anyone tried this with Don't Roll In That mod? I wonder if it's possible to use only the shader from this mod to mark the dropped loot, but still using DRIT droprate system.
edit: tried it out myself, didn't work. I tried disabling the drops and only tweaking the shaders but it didn't work.
damn I also wish I could use both, I'm building a list inspired by path of the dragonborn and loot spillage along with the shaders and the droprate system from drit would be perfect
Hi raziell74, first of all thank you very much for the mod, I noticed that even objects possessed by summoned creatures are dropped, even when they vanish after the duration of the summoning spell has ended. Since these are "summoned" objects, I would find more correct that they also vanish so that the player doesn't have the opportunity to collect them
Love it, but I noticed that in the original mod the loot drops immediately. With this installed, the loot has a short delay before all of it drops magically from one spot. Is there a way to keep the original function?
nope, the immediate drop causes CTDs since the game engine is trying to run logic on the initial death (think death animations and dying noises) before the real death when the actor is actually considered dead by the engine. Once that second death event happens, that's when it's safe to drop the loot with out causing random crashes.
Hey thanks for this. Just downloaded and played around bit. I did notice one small thing. The shader fade did not seem to work (never fades) until I went into MCM and set the timeout slider manually by moving it and and the moving it back to 1 (default). Also, I did have issues where I CTD loading save game from same cell (I know that's not advisable with or without this mod) but thought I would mention as seems connected to this mod. Anyway, endorsed and thank you.
I've had that happen as well, looks like it happens when the game attempts to reset the FormList that tracks spilled loot references. I'm working on a fix for that.
raziell74, I also noticed you have a BrucasLeapRedoubt01 Block 1, Sub Block 0 cell injection, having no other connections to your custom records as far as i can tell... was this intentional? ( possibly where the loot chest resides for stored loot that resets later?) or a wild edit that was not removed? I'm mostly just curious, as it is a harmless record.
Man I really dropped the ball on getting the plugin cleaned up from my testing. Originally yes it was a location for the new container while I was testing but I moved it to a cell specifically meant for temp storage and just forgot to delete the cell reference. This is what I get for working sleep deprived in the middle of the night fueled only by Redbull and will power hahaha. The SKSE plugin also has a bunch of commented out code for different tests that didn't work.
Next release will be mostly cleanup refactors and one bug fix (if I don't find any others before then). Apparently if you pick up the item it doesn't move the unique reference id so the item still registers as a detach from cell event and moves a duplicate to the temp storage chest. So you can essentially double up every item you pick up if you manually open that storage.
"working sleep deprived in the middle of the night fueled only by Redbull and will power" lmao, understandable, and I already took the liberty of removing the entire BrucasLeapRedoubt01 record with your current version and will watch closely for the next update.
Following installation of latest update v1.1.1, I have yet again random CTD's upon changing areas (e.g. open door). Trainwreck points to lootspillage.dll in logs. Previous version v1.1.0 worked like a charm... I am running AE 1.6.640.
It's been awhile, I've been focused on my other mod project JunkIt. BUT! I haven't forgotten about Loot Spillage, and I have an update that FINALLY addresses the loot reference problem. I learned a LOT item permanence for containers versus world references and I've been working to give some options for killing off loot.
I'll be adding two options:
1. Loot is deleted permanently on Cell Detach - This option essentially works similar to most aggressive DeadBody removers in which as soon as you leave the cell the reference is deleted from existence. I've been using a beta version of this feature for awhile and it works very well. There's one problem though, what if you leave the cell accidently and comeback for loot? That lead me to solution #2
2. On cell detach loot is moved to a temporary container. This container is accessible through the MCM in case you left something behind or missed something. The container is set to "refresh" meaning just like most containers in dungeons they will reset on a timer which will remove the loot at a later time. There are obvious abuse issues around there where people could just use it as an easy access holding container for their loot, at the risk of it resetting before they can get to a vendor to sell it off.
Please look forward to an update soon! -Edit- Version update 1.1.0 is out!
I'm working on a possible future 3rd option for loot clean up: I am really trying to figure out what I would consider to be the best option which is to move loot back to the NPC that dropped it. That way the normal dead body cleanup process would take care of those items but I have yet to figure out an elegant way of tracking what dropped off of which actor through SKSE. Stay tuned!
The Creature SPID patch is only for people who are having issues with the original creature drops setting. I mentioned it on the description that some mods like SkyTEST - Realistic Animals and Predators SE remove animals from the "CreatureFaction".
The difference is that the original Creature drop setting disables drops for any thing that belongs to the "CreatureFaction". The patch applies the exclusion keyword to all animals types using SPID, which can be toggled on and off with the "Keyword Exclusion" setting.
Long story short, only use the creature SPID patch if you find that your animals are still dropping loot even with the Creature Drops setting disabled.
Ah ok, well the MCM settings work like a charm so far, and so i'll remove the un-needed SPID patch.
Thank you for the clarification and the awesome mod add-on, the base mod and your MCM was just added to my Diablo themed SkyrimVR Wabbajack modlist, and obviously matches the theme perfectly, it looks fantastic in VR, and the MCM really helps.
I was ready to remove Loot spillage because of constant CTD against certain enemies... I saw your mod in forum and installed... Pure magic (Alteration)
There are several bug fixes included. I've been using this for about a month now and I haven't had any Loot Spillage related crashes. Please see the "Bugs Squashed" section of the mod description page :)
I also had the thought about adding sounds when loot is dropped. My original idea was something like the "fwip" sound you hear in Diablo. I experimented with adding a delay between each loot drop but it turned out to be harder than I thought.
I can totally separate shields though! I was planning on giving a toggle option for each type of the "DropOther" anyway it wouldn't be to hard to include the shield. I also want to add a toggle between "generic" color shading (what it currently has) and the ability to assign a shader color specifically based on each type of item. So instead of just "potion" you could assign shader colors to "healing", "poison", "Magicka", "Stamina", etc...
I have a list of features for the next release already put together but I don't want to publish it since I don't want to promise anything, I'm still green when it comes to SKSE development.
40 comments
I wonder if it's possible to use only the shader from this mod to mark the dropped loot, but still using DRIT droprate system.
edit: tried it out myself, didn't work. I tried disabling the drops and only tweaking the shaders but it didn't work.
Next release will be mostly cleanup refactors and one bug fix (if I don't find any others before then). Apparently if you pick up the item it doesn't move the unique reference id so the item still registers as a detach from cell event and moves a duplicate to the temp storage chest. So you can essentially double up every item you pick up if you manually open that storage.
Following installation of latest update v1.1.1, I have yet again random CTD's upon changing areas (e.g. open door).
Trainwreck points to lootspillage.dll in logs.
Previous version v1.1.0 worked like a charm...
I am running AE 1.6.640.
Thx in advance
It's been awhile, I've been focused on my other mod project JunkIt. BUT! I haven't forgotten about Loot Spillage, and I have an update that FINALLY addresses the loot reference problem. I learned a LOT item permanence for containers versus world references and I've been working to give some options for killing off loot.
I'll be adding two options:
1. Loot is deleted permanently on Cell Detach - This option essentially works similar to most aggressive DeadBody removers in which as soon as you leave the cell the reference is deleted from existence. I've been using a beta version of this feature for awhile and it works very well. There's one problem though, what if you leave the cell accidently and comeback for loot? That lead me to solution #2
2. On cell detach loot is moved to a temporary container. This container is accessible through the MCM in case you left something behind or missed something. The container is set to "refresh" meaning just like most containers in dungeons they will reset on a timer which will remove the loot at a later time. There are obvious abuse issues around there where people could just use it as an easy access holding container for their loot, at the risk of it resetting before they can get to a vendor to sell it off.
Please look forward to an update soon!
-Edit-Version update 1.1.0 is out!
I'm working on a possible future 3rd option for loot clean up: I am really trying to figure out what I would consider to be the best option which is to move loot back to the NPC that dropped it. That way the normal dead body cleanup process would take care of those items but I have yet to figure out an elegant way of tracking what dropped off of which actor through SKSE. Stay tuned!
The difference is that the original Creature drop setting disables drops for any thing that belongs to the "CreatureFaction". The patch applies the exclusion keyword to all animals types using SPID, which can be toggled on and off with the "Keyword Exclusion" setting.
Long story short, only use the creature SPID patch if you find that your animals are still dropping loot even with the Creature Drops setting disabled.
Thank you for the clarification and the awesome mod add-on, the base mod and your MCM was just added to my Diablo themed SkyrimVR Wabbajack modlist, and obviously matches the theme perfectly, it looks fantastic in VR, and the MCM really helps.
I was ready to remove Loot spillage because of constant CTD against certain enemies...
I saw your mod in forum and installed...
Pure magic (Alteration)
Kudos and many thx for your amazing patch!
This is one thing preventing me from using wonderfull 144hz mod.
Please see the "Bugs Squashed" section of the mod description page :)
If you take suggestions i would like to have filter for dropping shields separate from armor and...maybe a sound on drop? Just saying out loud
I can totally separate shields though! I was planning on giving a toggle option for each type of the "DropOther" anyway it wouldn't be to hard to include the shield. I also want to add a toggle between "generic" color shading (what it currently has) and the ability to assign a shader color specifically based on each type of item. So instead of just "potion" you could assign shader colors to "healing", "poison", "Magicka", "Stamina", etc...
I have a list of features for the next release already put together but I don't want to publish it since I don't want to promise anything, I'm still green when it comes to SKSE development.
I feel like it'd add a massive dopamine rush.