Please also see the Github Wiki
Locations and Player Houses
A specific goal of this mod was to allow prevention of the mass-loot effect inside certain buildings and game areas, and to reduce the amount of data stored in FormLists and/or manually managed. The rules on Location handling in service of this goal are described below.
Note that when I talk about a Location that has a very specific meaning in game data terms. In SSEEdit this is a record of type LCTN. Every discussion of this mod needs to be viewed through this lens: understand that the mod has a definite and opinionated point of view on what a particular piece of game data means. This includes how lootables are categorized when the Load Order is scanned at startup, as well as Location handling.
Any Location tagged in the game data as a true Player House is automatically black-listed during the player's visits to it. It won't show up in the MCM BlackList, but autolooting is suspended. A message is displayed top left indicating when this happens.
Also, if configured accordingly, any Settlement/Town/City can be handled the same way, though in this case certain looting is still allowed - flora, dead bodies, ore veins, child locations that are specifically tagged in game data as Dungeon, Cavern, and so on - 'places where monsters and loot live' that happen to be within city limits. The goal of populous area autoloot prevention is to avoid hoovering up everything that's on display in the house or home base of a player ally: a Faction colleague house or home base (e.g.
Note that Mines and Farms are typically tagged in game data as Settlement. Furthermore, many Locations are tagged in the game data as children of a nearby larger populous location (esp. Cities), and these children are treated as part of the City or Town with auto-looting being suspended or allowed according to the rule you set for the parent Location. The mod displays a message top left when you enter a configured 'populous location' that you set for no auto-looting, and again when you leave, returning to a free-loot area - typically, this is the edge of the wilderness surrounding the Town or City you were just in.
Remember, even when you configure settlement/town/city auto-loot off, some items will still be collected and some child locations are exceptions to the rule, remaining free-to-loot. Populous locations exist in a hierarchy of size from Settlement -> Town -> City, and if you ask for no auto-loot in a small location type, larger ones will automatically be prevented too.
Early issues reported with the mod arose with items the data indicate are Player-Owned and the way the logic for those interacted with crime checking inside a Friendly Faction location, in this case
Settlement handling was added pretty late in my dev cycle based on prerelease testing by an end user. It's important to me that the mod do what people want, within the constraints imposed by the game's data and systems.
Encumbrance Management
https://github.com/SteveTownsend/SmartHarvestSE/wiki/Encumbrance-adjustments
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