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This page was last updated on 11 May 2025, 8:54PM
- Changelogs
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Version 6.3.1
- Fall back to polling location after game-load starts - either a CELL-entered event or a poll (for reload in same CELL) will fix things up
- Fix logging cut-and-paste
- Blacklist Explosive Barrel
- Fix Inventory Quest Item log output
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Version 6.3.0
- Excess inventory weight limit ignored if item limit is zero
- Restore New/Load Game sequencing for non-VR users, trying to fix failure to loot after game load
- WIP on Quest Target scoping. Autoloot/don't glow more items, retaining stricter retention to avoid Excess Inventory edge case breaks.
- Quest Item identification refactored and diagnostics added
- Proactively skip game-flagged Quest Item in Excess Inventory collation
- More granular 'failure-to-loot' codes for Quest Targets
- Test: reinstate LeveledItem blanket exclusion from Quest Item treatment
- Clarify diagnostics for Quest Item analysis
- Granular Quest-Item lootability check results
- More clarification in Quest Target diagnostics.
- Don't keep LVLI member cache around for ever
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Version 6.2.2
- Use polling for Location in VR, EventSink always crashes
- Fix warning error
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Version 6.2.1
- Scan all slots for Worn Items (Adventurer's Backpack fix)
- Do not ever loot in-flight arrow
- Ignore inactive SlowTime MGEF by importing PauseAfterLoadUnscripted logic
- Elianora Breezehome Overhaul makes Whiterun City LCTN a Hearthfire home. Add logic to allow looting in the city outside the house Breezehome.
- Notice Board special casing - manual loot for quest board, blacklist like Missives for Messages
- Fix message for glow demo
- Add sample Collection for Ordinator's "Bone Collector" items, which are cheap 'animalhide' and might get missed
- Skip Mer RACE looting during Blood Harvest quest phase
- Delay wiring of EventSink for CELL change - experimental for VR crashing, works for non-VR
- Added switching code for Active Effects, and a VR check.
- Prevent PlayerState being checked until PluginFacade is ready
- Fix config setting names for "Disable autoloot while weapon drawn"
- Fix 'disable autoloot while weapon drawn' by aligning with known-good encumbrance logic
- Add SKSEMessagingInterface log for VR diagnosis
- Simplify data setup for new/load game. Possibly helps VR stability.
- Relaxed the categorization of Favor Quest target Items unless for the specific REFR in the QUST record, e.g. mammoth tusks now no longer always glow. All these items are still sticky in Inventory - player can check handling by using Pause hotkey on the item in Inventory Menu
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Version 6.2.0
- Player-Location method not reliable after 'coc' now this is event-driven
- Add Cheesemod example collection from Nexus user
- Fix Myrwatch Excess Loot Transfer as far as possible, by requiring the patch for its CELLs from https://www.nexusmods.com/skyrimspecialedition/mods/64108
- Convert Excess Loot targets to use ReferenceAlias, including migration from the old scheme. Verbose logging, in case issues arise.
- Reorder game-load-time CELL info reset and lootability check to reflect use of event instead of poll
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Version 6.1.1
- Location tracking now event driven.
- Compiler warning.
- Fix a couple of log severities.
- Clarify text for white glow after looting
- Fix thread safety and avoid nullptr access in TransferList.
- Clean up logging for new CommmonLib dependency, make it more concise
- Prevent nullptr ever being added to the ManagedLists, afai can tell
- Bug fix for Player Place, might fix crashes in this area
- Prevent crash on nullptr
- Weightless item checking for V/W incorrectly always returns a dispositive T/F result, even if MCM says not to use this check.
- This broke handling of arrows if they have zero weight but user does not configure the MCM to check Weightless Item Minimum Value
- LotD version detection
- Clarified Fossil Mining example as only relevant pre-LotD v6
- LoTD v6 Archaelogy Perk and skill increases via automining, mirroring script
- Abort scripted autoloot actions if CELL has changed since they were queued
- Support LotD Forgotten Caches as manual-loot, i.e. print a notification message
- Fixes for periodic reminders and refresh delay for exhausted LotD auto-mined sites to not be accidentally singleton in PlayerRef script
- Modify Pause hotkey long press to sort supplies in LotD SafeHouse is it is present and accessible (details in MCM)
- Redo ammo V/W check based on code reviewer feedback
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Version 6.0.1
- fixed build and uploads
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Version 6.0.0
- Low touch dependency update release, candidate as new stable baseline
- Log wrapper optimization, reduce unneeded argument formatting
- Oblivion Interaction Icons compatibility for latest versions
- Encumbrance options for combat, weapon-drawn, at-home: help-text clarified in MCM
- Possible stabilization for reported problems with VR, latest game binaries and arrow handling - all unproven
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Version 5.9.5
- Add Release logging for CTDs since major changes in C++/scripting
- Disable looting of persistent REFRs outdoors until stabilized
- Add discriminator for build type in log file
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Version 5.9.2
- Trying to fix CTDs in ReferenceFilter, using local repro and log from user
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Version 5.9.1
- Trying to fix CTDs in ReferenceFilter
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Version 5.9.0
- Add extra ActivateItem diagnostics to narrow down execution path in case of recurrence of crash. Skip null Activator or Target.
- Make some Containers always lootable e.g. Frozen Electrocuted Combusted victim packs
- Treat CC Farming Bunkhouse as Player House
- Include outdoors Persistent REFRs in autoloot scan
- Log FATAL error and disable the DLL if ESP file is not active
- Fix Collections by reverting plugin path detection logic - regression in 5.8.0 broke Collections totally
- Refactor Excess Inventory logic to run (hypothetically) thread-safe via TaskInterface
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Version 5.8.0
- Experimental Skyrim VR support
- Removed built-in crash log output, plenty of other mods do this
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Version 5.7.0
- Update build dependencies (spdlog, Catch2)
- Include symbols for Crash Logger parsing
- Add sample collection to leave behind OBIS facemasks
- Add support for untranslated items in Activation Verbs
- Convert carry-weight adjustment to use a SPEL that Player silently casts/dispels
- Fix logic error in 'adjacent CELL' calculations
- Avoid uncommon CTD when scripted ACTI fails to resolve to its lootable form
- Avoid frequently-reported CTD in notification management
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Version 5.6.4
- Revert brain-dead script logic error in critical UI state check
- Tune diagnostics to avoid spam in non-logging version
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Version 5.6.3
- Safety-first release to get Github in Sync
- v5.6.2 logic to make all item ActivateItem() calls more permissive
- v5.6.3 log activation failures
- Add Italian Activation verbs, thanks to Nexus user Yao2988
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Version 5.6.2
- Remove activation-controls check that breaks harvesting for some users - just see what Activate/ActivateRef returns and trust it.
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Version 5.6.1
- Separate proscriptive checks for UI activity into brute force can-scan and fine-grain can-activate, and use as appropriate
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Version 5.5.2
- Glow on locked chests should be red - bug in conversion from script to C++
- Collections Edit script updated to use relative FormIDs - fix from Lolmaester
- Handle case slipperiness in Oblivionesque Interaction Icons
- Move script logic to C++ - requires new game or SHSE script cleanup in savefile:
- - inventory added-item recording
- - fix bug where collectible could be recorded twice
- - loose item harvest activation and handshake with loot scan
- - carry-weight adjustments
- - is-player-detected logic for (almost) safe item theft - native code based on po3's Papyrus Extender SSE
- - game-time-elapsed snapshot capture
- Ignore hotkeys pressed while MCM is open, to make blacklist/whitelist more reliable
- Mark MCM Open before expensive script/native sync logic to further protect blacklist/whitelist reliability
- Fix duplicate trace for reset of Excess Inventory TransferList
- Fix duplicate local variables in Blacklist/Whitelist script - could be a bug, or harmless, either way it was wrong
- Handle Collections name strings from sPapyrus being case-indeterminate (BSFixedString feature)
- Fix up C.O.I.N Examples Collection from users to handle form injection
- Extra Collections diagnostics to help debug without local repro
- Reorder reference filter to do cheap FormType check first
- Adjust logic for limiting REFRs per loot scan to harvest less items more steadily, to avoid script engine stack dumps
- Add a best-guess throttle for the total number of harvests pending
- Log warning if Pending Harvest operation times out vs increased timeout of 60 seconds
- Fix REFR pre-scan to actually discard candidates that exceed the per-scan limit
- Do full sort of candidate REFRs only when checking the number within limit vs nearest DOOR
- Implement more granular locking within ScanGovernor so that Papyrus callbacks don't block if loot scan is active
- Allow looting of Summoned Actors that are marked StartDead
- Remove redundant StopTimer call in TheftCoordinator (Profiling build)
- Reduce loot-scan preparation load by properly checking if MCM push happened before refreshing relevant state
- OKTOScan now returns an enum to help in diagnosing non-reproducible glow failure, if not fixed by this release
- Don't discard glow-item queue if not OKTOScan, and log the reason. Handle possible dupes in the glow-item loop. More logging here.
- Record SkyrimSE.exe version in startup log to help in diagnosing issues. (May require extra code for localized versions.)
- Fix longstanding logic error making "no encumbrance if weapon drawn" ineffective
- Manually Blacklist QUST items flagged using FavorItemRefType
- Fix missed cases in Quest Item omnibus list setup, to avoid Excess Inventory nuking them
- Add check for conditional quest item in Excess Inventory handling
- Record log level in logger, not globally. (Not sure why logs from user did not show all expected info.)
- Fix CMake build and Readme so that instructions work on a clean checkout of v5.0 branch (thanks to Kruziikrel13 for the help on this)
- Update to latest Catch2, rapidcsv versions
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Version 5.5.1
- Handle coc from Main Menu without crashing. Looting seems to work if you save then load the saved game, but this is unsupported.
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Version 5.5.0
- Support all known synthetic flora - mostly vanilla, or reuse of their mechanisms
- Some are ManualLoot cases, added to the builtin collection
- Sirenroot has special cases that are not harvested
- Extended Cut - Saints and Seducers works like regular Creation Club cases
- Orange Moon orange tree handled
- Fix Population Center CELLs without a LCTN
- Add support for MergeMapper, with LoadOrder Form lookup now used as a proxy to TESDataHandler
- Move Missives Board blacklist to a Builtin Collection, disabled if mod not present of load order so dictates
- Resolve TESObjectCONT into Collections
- Fix compiler warning error
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Version 5.4.1
- Hotfix Nirnroot autolooting
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Version 5.4.0
- Glow everything except ore-veins via C++ TaskInterface dispatch
- Do not allow crime in Player Home unless explicitly configured, however important the item (Collectible, Player-House looting allowed).
- Add some safety-first debug output for List management when it might fail due to unnamed object
- Don't glow things if we are not allowed to scan for loot based on UI state
- Remove unconditional "unsneak" if trying to mine while sneaking to prevent unpleasant surprises
- Replace with a new config setting "disallowMiningIfSneaking" with default False
- Support modesty via Underwear in MCM if mods are present that add underwear on NPC death
- Config defaults left the same: the new "leave me muh pants plz" setting is numerically out of order, but handled intuitively in MCM
- Add Builtin Collection - new feature - to collate items from Underwear mods, meaning no code change if more come up
- This setting is recommended as an alternative to the broader "Leave Armour on dead NPCs" setting
- Rework handling of Ghost Actors - blanket proscription based on KYWD ActorTypeGhost was too broad, encompassing eg. Ice Wraiths
- Allow AshPile looting even if 3D not loaded on REFR - this just means the dead Actor has been deleted
- Allow AshPile looting even if Actor was summoned - the AshPile attached to the REFR determines its lootability
- Postpone AshPile looting if the Actor is disintegrating - all vanilla AshPile Actors behave this way, see https://ck.uesp.net/w/index.php?title=SetCriticalStage_-_Actor for details
- Implement optional 'minimum value' check for weightless items
- New config flags CheckWeightlessValue (default 0 -> false), WeightlessMinimumValue (default 10)
- MCM settings are on the same page as per-type loot settings, which include Value/Weight checks
- Loot from NPCs using Task Interface instead of script
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Version 5.3.0
- Player House check expanded using new keyword and PlayerFaction ownership check
- Fix crash on startup, making unconditional pointer access on a Form when an optional mod is missing.
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Version 5.2.0
- Add optional requirement for mining tools to allow automining
- Supported in MCM, and INI file setting miningToolsRequired
- Include handling for the case where player acquires required tool without leaving the mine CELL
- Disable auto-mining if Advanced Mining is present (incompatible MineOreScripts.psc)
- Added and tested mining logic from vanilla/Fossil Mining/CACO/CCOR
- Add logic to only periodically issue the required auto-mining Notifications, to avoid spam
- Auto-mining makes a noise (CreateDetectionEvent - CACO/CCOR)
- Do not allow mining if jailed in Cidhna Mine
- Cancel sneaking state before auto-mining
- Update Achievement when auto-mining
- Added Samples Collection to glow ore-veins
- Support Oblivion Interaction Icons
- Translations files include its strings, code updated to check using basic_regex
- Updated .ESP file to set MCM Quest RunOnce, add new and reconcile existing Papyrus script variables
- AE bug fix from Nexus user subhuman0100 for item glow Papyrus log spam
- Properly record Collection items when action = 'print'
- Fix up trace in altered Papyrus scripts
- Make 'Add Item Menu SE' items sticky in inventory using built-in Collection as an Excess Inventory filter
- Split CollectionsManager in two to partition COllections handling and Excess Inventory filtering
- Add EXCS record to SKSE cosave to save/restore Excess Inventory filters
- Allow introspection of Sticky/Anchored Collection member items in inventory
- Do not glow depleted veins. Separate out the new Collection for this.
- Expand criteria for vendor-owned CONT detection esp. for CC Fishing. Add more special cases found in my own LO.
- Revert D as an activation verb for Oblivion Interaction Icons. There's only one that matches, the others are Traps that we don't want to auto-Activate.
- Handle Creation Club ACTI that yield INGR as 'synthetic flora'
- Refactor critter harvesting to include these ACTI and clarify the flow - changes should make supporting future cases easier
- Add logic to simulate the engine-level FLOR and TREE 'harvested?' flag, reset 'harvested' list periodically to recheck REFRs
- Handle simple case where synthetic flora sometimes yields a LVLI - log more complex cases, for handling to be added if they come up
- Fixed minor bugs in existing ACTI handling
- Fixed handling of original/yielded Object Types that yield an INGR (critter/flora/synthetic flora) so that collectibility and other checks are properly handled
- Refactor harvesting of scripted ACTI objects, separating critters and synthetic flora from plain old loot more clearly
- Do not harvest fish or loose plain old loot while Creation Club Fishing Dialogue Quest is active
- Add harvesting support for COIN - Coins of Interesting Nature
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Version 5.1.0
- New LoTD Collections script from Lolmaester
- Cleaned up CMake build to make future work easier
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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'
-
Version 3.7.0.10
- Add always-on log for every container/NPC loot transfer attempt
-
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.
-
Version 3.7.0.8
- Prevent concurrent whitelist/blacklist hotkey operations
-
Version 3.7.0.7
- German localization of ACTI verbs by Nexus user kingofthelions
-
Version 3.7.0.6
- Fix hotkey un-map, broken after conflict detection added
-
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
-
Version 3.7.0.4
- Do not record item as possible dup during Collectibility pre-check, only at point of final looting decision
-
Version 3.7.0.3
- Do not start every new game with autoloot on Pause
-
Version 3.7.0.2
- Add test CELLs to blacklist, treat LC_Build Your Noble House CELLs as Town
-
Version 3.7.0.1
- Fix NPC looting breakage in v3.7.0.0.
-
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
-
Version 3.6.3.0
- Added diagnostics for bad Forms on script WhiteList/BlackList
-
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.
-
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
-
Version 3.6.0.1
- Same as v3.6.0.0, just with the correct DLL
-
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
-
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
-
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
-
Version 3.3.1.0
- Don't access REFR pointer if known to be bad, esp. for AshPile
-
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
-
Version 3.2.0.2
- Fix Adventurer's Instinct target-finding printout
-
Version 3.2.0.1
- Fix for CTD after fast travel, this time with a DLL that includes the fixed code.
-
Version 3.2.0.0
- WITHDRAWN, contains broken DLL
-
Version 3.1.0.1
- Patch Canticle Bark autoloot loop via ManualLoot JSON
-
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
-
Version 3.0.0.1
- Fix dynamic REFR glow getting increasingly likely to be blocked.over time
-
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
-
Version 2.9.6.3
- Count all SPERG mining operations, not just queued ones. Add Release log output for the concurrent mining case.
-
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
-
Version 2.9.6.1
- SPERG checking should not assume Bound Object has KYWDs, e.g. TESObjectLIGH(Name: `Torch`, FormId: 00036343, File: `Skyrim.esm`)
-
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
-
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
-
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
-
Version 2.9.3.0
- Redeploy with the correct DLL
-
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
-
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
-
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
-
Version 2.8.2.0
- Fix object glow - texture/ESPFE mismatch
-
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
-
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
-
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]
-
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
-
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)
-
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
-
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.
-
- Author's activity
-
May 2025
-
11 May 2025, 8:54PM | Action by: SteveTownsend
Attribute change
'Description changed.'
-
11 May 2025, 8:53PM | Action by: SteveTownsend
File added
'Smart Harvest SE-6.3.1.rar [version 6.3.1]'
-
11 May 2025, 8:52PM | Action by: SteveTownsend
File added
'Smart Harvest SE-Logging-6.3.1.rar [version 6.3.1]'
-
11 May 2025, 8:50PM | Action by: SteveTownsend
Changelog added
'Change log added for version 6.3.1'
-
11 May 2025, 8:49PM | Action by: SteveTownsend
Attribute change
'Description changed.
Mod version changed to 6.3.1.'
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10 May 2025, 1:27PM | Action by: SteveTownsend
Changelog added
'Change log added for version 6.3.0'
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10 May 2025, 1:23PM | Action by: SteveTownsend
File added
'Smart Harvest SE-Logging-6.3.0.rar [version 6.3.0]'
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10 May 2025, 1:22PM | Action by: SteveTownsend
Attribute change
'File \'Smart Harvest SE-6.2.2.rar\' category changed to Old versions.'
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10 May 2025, 1:22PM | Action by: SteveTownsend
File added
'Smart Harvest SE-6.3.0.rar [version 6.3.0]'
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10 May 2025, 1:21PM | Action by: SteveTownsend
Attribute change
'Description changed.
Mod version changed to 6.3.0.'
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06 May 2025, 9:40PM | Action by: SteveTownsend
File added
'Smart Harvest SE-Logging-6.2.2.rar [version 6.2.2]'
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06 May 2025, 9:39PM | Action by: SteveTownsend
File added
'Smart Harvest SE-6.2.2.rar [version 6.2.2]'
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06 May 2025, 8:28PM | Action by: SteveTownsend
Attribute change
'Summary changed.
Description changed.'
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06 May 2025, 8:26PM | Action by: SteveTownsend
File added
'Smart Harvest SE-Logging-6.2.2.rar [version 6.2.2]'
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06 May 2025, 8:24PM | Action by: SteveTownsend
Changelog added
'Change log added for version 6.2.2'
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06 May 2025, 8:23PM | Action by: SteveTownsend
Attribute change
'Description changed.'
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06 May 2025, 8:23PM | Action by: SteveTownsend
Attribute change
'Description changed.'
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06 May 2025, 7:02PM | Action by: SteveTownsend
Changelog added
'Change log added for version 6.2.1'
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06 May 2025, 1:41PM | Action by: SteveTownsend
Changelog added
'Change log added for version 6.2.1'
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06 May 2025, 1:37PM | Action by: SteveTownsend
File added
'Smart Harvest SE-Logging-6.2.1.rar [version 6.2.1]'
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- Mod page activity
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May 2025
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15 May 2025, 2:03PM | Action by: ryukagze
Tracked
'Smart Harvest NG AutoLoot'
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15 May 2025, 1:07PM | Action by: AzureWaning
Endorsed
'Smart Harvest NG AutoLoot'
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15 May 2025, 9:47AM | Action by: bbh3070097
Endorsed
'Smart Harvest NG AutoLoot'
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14 May 2025, 8:02PM | Action by: Unknownfoxy
Tracked
'Smart Harvest NG AutoLoot'
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14 May 2025, 6:38PM | Action by: Barlot
Untracked
'Smart Harvest NG AutoLoot'
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14 May 2025, 6:38PM | Action by: Barlot
Tracked
'Smart Harvest NG AutoLoot'
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14 May 2025, 6:38PM | Action by: Barlot
Endorsed
'Smart Harvest NG AutoLoot'
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14 May 2025, 11:15AM | Action by: Bogdanov89
Tracked
'Smart Harvest NG AutoLoot'
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14 May 2025, 10:53AM | Action by: rachet909
Tracked
'Smart Harvest NG AutoLoot'
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13 May 2025, 2:56PM | Action by: Tommi64
Untracked
'Smart Harvest NG AutoLoot'
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13 May 2025, 4:20AM | Action by: discord7
Endorsed
'Smart Harvest NG AutoLoot'
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12 May 2025, 11:32PM | Action by: z64fan13
Tracked
'Smart Harvest NG AutoLoot'
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12 May 2025, 10:33PM | Action by: dasharutaga
Untracked
'Smart Harvest NG AutoLoot'
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12 May 2025, 4:28PM | Action by: whiplashomega
Untracked
'Smart Harvest NG AutoLoot'
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12 May 2025, 11:57AM | Action by: BetrayalForce
Tracked
'Smart Harvest NG AutoLoot'
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12 May 2025, 10:21AM | Action by: rrownage1
Tracked
'Smart Harvest NG AutoLoot'
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12 May 2025, 4:11AM | Action by: HikaruNyan
Endorsed
'Smart Harvest NG AutoLoot'
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12 May 2025, 2:16AM | Action by: Karmahbringer
Tracked
'Smart Harvest NG AutoLoot'
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12 May 2025, 2:16AM | Action by: Karmahbringer
Endorsed
'Smart Harvest NG AutoLoot'
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12 May 2025, 1:46AM | Action by: AlarmingSilence
Untracked
'Smart Harvest NG AutoLoot'
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