Auto Loot Enhanced for TTW

Mod releases and conversions for Current versions of TTW
perji
Posts: 19
Joined: Sun Oct 28, 2018 11:44 pm

Auto Loot Enhanced for TTW

Post by perji » Fri May 24, 2019 10:08 am

Download goes here
https://drive.google.com/file/d/15Nm9P- ... IGcfL3_t81

This is a patch for lasere200's mod to work with TTW. The author is okay with modifying his mod.
The NV mod is here https://www.nexusmods.com/newvegas/mods/42631 Go there and download it.
You need to install the original mod first, I'm only providing a patch for it.
===========
HOW TO USE
===========
LOOT - enables the mod (if this is off nothing is looted) - Hotkey L

STEAL - enables stealing - Hotkey K

LOCKPICK - with this mode enabled the lockpick minigame will be automatically started when an locked safe that you can unlock is in range. If you don't have the skill for it you will hear like a spamming sound. The thing is that when you are just clearing buildings or areas you want to know if you missed a safe you could unlock or one you couldn't. The ones you can are obvious because the minigame starts. The mod will still attempt to open the ones you can't when you are in range. Because the script does this every frame you will hear the error sound starting up every frame while you are in range. It serves as a perfect warning for a proximity safe above your skill level. I'm satisfied with it but if you do hate the sound you can switch it off. IMO it's a great feature to have on.

CONSUME - hardcore only feature that consumes food and drink as you encounter them in the game world. You can set both thresholds in MCM. The idea is not to carry regular drinks and food with you when you can just eat them as you find them if you need them.

- Use the MCM menu to customize your Auto Loot Enhanced experience.
Here is the link to lasere200's post that details how to use his mod https://forums.nexusmods.com/index.php? ... ry14298213

The mod has 10 formID lists you can activate or deactivate independently for automatic pick up. These lists are easy to modify in FNVEdit.
Activation is done ingame using the MCM menu.
The lists are:
  • ammo
  • weapons
  • money (caps, casino chips, legion/NCR money)
  • armor
  • caravan cards
  • misc items
  • weapon mods
  • books and notes (skill books only. includes holotapes)
  • consumables (includes all food, drink, chems)
  • magazines
Additionally, the activator list now includes all pickable plants from NV, its DLCs and the new TTW plants. It will not automatically defuse mines, rigged guns, grenade bouquets and all that, tho if you want that functionality you can add them to the activator list yourself.
I tried to keep quest items and other special stuff like bobbleheads out of the lists as much as possible, so you still need to keep your eyes open.

The patch esp has the original Auto Loot Enhanced as its master so you can't really go wrong with installing it. Hopefully your mod manager is smart enough to not allow you to place a file above its master in the load order. You can load both esps anywhere in the load order, there will be no conflicts with anything.
-----------------------------------------------------------------------------------------------
Updated file 2019 may 27
Changes:
- now actually loots weapons.
- weapon prospector has been disabled. you either loot weapons by enabling the option in MCM or you don't.
- redone MCM options to actually reflect the modified loot lists.
- re enabled the CONSUME options and lists. read the quote above to understand what CONSUME does.
-----------------------------------------------------------------------------------------------
Updated file 2019 may 29
Changes:
- removed AllPowerArmor form list from the biped model of the auto loot object. i don't even know why this was created like that.
- added player home protection, the option can be toggled on or off in the MCM menu. player homes are Megaton Player House, Tenpenny Tower Player Suite, Lucky 38 Floor 22 Suite. If this option is on looting will be automatically turned off inside the player homes. You will have to remember to turn it back on when you exit.
- bugfix for stealing everything inside Craterside Supply even with Stealing turned off.
-----------------------------------------------------------------------------------------------
Updated file 2019 june 18
Changes:
- revised script conditions so tick boxes in the MCM menu actually disable/enable looting
- added tick box for Consumables. This will control all drink, food, chems. Bobby pins are controlled by the MISC tick box.
Last edited by perji on Thu Jun 20, 2019 6:54 am, edited 10 times in total.

User avatar
Ence
Posts: 46
Joined: Wed Mar 13, 2019 9:30 am

Re: Auto Loot Enhanced for TTW

Post by Ence » Fri May 24, 2019 12:25 pm

Thanks for patch. Did you add to the list Sunset Sarsaparilla?

perji
Posts: 19
Joined: Sun Oct 28, 2018 11:44 pm

Re: Auto Loot Enhanced for TTW

Post by perji » Mon May 27, 2019 12:52 pm

Updated file 2019 may 27
Changes:
- now actually loots weapons.
- weapon prospector has been disabled. you either loot weapons by enabling the option in MCM or you don't.
- redone MCM options to actually reflect the modified loot lists.
- re enabled the CONSUME options and lists. read the quote above to understand what CONSUME does.

First post has been edited with new link.

Ence wrote:
Fri May 24, 2019 12:25 pm
Thanks for patch. Did you add to the list Sunset Sarsaparilla?
yes

matt66
Posts: 2
Joined: Wed May 22, 2019 5:00 am

Re: Auto Loot Enhanced for TTW

Post by matt66 » Mon May 27, 2019 3:56 pm

just downloaded new update Vortex keeps telling me it depends on a fixes.esp to work
Last edited by matt66 on Mon May 27, 2019 5:18 pm, edited 1 time in total.

perji
Posts: 19
Joined: Sun Oct 28, 2018 11:44 pm

Re: Auto Loot Enhanced for TTW

Post by perji » Mon May 27, 2019 4:57 pm

matt66 wrote:
Mon May 27, 2019 3:56 pm
just downloaded new update Vortex keeps telling me it depends on a fixes.esp to work
fixed this, please download the file again.

matt66
Posts: 2
Joined: Wed May 22, 2019 5:00 am

Re: Auto Loot Enhanced for TTW

Post by matt66 » Mon May 27, 2019 6:15 pm

Thank you for the fast fix and for the patch in the first place

perji
Posts: 19
Joined: Sun Oct 28, 2018 11:44 pm

Re: Auto Loot Enhanced for TTW

Post by perji » Wed May 29, 2019 3:13 pm

Updated file 2019 may 29
Changes:
- removed AllPowerArmor form list from the biped model of the auto loot object. i don't even know why this was created like that.
- added player home protection, the option can be toggled on or off in the MCM menu. player homes are Megaton Player House, Tenpenny Tower Player Suite, Lucky 38 Floor 22 Suite. If this option is on looting will be automatically turned off inside the player homes. You will have to remember to turn it back on when you exit.
- bugfix for stealing everything inside Craterside Supply even with Stealing turned off.

TgGrowl
Posts: 4
Joined: Sun Jun 02, 2019 7:40 am

Re: Auto Loot Enhanced for TTW

Post by TgGrowl » Fri Jun 07, 2019 8:54 am

Did I mess something up or did I not read something?
Image
I should have specified, I'm talking about the [NOT USED] tick boxes. I also have one in the top right of the [Setting] tab that's a value/weight slider. are they suppose to look like that? and if not any idea what I messed up?

perji
Posts: 19
Joined: Sun Oct 28, 2018 11:44 pm

Re: Auto Loot Enhanced for TTW

Post by perji » Thu Jun 13, 2019 8:52 am

TgGrowl wrote:
Fri Jun 07, 2019 8:54 am
I should have specified, I'm talking about the [NOT USED] tick boxes. I also have one in the top right of the [Setting] tab that's a value/weight slider. are they suppose to look like that? and if not any idea what I messed up?
Those are formlists that were used in the original mod.
The original mod has things like alcohol, water, chems, and food all in their own lists. I collapsed all of that stuff in a single "Consumables" list for easier editing. Also ammo was split into gun ammo and energy weapons ammo for some odd reason, so that was made into a single "Ammo" list too.
Rather than deleting the old lists I simply disabled them, so they are Not Used. You can tick them off or on at will, they don't do anything.

TgGrowl
Posts: 4
Joined: Sun Jun 02, 2019 7:40 am

Re: Auto Loot Enhanced for TTW

Post by TgGrowl » Mon Jun 17, 2019 5:09 am

perji wrote:
Thu Jun 13, 2019 8:52 am
TgGrowl wrote:
Fri Jun 07, 2019 8:54 am
I should have specified, I'm talking about the [NOT USED] tick boxes. I also have one in the top right of the [Setting] tab that's a value/weight slider. are they suppose to look like that? and if not any idea what I messed up?
Those are formlists that were used in the original mod.
The original mod has things like alcohol, water, chems, and food all in their own lists. I collapsed all of that stuff in a single "Consumables" list for easier editing. Also ammo was split into gun ammo and energy weapons ammo for some odd reason, so that was made into a single "Ammo" list too.
Rather than deleting the old lists I simply disabled them, so they are Not Used. You can tick them off or on at will, they don't do anything.
Thank you for the response.
One other question, when I have Auto loot ticked on and the weapons list un-ticked for some reason I still auto loot weapons (specifically when I try and drop a police baton from my inventory). Any idea what I could do to fix that?

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