Other user's assetsSome assets in this file belong to other authors. You will need to seek permission from these authors before you can use their assets
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
JupiterTheGod - for the AutoLoot mod [ AutoLoot ] AeroHD - for the mod [ AutoLoot Configurable All-in-One ] jerry18 - for letting me contribute to his mod [ AutoLoot Advanced Settings ] and for the vivid conversation we had...
i like to thank all the helpful people on the wolvenkit discord, like SpontanCombust, Aelto, error_noaccess, Faen, just to name a few...
special thanks go to skyliner390 who gave me permission to use his nicely working line of sight code and for the inspiration i took from his coding style
Donation Points system
Please log in to find out whether this mod is receiving Donation Points
added an option to suppress the over encumbrance effect, feel free to do whatever you like even when you carry too much weight around
added coin definition for Florens - Orens - Crowns Economy System
Version 1.5.9
RedKit and non RedKit versions should be equal now
annotations reworked and expanded
Version 1.5.8
using annotations provided by the latest RedKit update, mod is mergefree now
Version 1.5.7
filter rework: type, quality and value checks must all be matched (connected by a logical AND) to succeed
more "blacklisted" containers (which should not be looted automatically)
files edited: AL_MSF_Main.ws, AL_MSF_Settings.ws and readme.txt
Version 1.5.6
fixed red dots staying on the map after an enemy/monster was killed
reworked some functions for better performance
OG version: fixed an oversight in AL_MSF_Main.ws (why was there no feedback ?)
Version 1.5.5
sounds are played based on the count of found sound categories
notification takeover (container.ws / LootPopup.ws) kicks in if the mod is enabled
Version 1.5.4
player drops are always protected now (safety measure), updated readme, updated localisation
reworked/removed some internal variables and functions for better code readability
slightly different implementation of the loot in combat feature
different approach to enhance the vanilla (acoustics only) notification in container.ws and LootPopup.ws
Version 1.5.3
the feature: loot in combat is fixed and is working...
reduced unneeded code in several places
reworked the way data needed to display a loot popup is stored
all items transferred to the player's inventory are documented and create a popup, according to the user settings, complementing vanilla
Version 1.5.2
separated scanning and interacting for better performance, minor code tweaks
changed default containers per scan cycle to 4 and limited the max to 10 (30 was an absolute overkill) , regarding the (possible) high scan rates
Version 1.5.1
further code improvements, visual and acoustic notifications are handled separately, herb notifications can be suppressed completely, updated readme
Version 1.5.0
introducing the missing feature of AL MSF not starting/stopping when a menu was closed (sorry, my bad, was too focused on the "hotkeys") -> commonIngameMenu.ws
reworked many features to rely on inventories rather than containers
Version 1.2.7
AL_MSF_Main.ws: fixing a small oversight i introduced in ver 1.2.6: item quality was not shown correctly (applies for W3EER and OG versions too)
Version 1.2.6
code optimizations/bug fixing focusing the notifications system
W3EER users: container.ws: function ShowLoot() reworked
reworked optional compatibility patches for enhanced mergeability
added refillableContainer.ws: (using AL MSF herb definition)
updated readme
W3EER: container.ws function Showloot: reverted back to use the logic of an older version, that caused no trouble
Version 1.2.5
small changes to the line of sight feature, items with common quality will be displayed with a darker grey color now
"dirty hack" for the unlootable (?!) Tir Na Lia potion from: Content Expansion - Time of the Sword and Axe
reworked gwint card definition, reworked clean corpse function, reworked top gear definition
better compatibility with No Duplicate Relics (not perfect), no automatic looting with open vanilla loot popup
files changed : AutoLootMSF.xml, AL_MSF_Settings.ws, and AL_MSF_Main.ws, changed localisation
Version 1.2.4
no automatic notification whether automatic mode is active, such notifications only show up via hotkeys
reworked the corpse cleaning function
revision of function FindAndInteractWithMatchingContainers resulting in a massive performance boost (my bad)
removed the 2 new general settings options introduced in version 1.2.3: facts/clues protection, now all POI should clear automatically (please report any issues)
files changed : AutoLootMSF.xml, AL_MSF_Settings.ws, AL_MSF_Main.ws, btTaskDeath.ws and r4Player.ws
W3EER fixed an oversight
Version 1.2.3
added options to protect containers that change (game)facts or containers that appear as clues
reworked the options to loot from different sources, now you can loot clutter, actor remains and herb plants separately
added a new filter for usables (masks, torches etc), quickslot items should be lootable now
reworked the filter definitions a bit
Version 1.2.2
added compatibility for Viper and Manticore Gear Expanded, fixed a problematic chest in Kaer Morhen during the fight with the Wild Hunt
Version 1.2.1
relic and witcher gear can be excluded from automatic looting (emphasizing the uniqueness), moved Automatic Mode toggle to Auto Mode Settings (better consistency)
Version 1.2.0
fixed constant loot window popup when using filters, chests in bandit camps, contraband chests in skellige etc can be looted automatically now
Version 1.1.9
added herbs from Content Expansion - Time of the Sword and Axe, no automatic looting of candle lantern files changed: AL_MSF_Main.ws, AL_MSF_Settings.ws
Version 1.1.8
AL_MSF_MainClass extends AL_MSF_SettingsClass now, container.ws: expanded public function TakeAllItems() to show looted items, created a version to work with No Duplicate Relics
Version 1.1.7
reduced number of local files, rearranged code for better merge-friendliness, some changes to code (container.ws), W3EER version updated to v1.39b
W3EER version: fixed an oversight in AL_Main.ws
Version 1.1.6
updated readme, reorganized mod menus, new definition of the "junk" filter, adding a function to remove items considered "junk" from actor remains (corpses)
Version 1.1.5
notifications for herb plants can be turned ON/OFF, updated readme, updated instructions to create a localization
Version 1.1.4
removed weight checks
Version 1.1.3
updated readme and install instructions, removed trophy protection, loot sources can be limited to actor remains and/or herbs, code improvements
Version 1.1.0
AutoLoot (MSF) CAR Patch: fixed an oversight when uploading the new version
Version 1.0.9
W3EER version: fixed mod not awarding xp when (auto) looting mutagens
You like to focus on the story ? You enjoy the action, but you hate the tedious manual looting afterwards ? You are a bit paranoid that you might miss things, that you would like to loot ?
Look no further, you have come to the right spot: Try AutoLoot (MSF) and enjoy a fast, reliable and easy-to-use looting experience.
I made this mod with user-friendliness in mind.
It may not look "fancy", but has some features i was missing, when using other auto loot mods: a higher rate of scan cycles (up to 4 per second) less (no?) "microstuttering" (the result of code improvement) a simple and understandable filter logic and a Line Of Sight mechanic for greater immersion
includes a bunch of fixes/tweaks to make your "loot experience" as smooth as possible clears all POI (with loot) automatically (if the target container doesn't need special handling) works when playing as Ciri works in and under water (loot drops are teleported to the water surface)
Installing this autoloot mod is NO rocket science...just follow the instructions in the readme.txt.
But beware, every autoloot mod will have a major impact on your economic situation, you are about to become a hoarder :)
In order to tone down this effect i suggest mods like:
//for loot lists: Reduced Lore Friendlier Loot or Loot List Remade No Decorative Container Looting (recommended)
//for prices: Lore Friendly Economy - Next Gen (recommended) or parts of LEGO: Deleveled Gear Buying Selling Servicing Prices Cheaper Lore Friendlier Shop Prices Shops don't pay for Junky Junk or use other mods with similar effects...
here are some mods i use atm, taken from my big mod list, which i can totally recommend:
BiA Complete Animations Redux CROW Blood and Steel E3ARP Faster Fatties / Fatter Fatties GLS + Difficulty Addon No Decorative Containers No Duplicate Relics Level Up Equipped Loot List Remade Lore Friendly Economy Balanced Damage Scaling Balanced Item Levels Alchemy Progress On The Path Random Encounters Reworked VladUI
Special mention of All Containers Glow without Witcher Senses, an absoulute must have mod if you like to recognize lootable stuff... It also fixes the "duplicate container" problem with an ingenious "dupecheck" (great stuff by error_noaccess)...just give it a try
AutoLoot (MSF) enables you to protect important items like quest items, keys and witcher schematics to make sure that the risk to break quests is minimized.
It introduces a line of sight feature for greater immersion: you should not loot things you cannot see or are out of reach.
It features a filter system that makes it possible to loot exactly the stuff you would like to have or to loot all the crap without filtering.
The user can take loot from all sources (Enable Separate Loot Sources = OFF) or opt to take loot from separate loot sources only (Enable Separate Loot Sources = ON)
Options: 1) clutter (chests/bags) and/or 2) actor remains (corpses) and/or 3) herb plants (herbs)
filter checks explained: remember: all filter conditions must be met, to pass the filter check ! (i.e. <type> AND <quality> AND <value> have to match)
examples: ARMOR Filter ON / QUALITY 1 / VALUE 0 --> grabs any armor ARMOR Filter ON / QUALITY 2 / VALUE 0 --> takes armor with a quality higher than common ARMOR Filter ON / QUALITY 1 / VALUE 100 --> grabs armor with a value of at least 100 ARMOR Filter ON / QUALITY 2 / VALUE 100 --> takes armor with a quality higher than common and a value of at least 100 ARMOR Filter OFF --> loots no armor eezy, peezy ;)
control keys ("hotkeys") explained: "hotkeys" have 2 states: TIP to SHOW and HOLD to TOGGLE the status KEY 1: show/toggle AUTOMATIC mode: off means you have to activate the containers yourself, skips loot popup (in most cases)... KEY 2: show/toggle Filters: off means you bypass further checks and try to loot all available items... KEY 3: show/toggle Line Of Sight Check: try to keep this option always activated to gain some immersion...turn off if you don´t trust this check... (hint: you cannot change mod menu settings with these "hotkeys", they are just a quick method to view/change automode/filters/line of sight in game, so if you open your mod menu and close it again, the game will take all your settings from the menu and overwrite any changes you made with your "hotkeys")
line of sight explained: Just wander around and try to get an unobstructed view on the object you like to loot, often it is necessary to move closer to trigger the loot process. If you are real close and AutoLoot (MSF) fails to loot automatically, you could do the following: a) disable the Line Of Sight feature temporarily by using the hotkey, if looting is triggered, something was obstructing the LoS, if not the object may be protected and has to be activated manually b) if you see an interaction button, just activate this object manually
With the help of Mod Settings Framework by the fabulous SpontanCombust i was able to create a clear data structure fitting this mod perfectly. I tried to reduce as much redundant/unneeded code as possible, thus enhancing (code) readability, stability and performance. You definitely will feel the difference :D
Furthermore i tried to apply good programming style i witnessed in other mods. (sorry, Aelto i am still using a timer, cause states and latent functions are still "over my head", but i still try to follow KISS and YAGNI)
tools i used: notepad++ esp. its compare plugin for editing/creating the scripts Rusty Witcher 3 Debugger for quickly reloading gamescripts (by SpontanCombust) w3stringsx for localisations (by SpontanCombust)
Should you find any bugs please report them, i will try my best to resolve them.
Feedback welcome.
Please, be kind and respectful in your comments, i am by no means a professional programmer, modding is just a hobby, that keeps my brain busy.
If you like this mod, a little endorsement would be great.