.


    • No loot unplayable weapons - Was still picking up a few unplayable weapons, most notably from Dragonborn, specifically ones with names. Not any more.
    • No picking up food with potions - "Always loot Potions" was also picking up Foods, because they use the same Form type. Not doing that any more.
    • Default Excluded Locations - Dormitory appeared twice, now "Hall of Countenance" and "Hall of Attainment".
    • Restarts automatically - When it has stopped because of overencumbrence.


    Still working on FISS support and the option to avoid items with no value, like tokens from certain mods, for next update. But every version it's been getting better and better! - Kel
    1. firesparq
      firesparq
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      I'm still getting food picked up with potions despite having updated to 5.02

      Any suggestions on how to fix that?

      Edit: Nevermind, I had my ratio down low and so it was still picking up trash items
  2. Kelinmiriel
    Kelinmiriel
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    About Invisible Items

    If you're familiar with JSL version 4.x, you know about the problem with it picking up invisible, unplayable items. In fact - that's why I started working on this!

    So if you want to test to be certain that they aren't still haunting version 5.xx, I completely understand.

    It's always a good idea to keep a save game from before installing a new mod, just in case you want to go back to it. Never rely on autosave!

    The easiest way I've found to check for invisible items:

    Save your game before doing this!


      * Open a container that's not owned by someone else.
      * Transfer everything you have into it. (Quest items can't be transferred.)
      * Close the container.
      * Open console and use the following command (without the asterisk):
      * player.inv
      * You should only see your quest items. Use "PageUp" if you need to scroll back to see them all.


    If you have any invisible items from JSL 4.x

    Enter:

    player.removeallitems

    Then you can do player.inv again to check that it worked.

    If there's anything left that you need to get rid of, you can remove individual items by using the code of the item. If there are two lines and the second line says "Bad Editor ID", use the first.

    player.removeitem <itemID> <qty>

    After you've removed everything you need to get rid of, retrieve all of your belongings from the container you put them in. Put your clothes back on before NPCs start making fun of you.

    You may need to reset your favorites or hotkey items. Save game - new save, not saving over one of the previous ones.

    That's it. Please let me know if you have any questions or problems.
  3. Aemilia12
    Aemilia12
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    So what exactly is the difference between the original mod and this one?
    1. Kelinmiriel
      Kelinmiriel
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      The original mod had a major bug in it that picked up invisible, unusable items - some of which had weight. These items couldn't be seen or dropped without using console commands. I loved the original enough to do my best to fix it. (It picked up base games items like forks, knives, Riekling spears, giant clubs, as well as some items from other mods. I had over 700 items in my character's inventory that weren't showing, that I cleared out manually with console commands, but it would've continued to pick up more.)

      Other people have converted this to SSE and further versions of Skyrim, but I haven't downloaded or played any of those versions, so haven't tested the conversions myself.
  4. neosquall777
    neosquall777
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    "Exclude items from loot" isn't working for me. I added a lot of food, but mod still looting all food.

    The way this mode (Exclude items) works is strange. In order for it to work, you need to add 1 copy of each item, preferably not from a stack, so that an unnecessary menu is not displayed. If you add more than 1 item or the entire stack, or add a same item more than 1 time, it will not work. You'll have to remove it from the list and do it "right" again. Too uncomfortable. Well, it is NOT working with plants, fishes, birds and clams.

    Oh and one more thing. Mod loots a lot of potions, but not the 3 main ones: restore health, magicka and stamina. Don't know why, but it looted any potion I found (except some from mods), but those 3 above I need to pick up manually.

    Also be careful if you have any mods that can add to player items via scripts, already excluded by this one.
    For examle, there is mod Corpse Harvesing Gear, which adds skulls from bodies. If you set skull to exclude, then CHG mod script will not function correctly and will offer harvest body one more time... and one more time... making only one corpse an endless farm of human ingredients and bone meal. Of course, if the game doesn't crash. And this may be with a high chance.
  5. jmate737
    jmate737
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    Don't know what evil thing have I done to it, but for me the mod loots nearby NPCs - I mean, not corpses, but it strips people that are alive ... followers, Isran, Tolfdir ... some use their default gear at least, some don't .. Tolfdir, for example, runs around Skyrim naked. I understand that -being a master wizard- he is allowed some eccentricity, but it still looks weird ;)
  6. Emrek
    Emrek
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    Does this work with SSE? I'm guessing it doesn't as the mod was last updated before SSE came out. Also there is an SSE port of this which would be unnecessary if it worked. However, the SSE version of this mod refers people back to install this one in order to resolve hidden item problems. So not sure which is to be used. Maybe neither are to be used since both versions seem to be abandoned.

    The SSE one also has problems with not remembering what items it should or shouldn't pick up. Selected items get randomly marked and unmarked merely by closing and reopening the MCM.

    I find myself having to move dead bodies into another room before I use this. The time wasted doesn't make this mod fast at all and a single oops while judging the distance to a body requires either a quickload or a new game in order to fix (the procedure here does NOT work and will BREAK your other mods when items are permanently deleted as you won't realize something is missing until a week later).

    The simplest fix would be to NEVER pick up anything from dead bodies - human or creature - but apparently, the MCM selection process doesn't work for items so of course it wouldn't work for bodies.
  7. MarrockV
    MarrockV
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    When I go into the MCM menu there's nothing about chopping wood, it has the mine ores item but not the chop wood one.
  8. whitegoldninja07
    whitegoldninja07
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    how can i stop it looting "notes" ?? cool revamp mod btw
  9. thepieman1
    thepieman1
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    So I'm having an issue with corpses. I will automatically open and loot chests and other containers, and when I open a corpse's inventory I will loot all the stuff off them, but it won't open the corpse inventory to loot it automatically.

    Again, it works fine at knowing what items to grab, and it works fine with chests and barrels and sacks, but corpses (both found already dead and "Freshly Made") are completely ignored until I open them manually.
    1. lexaeusxiii
      lexaeusxiii
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      I'm having the exact same problem and still haven't found a fix. It's quite irritating since it's the only issue I've had with the mod, otherwise it works perfectly.
  10. head0nfire
    head0nfire
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    When I was using the original smart looter before I found this version, I had an issue where items on my "never loot" list would still get auto-looted. Does the Continued version solve this or is it a known issue? Sorry if this has already been answered -- I looked around and didn't see it come up, but could have missed it.
    1. Avastgard
      Avastgard
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      I haven't run across this issue, but I did notice that after a while I started autolooting all kinds of food, even though I have both cooked and raw foods disabled on the MCM.
    2. R0NlN
      R0NlN
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      Auto-looting food can be due to its value being high for its weight.
    3. Avastgard
      Avastgard
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      I thought so too, but I have already set the value/weight ratio to the highest possible setting, and it doesn't auto loot other stuff that is more valuable than foods and drinks (because it doesn't meet the criteria). The problem I am facing is really limited to foods and drinks, for some reason.
  11. aender
    aender
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    just wanted to say I tried on se with the current beta of skse564 and it seems to be working well, after removing the bsa, unfortunately I haven't really figured out how to make a se version just using loose so this may be rdy for conversion
    1. remotely
      remotely
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      Can confirm; "Jaxonz Smart Looter Continued" works (MCM and all) in SSE after unpacking the BSA, deleting the BSA, and resaving the ESP. You can repack the BSA, but it works fine just using loose files. The "SkyUI missing" error which pops up the first time the mod is loaded can be safely ignored.

      EDIT (1/31/2018): Delete the original BSA, so you only have the "scripts" folder and the newly-saved ESP.
    2. soodanim6
      soodanim6
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      I can't get this to work.

      I used Creation Kit SE to change a object's name then manually changed it back, which seemed to trigger the changed flag and allow a save.
      I used BAE to extract the BSA.
      I opened the mod's folder through MO2 then copied over the folder of loose files from the BSA and added back the ESP from MO2's overwrite folder, which put the ESP back in the folder. The mod doesn't work.
    3. remotely
      remotely
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      There's no need to change an object's name. You need to delete the original BSA.
    4. soodanim6
      soodanim6
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      I just followed the instructions of the conversion guides I saw, but good to know. I removed the original bsa. The game was loading, just not recognising the mod. Weirdly (or perhaps not if you understand why), when I took a chance on cleaning ITMs in SSEEdit it began working, so I'm very happy. Now SE feels complete.

      The mod takes a little bit of getting used to as some of the settings don't do exactly what I want (arrows aren't collected because I have a value ratio in place and some or all pelts aren't collected) but those are easily remedied with the whitelist. It's also not as fast as Auto Harvest 2, but it's not detrimental unless there's lots of loose objects to be collected and this has the advantage of actually working with SSE. Hopefully this helps anyone who wants this in their SSE too.
  12. R0NlN
    R0NlN
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    I just thought I'd point out that user crc64error has put a mod up that is supposed to finally fix it so that this mod doesn't loot "FNIS Sexy Move coins". There's also a version to stop looting "Havoc Collision Coins".

    I haven't used that mod (called "Jaxonz Smart Looter Coin Fix") yet, so I'm not sure how well it works, but here's the link: https://www.nexusmods.com/skyrim/mods/89052/?tab=description