Skyrim Special Edition

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SteveTownsend

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SteveTownsend

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About this mod

Smart auto-looter: no item lists to edit! Explore wilds, dungeons and forts uninterrupted. Minimal scripting, very fast. v1.6: More Realism options. Coming in v2.0: Collections State saved when game is saved.

Requirements
Permissions and credits
Changelogs
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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 seeing and picking up that hard-won quest reward. 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.


Mod Features

v1.6 : release date July 3 2020. Hunterborn (WIP), World's Dawn integration by wyongcan2019, options for more realistic looting, bug fixes
v1.5 : Collections proof of concept - full workflow, but no persistence of state across game reload - rebuilt on each reload from player starting inventory, plus new items. Documentation in progress here.
New defaults for Valuables are over-riding prior settings for Enchanted items - Open MCM and adjust the Valuables settings if you want to work round this.
v2.0 : ETA July 2020. persistent Collections state (beta feature), so your saved games keep track of Collections over time.

Latest MCM shots show 1.6 feature set, including new More Realism options. No game restart needed if you are already on v1.4.

  • fully configurable via MCM
  • categories of loot handled according to your preferences
  • no manually-managed lists of items: load order is read to build loot category lists
  • use Collections to whitelist unique 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.
  • 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
  • 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
  • Black List and White List hotkeys for items, in case categories are insufficient or incorrect
  • Black List and White List also work in worldspace to override location-based looting rules
  • scan ranges (in feet) and intervals (in seconds) for indoors and outside: reduce looting of adjacent rooms you have not seen yet
  • v1.6 : feed your immersion OCD by limiting looting beyond doors or vertically (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
  • Player House materials auto-mined in limited quantities
  • selected support for auto-detected mods
  • transparent, community-driven, professional-grade development.

Supported Mods

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'


Installation

  • 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.

Compatibility

Confirmed to work:
  • Hunterborn SE compatibility (work in progress) via Collection JSON files based on the work of Hunterborn SE MCM author hazado - requires v1.6.0.0 or greater
  • 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 greater
  • Harvest Anything confirmed compatible, with all its added items treated as ingredient - 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 greater

Likely or confirmed problems:
  • in general, mods that provide automated looting are unlikely to play well with SHSE without custom work. Work rounds may exist case by case.
  • Convenient Horses contains auto-looting capabilities while mounted that conflict: v1.3.0.0 contains a compatibility change that may allow peaceful coexistence
  • 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.
  • 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.

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 welcome qs/issues there
Direct bug reports can be filed at Github

Known Issues


  • 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 ported Japanese from Auto Harvest SE. Translation files are provided for several languages that match the English version, but they are 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 English 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.)
  • 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

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.

Roadmap

v1.0: Initial Release, Stability and Bug Fixes, Minor Community Feature Requests
v2.0: Collections, Major Community Feature Requests
v3.0: Locations
v4.0: Travelogue

How Does It Work?

  • Check out source code on Github - if knowledge is power, then shared knowledge is power multiplied.
  • Player Character location and other relevant world state is tracked entirely in the C++ plugin. Currently, no save game data is required to maintain the required tracking information.
  • Here is the basic flow. The player's "surroundings" (= current cell, and 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 playtesting.

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.
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