* For clarity, this is an ESL flagged .esp that is not included in your 254 .esp count. It is part of another category with its own (theoretically 4096) limit. * Update 2.51 replaces the popup message with more relevant text.
Kace Auto-Loot served us very well in Oldrim, and it's now ported to SE. You can specify a wide variety of items to be looted. Also configurable is the distance at which looting will operate. There is a lot of interest in having ESL flagged mods, so I've handled that for you.
Enjoy this wonderful gift from original author Kacemus! ~GMF~
I haven't full debugged this myself yet, but it isn't working for mobs killed by the Flames spell you get as a new character. If I switch to sword it works fine, just an issue with spells.
I saw in a 2022 comment talking about an issue if spells are missing the hostile tag.
idk if im only the one who get this issue: When i change between Dynamic to open animations replacer, the autoloot does not work anymore.
Apart, its a great mod. Im using a high grass texture, so i lose the corpses location, and this helps me to identify where they are, or just grab whan its essential. So thanks, thanks to make this to SE
I get the MCM and can set options but for me it is not picking anything up, loaded last. I don't see any requirements or ini files, is there something I am missing?
Friend, please tell me why my Papyrus.0.log is constantly spammed with messages like this. They go on and on, an endless wall of text with similar, repeating messages.
Spoiler:
Show
[12/25/2024 - 04:04:25PM] Error: Unable to call GetTargetActor - no native object bound to the script object, or object is of incorrect type stack: [None].KaceMAGefect.GetTargetActor() - "<native>" Line ? [None].KaceMAGefect.Victim1() - "KaceMAGefect.psc" Line 47 [None].KaceMAGefect.onBeginState() - "KaceMAGefect.psc" Line 164 [None].KaceMAGefect.GotoState() - "ActiveMagicEffect.psc" Line ? [None].KaceMAGefect.OnItemRemoved() - "KaceMAGefect.psc" Line 124 [12/25/2024 - 04:04:25PM] Error: Cannot call GetItemCount() on a None object, aborting function call stack: [None].KaceMAGefect.onBeginState() - "KaceMAGefect.psc" Line 164 [None].KaceMAGefect.GotoState() - "ActiveMagicEffect.psc" Line ? [None].KaceMAGefect.OnItemRemoved() - "KaceMAGefect.psc" Line 124 [12/25/2024 - 04:04:25PM] WARNING: Assigning None to a non-object variable named "::temp27" stack: [None].KaceMAGefect.onBeginState() - "KaceMAGefect.psc" Line 164 [None].KaceMAGefect.GotoState() - "ActiveMagicEffect.psc" Line ? [None].KaceMAGefect.OnItemRemoved() - "KaceMAGefect.psc" Line 124
smart harvest ng breaks static skill leveling mod. I hope this one doesn't I only set smart harvest ng to loot containers and bodies so might as well use this one that is simpler and less prone to conflict
btw is it ok to use the no pop up script for non VR? if so it should be default in the mod, imagine if my other 70 mods with mcm showed a useless pop on game start
edit: worked perfectly alongside static skill leveling mod unlike smart harvest ng. simple yet elegant mod, does what it supposed to do without going overboard
61 comments
It is part of another category with its own (theoretically 4096) limit.
* Update 2.51 replaces the popup message with more relevant text.
Kace Auto-Loot served us very well in Oldrim, and it's now ported to SE.
You can specify a wide variety of items to be looted.
Also configurable is the distance at which looting will operate.
There is a lot of interest in having ESL flagged mods, so I've handled that for you.
Enjoy this wonderful gift from original author Kacemus!
~GMF~
I saw in a 2022 comment talking about an issue if spells are missing the hostile tag.
Apart, its a great mod. Im using a high grass texture, so i lose the corpses location, and this helps me to identify where they are, or just grab whan its essential. So thanks, thanks to make this to SE
They go on and on, an endless wall of text with similar, repeating messages.
[12/25/2024 - 04:04:25PM] Error: Unable to call GetTargetActor - no native object bound to the script object, or object is of incorrect type
stack:
[None].KaceMAGefect.GetTargetActor() - "<native>" Line ?
[None].KaceMAGefect.Victim1() - "KaceMAGefect.psc" Line 47
[None].KaceMAGefect.onBeginState() - "KaceMAGefect.psc" Line 164
[None].KaceMAGefect.GotoState() - "ActiveMagicEffect.psc" Line ?
[None].KaceMAGefect.OnItemRemoved() - "KaceMAGefect.psc" Line 124
[12/25/2024 - 04:04:25PM] Error: Cannot call GetItemCount() on a None object, aborting function call
stack:
[None].KaceMAGefect.onBeginState() - "KaceMAGefect.psc" Line 164
[None].KaceMAGefect.GotoState() - "ActiveMagicEffect.psc" Line ?
[None].KaceMAGefect.OnItemRemoved() - "KaceMAGefect.psc" Line 124
[12/25/2024 - 04:04:25PM] WARNING: Assigning None to a non-object variable named "::temp27"
stack:
[None].KaceMAGefect.onBeginState() - "KaceMAGefect.psc" Line 164
[None].KaceMAGefect.GotoState() - "ActiveMagicEffect.psc" Line ?
[None].KaceMAGefect.OnItemRemoved() - "KaceMAGefect.psc" Line 124
I only set smart harvest ng to loot containers and bodies so might as well use this one that is simpler and less prone to conflict
btw is it ok to use the no pop up script for non VR? if so it should be default in the mod, imagine if my other 70 mods with mcm showed a useless pop on game start
edit: worked perfectly alongside static skill leveling mod unlike smart harvest ng. simple yet elegant mod, does what it supposed to do without going overboard