7/14/2025 Next release won't be until late August - I am not at keyboard long enough to pretest anything until then. Apologies to people waiting for a release to remove the AVX2 dependency that breaks current builds for them.
Use blacklist hotkey long press to get a screen grab. Post it here with your question.
v1.10.0.0 loot failure diagnostics Starting with this revision there is a quick way to check failure-to-loot on the item in-world. Get the item in the crosshair, then long-press the blacklist hotkey for over 3 seconds.
You should get a message printed telling you why the item failed to be looted, player location and detection state, and the item's loot type. The information also goes into SmartHarvestSE.log.
If you can then work out how to fix this in your settings, go ahead. If not, send a screenshot and we will get it sorted. After all, who knows, maybe the mod still has a bug or two...
Problems with autoloot especially mining ore if not playing in English
I've added an article here if you are not playing in English.
Hope this helps, and sorry for being so slow to think about this when people reported problems using CCOR, which I know works.
November 18 2022 v5.0.0 uploaded after conversion to use CommonLibSSE-NG. I have not tested this extensively, but it runs OK as far as I have checked on 1.5.97 binaries. This version should work on any current Steam SkyrimSE.exe. If NG updates to support GOG, then that should not be hard to support. No VR support - there is too much PlayerCharacter usage still unsupported by RE. Experimental VR support added in v5.8.0
April 16 2023 Work round for GOG edition not starting up properly, h/t remizik I'm using the last GOG version of SkyrimSE (1.6.659). I had to use the "All in one (Anniversary Edition)" of the "Address Library for SKSE Plugins", the Special Edition one doesn't work apparently, I get an error on start. Looks like SmartHarvest is started but I can't see it in the MCM (I can see other mods like SkyUI in it) Any idea? Thanks
FIXED ! with the console command "setstage SKI_ConfigManagerInstance 1" (found here : https://old.reddit.com/r/skyrimmods/comments/38cgwe/mcm_not_displaying_mods/ )
Got CTD on upgrade? Ugh, sorry. I have not played the game in a while and only have new games to test upgrade with. Send me the crash log. The following steps worked for the person who reported this:
Remove Smart Harvest
Make a clean save and clean it with Resaver
add Smart Harvest back in.
How do I mark a container as a loot transfer destination? Select chest in the crosshair and press Pause hotkey. Press hotkey again to toggle off, or uncheck the container in the MCM. You cannot uncheck containers that are currently selected as Targets for an object type.
OK, so why does my favourite container X not work with the hotkey? Currently the set of possible targets is restricted to be those accessible via crosshair, and only when player is inside a Player House. This was a safe and somewhat intuitive first step. I hope to expand the list of possible targets in future drops. For example, v3.9.0.0 adds containers from the Magic Chest Spell with Multi Linked Containers mod. I am also thinking about how to access configured Target containers in-game or from the Player Inventory Menu. User ideas and input welcome.
When using excess inventory handling, how do I pick up the excess inventory to take it to the store and sell it? Pause loot scanning before you retrieve the container contents. Sell what you want. Unpause loot scanning.
Yes, but Pause/Unpause is broken now Now that Pause hotkey is overloaded for crosshair items, it will no longer pause/unpause if you have anything in the crosshair. The behaviour in that case is either to toggle a valid container on/off Transfer List, or to print a message if highlighted item is not valid for that.
Why are there fewer object types for Excess Inventory? I combined the full list of nearly 30 into 18 buckets to make this easier to scroll through. I hope the categories are intuitive.
Where did loot type light go? Removed. This only included Torch and one other item. They are included in clutter now.
How do I treat known enchantments as normal items? Use new option in the Do this if item is enchanted list. If an item is enchanted with all effects known to player, it can be treated for autoloot purposes as if it's not enchanted, if player desires.
How do I force pickup of ingredients with unknown effects? Use new checkbox option Always take unknown ingredient. If an ingredient has all effects known, autoloot decision uses the regular ingredient rules.
Would it be possible to have blacklist and whitelist saved by the settings file?
Nope. What would be feasible would be to export the blacklist and whitelist in Collections file format. I'd probably support this for items only, not CELLs/LCTNs. If people think that is worth doing I can look at inclusion for future release. In the meantime, it's not hard to set this up manually if you know how to use SSEEdit to find FormIDs. A manual approach is preferable to avoid the limits on Form list size in Papyrus, but the items would not be visible in the MCM. Personally I think that's better, as the Blacklist and Whitelist in MCM can then be used situationally instead of for a list of things you always want to exclude. There is a Blacklist sample in the mod shipped file shown here:
Whitelist can be set up via Collections too - in fact that's a more normal use case. See this file:
please explain what this loot transfer is and how to use it
There are two parts to setting this up.
1. Set up any transfer containers you wish to use for excess loot in the supported categories. This is done using long press Pause hotkey on an allowed target. Removal can be done in MCM or by another long press. A target that is currently set for use by an item category cannot be removed and will be greyed out in the MCM.
? If you only want to sell or leave behind excess loot, this step is not necessary.
2. Once your containers are prepared, they can be targeted for transfer using the MCM page below. A category of loot can be limited in inventory using one or both of item count and item aggregate weight limit. The limits apply per-item, not for the entire category. If you set item count to 0, no items will be retained. Exemptions are applied for
Favorites
Quest Items
Equipped
Worn
Player-Enchanted
Tempered
so that those don't get transferred. For player-enchanted and tempered items, this is to avoid reversion to the vanilla form of the item. An item category can also be unhandled as excess (No Limits - the default), or set to Leave Behind, or to Convert to Septims using a configured percentage of the item's value. Using 0% of value works as a delete excess items option.
To manually handle loot that falls into these categories - for example to make a run from a target container to a vendor to sell stuff you decided you don't want to keep after all - you should pause Smart Harvest for a while. Otherwise, items you pick up from the target container will just be sent back there on the next Excess Inventory pass. Excess Inventory rules do not interact with auto-looting at all except when categories are configured to Leave Behind excess items. It should be clear that setting up to Sell excess items, and setting up item limit 0 are both rather final, so use with care. To check the handling of an item or manually dispose of it, Pause Smart Harvest and then use Pause hotkey in the Inventory Menu. This pulls up a menu that allows you to check or dispose of that item.
Mod's working again with the latest patch. Guys, make sure you follow the script save clean process. Before following the steps, make sure you disable the mod, start the game, play for some minutes, go inside a house, cave, or building, do a tp using the map, and save your game, now's when you can do the following steps.
Instructions See the Videos section on the Skyrim Special Edition page for more detailed instructions. Getting started:
Unzip the FallrimTools archive somewhere.
Double-click on ReSaver.exe.
Choose your savefile.
You should see a tree structure that has all of the save's script elements.
The #1 thing that most people need is to remove script instances that are not attached to anything.
Go to the "Clean" menu and select "Show Unattached Instances". This will filter the list and show only the script instances that aren't attached to anything.
Go to the "Clean" menu and select "Remove Unattached Instances".
Save to a new file.
Load your savefile in Skyrim/Fallout and make sure it's working properly
I am waaaaaaaaay too tired after 6+ hours of troubleshooting so I'm just giving a TLDR for now. I'll post details and such later.
TLDR; merge mapper wasn't being 'found' or communicated with. zEdit merges, made by myself or with a new dummy file someone posted recently, did nothing. (Also did not recognize "reproccer" patch for T3nd0s REdone) I used wyre bash for the first time (-cough-) and that patch, even disabled, seems to have solved the issue. Most likely requires a new save, at least if smart harvest didn't show up in your game from the start.
Interesting. This mod https://www.nexusmods.com/skyrimspecialedition/mods/152901 provides a dummy ZMerge output that might help here. Perhaps that's what you tried.
I would expect Merge Mapper integration to do nothing in both cases:
Merge Mapper not present
no ZMerge-d plugins present
I merge tons of stuff, partly to have a good test dataset for this mod, so neither is a frequent test case for me.
However it misbehaved, if you have any logs from the time of the failures I will be happy to take a look.
You have to enable critter looting, and ingredient too, since that is usually what they yield. If you are playing in a language other than English the Catch {bee/insect/butterfly} instruction needs to be properly translated as well. Some of the translations files already have the right setting, but not all. If you have a mod that overrides any of the critter{xxx}.psc scripts it may need custom development work. You can check for any overrides in RH panel under Data in MO2, filter the filetree using critter
Polish: $SHSE_ACTIVATE_VERBS_CRITTER Złap. $SHSE_ACTIVATE_VERBS_FLORA Zbierz. $SHSE_ACTIVATE_VERBS_OREVEIN Wydobywaj. I found an old post, with this works Polish language, you can update in the next patch
Hello, I used the Weightless NG mod to remove item weight, but how can I disable the pickup of certain low-value items, like wooden plates, in this mod? I don't want to completely disable miscellaneous item collection.
$SHSE_WEIGHTLESS_MINIMUM_VALUEWeightless item minimum value $SHSE_WEIGHTLESS_MINIMUM_VALUE_DESCLoot weightless item if value is at least this. Checks damage for ammo, not value. $SHSE_CHECK_WEIGHTLESS_VALUECheck weightless items $SHSE_CHECK_WEIGHTLESS_VALUE_DESCCheck value sufficient before Looting weightless item The above strings should be seen in the MCM, this controls optional by-value handling of weightless items
Oh, sorry I wasn't clear. I meant, Korean localization mod for the whole Skyrim. So I see "Blue butterfly" as "푸른 나비" and I guess that's why SmartHarvester doesn't "catch" it.
I see all-English in MCM. but not sure how to edit and what to edit xD;;
Article here describes how to customize activation verbs for a new language. https://www.nexusmods.com/skyrimspecialedition/articles/2239 I don't have a Korean file, so you might just be able to edit the English one to change the strings. We can revisit to try other things, if this does not work.
It's not your fault. Really this is a limitation of the mod which I could not think of any simple way to handle automagically, and which thankfully does not affect too many users.
I'm just glad that there's a work-around :) I worried if the file which needs to be edited would be inside of the mod file. But it's customizable xD That's very elegant design for these incidents and I really appreciate your design. Kudos to you :) Have a wonderful day!
Can you please reply with the lines you edited wrapped as [CODE] ? I might be able to add a separate Korean string translation file, idk how that would work but can research for next release.
anybody know if there is a patch or something i can do to get this to properly harvest fossil fragments/fossils from the ore deposits?
they basically use the same mechanic as gems now since legacy of the dragonborn 6.0 appearing at a random chance when mining for iron/gold/quicksilver ect but smart harvest only seems to get the ore and gems
Fossil Mining and LotD v6 support was added earlier this year - since it's not working for you, check for overwrites of the mining script mineorescript.pex. LotD v5 with the separate Fossil Mining mod should also still work.
The mod does not start. Although it starts forcibly, even the mcm menu appears, but nothing works.
A DLL plugin has failed to load correctly, If a new version of Skyrim was just released, the plugin needs to be updated. Please check the mod's webpage for updates. SmartHarvestSE.dll: couldn't load plugin (0000045A) Continuing to load may result in lost save data or other undesired behavior. Exit game? (yes highly suggested)
After tracing the entire error path, I checked Event Viewer and shared the log with DeepSeek, which then suggested the idea...
Processor Incompatibility (AVX/AVX2) Some DLL mods use AVX instructions, but if your CPU doesn't support them (or Windows blocks their usage), error 0xc000001d occurs.
This made me think that my Xeon E5-2689 might not support AVX2. Could there be something in the mod (specifically in the DLL) that requires AVX2, and is there a way to fix it?
That is great lateral thinking, there is dependent code (alglib) that I recently upadted and which now is built to use the AVX2 instruction set. I see mixed reports online about your CPU but some of the info suggests AVX2 is unsupported. I will build an update that disables that build option, which is not core and does not require AVX2 to function.
If that mod spawns a loose REFR to do its work, this is expected. Fast auto-looting of loose items is the job of this mod. I don't run VR so I will try to work around this on a best-effort basis, probably by delaying or avoiding auto-looting of relevant loose items if the other mod is detected as installed.
It doesn't work well when I use the mod Convenient Horses 7.1 and its AE patch.It stop loot when ride a horse and start to loot when I get off a horse.
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
Installed recommended + newest c++ (recommended and both didnt change a thing, still getting same error, Installed DLL plugin loader and netscript, no change,
4160 comments
Next release won't be until late August - I am not at keyboard long enough to pretest anything until then.
Apologies to people waiting for a release to remove the AVX2 dependency that breaks current builds for them.
Use blacklist hotkey long press to get a screen grab. Post it here with your question.
v1.10.0.0 loot failure diagnostics
Starting with this revision there is a quick way to check failure-to-loot on the item in-world. Get the item in the crosshair, then long-press the blacklist hotkey for over 3 seconds.
You should get a message printed telling you why the item failed to be looted, player location and detection state, and the item's loot type. The information also goes into SmartHarvestSE.log.
If you can then work out how to fix this in your settings, go ahead. If not, send a screenshot and we will get it sorted. After all, who knows, maybe the mod still has a bug or two...
Problems with autoloot especially mining ore if not playing in English
I've added an article here if you are not playing in English.
Hope this helps, and sorry for being so slow to think about this when people reported problems using CCOR, which I know works.
v5.0.0 uploaded after conversion to use CommonLibSSE-NG.
I have not tested this extensively, but it runs OK as far as I have checked on 1.5.97 binaries. This version should work on any current Steam SkyrimSE.exe. If NG updates to support GOG, then that should not be hard to support.
No VR support - there is too much PlayerCharacter usage still unsupported by RE.Experimental VR support added in v5.8.0April 16 2023
Work round for GOG edition not starting up properly, h/t remizik
I'm using the last GOG version of SkyrimSE (1.6.659).
I had to use the "All in one (Anniversary Edition)" of the "Address Library for SKSE Plugins", the Special Edition one doesn't work apparently, I get an error on start.
Looks like SmartHarvest is started but I can't see it in the MCM (I can see other mods like SkyUI in it)
Any idea?
Thanks
FIXED ! with the console command "setstage SKI_ConfigManagerInstance 1" (found here : https://old.reddit.com/r/skyrimmods/comments/38cgwe/mcm_not_displaying_mods/ )
Got CTD on upgrade?
Ugh, sorry. I have not played the game in a while and only have new games to test upgrade with.
Send me the crash log. The following steps worked for the person who reported this:
How do I mark a container as a loot transfer destination?
Select chest in the crosshair and press Pause hotkey. Press hotkey again to toggle off, or uncheck the container in the MCM. You cannot uncheck containers that are currently selected as Targets for an object type.
OK, so why does my favourite container X not work with the hotkey?
Currently the set of possible targets is restricted to be those accessible via crosshair, and only when player is inside a Player House. This was a safe and somewhat intuitive first step. I hope to expand the list of possible targets in future drops. For example, v3.9.0.0 adds containers from the Magic Chest Spell with Multi Linked Containers mod. I am also thinking about how to access configured Target containers in-game or from the Player Inventory Menu. User ideas and input welcome.
When using excess inventory handling, how do I pick up the excess inventory to take it to the store and sell it?
Pause loot scanning before you retrieve the container contents. Sell what you want. Unpause loot scanning.
Yes, but Pause/Unpause is broken now
Now that Pause hotkey is overloaded for crosshair items, it will no longer pause/unpause if you have anything in the crosshair. The behaviour in that case is either to toggle a valid container on/off Transfer List, or to print a message if highlighted item is not valid for that.
Why are there fewer object types for Excess Inventory?
I combined the full list of nearly 30 into 18 buckets to make this easier to scroll through. I hope the categories are intuitive.
Where did loot type light go?
Removed. This only included Torch and one other item. They are included in clutter now.
How do I treat known enchantments as normal items?
Use new option in the Do this if item is enchanted list. If an item is enchanted with all effects known to player, it can be treated for autoloot purposes as if it's not enchanted, if player desires.
How do I force pickup of ingredients with unknown effects?
Use new checkbox option Always take unknown ingredient. If an ingredient has all effects known, autoloot decision uses the regular ingredient rules.
Also, can someone please explain what this loot transfer is and how to use it? I mean, I get the whole add a container thing, but what does it do?
In the meantime, it's not hard to set this up manually if you know how to use SSEEdit to find FormIDs. A manual approach is preferable to avoid the limits on Form list size in Papyrus, but the items would not be visible in the MCM. Personally I think that's better, as the Blacklist and Whitelist in MCM can then be used situationally instead of for a list of things you always want to exclude. There is a Blacklist sample in the mod shipped file shown here:
Whitelist can be set up via Collections too - in fact that's a more normal use case. See this file:
1. Set up any transfer containers you wish to use for excess loot in the supported categories.
This is done using long press Pause hotkey on an allowed target. Removal can be done in MCM or by another long press. A target that is currently set for use by an item category cannot be removed and will be greyed out in the MCM.
If you only want to sell or leave behind excess loot, this step is not necessary.
2. Once your containers are prepared, they can be targeted for transfer using the MCM page below.
A category of loot can be limited in inventory using one or both of item count and item aggregate weight limit. The limits apply per-item, not for the entire category. If you set item count to 0, no items will be retained.
Exemptions are applied for
- Favorites
- Quest Items
- Equipped
- Worn
- Player-Enchanted
- Tempered
so that those don't get transferred. For player-enchanted and tempered items, this is to avoid reversion to the vanilla form of the item.An item category can also be unhandled as excess (No Limits - the default), or set to Leave Behind, or to Convert to Septims using a configured percentage of the item's value. Using 0% of value works as a delete excess items option.
To manually handle loot that falls into these categories - for example to make a run from a target container to a vendor to sell stuff you decided you don't want to keep after all - you should pause Smart Harvest for a while. Otherwise, items you pick up from the target container will just be sent back there on the next Excess Inventory pass.
Excess Inventory rules do not interact with auto-looting at all except when categories are configured to Leave Behind excess items.
It should be clear that setting up to Sell excess items, and setting up item limit 0 are both rather final, so use with care.
To check the handling of an item or manually dispose of it, Pause Smart Harvest and then use Pause hotkey in the Inventory Menu. This pulls up a menu that allows you to check or dispose of that item.
Guys, make sure you follow the script save clean process.
Before following the steps, make sure you disable the mod, start the game, play for some minutes, go inside a house, cave, or building, do a tp using the map, and save your game, now's when you can do the following steps.
When the steps are all done, you can install this mod.
The recent changes are painful because I have not taken the time to test it all exhaustively, but foundational for an improved mod going forward.
TLDR; merge mapper wasn't being 'found' or communicated with. zEdit merges, made by myself or with a new dummy file someone posted recently, did nothing. (Also did not recognize "reproccer" patch for T3nd0s REdone) I used wyre bash for the first time (-cough-) and that patch, even disabled, seems to have solved the issue. Most likely requires a new save, at least if smart harvest didn't show up in your game from the start.
I would expect Merge Mapper integration to do nothing in both cases:
- Merge Mapper not present
- no ZMerge-d plugins present
I merge tons of stuff, partly to have a good test dataset for this mod, so neither is a frequent test case for me.However it misbehaved, if you have any logs from the time of the failures I will be happy to take a look.
If you are playing in a language other than English the Catch {bee/insect/butterfly} instruction needs to be properly translated as well. Some of the translations files already have the right setting, but not all.
If you have a mod that overrides any of the critter{xxx}.psc scripts it may need custom development work. You can check for any overrides in RH panel under Data in MO2, filter the filetree using critter
$SHSE_ACTIVATE_VERBS_CRITTER Złap.
$SHSE_ACTIVATE_VERBS_FLORA Zbierz.
$SHSE_ACTIVATE_VERBS_OREVEIN Wydobywaj.
I found an old post, with this works Polish language, you can update in the next patch
Tracking as https://github.com/SteveTownsend/SmartHarvestSE/issues/580
$SHSE_ACTIVATE_VERBS_CRITTER Złap.*,<[Ff]ont face="Iconographia">[SV]</[Ff]ont>.*,<[Ff]ont face='\$Iconographia' color='.*'> *[SV] *</[Ff]ont>.*
$SHSE_ACTIVATE_VERBS_FLORA Zbierz.*,<[Ff]ont face="Iconographia">[bAQS]</[Ff]ont>.*,<[Ff]ont face='\$Iconographia' color='.*'> *[bAQS] *</[Ff]ont>.*
$SHSE_ACTIVATE_VERBS_OREVEIN Wydobądź.*,<[Ff]ont face="Iconographia">G</[Ff]ont>.*,<[Ff]ont face='\$Iconographia' color='.*'> *G *</[Ff]ont>.*
$SHSE_WEIGHTLESS_MINIMUM_VALUEWeightless item minimum value
$SHSE_WEIGHTLESS_MINIMUM_VALUE_DESCLoot weightless item if value is at least this. Checks damage for ammo, not value.
$SHSE_CHECK_WEIGHTLESS_VALUECheck weightless items
$SHSE_CHECK_WEIGHTLESS_VALUE_DESCCheck value sufficient before Looting weightless item
The above strings should be seen in the MCM, this controls optional by-value handling of weightless items
I'm using localization mod, so this would cause me not able to "catch" critters.
Is there any work-around to fix this except disable translation mod?
Like.. maybe I can direct the current translated word for critters somehow?
If you see an all-English MCM, you can probably just make a local edit to the relevant strings in the English translation file.
I meant, Korean localization mod for the whole Skyrim. So I see "Blue butterfly" as "푸른 나비" and I guess that's why SmartHarvester doesn't "catch" it.
I see all-English in MCM. but not sure how to edit and what to edit xD;;
https://www.nexusmods.com/skyrimspecialedition/articles/2239
I don't have a Korean file, so you might just be able to edit the English one to change the strings. We can revisit to try other things, if this does not work.
Thanks! So it was an action that I should've dealt!
Many thanks :) !!!!!!
It's not your fault. Really this is a limitation of the mod which I could not think of any simple way to handle automagically, and which thankfully does not affect too many users.
I worried if the file which needs to be edited would be inside of the mod file.
But it's customizable xD That's very elegant design for these incidents and I really appreciate your design.
Kudos to you :)
Have a wonderful day!
they basically use the same mechanic as gems now since legacy of the
dragonborn 6.0 appearing at a random chance when mining for
iron/gold/quicksilver ect but smart harvest only seems to get the ore
and gems
LotD v5 with the separate Fossil Mining mod should also still work.
Could there be something in the mod (specifically in the DLL) that requires AVX2, and is there a way to fix it?
I see mixed reports online about your CPU but some of the info suggests AVX2 is unsupported. I will build an update that disables that build option, which is not core and does not require AVX2 to function.
I don't run VR so I will try to work around this on a best-effort basis, probably by delaying or avoiding auto-looting of relevant loose items if the other mod is detected as installed.
SKSE Plugin Loader 2.2.6
SmartHarvestSE.dll couldn't load plugin; 0000045A
Installed recommended + newest c++ (recommended and both didnt change a thing, still getting same error,
Installed DLL plugin loader and netscript, no change,
Any ideas?