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Features
SteveTownsend edited this page Jun 1, 2020
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- gather nearby loot
- stuff that is sitting around loose
- items in a container such as Chest, Barrel, the still-warm bodies of those Bandits you just killed
- 'harvestables' - flowers, plants and crops
- 'critters' - no more chasing Butterflies into a wolf pack by mistake, or drowning trying to catch that pesky Salmon
- ore veins and geodes - be in and out of Kolskeggr Mine inside 30 seconds, Forsworn permitting
- prioritized, color-coded highlighting of lootable items, whether manual or automatic
- preserve the thrill of manually looting special chests and items
- quickly gather your configured items that comprise the less-fascinating majority
- Boss containers - ignore/loot/glow (flames)
- Quest items - ignore/loot/glow (indigo); any quest item/only the quest target
- Locked containers - ignore/loot/glow (red)
- Enchanted items - ignore/glow (blue)
- your 'personal property' - ignore/loot/glow (green)
- including by virtue of faction affiliation
- can be over-generous if auto-looted, distracting if glowed
- play animation or brief glow (white) when a nearby container or stiff is auto-looted
- includes a short delay to avoid spoiling your Violens experience
- for manual-only loot verbs, print 'it's nearby' message e.g. Legacy of the Dragonborn Dig Sites
- minimal use of manually-edited files for items and categories
- examines the universe of loaded objects during startup to taxonomize
- lootable items are bucketed for correct processing using various heuristics
- handles mods, provided mod implementation is congruent with the data model in the base game and DLCs
- special cases handled via mod-specific logic depending on what's seen to be present at runtime
- law-abiding citizen or utter scofflaw?
- crimes allowed or prevented, during or out of sneak
- configurable prevention of looting in Settlements, Towns and Cities
- if (small) Settlements are forbidden, so are (bigger) Towns and Cities
- child locations automatically inherit looting prevention from parent in a common-sense way
- The Bannered Mare is not lootable
- Whiterun Sewers is lootable
- quality of life improvements
- never loot while in Player House
- disable looting during combat
- disable looting while weapon unsheathed
- disable looting while magically concealed (invisible, ethereal)
- unencumbered in player home
- no more 'slow walking' from your crafting materials chest or pack-horse follower to your Workbench
- unencumbered in combat
- don't suddenly stop moving when you auto-loot the third bandit out of five
- unencumbered while weapon drawn
- run entire dungeons without stopping to converse with your followers about who gets to carry what!
- just stay in your combat-ready stance
- fully configurable via MCM including load and save of INI file settings
- loot radius, in feet from Player Character
- loot interval, in seconds
- always loot, or loot respecting Value/Weight
- Value/Weight can be set per category and via a global default
- notification of looting per category
- limit on items mined at one pass prevents infinite mining of Clay, Quarried Stone from overly-generous sources
- configurable hotkeys
- pause/unpause looting
- add item to UserList of lootables
- exclude item from looting
- base game and mod support
- Prowler's Profit perk handled correctly in play-testing
- Complete Alchemy and Cooking Overhaul ore veins auto-mined
- Immersive Armors 'all the armor' chest at the Skyforge not auto-looted