Skyrim Special Edition

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SteveTownsend

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SteveTownsend

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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. No VR support.

Requirements
Permissions and credits
Translations
  • Russian
  • Mandarin
Changelogs
Donations
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
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v5.6.4: released Mar 26 2024
Revert brain-dead script logic error in critical UI state check, tune diagnostics to avoid spam in non-logging version
v5.6.3: released Mar 26 2024
Add Italian Activation verbs, thanks to Nexus user Yao2988. Log activation failures.
v5.6.2: released Mar 25 2024
Remove activation-controls check that breaks harvesting for some users - just see what Activate/ActivateRef returns and trust it.
v5.6.1: released Mar 25 2024
Attempting to fix glow and theft failures reported by users
v5.6.0: released Mar 23 2024
Major bugfix and optimization release: full hidden-theft loot of Bards College from > 4 minutes to under 30 seconds, no stack dumps
v5.5.2: released Feb 14 2024
Glow on locked chests should be red - bug in conversion from script to C++
v5.5.1: released Feb 14 2024
Handle coc from Main Menu without crashing. Looting seems to work if you save then load the saved game, but this is unsupported.
v5.5.0: released Feb 13 2024
Merged plugin support via MergeMapper, scripted activators, bug fixes
v5.4.1: released Feb 11 2024
Hotfix Nirnroot autolooting
v5.4.0: released Feb 10 2024
Scheduled release, various speedups, fixes and enhancements
v5.3.0: released Feb 7 2024
Hotfix for stupid crash in startup, expanded PlayerHouse checks
v5.2.0: released Feb 6 2024
Fishing Edition. Every mod should have one. NEW GAME REQUIRED or save your settings and clean up scripts using Resaver.
v5.1.0: released Jan 20 2024
New LoTD Collections scripts from Lolmaester. Cleaned up CMake build.
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!


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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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.
  • Advanced Mining alters MineOreScript.pex in a way that's too complicated to reverse-engineer and auto-mining is not supported in its presence
  • In MMX452 Summon Chest, excess loot transfer only works on the chest and not the backpack, as the backpack is just an activator linked to the chest.
  • 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 Skyrim Unbound (Reborn) or  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