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About this mod
Not enough time to play? Explore wilds, dungeons and forts uninterrupted - let Smart Harvest take care of the loot. Rich auto-looter for Compulsive Collectors and Adventure Seekers alike. View your Saga via MCM. No item lists to edit. Minimal scripting, very fast.
Uses CommonLibSSE-NG to support Steam and GOG SE and AE binaries. Still no VR, s
- Requirements
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Nexus requirements
Mod name Notes Address Library for SKSE Plugins For CommonLibSSE SkyUI For the MCM Off-site requirements
Mod name Notes Microsoft Visual C++ 2015-2109 Redistributable (x64) The mod's C++ plugin is built with a late version of Visual Studio. See Troubleshooting article for instructions on checking this is present. SKSE64 Skyrim 1.5.73.0 or later For CommonLibSSE integration Mods requiring this file
Mod name Notes OMEGA Updated Required by the Smart Harvest INI Requiem - 3BFTweaks Autoloot Patches If you are using the Smart Harvest version Smart Harvest NG AutoLoot - Simplified Chinese translation just translation - Permissions and credits
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Credits and distribution permission
- Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources
- Upload permission You are not allowed to upload this file to other sites under any circumstances
- Modification permission You are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
- Conversion permission You can convert this file to work with other games as long as you credit me as the creator of the file
- Asset use permission You are allowed to use the assets in this file without permission as long as you credit me
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You are not allowed to earn Donation Points for your mods if they use my assets
Author notes
The permissions are updated as of v1.7.0.0 since the C++ source code is now under GPL v3. For other parts of the mod or if in doubt, PM me on Nexus.
File credits
This author has not credited anyone else in this file
Donation Points system
This mod is opted-in to receive Donation Points
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Translations
- Mandarin
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Translations available on the Nexus
Language Name Mandarin Author: Dusteis Smart Harvest NG AutoLoot - Simplified Chinese translation - Changelogs
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Version 5.0.1
- Updated to CommonLibSSE-NG v3.6.0, should work on SE, AE for GOG & Steam
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Version 5.0.0
- Converted to CommonLibSSE-NG for SkyrimSE.exe version independence
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Version 4.1.0.1
- German translation courtesy of Nexus user rore58
- Whitelist hotkey long-press force-loots Book in crosshair even if Quest Target, to avoid reading
- Support for Logging from scripts if Logging DLL present
- Enable oreVein script logging to help diagnose AE auto-mining failure
- Refactor Inventory review for Excess items to handle deltas without full review
- Check Inventory item is eligible for Excess handling before other checks
- Perform Excess inventory item handling inline during scan
- Add 1.6.353.0 as a valid version
- Assume GMST values are immutable to speed up enchanted item handling
- Enable _PROFILING for Logging DLL to assist with performance analysis in the wild
- Fix all compiler warning errors due to SHSE codebase
- Fix missed case for Unknown/Known Ingredient tracking
- Allow septims yielded from FLOR (e.g. Coin Purse) to be harvested even in flora indicates No Action
- Automate Logging artifacts RAR build
- Speed up UI 'OK to scan' checking in the mainline, reduce delay when handshake with scripts required
- Replace scripted Equipped/Worn item refresh with C++ code ported to CommonLibSSE from SKSE
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Version 4.0.0.9
- Prevent looting of ghost NPC_ inventory via its ash-pile (e.g Spectral Assassin)
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Version 4.0.0.8
- Add Logging AE build for problem diagnosis
- Do not autoloot NPCs with ActorTypeGhost keyword, nor those that have Activation blocked
- Manually blacklist more outlier NPCs as Quest Targets
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Version 4.0.0.7
- Do not use static const qualifier for variables that vary over time. Fixes encumbrance options, amongst other things.
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Version 4.0.0.6
- Fix uninitialized variable in cosave decompress flow that may cause game load to fail randomly
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Version 4.0.0.5
- Use constinit Version Info to accommodate SKSE DLL load pattern
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Version 4.0.0.4
- Use raw SKSE pattern for plugin versioning on AE
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Version 4.0.0.3
- Use raw SKSE pattern for plugin versioning on AE
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Version 4.0.0.1
- Implement new workflow to load plugin (AE-specific, affects SE code)
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Version 4.0.0.0
- Provide separate packages to support AE and SE SkyrimSE.exe.
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Version 3.10.4.0
- Reinstate different delay for indoors scans, lost in SettingsCache implementation
- Prevent incorrect looting of in-flight ammo by observing player-active Slow Time effects
- Fix hotkey whitelist/blacklist of location by refreshing LocationTracker before recording current location/cell
- Added more special-case Quest Targets to blacklist - Halldir clones, Yngvild Soul Gem
- Reinstate different delay for indoors scans, lost in SettingsCache implementation
- Prevent incorrect looting of in-flight ammo by observing player-active Slow Time effects
- Fix hotkey whitelist/blacklist of location by refreshing LocationTracker before recording current location/cell
- Added more special-case Quest Targets to blacklist - Halldir clones, Yngvild Soul Gem
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Version 3.10.3.0
- Rerelease v3.10.2.0 without dups in RAR file
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Version 3.10.2.0
- Add Wuuthrad as a manual loot target - allow manual loot blocking of dynamic REFRs
- Restore prior Player House handling unless 'loot-allowed-items-in player-house' is set true
- Revised fix for Companion Ghost autoloot prevention
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Version 3.10.1.0
- Add LootAllowedItemsInPlayerHouse, works like LootAllowedItemsInSettlement but ignores player-owned flag
- Fix Collections in a Group being displayed twice in MCM when selecting Collection to manage
- Fix bug in notification backlog counter - condition was different at time of enqueue and dequeue resulting in unbounded counter growth
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Version 3.10.0.0
- Add some situational Quest Targets - Briarheart quest, Ysgramor's Tomb
- Fix FLOR/TREE auto-harvest notification generation
- Fix plant-ingredient looting
- Add sample collection for "xxx in a Jar"
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Version 3.9.4.2
- Fix Collections scope handling to properly exclude not in-scope items.
- Stops Hunterborn JSON from causing ingredient mass-fail.
- Exempt Player-Enchanted and Tempered items from Excess Inventory handling.
- Inventory stacking means this will prevent transfer of other objects that share the same base, for now.
- Items manually renamed are also exempt, for now.
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Version 3.9.4.1
- Set sensible defaults in SettingsCache so scan thread does not pick up random wait before settings are pushed from script
- Enforce pragmatic upper limit on timed wait for future reference
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Version 3.9.4.0
- Don't print "Excess Inventory Migrated" message unless it was. Duh.
- Make Favourite items exempt from Excess Inventory Handling.
- For crafting items, use excess inventory weight/count limits applicable to the item's type, if more permissive than crafting item settings
- Reorder crosshair hotkey handling so Quest Target in Excess Inventory checking does not get confusing 'BlackList' message
- Clean up condition variable for UI State when check was pending during game reload, which kills the responding script instance
- Reset UI State sync in script only after reload
- Remove spurious call for UI State sync from script. It's wrong and possibly was hiding problems.
- Enable more logging in case there are more UI State sync problems
- Fix item name in notification for looting of shot arrows
- Prevent blacklist/whitelist in-world of shot arrows as it pollutes the lists with incorrect PROJ entries - use inventory hotkey for arrows.
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Version 3.9.3.4
- Long press 1.5 seconds on Pause hotkey for Transfer List container management
- Increase Transfer List limit to 64, including tested migration from old limit
- Do not treat Gold (formid 0xf) as a COBJ input for excess inventory
- Flora toggle filtering ineffective - check if flora and save state, before lootable overridden
- Handle transfer-list deletion without corrupting the list, including migration of existing settings
- Add MCM and autoloot support for locked container to be looted after unlock
- Modify Locked container addition to glow before unlock and to avoid immediate autoloot
- Excess inventory handling treats Quest Targets more conservatively: prevents Unusual Gem and Meridia's Beacon auto-transfer
- Reduce long press times to 1.5 seconds and 5 seconds from 3 and 10
- Add diagnostic support for Excess Inventory from Inventory Menu pause hotkey
- Refactor Excess Handling per-category to keep plugin and scripts consistent and correct
- Fix migration of existing Transfer List
- Add excess inventory options for keys
- Enhance Excess Inventory migration to reset container assignments, with popup to inform user
- Exempt all Equipped and Worn Items from Excess Inventory handling. Refresh plugin data on any UI activity.
- Clean up UI State Sync variables on reload-game - saved game can have values that prevents script/plugin sync
- Fix warning error for whitelist/blacklist add failure
- Increase excess inventory slider limits for septims, food, drink, jewelry.
- Use excess inventory slider increment 1 for all items except septims (500).
- Enhance Excess Inventory diagnostic popup to include Exempt Item info.
- Fix bug in prior test build so we do not always set Excess Inventory max-count to 0
- Make Excess Inventory Container targeting failure visible in log
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Version 3.9.2.0
- Fix CTD when mousing over Location or Cell in WhiteList or BlackList
- Fix elapsed-time check to prevent Excess Inventory check from running too often
- Rework critter and flora looting. There is now a top-level toggle to allow or forbid harvesting each of them.
- If harvesting is permitted, the V/W setting for the eventual item is used to control looting, e.g ingredient or food
- Added clarifying text for flora/critter.
- Greyed out V/W slider if not in use for object type
- Added Inventory Menu support for sell/delete/transfer item using Pause hotkey
- Synchronized of MCM Open/Close with Event Script to prevent auto-loot resuming before updated settings are pushed to plugin
- Auto-register user-created ALCH items (potion/poison) and relax Dynamic FormID handling accordingly for forms like 0xFFnnnnnn
- Clarified text output for unlootable object in unnamed CELL
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Version 3.9.1.0
- Add COBJ introspection so that Crafting Items can be handled as Excess Inventory
- Add MCM and INI support for Crafting Items as Excess Inventory. Follow item rules if disabled.
- Shorten warning text re Pause hotkey item invalid for Transfer List
- Support Vidani's Bag of Holding on Transfer List
- Cleanup FormList sync on game reload to keep plugin/event scripts/MCM script on the same page
- Reorder settings sync on game reload to prevent incorrect looting in a Settlement
- Remove functions that misleadingly cache settings - use main SettingsCache everywhere
- Refactor loot scan to Fortune Hunting does not trigger steal/NPC delay, and to work properly with a mix of FHI/auto-loot
- No-op FHI and Adventurer's Instinct spam, in case Lesser Power cooldown is insufficient
- Tighten conditions on Excess Inventory processing to prevent unwanted interference in player proactive item handling
- Plugin now waits for signal from MCM as will as event script before starting periodic scan after continue/reload/new game
- Fix disabling of Fortune Hunt scoping flags when main toggle is on
- Fix incredibly obvious and embarrassing cut-and-paste that prevents Transfer List targets being used after the first couple
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Version 3.9.0.3
- Allow mix of Fortune Hunter's Instinct and auto-looting across dead bodies/containers/loose items.
- New MCM settings for granular Fortune Hunter's Instinct override regular settings if FHI is enabled by main toggle.
- Rebucket MISC items with KYWD VendorItemAnimalPart as animalHide, and update MCM text to retain descriptiveness
- Avoid Excess Inventory handling for Quest Targets. May exclude false negatives, in preference to breaking the game.
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Version 3.9.0.2
- Disallow multiple links to an underlying *linked* CONT as redundant.
- Blacklist REFRs with links to such an underlier.
- Improve error text for this case attempted via crosshair.
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Version 3.9.0.1
- Patch for multiple ESPs in multi linked container mod.
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Version 3.9.0.0
- Fix iteration of target list so it does not get reordered
- Allow targeting of containers from 'Magic Chest Spell with Multi Linked Containers'
- Fix settings cache for Default Value/Weight and Valuable Item Threshold
- Prevent most erroneous autoloot of excess inventory items that are set to 'Leave Behind' by keeping track of item count delta during each pass
- Force Inventory Cache refresh after loot scan when any in-scope item is auto-looted
- Disable excess inventory handling when loot scan is disabled, to allow Player to collect and manually sell Transferred loot
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Version 3.8.0.4
- Fix Papyrus log errors during first time install of update (tested using upgrade)
- Fix CTD on CACO-edited 'fake salmon' that yields nothing
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Version 3.8.0.0
- Apply multiplier for conversion of excess inventory to septims
- Add SettingsCache support for excess-count and excess-weight limits per object type
- Implement Inventory Cache for items that are to be auto-processed once a *per-item* limit on weight or count is reached.
- Reconcile Excess Inventory periodically out of band, transferring to a container, or converting to septims, as configured.
- Modify looting logic to not auto-loot weight- or count-limited items that are marked to be left behind, when the item is already at its limit, or would exceed a limit if looted.
- Constrain some flows and data structures to use TESBoundObject rather than TESForm, to clarify and simplify.
- INI file updates
- Use typed settings cache instead of direct INI format read
- Remove Owner from stolen items to avoid theft alert due to timing window: detection checks not atomic with item transfer to player (WIP)
- Add UnknownIngredientLoot in INI file, and MCM management
- Add support to always loot ingredients with unknown effects. Fall back to other rules if all effects are known.
- Add support to treat enchanted item as mundane if enchantment is known to player. Fall back to other rules in this case.
- Remove light as a loot category in INI file.
- Add excessHandling/maxItems/maxWeight in INI file, and MCM management by item type
- Add SaleValuePercent in INI file, and MCM management
- Periodically refresh cache of inventory items that are configured for excess handling
- Add MCM support for Loot Transfer Target management and Inventory Excess handling by item type
- Pause hotkey now toggles transfer list status for Player House container in crosshair
- Do not autoloot from containers on the TransferList
- Remove non-operable and obsolete debugs.cpp/debugs.h
- WhiteList and BlackList loose item in crosshair using hotkeys
- Allow known Enchantments to be ignored, demoting the item to unenchanted for looting purposes
- Sync to latest Alglib and CommonLibSSE. Various cleanup pre-release.
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Version 3.7.0.15
- Logging is now configurable via system environment variable SmartHarvestSELogLevel
- Added second verb for mining in German translations file
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Version 3.7.0.14
- Fix CTD in v3.7.0.13 when Tools of Kagrenac not present
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Version 3.7.0.13
- Optional notification for looting of WhiteList items via INI file setting WhiteListTargetNotify, default 0
- Better diagnostics for TREE/FLOR categorization
- Treat TREE/FLOR that produce cash as septims, not flora
- Refactored Pending-Harvest lock/unlock to be more precise, time out after 10 seconds
- Fixed unlock of Pending-Harvest Dynamic REFR - should improve arrow collection
- WITHDRAWN for patch of near-universal CTD
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Version 3.7.0.12
- In general case, exclude LVLI member from treatment as Quest Target, as this implies randomized drops of an item
- Permit LVLI to be excluded from this, continuing to be treated as Quest Target e.g. Dawnbreaker has its own LVLI, and some CACO cases
- Modify Quest Target logging to help with future outliers
- Refactor LeveledItemCategorizer for use in QuestTargets
- Prevent LVLI tree infinite recursion (looking at you, BS:Bruma)
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Version 3.7.0.11
- Rework PROJ -> AMMO mapping to leverage Projectile class that's derived from TESObjectREFR
- Replace cellX/cellY check for CELL adjacency by strict proximity check for 8 CELLs based on worldX/worldY distance to player CELL.
- Check for CELL proximity in player's actual WRLD rather than its topmost parent WRLD
- Harvest trapped soul gems after they are not longer active. [Notification apparently cannot be prevented.]
- Ensure FLOR/TREE objects are not harvested if 'ingredient' is enabled but 'flora' is disabled
- For Clam and Pheasant, which produce more than one type of loot, subjectively adjudge 'ingredient' more desirable than 'food'
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Version 3.7.0.10
- Add always-on log for every container/NPC loot transfer attempt
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Version 3.7.0.9
- Russian translation courtesy of Nexus user medvedq.
- More fixes and logging for blacklist/whitelist hotkey malfunction. Please provide SmartHarvestSE.log file when reporting any remaining issues.
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Version 3.7.0.8
- Prevent concurrent whitelist/blacklist hotkey operations
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Version 3.7.0.7
- German localization of ACTI verbs by Nexus user kingofthelions
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Version 3.7.0.6
- Fix hotkey un-map, broken after conflict detection added
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Version 3.7.0.5
- Add thread-safe check to ensure Data Load and post-load reset at startup only fires once
- Do not repeat whitelist/blacklist migration once done
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Version 3.7.0.4
- Do not record item as possible dup during Collectibility pre-check, only at point of final looting decision
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Version 3.7.0.3
- Do not start every new game with autoloot on Pause
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Version 3.7.0.2
- Add test CELLs to blacklist, treat LC_Build Your Noble House CELLs as Town
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Version 3.7.0.1
- Fix NPC looting breakage in v3.7.0.0.
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Version 3.7.0.0
- Add new "Condition Collection" type using NameMatch Condition, filtering for Items and NPC by Name
- Add "Category Collections" to filter on some item types, disjoint from existing Condition Collections
- Support new Collection types in JSONTest.exe
- Added examples into SHSE.Collections.Samples.json to demonstrate usage
- Pass along itemType and scope for each looted Collectible, for accurate Collection membership determination
- For Collections with repeat=false, prevent dupes being picked up in the same loot pass
- Make Collectible Inventory item reconciliation less frequent
- Refactor WhiteList/BlackList - rebuild from scratch when MCM closes, using only still-checked entries
- Replace FormList usage with FormID[] for BlackList/Whitelist, migrating existing list entries if present
- Clean up handling of generated REFR and Base objects
- Treat Helgen Reborn Buildings as part of a Town for Settlement autoloot prevention
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Version 3.6.3.0
- Added diagnostics for bad Forms on script WhiteList/BlackList
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Version 3.6.2.0
- Fix MCM handling of blacklist/whitelist after all entries are cleared.
- Add logic to prevent and remove junk in blacklist/whitelist.
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Version 3.6.1.0
- Automate build of artifacts RAR file to avoid further embarrassment
- Notify when near to tricky LoTD Quest Target (c.f. Unusual Gem)
- Forcibly prevent Quest Target from being added to Item WhiteList or BlackList
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Version 3.6.0.1
- Same as v3.6.0.0, just with the correct DLL
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Version 3.6.0.0
- Reinstate and fix up recently-lost logic to sync FormList frmo script to native DLL
- Do not allow hotkey overloading - upgrade clears any that are double-assigned within the mod
- Do not allow dynamic/generated REFR to Dead Body or container to be blacklisted, update message to include that restriction
- Expand Release build BlackList/WhiteList sync logging
- Hardcode ObjectType for some CACO non-potion items to which CACO adds VendorItemPotion keyword
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Version 3.5.0.0
- Pause hotkey script state restored correctly on game load
- Decouple Pause hotkey from other 'scan or not scan' config settings and clarify in printed messages
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Version 3.4.0.0
- Refactor VM <-> native sync to fix Collections malfunction on load game/new game code paths
- Ensure Cosave Data and INI file settings are always pushed, and at the right time.
- Move Event Publisher check out of scan loop into Plugin Facade init.
- Plugin Facade init issues new OnGameReady event to tighten up the process.
- MCM and Event Handler scripts less coupled for game reload/new game
- MCM script issues Sync-Native call after all settings pushed
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Version 3.3.1.0
- Don't access REFR pointer if known to be bad, esp. for AshPile
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Version 3.3.0.0
- Fix failure to save most recent options to INI file
- Clarify text for whitelist/blacklist hotkey failure when crosshair points to an item
- Fix compiler warning errors where practical - found and fixed some bugs in the process. Use /W4 going forward.
- Removed retired item type animalParts from INI files
- Remove Collections dependency on PlacedObjects.
- Remove CELL linkage checking from PlacedObjects
- Make sure Collections are cleared before updating from cosave
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Version 3.2.0.2
- Fix Adventurer's Instinct target-finding printout
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Version 3.2.0.1
- Fix for CTD after fast travel, this time with a DLL that includes the fixed code.
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Version 3.2.0.0
- WITHDRAWN, contains broken DLL
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Version 3.1.0.1
- Patch Canticle Bark autoloot loop via ManualLoot JSON
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Version 3.1.0.0
- Hook SmartHarvestSE.dll into JSONTest.exe for quick location of crash addresses
- Tidy up game reload processing to unify it in one place, possibly prevent crash after fast travel accessing player-location
- Collections JSON for Samples and Uniques updated per frostryder
- Clarify MCM text for Collections Policy Pick Up (whitelist) and Leave Behind (blacklist)
- Add build for Full Logging to be delivered on demand
- Add load-time logging to release build to help understand flow, fix logic errors to cut down on RAM usage a little
- Mark Helgen Reborn test cell off-limits
- Situationally fix bad KYWD-based categorization
- Rename EnchantItemGlow to EnchantedItemLoot in INI file - it's now a Take/Leave/Glow choice
- Add Enchanted Item handling for loose items
- Fix minor logic error in enchanted/valuable handling for containers/dead bodies
- Add LootAllowedItemsInSettlement (default 1) in INI file to let people decide whether to loot plants etc in settlements
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Version 3.0.0.1
- Fix dynamic REFR glow getting increasingly likely to be blocked.over time
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Version 3.0.0.0
- **** Player Saga initial release ****
- Display recorded game events via MCM - kills, collected items, locations visited, followers, adventures
- Select your day, then page through current day's events in an easy-to-read dialog
- MCM help text added for glow demo and range calibration
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Version 2.9.6.3
- Count all SPERG mining operations, not just queued ones. Add Release log output for the concurrent mining case.
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Version 2.9.6.2
- Cut-and-paste bug - SPERG logic CTDs when inventory item is not a RE::BGSKeywordForm
- Reduce logging in release build
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Version 2.9.6.1
- SPERG checking should not assume Bound Object has KYWDs, e.g. TESObjectLIGH(Name: `Torch`, FormId: 00036343, File: `Skyrim.esm`)
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Version 2.9.6.0
- Distinguish game-reload VM->Native state-OK from poll response, prevent concurrent SHSE_EventsAlias.OnUpdate cycles.
- Fixed thread safety bug in BlackList/WhiteList resync
- Fixes for AdventureTargets range errors
- Filenames use Unicode, to avoid std::filesystem::directory_iterator exception in Collection Group file scan.
- Move delay after UI closed into scan thread, so script callback is not blocked
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Version 2.9.5.0
- UI State checks now done entirely by VM once found open. Prevents native code being active when game exits, and more efficient.
- Bypass SKSE::Impl::RegistrationSetBase dtor which faults during process exit
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Version 2.9.4.0
- Safety first changes to last release, aimed at CTD after Fast Travel - if nothing else, the line of code that crashed is removed
- Fix game-time reload from cosave for AdventureTargets
- Fix Position in VisitedPlaces
- Printable in-game Date/Time ready for further testing with timeline introspection
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Version 2.9.3.0
- Redeploy with the correct DLL
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Version 2.9.2.0
- Add support for Helgen Reborn Private Tower: Player House comprising loose CELLs, with no wrapping LCTN
- Fix CTD caused by Pale Shadow: teammates that are Summoned or use Dynamic REFR/Base Object are not valid Party Members
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Version 2.9.1.0
- Adventure Target analysis improved to make WorldSpace->Location assignment more accurate
- Updated and fixed LoTD Sample Collections for latest Load Order
- Do not treat every quest-related object as Quest Target, pending further review
- Quest Target analysis links "created-in" item to specific REFR
- Expand Quest Target debug diagnostics during data load and looting
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Version 2.9.0.0
- Add Debug diagnostics for CRT asserts,and use them to fix vector abuse at end of compass-heading loop
- Factor out LocationTracker redundant map marker collation - AdventureTargets does it all now
- Add AdventureTargets::GetWorldMarkedPlaces to seed the Location Tracker KD-tree on worldspace entry
- For Interior Cells, use externally-visible DOOR.XTEL as a proxy for the CELL to correctly calculate Adventure Target XYZ coordinates
- Fix Adventure Target WorldSpace inference. Use LCPR in the LCTN record and parents in preference to parent WorldSpace.
- Expand the range of LCRTs used to infer LCTN coordinates - still prefer Map Marker, if absent just use the first found
- Store LCTN coordinates even if not an Adventure Target
- AdventureTargets now uses LCTN Position rather than Marker ObjectRefHandle, because the coordinates may reference an unmarked DOOR
- Persistent glow on container with special items or state, so long as container continues to merit the glow
- Prevent auto-looting of Container/NPC that is marked as a Quest Target, in line with loose and Container/NPC held items
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Version 2.8.2.0
- Fix object glow - texture/ESPFE mismatch
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Version 2.8.1.0
- Re-enable SPERG - mined item reconciliation happens in the scan loop after Collections inventory checking
- Quest Target checking more conservative: assume cannot loot if QUST connected to REFR.
- Removed Quest Item auto-looting completely - glow or leave
- Removed Quest Item scope
- 'Build Your Noble House Income' Chest blacklisted
- Blacklisted containers were not always reinstated properly during blocked REFR reset
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Version 2.8.0.0
- NPC dead body filtering by Keyword, race and faction
- JSONTest updated to check schema and customized filter file
- Schema file SKSE/Plugins/SHSE.SchemaFilters.json is always present
- Functionality triggered by presence of Filter file SKSE/Plugins/SHSE.Filter.DeadBody.json - sample provided filters out humanoids (subjective)
- MO2 setup of separate mod recommended to manage the customized file in its proper location
- Multiple prioritized filters, each with exclude/include lists
- Supports true/false as a default action if not filter matches the target.
- Optionally, exclude player race from looting
- Exclude LVLN-based NPC_ records from Dead Body Filtering pre-check
- Use Placed-Object count to not glow overly-common QUST Target Base Objects
- Narrow Quest Target checking to use specific REFR if that's how QUST is set up
- Check ItemLootingLegality at container level for chest or dead body contents, so dead bodies loot more often if allowed
- Make glowed objects more easy to see (red, green, blue, purple)
- Handle Collectible Action Print for item in Container
- Add Print as an action for Collection and Collection Group
- Prevent null pointer dereference if game data not as expected
- Support HearthfiresExtended Apiary auto-looting as Firehose, up to first critter and including random extra items
- Restructure handling of Firehose item sources (BYOH materials, HearthfiresExtended Apiary) to reduce scripted logic
- Removed unused diagnostics for auto-mining
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Version 2.7.0.1
- [Unless you have CTD on startup, it's OK to stick with v2.7.0.0]
Exception and error handling especially for Collection Group file scan to help diagnose CTD after upgrade to v1.11 or later
- [Unless you have CTD on startup, it's OK to stick with v2.7.0.0]
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Version 2.7.0.0
- Fortune Hunter's Instinct Lesser Power, aka LootSense: glow target items without looting
- Clarify More Realism MCM text to indicate not useful with Fortune Hunter's Instinct
- Add Glow colour config for users to shuffle item category Effect Shaders
- Exclude empty Collections from MCM display
- Categorize Coin Replacer Redux SE coin piles as 'septims', thank you Vyxenne
- Dead Body BlackList support
- Refactor local loot state reset to handle Blacklist/Whitelist updates properly
- Repeated items in a scan can fail to loot randomly
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Version 2.6.0.0
- Use BlackList hot key to block or unblock autoloot of a Container under the Crosshair
- Long-press WhiteList hotkey for 3+ seconds to scans a Container under the Crosshair for Collectibles, and add them to your Collections
- Support looting of Dragonborn 'Pile of Gold' items as septims
- Fix serious bug in SPERG integration that prevents looting of Ore/Ingot or Gem
- Modify AshPile logic for the case where linked Ash Pile is unexpectedly missing, to avoid use of empty ObjectRefHandle (speculative)
- Modify Sample Collections to be more indicative of real world usage (Repeat = true more often than not)
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Version 2.5.0.0
- Avoid carbon-copy loop for dynamic REFR that fails to transfer items
- Make dynamic REFR blacklisting more predictable by saving Base Object FormID as well as REFR FormID
- Stop glowing locked container once it's unlocked and looted by the player
- Adventure types swapped in plugin to satisfy my alphabetical ordering OCD
- Remove overlooked infrequent script debug log call
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Version 2.4.0.0
- Sort out Form ID shambles from withdrawn v2.3
- SPERG interop for auto-mining - double the amount of mined items with certain KYWDs if player has Prospector perk
- Support Wisp Core looting using critter pattern
- For Collections Inventory reconciliation, ignore non-Collectible items using ContainerLister filter
- Fix Adventurer's Instinct malfunctions while indoors and after game loaded
-
Version 2.3.0.0
- Add Adventurer's Instinct Lesser Power for location finding via new script
- Add INI setting and MCM switch to enable or disable Adventurer's Instinct
- Improve text for Adventures in MCM
- Do not offer Adventures with no valid target locations
- Reduce on-screen spam when a lot of items are gathered quickly, especially during inventory reconciliation
- Glowable items in a container should not prevent looting of others. We may now glow and auto-loot in one pass.
- Add Interesting NPCs and LoTD Non-Display Collections
-
Version 2.2.0.0
- Added Adventuring to Mystery Location in MCM with history in SKSE cosave
- Collectible item lootability should not override Quest Object restriction
- Add a couple more "Uniques" Collection Examples
-
Version 2.1.0.0
- Properly respect Repeat flag in Collection policy as a once-only observation instruction
- Ignore all already-looted container checks when user is checking for lootability
- Detection of Collectible or Valuable item should not govern the entire Container looting cycle
- Infrastructure for mystery location choice
-
Version 2.0.0.0
- === Collections Persistence
- SKSE Cosave Serialization hooks for Game State implemented, using JSON with Brotli Compression
- Tracks Load Order, Collections, Visited Places, Party Members, Party Victims
- Updated LoTD Collections script, esp. not to repeat-collect
- Update Uniques and LoTD Collections for new Load Order, LoTD now split into two files (<= 128 per file)
- Ignore cosave Collections with zero members, log and ignore empty Collections in JSON files
- Log working set after cosave load
- Track Actors even if loot scan is disabled
- Follower check includes TeamMate as well as Follower Faction
- === Fixes
- Fix oreVein loot setting load from My Custom Settings
- Allow unmap of hotkeys
- Collections inventory reconciliation uses autoloot inventory scan, minus detection of "special objects"
- Predetermine Quest Objects by scanning QUST list for ALCO/ALFR/ALUA Aliases: checked before existing logic for now
- Sync to latest CommonLibSSE
- Update SHSE logging to use spdlog directly.
- Do not treat PlayerCharacter as a possible detective
- Validate each unique in-range loot target only once
-
Version 1.11.2.0
- Fix Fossil Mining loot output from vanilla ore veins without requiring new game
-
Version 1.11.1.0
- Fix Fossil Mining loot output from vanilla ore veins
-
Version 1.11.0.0
- Add MCM Support to load Default Settings separate from My Custom Settings
- Add Collection Description in MCM
- Separate User Collection Groups (enabled and managed in MCM) from Administrative Collection Groups (always-on, no MCM)
- Blacklist Playable but bad "Do Not Delete" forms permanently in new Collection Group file
- Manual Loot targets now use a new Administrative Collection Group file to fire 'heads-up' message
- Clean up Collections item filtering logic, especially blacklisting
- Clean up Collection State properly on game reload
- Be more permissive regarding Placed-Object locatability, for now
- Upgrade Lootability check with more blocked-item reasons
- Added Unusual Gems to the list of known Manual Targets
- Updated Uniques Collections, added New Treasure Hunt SSE
- Fix CTD during shutdown by removing pointless LocationTracker call during Nap
-
Version 1.10.0.0
- Owned item and owned cell overridden for Collectible item if not a crime.
- Fix PlayerState refresh so that Player-Owned items get picked up after MCM change is made to permit it.
- Fix Lootability recheck to reinstate Steal-if-undetected support broken in v1.9
- Break out confusing Lootability failures with more detailed reason codes
- Add object-type, location/cell and player-detected state to Lootability diagnostic print
- Compatibility for MrB's Lootable Things: if Container fails to yield valid targets, copy them by hand and blacklist the REFR (only cleared on game reload)
- Make looted object state history reset more deterministic
- Prevent scripted events from running while UI State indicates SHSE should be inactive - includes interruption of auto-mining loop
- Pass MCM close event along to plugin so settings-related state can be cleared: now includes Detective Actors, transient blocked REFRs, locked containers
- After UI state changes to scan-allowed, scan thread takes a nap before resuming
- Only do full sync of plugin on game reload
- Fix CACO auto-mining
- Do not block REFR for Blacklisted objects, just retest each time
-
Version 1.9.0.0
- Print diagnostic info from loot failure when missed item is in the crosshair, triggered via 3+ seconds long-press on blacklist hotkey
- Fix Weapon object type inference from Keywords
- Change example Collections default action to 'take'
- Change default Valuables handling to 'take'
-
Version 1.8.2.0
- Outdoor looting DOA in v1.8.1.0.
-
Version 1.8.1.0
- Fix serious v1.8.0.0 regression in owned CELL handling.
- Enhanced Door autoloot restriction to handle Display Case and other faux Containers.
- Clarify ammo/arrow looting in MCM - 'loot all', or 'if Damage high enough'.
- Set INI crime check default to 'Prevent Crimes' for sneaking and not sneaking.
-
Version 1.8.0.0
- Autoloot of stolen items now only allowed if undetected. In-range actors are tested for detects-player before any item is stolen.
- Arrows can be looted by their damage via a new MCM slider
- Collections Group MCM supports default Policy for Collections in Group: JSON files and JSONTest.exe updated
- Vendor chests and other blacklisted containers fixed so they are not auto-looted (playtest missed this)
- All Missives Boards are blacklisted if SHSE loads earlier than Missives
- Cell Ownership now only prevents auto-looting if the owner is not Player/Player-Faction - whitelist to loot these e.g. stores you are not friendly with
- Fixed Green Thumb handling, future proofing for other harvesting-modifier perks
- Minor INI file changes, not material for existing installations
-
Version 1.7.1.0
- Modify Locked Container memorization to never auto-loot, if detected as locked when first seen
- Removed ESM flag from the plugin to allow flexibility in load order
- Do not disable mounted looting if SHSE loads before Convenient Horses
- Tweak Gray Cowl "Chest" scan to require exact match
-
Version 1.7.0.0
- Display Player location relative to nearest map marker via whitelist hotkey long-press for more than 3 seconds
- Reworked periodic local item scan to be much faster - optimized nearest door logic and invalid target pre-filtering
- Avoid double dipping in ash pile/ice pile when periodic scan occurs coincident with creature death
- Modify BlackList/WhiteList to match on item name as well as Form ID
- BlackList Gray Cowl of Nocturnal special chest to avoid undesirable autoloot
- Don't generate sound spam when looting corpses/containers
- Fix Green Thumb exception in script
- Added new Unique Item Collections for Oblivion Artifacts and Zim's Immersive Artifacts
- Work in progress to enumerate Placed Objects and serialize mod state into SKSE cosave file
- Moved mod under GPL v3 license to accommodate use of Alglib free edition
-
Version 1.6.2.0
- Restore v1.5 item valuation, changes in v1.6 give wrong result
- Fix Ash Pile handling, broken by changes for v1.6
- Integrate adjacent cell checking to v1.6 Location Tracking flow
-
Version 1.6.1.0
- Fix logic of value/weight - integration of player-created enchantment broke some items
- Unified and fixed checks for location being loot-restricted, including Settlements, where some looting remains OK
- Fixed removal of place or item from WhiteList not making it into C++ plugin
- Fixed up Location Tracking to make message output and state recording more reliable
- Marked this setting recommended, for clarity
- Wait for script and plugin to confirm in sync before allowing any game-state checking
- Disable carry weight updates if no SHSE toggles are enabled
- Detect CorpseToCoinage.esp and auto-loot Corpse Coinage as septims
- Optimize loot-target scan by stopping when we hit one that is out of range, now they are proximity-ordered
-
Version 1.6.0.0
- Hunterborn compatibility work-in-progress via Collections to handle Tokens and corpse looting
- Compatible with World's Dawn and other player-created enchantment mods - code by wyongcan2019
- Location/cell whitelisting based on player position now works correctly in all cases tested
- Scope Condition added for Collections (looseItem/deadBody/container) - for Hunterborn
- Collection fixes for Blacklist use case, where item action = "leave". Action "glow" or "take" makes Collection a WhiteList.
- Collections Schema now allows Keyword-only Collection
- More Realism: Added MCM and INI support for VerticalRadiusFactor and DoorsPreventLooting
- Reworked MCM pages to accommodate More Realism options
- Loot targets are now looted nearest-first, although deadBody Scope is prioritized over container and looseItem
- Record player position when an item is first recorded in a Collection
- Skyrim.esm now usable in a Collection Plugin Condition
- Split off Production-ready unique items Collections from the Samples file into SHSE.Collections.Uniques.json
- Fixed up looting of Ammo and ProjectileArrow - loose and player-fired arrows
- Restructured and fixed logic errors in handling of Collectibles and Valuables
- Fixed looting of summons and essential NPCs to align exactly with AHSE logic. Verified summons are barred from looting using player-summoned Flame Atronach.
- Implemented work round for ObjectReference.Activate() issue with dropping a bundle of items from inventory : was picked up as 1, now adds back the count you dropped.
- Fixed up count for Green Thumb 'how many looted' message
-
Version 1.5.0.1
- Patch for MCM script range error in Collections support
- Includes Hunterborn Token Compatibility Collection courtesy of Hunterborn SE MCM author hazado
-
Version 1.5.0.0
- Add INI file and MCM option to enable Collections as an option
- Support Collections workflow, with examples. Handles unique items separately from normal loot categories, as a rules-based whitelist.
- xEdit Script auto-generates Collections for configured LoTD Displays - more mods to follow as requested
- Test Program to validate your own Collections files vs the JSON Schema
- Supports multiple Collection Groups: one Group per JSON file, each comprising multiple Collections
- Per-Collection config Looting Policy managed via MCM: action to take, notify for first sighting, treat as collectible after first sighting
- "Collectibles" glow colour added (copper/bronze)
- Collectibles are identified on the fly if they are auto-looted. Player Inventory is periodically reconciled to identify new Collectibles received by other means.
- Long-press Pause hotkey for 10 seconds to demonstrate glow colours, long-press again for 3 seconds to stop the demo
- Script passes game-time to plugin for "time collected" tracking (future release)
- Looting of pre-existing dead bodies optimized
- Add an INI option to leave dead bodies in their armor, to avoid nudity caused by default INI settings
- Implemented "Valuables" - new threshold slider in MCM, and optional gold glow, for items more than a certain absolute value
- Add INI and MCM option to notify about Location changes affecting autoloot permissions
-
Version 1.4.0.1
- REQUIRES A NEW GAME IF UPGRADING FROM V1.3 - please continue using v1.3.1.1 for playthroughs in progress. Otherwise, this is preferred - only breaking bugs will be fixed in v1.3 from now on.
- Patch to prevent auto-loot of LoTD Museum Shipment Crates
-
Version 1.4.0.0
- REQUIRES A NEW GAME IF UPGRADING FROM V1.3 - please continue using v1.3.1.0 for playthroughs in progress. Otherwise, this is preferred - only breaking bugs will be fixed in v1.3 from now on.
- Marks plugin as light master (ESM/ESL flagged)
-
Version 1.3.1.1
- Patch to prevent auto-loot of LoTD Museum Shipment Crates
-
Version 1.3.1.0
- Fix looting of Salmon/Salmon Roe for base game and CACO cases
- Fix WhiteList <-> BlackList transfer in item menus
-
Version 1.3.0.0
- Add 'loot range calibration' to give a visible indicator of what gets looted at what distance, indoors or outdoors
- Triggered using long-press of Pause hotkey: 3 seconds for on, repeat to stop, or let it run to the end (100 feet)
- Allow hotkey whitelisting and blacklisting of player location (preferred) or cell.
- Press once for add, again for remove. (MCM still allows view and removal of entries.)
- Allow looting in whitelisted places, overriding other location-based restrictions
- Removed MCM option to add current cell/location to blacklist
- Retired blacklist and whitelist files, major refactoring and fix effort for whitelist and blacklist in scripts and plugin
- Do not loot whitelist items if crime/ownership checks forbids it
- Tidy up and fix pre-loot checks for whitelist and blacklist locations
- Perform crime/ownership checks on container items as well as the container
- Bug fixes for carry-weight recalculation after menu use and game reload
- Bug fixes for player location refresh at game reload and menu use
- Disable looting when mounted if mod "Convenient Horses" is active, to avoid auto-loot conflicts
- Discard duplicate Activation Verbs in the translation string files
- Do not treat ACTI records as clutter for 'Take' verb: this breaks rules and quests
- Detect and prevent looting from all Vendor containers by scanning the LVLI contents for sentinel items
- Prevent looting of merged Immersive Armors chest, on a best-effort basis
- Prevent auto-looting in QASmoke cell
- Fix 'brief glow' duration after looting, was using the special-item duration by mistake
- Change 'out of doors' text in MCM to 'outdoors'
-
Version 1.2.0.0
- Added selective terse logging to the Release build to track down 'failure to launch'
- Reinstated AHSE logic for UI status checking, invoked async from the C++ plugin and compare to the result from C++ logic
- Output a log if the two differ and use the AHSE VM result
- Fixed issue with bad save data causing Papyrus log chaff in migration logic to this version
- Half-hearted stab at fixing loot radius sliders
-
Version 1.1.0.0
- * major MCM setting handling rework driven by disgruntled user feedback and guilt-ridden testing
- * fixed and clarified sliders
- * fixed nuking of item category strings at the wrong time
- * cleaned up and fixed reset of temp REFR blacklists during game reload
- * handle missing EDID in loaded mods during data load
- * added SEH for data load to help diagnose stuff like the missing EDID
- * encumbrance defaults set to 0 to reflect user base preference and avoid confusion
- * Hearthfire home materials mining UX improved:
- * default max-items in INI lowered to 8
- * option added as default to loot all oreVein except these
- * auto-looting of any given BYOH oreVein limited to 1 per gaming session, reset for reload and new game
- * added [spoiler]xxx[/spoiler] Blacksmith chest to 'vendor chest' blacklist
-
Version 1.0.2.0
- Fixed 'my property' and crime check logic to avoid theft in friendly faction buildings
- Fixed handling of Value and Enchantment on ARMO and WEAP records, and Value on 'clutter' catch-all
- Limit number of objects looted per pass to avoid dumping stacks during load spikes
- Fixed reset of looted-object state after menu close - MCM settings or inventory may change, so we need to recheck
- Exclude forbidden REFRs from search until settings are updated or player location/cell changes
- Added check for Invalid Form ID in looting logic post-scan - fixed CTD exiting Blue Palace with 'firehose' settings (long range, few restrictions)
- Move 'Menu Open?' check outside of search logic to ensure always checked
-
Version 1.0.0.1
- Patch 'gem' and 'key' in config defaults and plugin DLL.
-
Version 1.0.0.0
- Initial version. Port of Auto Harvest SE to CommonLibSSE, added various quality of life features and removed manual item lists.
-
- Donations
-
Straight donations accepted
v5.0.1 : released November 20 2022
Updated to CommonLibSSE-NG v3.6.0, should work on SE, AE for GOG & Steam
If you live to hunt butterflies, pick flowers and inspect endless chests and bodies for that one item of interest and a few septims: knock yourself out, each to their own...
If you would rather spend your valuable game time running through the world killing stuff and enjoying the views, you are in the right place!
And, you'll still get to enjoy the surprise of opening that boss chest or locked chest to look through the contents for that hard-own quest reward or special locked-up loot. You just won't run right by them because it's dark in that cave, and have to backtrack for 10 minutes after visiting the Wiki.
Release History
Installation
Mod Features
Almost all items added by mods just work. MCM shots show feature set, including Adventures and Collections.
Supported Mods
In general, items added by mods should be auto-looted without problems. Exceptions can occur when item retrieval is custom-scripted, or vanilla game data patterns are not followed.
Mods that provide automated looting are unlikely to play well with SHSE without custom work. Work rounds may exist case by case.
Known Issues
Help! It's not working...
Why doesn't it do X? Can you add Y?
How Does It Work?
Acknowledgements
This mod is based on Auto Harvest SE by towawot. His gracious permission for me to build on that baseline allowed me to publish. If you like my mod, please head on over and endorse its godfather at the link above. This mod retains the AHSE MCM texture to respect its lineage.
This mod is built on the awesome CommonLibSSE - as of v1.0.2.0, there is no compile-time dependency on SKSE.
Thanks to Lexy's LoTD for bringing me back to the game, and beta testing by members of Lexy's Discord community.
François Jarrier-Gellez for SimpleIni.
Jochen Kalmbach for StackWalker.
Gabi Melman for spdlog
Google for Brotli compression
Sergey Bochkanov for AlgLib Free Edition
Bethesda of course, for keeping the flame alive.
Recommended Mods
OMEGA Updated and Legacy of the Dragonborn SSE for getting me back into the game, and inspiring this update of Auto Harvest SE
Alternate Start - Live Another Life - SSE for saving us from the interminable scripted intro
Dear Diary - Paper SkyUI Menus Replacer SE as seen in the MCM screen shots
All Geared Up Derivative SE - AllGUD for display of equipped gear
.Net Script Framework can produce a crash dump text file in some failure cases
Please see Silent Harvesting if you want to remove sound spam in heavy loot passes
Updated to CommonLibSSE-NG v3.6.0, should work on SE, AE for GOG & Steam
If you live to hunt butterflies, pick flowers and inspect endless chests and bodies for that one item of interest and a few septims: knock yourself out, each to their own...
If you would rather spend your valuable game time running through the world killing stuff and enjoying the views, you are in the right place!
And, you'll still get to enjoy the surprise of opening that boss chest or locked chest to look through the contents for that hard-own quest reward or special locked-up loot. You just won't run right by them because it's dark in that cave, and have to backtrack for 10 minutes after visiting the Wiki.
Release History
Spoiler:
v5.0.0 : released November 18 2022
Conversion to CommonLibSSE-NG, should work on SE and AE
v4.1.0.1 : released January 10 2022
Bugfix and performance backlog, add diagnostics to Logging DLL, German translation by Nexus user rore58
v4.0.0.9 : released January 3 2022
Prevent looting of ghost NPC_ inventory via its ash-pile (e.g Spectral Assassin) - thanks to lywzc for report and testing
v4.0.0.8 : released January 1 2022
Add Logging AE build for problem diagnosis
Do not autoloot NPCs with ActorTypeGhost keyword, nor those that have Activation blocked
Manually blacklist more outlier NPCs as Quest Targets
v4.0.0.7 : released December 30 2021
Do not use static const for variables that change over time. Fixes encumbrance flags.
v4.0.0.6 : released December 28 2021
Fix uninitialized variable in cosave decompress flow that may cause cosave data load to fail randomly in game load
v4.0.0.5 : released December 22 2021
Implement new workflow to load plugin (AE-specific, affects SE code) - use constinit Version Info to accommodate SKSE DLL load pattern
v4.0.0.4 : released December 22 2021
Implement new workflow to load plugin (AE-specific, affects SE code) - use SKSE Version struct and example directly
v4.0.0.3 : released December 22 2021
Implement new workflow to load plugin (AE-specific, affects SE code) - use SKSE Version struct and example directly
v4.0.0.2 : released December 22 2021
Implement new workflow to load plugin (AE-specific, affects SE code) - supporting multiple recent AE EXEs
v4.0.0.1 : released December 22 2021
Implement new workflow to load plugin (AE-specific, affects SE code)
v4.0.0.0 : released December 22 2021
Provide separate packages to support AE and SE SkyrimSE.exe. No functional change vs last version.
v3.10.4.0 : released December 19 2021
Fix delay for indoors scans. Prevent incorrect looting of in-flight ammo if Slow Time in effect. Fix inaccurate hotkey whitelist/blacklist of location after inter-CELL transition. Added more special-case Quest Targets to blacklist.
v3.10.3.0 : released November 27 2021
[This is a rerelease of v3.10.2.0 and v3.10.1.0 without dups in the archive]
v3.10.2.0 : released November 26 2021
Selective Quest Target fixups
Restore prior Player House behaviour in the case where LootAllowedItemsInSettlement is set false
v3.10.1.0 : released November 24 2021
Add LootAllowedItemsInPlayerHouse, works like LootAllowedItemsInSettlement but ignores player-owned flag
Fix
Collections in a Group being displayed twice in MCM when selecting Collection to manage
Fix bug in notification backlog counter - condition was different at time of enqueue and dequeue resulting in unbounded counter growth
v3.10.0.0 : released November 12 2021
Plant-Ingredient looting and Notifications fixed. Added some situational Quest Targets.
v3.9.4.1 : released July 8 2021
Set sensible defaults in SettingsCache so scan thread does not pick up random wait before settings are pushed from script
Enforce pragmatic upper limit on timed wait for future reference
v3.9.4.0 : released July 7 2021
Fixed unpredictable failure-to-loot caused by dirty UI State Sync script variables on startup/load. Really fixed this time?
Excess Inventory exempts favourite items from auto-transfer to avoid player angst. Crafting items use item type weight/count limits if more permissive than crafting settings.
Minor f
ixes for shot arrows.
v3.9.3.4 : released July 5 2021
Fixed unpredictable failure-to-loot caused by dirty UI State Sync script variables on startup/load.
Stability and UX fixes, especially Excess Inventory. Exempt worn and equipped items from auto-transfer to avoid involuntary nudity. Long Press Pause on Inventory Menu item to check and manually trigger Excess Handling.
Option to autloot locked containers once unlocked e.g for better Lock Overhaul UX.
Fixed flora top-level toggle being ineffective.
Long press intervals reduced to 1.5 and 5 seconds (from 3 and 10).
v3.9.2.0 : released June 24 2021
Stability fixes. Reworked flora and critter looting to be clearer and fix regression. Pause hotkey on item in Player Inventory Menu allows transfer/delete/sell for all or excess items. Fix CTD when mousing over Location or Cell in WhiteList or BlackList. Support for user-created potions and poisons, pending testing.
v3.9.1.0 : released June 20 2021
Adds excess inventory management for Crafting Items. Fixes for Fortune Hunting and various other defects. Support Vidani's Bag of Holding auto-transfer.
v3.9.0.3 (Anniversary Edition hotfix) : released June 13 2021
Adds excess inventory management, including auto-transfer to containers made candidates by pressing Pause hotkey when chest is in the crosshair; upgrades handling of stolen, enchanted and ingredient items; blacklist and whitelist loose items via hotkey; boring engineering improvements. Upgrade tested from v3.7.0.15 on a new game. See sticky post if your upgrade causes problems. See images for new MCM settings.
v3.7.0.15 : released January 14 2021 - logging configurable; second German verb for mining added, per user feedback.
v3.7.0.14 : released December 27 2020. Add option for WhiteList item looting notification. More reliable shot arrow looting. Treat cash-yielding flora objects as type=septims, e.g. Coin Purse. Fixes CTD in v3.7.0.13.
v3.7.0.12 : released December 3 2020. Prevent most items that are in LVLI records from being treated as Quest Target, augmenting the existing Placed Object proliferation exclusion.
v3.7.0.11 : released November 27 2020. Fix two bad bugs detected during fixes for several reports.
v3.7.0.10 : released November 25 2020. Add log output for every NPC/container loot transfer attempt.
v3.7.0.9 : released November 22 2020. Russian translation courtesy of Nexus user medvedq. More fixes and logging for blacklist/whitelist hotkey malfunction. Please provide SmartHarvestSE.log file when reporting any remaining issues.
v3.7.0.8 : released November 1 2020. Prevent concurrent blacklist/whitelist hotkey operations - stops blank MCM symptom in testing.
v3.7.0.5 : released September 30 2020. This is the final planned release. Collections enhancements and bug fixes, esp. prevent collection of dupes. Whitelist/Blacklist migration to more stable design. Add test CELLs to blacklist, treat LC_Build Your Noble House CELLs as Town. Do not start new game with autoloot Paused. Supersedes v3.7.0.0 to fix NPC autoloot.
v3.6.3.0 : released September 23 2020. Fix MCM handling of blacklist/whitelist after all entries are cleared. Add logic to prevent and remove junk in blacklist/whitelist. Add diagnostics for bad Forms on script WhiteList/BlackList.
v3.6.1.0 : released September 21 2020. Prevent Quest Target being added to MCM WhiteList/BlackList. Notify LoTD quest target proximity in ManualLoot JSON. Automate artifact build to reduce release errors.
v3.6.0.1 : released September 21 2020. Fix whitelist/blacklist sync script->DLL, and some miscategorized CACO MISC items. Maintain Paused state across game save/load. Third time the charm for a good build without breaking bugs?
v3.6.0.0 : released September 20 2020. Pulled for bad DLL in 7z file.
v3.5.0.0 : released September 15 2020. Pulled for broken blacklist/whitelist
v3.4.0.0 : released September 14 2020. Fix Collections failure in some new game/load game cases.
v3.3.1.0 : released September 12 2020. Don't access REFR pointer if known to be bad, esp. for AshPile. Fix Adventurer's Instinct target-finding printout. Possible fix for CTD after fast travel. Assets are good but 7z filename was originally incorrect, looks OK now.
v3.2.0.0 : released September 11 2020. Possible fix for CTD after fast travel. Pulled for fixing, crash at startup reported
v3.1.0.1 : released September 11 2020. Patch for Canticle Bark autoloot loop. Extra diagnostics and speculative fix for crash after fast travel, and bug fixes. See ChangeLog regarding updated and new settings in INI file and MCM for Enchanted Items and in-Settlement Looting.
v3.0.0.1 : released September 7 2020.Player Saga in MCM. View the timeline of your journey: Collection Items Found, Places Visited, Adventures Undertaken, Party Members, and most importantly, Things We Killed. Check out the new images for this feature. Fix dynamic REFR glow from getting blocked over time.
v2.9.6.3 : released September 5 2020. Fix SPERG Prospector-specific CTDs on inventory item without Keywords. Fix stuttering due to script delay. Fix CTDs during game exit and after Fast Travel. Persistent glow, better Quest Target identification, Direction Finding improved. Fix CTD after Pale Shadow spell cast. Treat Helgen Reborn Private Tower as a Player House.
v2.8.2.0 : released August 27 2020. Fixes auto-mining and glow vs v2.8.0.0. Customizable Dead Body Filtering via optional JSON file. SPERG interop re-enabled. More visible glow. Narrowed Quest Target item list. Removed Quest Target autolooting.
v2.7.0.1 : released August 19 2020. Fortune Hunter's Instinct: highlight the stuff you want without picking it up. Set glow colours to your preference. Blacklist support for Dead Bodies.
v2.6.0.0 : released August 13 2020. Scan Container support to populate your Collections at any time. Container autoloot blacklist via hotkey.
v2.4.0.0 : released August 9 2020. Choose your Adventure to a Mystery Location, navigate there using Adventurer's Instinct.
v2.1.0.0 : released August 3 2020. Persistent Collections state, so your saved games keep track of Collections over time.
v1.10.0.0 : Released July 18 2020. Long-press Blacklist hotkey in world for detailed item/container/dead body loot failure info!
Show
v5.0.0 : released November 18 2022
Conversion to CommonLibSSE-NG, should work on SE and AE
v4.1.0.1 : released January 10 2022
Bugfix and performance backlog, add diagnostics to Logging DLL, German translation by Nexus user rore58
v4.0.0.9 : released January 3 2022
Prevent looting of ghost NPC_ inventory via its ash-pile (e.g Spectral Assassin) - thanks to lywzc for report and testing
v4.0.0.8 : released January 1 2022
Add Logging AE build for problem diagnosis
Do not autoloot NPCs with ActorTypeGhost keyword, nor those that have Activation blocked
Manually blacklist more outlier NPCs as Quest Targets
v4.0.0.7 : released December 30 2021
Do not use static const for variables that change over time. Fixes encumbrance flags.
v4.0.0.6 : released December 28 2021
Fix uninitialized variable in cosave decompress flow that may cause cosave data load to fail randomly in game load
v4.0.0.5 : released December 22 2021
Implement new workflow to load plugin (AE-specific, affects SE code) - use constinit Version Info to accommodate SKSE DLL load pattern
v4.0.0.4 : released December 22 2021
Implement new workflow to load plugin (AE-specific, affects SE code) - use SKSE Version struct and example directly
v4.0.0.3 : released December 22 2021
Implement new workflow to load plugin (AE-specific, affects SE code) - use SKSE Version struct and example directly
v4.0.0.2 : released December 22 2021
Implement new workflow to load plugin (AE-specific, affects SE code) - supporting multiple recent AE EXEs
v4.0.0.1 : released December 22 2021
Implement new workflow to load plugin (AE-specific, affects SE code)
v4.0.0.0 : released December 22 2021
Provide separate packages to support AE and SE SkyrimSE.exe. No functional change vs last version.
v3.10.4.0 : released December 19 2021
Fix delay for indoors scans. Prevent incorrect looting of in-flight ammo if Slow Time in effect. Fix inaccurate hotkey whitelist/blacklist of location after inter-CELL transition. Added more special-case Quest Targets to blacklist.
v3.10.3.0 : released November 27 2021
[This is a rerelease of v3.10.2.0 and v3.10.1.0 without dups in the archive]
v3.10.2.0 : released November 26 2021
Selective Quest Target fixups
Restore prior Player House behaviour in the case where LootAllowedItemsInSettlement is set false
v3.10.1.0 : released November 24 2021
Add LootAllowedItemsInPlayerHouse, works like LootAllowedItemsInSettlement but ignores player-owned flag
Fix
Collections in a Group being displayed twice in MCM when selecting Collection to manage
Fix bug in notification backlog counter - condition was different at time of enqueue and dequeue resulting in unbounded counter growth
v3.10.0.0 : released November 12 2021
Plant-Ingredient looting and Notifications fixed. Added some situational Quest Targets.
v3.9.4.1 : released July 8 2021
Set sensible defaults in SettingsCache so scan thread does not pick up random wait before settings are pushed from script
Enforce pragmatic upper limit on timed wait for future reference
v3.9.4.0 : released July 7 2021
Fixed unpredictable failure-to-loot caused by dirty UI State Sync script variables on startup/load. Really fixed this time?
Excess Inventory exempts favourite items from auto-transfer to avoid player angst. Crafting items use item type weight/count limits if more permissive than crafting settings.
Minor f
ixes for shot arrows.
v3.9.3.4 : released July 5 2021
Fixed unpredictable failure-to-loot caused by dirty UI State Sync script variables on startup/load.
Stability and UX fixes, especially Excess Inventory. Exempt worn and equipped items from auto-transfer to avoid involuntary nudity. Long Press Pause on Inventory Menu item to check and manually trigger Excess Handling.
Option to autloot locked containers once unlocked e.g for better Lock Overhaul UX.
Fixed flora top-level toggle being ineffective.
Long press intervals reduced to 1.5 and 5 seconds (from 3 and 10).
v3.9.2.0 : released June 24 2021
Stability fixes. Reworked flora and critter looting to be clearer and fix regression. Pause hotkey on item in Player Inventory Menu allows transfer/delete/sell for all or excess items. Fix CTD when mousing over Location or Cell in WhiteList or BlackList. Support for user-created potions and poisons, pending testing.
v3.9.1.0 : released June 20 2021
Adds excess inventory management for Crafting Items. Fixes for Fortune Hunting and various other defects. Support Vidani's Bag of Holding auto-transfer.
v3.9.0.3 (Anniversary Edition hotfix) : released June 13 2021
Adds excess inventory management, including auto-transfer to containers made candidates by pressing Pause hotkey when chest is in the crosshair; upgrades handling of stolen, enchanted and ingredient items; blacklist and whitelist loose items via hotkey; boring engineering improvements. Upgrade tested from v3.7.0.15 on a new game. See sticky post if your upgrade causes problems. See images for new MCM settings.
v3.7.0.15 : released January 14 2021 - logging configurable; second German verb for mining added, per user feedback.
v3.7.0.14 : released December 27 2020. Add option for WhiteList item looting notification. More reliable shot arrow looting. Treat cash-yielding flora objects as type=septims, e.g. Coin Purse. Fixes CTD in v3.7.0.13.
v3.7.0.12 : released December 3 2020. Prevent most items that are in LVLI records from being treated as Quest Target, augmenting the existing Placed Object proliferation exclusion.
v3.7.0.11 : released November 27 2020. Fix two bad bugs detected during fixes for several reports.
v3.7.0.10 : released November 25 2020. Add log output for every NPC/container loot transfer attempt.
v3.7.0.9 : released November 22 2020. Russian translation courtesy of Nexus user medvedq. More fixes and logging for blacklist/whitelist hotkey malfunction. Please provide SmartHarvestSE.log file when reporting any remaining issues.
v3.7.0.8 : released November 1 2020. Prevent concurrent blacklist/whitelist hotkey operations - stops blank MCM symptom in testing.
v3.7.0.5 : released September 30 2020. This is the final planned release. Collections enhancements and bug fixes, esp. prevent collection of dupes. Whitelist/Blacklist migration to more stable design. Add test CELLs to blacklist, treat LC_Build Your Noble House CELLs as Town. Do not start new game with autoloot Paused. Supersedes v3.7.0.0 to fix NPC autoloot.
v3.6.3.0 : released September 23 2020. Fix MCM handling of blacklist/whitelist after all entries are cleared. Add logic to prevent and remove junk in blacklist/whitelist. Add diagnostics for bad Forms on script WhiteList/BlackList.
v3.6.1.0 : released September 21 2020. Prevent Quest Target being added to MCM WhiteList/BlackList. Notify LoTD quest target proximity in ManualLoot JSON. Automate artifact build to reduce release errors.
v3.6.0.1 : released September 21 2020. Fix whitelist/blacklist sync script->DLL, and some miscategorized CACO MISC items. Maintain Paused state across game save/load. Third time the charm for a good build without breaking bugs?
v3.4.0.0 : released September 14 2020. Fix Collections failure in some new game/load game cases.
v3.3.1.0 : released September 12 2020. Don't access REFR pointer if known to be bad, esp. for AshPile. Fix Adventurer's Instinct target-finding printout. Possible fix for CTD after fast travel. Assets are good but 7z filename was originally incorrect, looks OK now.
v3.1.0.1 : released September 11 2020. Patch for Canticle Bark autoloot loop. Extra diagnostics and speculative fix for crash after fast travel, and bug fixes. See ChangeLog regarding updated and new settings in INI file and MCM for Enchanted Items and in-Settlement Looting.
v3.0.0.1 : released September 7 2020.Player Saga in MCM. View the timeline of your journey: Collection Items Found, Places Visited, Adventures Undertaken, Party Members, and most importantly, Things We Killed. Check out the new images for this feature. Fix dynamic REFR glow from getting blocked over time.
v2.9.6.3 : released September 5 2020. Fix SPERG Prospector-specific CTDs on inventory item without Keywords. Fix stuttering due to script delay. Fix CTDs during game exit and after Fast Travel. Persistent glow, better Quest Target identification, Direction Finding improved. Fix CTD after Pale Shadow spell cast. Treat Helgen Reborn Private Tower as a Player House.
v2.8.2.0 : released August 27 2020. Fixes auto-mining and glow vs v2.8.0.0. Customizable Dead Body Filtering via optional JSON file. SPERG interop re-enabled. More visible glow. Narrowed Quest Target item list. Removed Quest Target autolooting.
v2.7.0.1 : released August 19 2020. Fortune Hunter's Instinct: highlight the stuff you want without picking it up. Set glow colours to your preference. Blacklist support for Dead Bodies.
v2.6.0.0 : released August 13 2020. Scan Container support to populate your Collections at any time. Container autoloot blacklist via hotkey.
v2.4.0.0 : released August 9 2020. Choose your Adventure to a Mystery Location, navigate there using Adventurer's Instinct.
v2.1.0.0 : released August 3 2020. Persistent Collections state, so your saved games keep track of Collections over time.
v1.10.0.0 : Released July 18 2020. Long-press Blacklist hotkey in world for detailed item/container/dead body loot failure info!
Installation
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- Standard MO2 or Manual download. Load order should not matter, please let me know if you hit problems.
- Once installed and in-game, use the MCM option Load or Save INI file settings to load the stock defaults from the SmartHarvest.ini file
- Tune looting settings to reflect your preferences.
Mod Features
Almost all items added by mods just work. MCM shots show feature set, including Adventures and Collections.
- new game not required on upgrade, unless you update Load Order in a way that requires a new game per se, as a result of breaking changes
- fully configurable via MCM
- no manually-managed lists of items: load order is read to build loot category lists.
- reduce inventory bloat with per-item weight and count limits: leave excess behind, convert to septims, or move to container
- use Collections to WhiteList or BlackList items missed by normal rules, e.g. LoTD Museum Displays, all of Bad Gremlins, every Circlet
- No need to use clutter Value/Weight of 1 or other 'best guess' rules so you don't miss cool loot.
- embark on an Adventure of your choosing, though the destination is uncertain (randomized in-game)
- use your Adventurer's Instinct Power to journey to the destination and keep track of where you are
- categories of loot handled according to your preferences
- Value/Weight ratio configurable by category, plus global default so there's no need to micro-manage category ratios
- Valuables: set a threshold for item value which makes it glow gold and ignore Value/Weight rules
- ingredients and enchantments can be ignored once effects are known
- quality of life improvements: carry weight waiver at home or in combat; don't loot while invisible/ethereal
- law abiding citizen or scofflaw? Theft and auto-loot restriction while in settlements are configurable. Bounty should rarely be incurred - SKSE logic for NPC detection of player checks if it's safe to steal each item.
- Black List and White List hotkeys for items in inventory, in case categories are insufficient or incorrect
- Black List and White List hotkeys also work in worldspace to override location-based looting rules, or act on item in crosshair (MCM has details)
- scan ranges (in feet) and intervals (in seconds) separately managed for indoors and outside: reduce looting of adjacent rooms you have not seen yet
- feed your immersion OCD by limiting looting beyond doors or vertically (out-of-reach ledge, upper floor, cellar)
- colour-coded glow for special loot targets (boss chest, quest items, enchanted items, locked container, my own property, collectibles, valuables)
- optional brief glow for auto-loot containers and bodies
- Ore Veins auto-mined: leave your pickaxe at home!
- Critters caught: no more drowning while you swim after that fishy, nor blundering into Bandit swarms during a butterfly chase
- works whether mounted or on foot
- Player House materials auto-mined in limited quantities
- selected support for auto-detected mods that do not work out of the box
- transparent, community-driven, professional-grade development
- in-game helpers using long press on Pause hotkey for loot range calibration (> 3 sec) and glow colour reminder (> 10 sec)
- Fortune Hunter's Instinct Power disables auto-looting in favour of glow of all in-range lootables (c.f. Witcher Senses).
Supported Mods
In general, items added by mods should be auto-looted without problems. Exceptions can occur when item retrieval is custom-scripted, or vanilla game data patterns are not followed.
Mods that provide automated looting are unlikely to play well with SHSE without custom work. Work rounds may exist case by case.
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- Fossil Mining - with Legacy support - fossils provided per original mod logic
- Complete Alchemy and Cooking Overhaul - auto-mining of added targets
- Complete Crafting Overhaul Remastered - auto-mining of ore veins and gems (verified vs v1.5)
- Immersive Armors - don't loot the chest that contains 'all the Armorz'
- The Gray Cowl of Nocturnal SE - don't autoloot chest where you need to deposit items (v1.7.1.0 or later)
- SPERG - Skyrim Perk Enhancements and Rebalanced Gameplay SE - ore vein mining adjustments applied for Prospector perk (v2.4.0.0 or later).
- Hunterborn SE compatibility (work in progress) via Collection JSON files based on the work of Hunterborn SE MCM author hazado - requires v1.7.0.0 or later
- Elemental Destruction Magic compatible - requires v1.1.0.0 or greater
- MCM Ores and Firewood (using ESL file to get the MCM) confirmed compatible - requires v1.6.0.0 or later
- Harvest Anything confirmed compatible, with all its added items treated as ingredient - requires v1.6.0.0 or later
- Lootable Woodpiles confirmed compatible - requires v1.6.0.0 or later
- World's Dawn integration by wyongcan2019 - should work with any player-created enchantment - requires v1.6.0.0 or later
- Corpse to Coinage - autoloot Corpse Coinage as septims
- Missives - if it loads after SHSE, Notice Boards for the mod and patches are blacklisted to avoid undesirable Missive vacuuming
- MisterB's Lootable Things - compatible, with an exploit where you can manually re-loot some respawning containers, apparently until the first game reload after the session starts. [Possibly related to Harvested status of the REFR.]
- Skyrim Coin Replacer Redux - autoloot Coin Piles as septims
- Hearthfire Extended - loot each Apiary per the mod's scripted handling, limited to once per game reload to avoid loot firehose effect
- LC_Build Your Noble House - blacklist Income Chest to avoid autolooting Construction Order items
- Quick Loot RE - appears to be compatible after its reinstatement on August 27 2020.
- Helgen Reborn - treat Private Tower as a Player House even thought it's not KYWD-tagged as a Player House LCTN (v.2.9.2.0 onwards)
Known Issues
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- Fossil Mining - with Legacy support integration synthesizes that mod's delay on return visits to a Fossil Excavation Site by preventing revisit during the current game session. This logic is exploitable but honestly, if you want them Fossils that badly, the console is right there.
- localization support is limited to Russian (thanks to medvedq) and ported Japanese from Auto Harvest SE. Translation files are provided for several languages that match the English version, but they are largely untranslated.
- Automation of ore mining currently relies on strings in the translation files matching the language of the game. Auto-mining will probably not work outside of Russian, English, Spanish, German and French, without some easy edits to the file for your language.
- some items are assumed weightless. Mods that modify or rely on their weight will not behave as expected. This includes categories key, lockpick, oreVein, septims and ammo. So, for example Immersive Jewelry SSE makes septims have weight, but Smart Harvest SE won't check for Value/Weight validity. oreVein is assumed weightless for simplicity. Mine or Mine Not, there is no Try.
if you drop multiple items from inventory, they get relooted as one. (If you drop singly, they get relooted properly.)Fixed in v1.6.1.0.- using coc to start a game direct from Start Menu leaves SHSE in a halfway-active state and is unsupported. If you want a fast start please consider Alternate Start - Live Another Life - SSE
- Convenient Horses contains auto-looting capabilities while mounted that conflict: v1.7.1.0 disallows SHSE from mounted looting only if SHSE loads after CH
- More Ore overrides the base game mining script MineOreScript without providing the updated source. Work round: disable SHSE oreVein pickup to use
- Unlimited Woodwork and Mining overrides the base game script to turn every oreVein into a firehose of ore and gems. Use a higher value for Maximum items to mine in the MCM to manage this, or mine manually if you prefer a true unlimited experience.
- Mark Books as Read prevents SHSE from picking up unread books
- If you are using the precursor Auto Harvest SE mod, this mod will not run concurrently with it. If this mod detects the earlier one it will log a message to file in the standard SKSE plugin log location, and deactivate itself.
- The player character carry-weight adjustments do not play well with mods that manage carry-weight with more subtle design goals.
- Skyrim VR is not compatible because of SHSE's dependency on Address Library for SKSE plugins.
- Unread Books Glow SSE - some already-read books get picked up even though SHSE is not set to loot already-read books. Work round: Collections can achieve a similar effect.
- YeOlde - Crafting Bag states that it is "Not compatible with mods that manage inventory automatically" and "Not compatible with mods that modify crafting station activation (ex.: CACO)". I cannot offer support for Load Orders that use this mod alogside Smart Harvest SE.
- The Wizard Warrior - Spellsword Magic Combat Evolved sets the player magically concealed when the effect is active. Work round: use the Smart Harvest setting which allow looting while magically concealed.
Help! It's not working...
- Check out the Troubleshooting article. I'm here to help.
- If you get a popup about VCRUNTIME140_1.DLL, check the baseline installation section in the Troubleshooting article.
- I am on Discord at SteveTownsend#6463 and on Reddit r/skyrimmods as u/NYCTechy - ask questions or report issues there
- Direct bug reports can be filed at Github
Why doesn't it do X? Can you add Y?
- All feedback welcome via this mod page, Nexus PM or Discord PM!
- I track possible or confirmed bugs and feature requests besides the source code at Github
- I'll create new ones based on user input - please help drive the evolution of the mod.
- Some cool additions came in during the last week before release, based on play-testing by other people.
- I am committed to addressing bug reports in a timely way, and to improving the mod.
How Does It Work?
- Check out source code on Github
- Player Character location and other relevant world state is tracked entirely in the C++ plugin.
- SKSE cosave stores timeline of important SHSE-related events in your playthough - Adventures, Collection of new items, enemies killed, followers, locations
- Here is the basic flow. The player's "surroundings" (current cell, plus adjacent cells if outdoors) are scanned periodically for potential loot targets. Then, filtering logic is applied using the configured looting rules and the taxonomized universe of possible targets from your Load Order, to determine what should be auto-looted. Lists of excluded items are maintained until the looting rules change or the game is reloaded, to optimize the filtering process.
- Papyrus script events are invoked only where there is no C++ method to perform the required action, or if doing so in C++ introduced instability during play-testing.
Acknowledgements
This mod is based on Auto Harvest SE by towawot. His gracious permission for me to build on that baseline allowed me to publish. If you like my mod, please head on over and endorse its godfather at the link above. This mod retains the AHSE MCM texture to respect its lineage.
This mod is built on the awesome CommonLibSSE - as of v1.0.2.0, there is no compile-time dependency on SKSE.
Thanks to Lexy's LoTD for bringing me back to the game, and beta testing by members of Lexy's Discord community.
François Jarrier-Gellez for SimpleIni.
Jochen Kalmbach for StackWalker.
Gabi Melman for spdlog
Google for Brotli compression
Sergey Bochkanov for AlgLib Free Edition
Bethesda of course, for keeping the flame alive.
Recommended Mods
OMEGA Updated and Legacy of the Dragonborn SSE for getting me back into the game, and inspiring this update of Auto Harvest SE
Alternate Start - Live Another Life - SSE for saving us from the interminable scripted intro
Dear Diary - Paper SkyUI Menus Replacer SE as seen in the MCM screen shots
All Geared Up Derivative SE - AllGUD for display of equipped gear
.Net Script Framework can produce a crash dump text file in some failure cases
Please see Silent Harvesting if you want to remove sound spam in heavy loot passes