#QuickLoot
1 messages · Page 2 of 1
thx i'll look into this
It's true. I never noticed that QL does not honor this!
fixed
- You can now choose holding shift or using the jump key to dispose corpses
- Added a setting for background transparency
those were the only 2 keybindings that made sense to me
only other idea might be switching e and f
the only hotkey thats not bound now is attacking
idk how many play it on gamepad (which doesnt benefit from the shift setting)
,,,,
@round citrus
idk if this is you who contacted me
since you havent replied to my message on nexus, feel free to reply here
if you want to upload your extension, that's fine.. i'm not like nintendo who sues everyone
if you want to commit some changes, thats okay too and i'll give you a small mention in the credits
otherwise i can try to add support for pickpocketing myself, though i'm not too sure how i'd replicate the detection mechanic
btw if you feel like i'm supplying the most essential mods to playing morrowind, like
- Quickloot (https://www.nexusmods.com/morrowind/mods/54950)
- BetterBars (https://www.nexusmods.com/morrowind/mods/54951)
- Floating Healthbars (https://www.nexusmods.com/morrowind/mods/54954)
- restocking, fortify health fix, MBSP
i'd be very thankful if you'd support the :thousands: of hours i invest into modding every game. (morrowind, factorio, warcraft3, anno 1800, KSP, X3)
sorry that you have to create a patreon account for this. i can't make an anonymous paypal donation link in my country.
dont worry only 8% goes to patreon if you donate to me that way (80€ out of 1000€)
I am not the guy you’re looking to message sorry :p @sharp wharf
oh okay, he also just wrote back. sorry for pinging you
Not a problem have a great day!
alright longfingers, please test the new pickpocket functionality
features:
equipped items now have a border around the icon
and pickpocketing
the ui is open while the enemy has no stance, so idk if there are nieche cases of an actor being not supposed to be pickpocketable which the mod doesnt catch
i could add a column with the percentage chance, or replace one of the columns when pickpocketing.. or show the chance in the tooltip
but column space is pretty tight already
i think showing the chance might be pretty neat
also i start to encounter accidentally going into third person with the mouse wheel, maybe there's a hack i can implement to prevent this, like forcing first person unless the player presses the dedicated third person button (i think there was one)
- fixed charset issue with german öäü (etc?)
- equipped items cannot be pickpocketed
- fixed thick borders clipping contents of the tooltip
- fixed silly error when looting normal containers (not npcs)
- pickpocketing disabled as long as I.Crimes.version is 1
note that there's no experimental build with I.Crimes.version 2 yet <<<<
- setting to disable pickpocketing (because you'll see all the items and the initial detection check is skipped)
im using an earlier version of the mod..has anyone experienced a bug where taking bolts from a dead body you shot removes the current set of bolts entirely from your inventory? only happens when using quickloot, not the normal looting window
sounds weird
btw: pickpocketing works on today's build of the game
i just tried this with a bow. my inventory didn't change but any arrows you pick up are added as an unequipped stack (doesnt affect the equipped stack)
i also don't see a reason why my mod would behave in the way you described
also tested bolts and throwing weapons, no bug
it doesnt happen always. but it does happen. something like once every 50 times?
also, not sure if its relevant, ive always kept an alternate smaller stack of more expensive enchanted bolts in inventory at all times. whenever i switch over to them while looting corpses, it means i gotta reload cause approx 200 of my dreugh bolts disappeared
the separate stack of bolts that collects is no problem tbh, i just unequip all bolts of that type, and the stack becomes whole again
i've kept trying it a bit but it doesnt seem to happen to me
are you using some archery mod?
im using total overhaul. pretty sure ive not added anything archery related, but hold on and lemme check
are you taking them individually or with take all?
individually
barely ever use take al;l tbh
nope. nothing archery related comes up in my additional mods ive put on top of total overhaul
and it happens rarely, its like 1-in-50 or maybe even less
when you take an item the item just gets spawned in the game world and the player actor activates it
technically also sets an owner but i think corpses have no owner
oof. thats how quickloot works? fucking clever ngl
i guess it could be simplified when doing it with corpses
ive just updated, not sure what build i was using, but seeing how no one reported this kinda whacky behavior from the mod, i dont think updating would work. gimme a week, ill update after finishing the thieves guild quests in skyrim
if the bolts dont disappear even after 10-20h, i dont think ive gotta problem to worry about
i'll take a look if simplifying it doesnt cost anything regarding sound effects
happened again. the bolts i had in inventory were dreugh bolts (200+) and viperbolt (55). colovian seigebreaker xbow. killed a spriggan, when i went to loot from its corpse, the bolts changed, and sure enough the equipped 200+ stack disappeared. i also had 20 derugh bolts ina separate stack, these were the looted ones
using the this version of the mod.
take all also deletes my equipped stack
well....nt exactly delete. the current equipped stack gets dropped on the ground (first time ive noticed it), and its unpickable
it was happening way less often when i started playing, but for this spriggan, no matter what i do, quickloot is taking away my current equipped stack 100% of the time
im in 30-40h i think on this save file
the same thing happens if i try to take bolts from the corpse if ive sheathed the weapon
the same thing happens if i try to take bolts from the corpse if i switch weapon before picking it up from the corpse
hope this helps with troubleshooting
.
tyvm
nw nw
there's 600 mods in your savegame xD
unfortunately i can't reproduce it because i only land in the middle of the ocean and it's very likely that one of the other script mods caused this
i can only implement the workaround i mentioned so it uses a different looting method for corpses
im running total overhaul. thats why there are so many
on top of that, ig i added maybe 50-70ish mods...max 90
oh ok maybe i can use an auto installer for total overhaul
the middle of the ocean is vongrad forest in skyrim home of the nords
gimme a while, ill travel someplace else, confirm the repeating pattern with another dead body on morrowind island, and then send you that link
there will still be an extra 70ish mods (max 90-100 i think)
considering how my mod is picking up objects it's either that the arrows have a mwscript attached to them or a script mod doesn't like what its doing
if my english is bad please don't correct me because i dont respect that language xD
is it mwscript...or omwscript? cause i have tons of omwscript mods in openmw.cfg file, but none with .mwscript
Me neither, though it's my own native tongue. Learn a couple of other languages and you will realize how foolish Modern English is
mwscript is the internal scripting language, like when gems summon a daedra
omwscript is the lua mods of openmw
where can i find if theres a .mwscript thingy running on the background?
I guess learning a couple of other languages also helps realize how silly mwscript is 😉
it would usually be attached to objects
i just searched openmw.cfg file for ".mwscript". nothing shows up
like the arrow firing an event when its activated
sure. tell me how to search for it?
you could try picking up the arrow through the vanilla menu, drop it on the floor and activate it then
see what happens
I guess I will dip out by saying that I have greatly respected every language I have learned, but they taught me English from well before I could judge. 🙂
Also btw, I would look at the Cathavingperson arrow sticking mod and maybe the ammo autoequip most recently from johnny
...those might be culprits
yep. did that. remember what i said about my equipped stack of bolts? they fall down and show up on the ground, but theyre unpickable. thats whats happening to the bolts i when pick up from the body using the normal loot window, drop them on the ground. you can mouse over them and see the tooltip showing what they are, but you cant pick them up anymore. any console commands you wanna get run on this stack of arrows
not exactly fall.... lets say theyre now at my feet, exactly where i stand, but you cant pick them up anymore
that sounds like it's confirming that the culprit is not quickloot
okay, thank you. and sorry for the hassle
np, thanks for checking. unfortunately filtering out the mod that causes it can sometimes be difficult
guess i might finally run out of the 1000 bolts i bought earlier if i gotta ignore the ones on the body
its impossible. id rather play the game, and not loot a few bolts than deal with the hassle
ive got enough arrows, not as if im gonna run out of them on my thief who barely fights anything
i'll make an update that has the option for an alternate looting method
will let you know when it's done
no...thats what i mean, even the alternate looting method, which requires you to open the default looting window only works when you manually pick the arrows, and drop them in your inventory. if youre dropping them on the ground (like dragging and dropping straight from the corpse loot window onto the ground), they still turn into uninteractable objects
the new method will directly teleport the arrows into your inventory
aah
where are the arrows being teleported to in the mods current version, im just curious. i thought thats what was happening, straight from quickloot to inventory as if i was using the console command to use cheats to spawn in items
yeah it generates the pickup sound and makes owned items get correctly flagged as stolen
damn, that sounds like an important part tho
i like that my khajit hasnothing in his inventory that isnt stolen, and that my temple guy has nothing in his inventory thats been stolen
didnt check if i can make the sound in a different way yet and when it's not owned that part is unnecessary too
if teleporting them directly to the inventory causes shift in ownership status.... then thats gonna be a major issue. i like my thief and hissticky fingers way more than i thought i would
if you steal arrows from an owned container
maybe
if the issue is only with arrows
hmm
well...regardless of what you do, im a huge fan of quickloot in general. and considering its the one thing ported over from fo4 that doesnt suck ass, id be willing to live wih whatever eccentricities it may display rather than not having it
there's no other way to solve it for owned containers
i havent checked for arrows, only bolt
im sure there are ammo mods in total overhaul
or Perfect Placement
yep. i have perfect placement
as for my own personal mods, i can help you out by sending over the cfg file. the personalized modifications ive made are all listed under #personal mods in the file. both the data paths and the esps activated
its likely a mod with the omwscripts extension
just search for #personal, thatll highlight the additional mods ive added
too many of those to count
Ammo autoequip while bow/crossbow/thrown weapon readied. It will remember and prefer last hand-picked ammo if pressing Alt while equipping it. An OpenMW-Lua port of Abot's original.
yep. i have that one too
i think that could be the culprit
try commenting out that and perfect placement
yep. highly likely its one of these two. commented them both out, and it didnt replace the arrows this time
although, i must stress this. early on in the savefile, it wasnt happening een with those two enabled throughout the game. its only when i had played for about 5-10h that i first faced this issue.
that 1-in-50 stat i gave you...it wasnt made up. it really did start off as being that rare... and this is the first time ive ever seen ammo disappear 100% of the time while looting a corpse
its nw. your mod works perf!
just place a disclaimer ig
@celest plover
is it smart ammo or perfect placement?
it didnt happen to me yet using smart ammo
Me neither. Nor the arrow-sticking mod of Mr. Zack!
...2% chance it happened and I didn't knowtice
how old is the savefile? i just checked with perfect placement disabled. it still deletes my equipped stack. checking with other mod disabled now
Oh, I hadn't imagined that Perfect Placement might ever interfere, interesting
it repeats even when i only have smart ammo disabled
lol. this is why im not a coder
i can check on an earlier savefile to see if the issue repeats like it has been recently...but i can only do it tomorrow... plus ill make the savefile on the mainland this time so you can atleast get to the location this time
are you sure it happens with both disabled?
last time i checked, noth wre disabled, and i could pick it up without isuues
doesnt happen i mean
hmm yeah might be coincidence, if disabling them individually doesnt fix anything
OMG check out the 🥚🥚 on pwn, making mods without even installing TR!
🎢🤘
i had it installed once when i made floating healthbars and restocking
technically, this mod shouldnt need tr or shotn or cyroodil
if it works vanilla, it oughtta work with a pile of shit on top of it
I had sought a :smallkwamaegg:, which would be more appropriate considering Tamriel_Data is everywhere
Them floatin' bars are one of my favorite mods, and, long time ago, when I thought it was imbalanced, @pwn was a gentleman and helped me understand that it was just some defaults that I had changed and forgotten. All around great experience.
Restocking, I am playing with and have not noticed too much, because I normally just moralistically shun the abuse of alchemy practice, preferring to have the gains in potion power come gradually. RP > mechanics once again? 
i think i made a mod about alchemy abuse too
I have become fully down with the MOMW alchemy ingredient nerf of no more Fortify Intelligence. Hated it at first. I do also already play with FortifyNerf, thank you again
oh okay i personally like fortify attribute effects
but in vanilla you can make 5 variations of such a spell and stack them
I have consoled myself with the Fortify Alchemy ingredients in TR, and appreciated your Restocking mod for that exactly
The secret to early armies of summons, and much more
I think it comes down to having falling into a degenerate cycle that is character-un-unique-ing so many times, having already lived that strain of the break of the dragon to the point that it no longer serves this particular incarnate of Our Blessed Lord Nectarine
I am still open to the remaining Fortify Attribute alchemy, ofc!
Black Soul Gems are a thing, but however internally-hyped my Necro build was, it never quite got there on account of my serial character-hopping. It was a conjure-every-weapon-and-armor Blunt/Heavy build IIRC, pretty fun, sure to be revisited
maybe needs some additional content mods
TR's Reachwoman has best necro face ever and not bad starting skills
Like, hella goth, y'all!
what are these enchantment icons? they are probably different in quickloot
Sec, I will source'em
Should be Ultimate Icon Replacer as patched by Lefty for base icon set, and https://www.nexusmods.com/morrowind/mods/44299 for magic item backgrounds
thx ill try to make it work with quickloot
I decided I liked having equipped magic items have a different background
I think I must now re-roll this character, name her Chlamydia Deetz, and see about this necromancy once and for all. I had been looking for a mission, so I thank you, sir!
wheres this from
Should be Ultimate Icon Replacer as patched by Lefty
Visually-distinguishable default potions are a must!
Whatever affects my potion names also changes "exquisite" etc. so that the sorting is alphabetically in order of potion strength. Good Stuff!
Up until we have something like QuickLoot for the inventory window, this has been a great boon to me. Probably since 2006 with something at least similar to this
AFAICT, nobody will likely reimplement the core UI before it becomes de-hardcoded in the soon-soon you're-a-balloon future a.k.a.
. I have watched @sharp wharf respond to my bug reports as he painstakingly recreated the Vanilla tooltip for this mod right here. What an 👼
nexus is down...so does it change the model of the potions in-ggame to match the icons too?
No models
this one does. and works better if youre into sleek thin instead of chunky and clunky models like i am
https://www.nexusmods.com/morrowind/mods/54353
Thanks for the rec, though I'm happy enough with the vanilla models.
It's the icons I really need for inventory management.
i see your magic icons are already applied because it replaces the textures
Good ol' folder override
I benefit greatly from QuickLoot and Portable Autosorter together. I can dump giant inventories into containers by category, and then see a proper table view of the items via QuickLoot, sorted just as I prefer 👌
any idea how i should implement the refreshing of the pickpocket inventory?
since you only have a sneakSkill % chance to see each item
which the vanilla game counterbalances with a detection check upon opening the inventory
i dont wanna add another button
maybe scrolling past the last entry with a detection check
or a timer
or that you need to scroll once to verify that you want to start pickpocketing
@hoary tusk you can enable the experimental looting workaround which should fix the issue with your broken mod
wasnt too easy mapping all the items to the correct sounds
man youre a fucking genius!
you can loot the boat when starting a new game lol
yep. its been a feature of this mod since i first downloaded it late december 2024. i liked it.
but it doesnt allow you to keep anything after census excise iirc which wasnt much of a bother
For me, pickpocketing is more charming with vanilla windows, and the delayed reveal entailed. Probably a hot take. I haven't ever pickpocketed much on account of how broken it has been in the past, even with mods trying to address it. It sounds like you are addressing this. TBH, I can't see QL-style windows for pickpocketing as a bad thing, except that it could dilute the tension somewhat -- a tension which MW already lacks sorely for thieves
It is also noted that QL is very very close to QoL 🤣
done
should i add a setting to change iPickMaxChance within the mod?
or use this i guess https://www.nexusmods.com/morrowind/mods/54386
he's wrong about the skill check being security based, openmw only uses sneak, agility, luck and fatigue
with that mod the chances to pickpocket are still very low...
dont think i messed up the formulas though
for each septim you wanna steal you gotta level up sneak 3x (at fPickPocketMod 0.3)
or probably more like 4.5x considering there's a fatigue factor for both you and the npc
due to my fucking around, ive ad to reinstall total overhaul. saw this mod flash by and remembered that neither of the two mods we discussed re lost bolts solved the problem when disabled individually. https://www.nexusmods.com/morrowind/mods/43195?tab=description
thats the culprit?
nah very unlikely
just use the workaround toggle, it should be fine for everything except stealing bolts or arrows
@hoary tusk is it gone when you disable both together? maybe they have some synergy that creates the bug
but i wish someone said something about the big pickpocketing update which took around 10 hours to make
i fucked with my modlist and lost my level 25khajit with 85 in sneak a few hours ago, i wish i couldve helped
I have not played a Security character since this was released, but I am looking forward to testing it and giving feedback.
The what?
Honestly an option that makes it work like morts mod would be nice. https://www.nexusmods.com/morrowind/mods/47581
Maybe moving this to a separate mod might be a good idea.
not ideal for performance reasons
that mod doesnt change much compared to vanilla
you could edit the ql_pickpocket.lua to enter any formula
wouldnt it be op if difficulty is only based on the weight of the item?
yep. especially since you last mentioned it lets you skip certain stages of the stealing process.....but pickpocket is busted even with mods, so its a personal call.
maybe only the pickpocket modifier is a bit badly tuned
you could set it to 1 level sneak = 2 septims value of the item
or i could make up my own formula that scales the value you can steal exponentially
umo is still running and im only at 300th mod i think...i wasnt kidding when i said i fucked up
or based on category of the item
plus havent slept all night, so i cant understand what youve written
is the stealing guaranteed?
if you've downloaded that mod that changes the max chance gmst to 100
like if i got 60, can i just press sneak till i was hidden, and id be richer by 100?
im on total overhaul, so if that mod is there (not sure what its name is), then yeah, otherwise, its not in my personal selection of extra mods
i've linked it in this thread
idk it will be obvious if you have a mod that changes it
vanilla caps at 75
and my mod reads the gmsts
sounds good,,,,, but. how many people carry more than 20 gold anyway.. as a percentage of the population? id doubt there are many. the cat will get arthritis before he can make his 401k
yeah i know pickpocket is kinda busted
especially since you cant steal equipped items
plus, barely anyone has anything worth stealing that cannot be gotten via frenzy
:/
then id say its ginna remain relatively unused
but only showing items that have a high (>50%) pickpocket chance might be a cool idea
instead of random selection based on sneak skill (=vanilla)
yep. highly useful
fine i guess i'll add a pickpocket chance overhaul
I was just thinking it would be nice to get rid of the whole "need to pass a check to start pickpocketing" thing so you would not need to start scrolling first since that seems a bit weird imo.
It does.
upon opening, upon stealing, upon closing
the way i use pickpocketing is to use it as a replacement for frenzy when my character is too stupid to cast a spell. works all the time, like intended
not sure what the logic upon opening is, but i put exactly the closing logic at the beginning
atleast now i can have a chance at getting a few bucks out of it every now and then before sarting a fight
Scrolling to start pick pocketing just seems a bit weird and too easy to do by accident. That's why I am suggesting to just add an option to remove those two extra checks. Especially since the third check which is run when you exit the window would be really annoying with this mod.
there is no third check in this mod
passing a vibe check to look into someones pockets sounds immersive to me
then you gotta pass it again
Ehh, if your removing the third check I would just remove the first one too.
It's not going to be accurate anyway.
kk i guess i can add a setting for that
yippeee
dont forget how dedicated and open to feedback i am when you scroll my patreon page^^
1.14 > fixed issue with the takeall keybinding
1.15
- fixed a charset issue
- pickpocket system is now moddable
1.17
- Added a gui element, a table with saveGame Data, a rotateNpc function and a modDisposition function for the pickpocket API
- You can only steal 5 items from each NPC
- Added a bug that makes it impossible to talk to NPCs ...... sec
if you dont like the vanilla pickpocket system, feel free to publish your own pickpocket mod using my api, you just gotta have a mod with the ql_pickpocket.lua in the exact same folder structure afaik
i made sure you can do anything with it (premium content on patreon)
1.18
- Fixed an issue preventing talking to NPCs
for paid members only (1€)
become my first patreon member who joined because of openmw 🙂 (please)
took 7 hours to make this (plus over 100 for quickloot alone)
or wait for someone to make a free version of this, anyone can use the mod's api and it's features are well documented because the vanilla module uses all of them
but if you want to show your appreciation or value my mod quality, i'm thankful for every new patreon
Quickloot 1.19
- Fixed a charset issue in the tooltip name
- It's now possible to attack when the quickloot window is open
QuickLoot Pickpocket 1.1
Some balancing changes (makes it easier):
- Changed default level requirements for all perks
- All perks only take into account the skill level, attribute bonuses are only used for the stealing chance
- Increased default settings for experience
- Added experience for failed theft attempts and a multiplier setting
- Successful pocket peeking grants exp too (multiplied by failure chance), failing uses 1 attempt and grants 1 exp
- Failing pocket peeking with the no-punishment perk now triggers an npc reaction too
- Added debug mode setting
- Changed the "only caught once" setting to a number value, setting how many attempts you use when failing the theft (default: 2)
- Sneak attacks require QuickLoot 1.19, please update that too.
available on patreon for paid subscribers (1€+)
https://www.patreon.com/posts/127169453
considering i didn't make this for myself (i dont play thieves) i find this fair
especially since i worked over 10 hours on this (and over 100 on quickloot)
for a decent donation i'd make this freely available though
it's just frustrating that after all this work i haven't gotten any donations for my openmw mods
demo how my pickpocket overhaul calculates the chances:
Her Hand's Cuirass
-15
- (5000 + -10) ^ 0.51 * 1.5 (=115.37 value)
- 45 (weight)
- 30 (equipped armor)
- 62.4 (targetSkill)
= 237.77
260 own skill (* 2)
= 22.22%
- 1.14(facing)
- 1(fatigue)
= 26%
at 100 skill and attributes
note: by default, items below 33% chance are hidden
every single part of this formula is configurable
Very nice.
OpenMW is still a tiny niche for donation pools, Morrowind Nexus slightly less so
thanks for reporting my patreon link of the pickpocket overhaul at nexus....
Aren't Patreon links allowed on Nexus?
not if you directly link to paywalled content
maybe not even if your page contains any paywalled content
not sure about that part right now
I checked earlier and just now, and the link is still available on the Nhexus page
i only removed the pickpocket overhaul link for now
if i cant advertise it i might aswell put it on nexus though....
but then the person who snitched on me will have won <----- this is what annoys me the most
seems like even indirect links to paywalled mods are against the TOS
I see mods with links to the creator's Patreon or Ko-fi (such as doodlum, author of many of Skyrim's Community Shaders) without any issue, although I haven't seen direct links to paywalled mods.
i think even indirect is a problem, if having any paywalled mod in your patreon feed counts as indirect
i re-asked the community dude 3 times and he didn't understand the question or dodged the question on purpose
for now just dm me and i'll send you the pickpocket overhaul
Hi! Could you please add a feature for containers with scripts on them? If a container has a script, it shouldn't show a preview, and the player should have to open it manually. The MWSE version of quickloot has this feature. It would be very useful for some quests where player must open a container to trigger a journal update.
Yeah, that's something I mentioned some time back as a suggestion #1259304289747079228 message
I think that would trigger a container opening. For my personal use (@pwn feel free to take this idea if you think it's good enough to implement) I edited the mod to not activate quickloot interface if the container is scripted. I made the following changes:
scripts\OwnlysQuickLoot\ql_g.lua:
in the local function activateContainer(cont, player) I added
if world.mwscript.getLocalScript(cont, player) then
return true
end
scripts\OwnlysQuickLoot\ql_p.lua:
In the function onFrame(dt) I added
if res.hitObject ~= nil and types.Container.records ~= nil and types.Container.records[res.hitObject.recordId] ~= nil and types.Container.records[res.hitObject.recordId].mwscript ~= nil then
inspectedContainer = nil
return
end
to a proper place - see screenshots
im not gonna implement stuff that will constantly make the ui pop up for 2 frames
wait for them adding something useful to circumvent this in the engine/api
quickloot already has a feature that activates mwscript traps by opening the vanilla ui for 2 frames, but that is such an awful workaround
so yeah, i'm aware of the options i have
i know that there's some shitty workaround i could use, but i want to solve this the proper way. and that's not possible with the current API
The problem is that you could waste time on some quests where you need to inspect a room with multiple containers. While MWSE or vanilla players can complete such quests in 5–10 minutes, it might take you 1–2 hours. The only workaround right now is to use the Q key on every container. But that doesn't help in cases like this:
begin rem_sul_enable
short doOnce
if ( OnActivate == 1 )
if ( GetDeadCount, "rem_ghost_huhne" = 0 )
MessageBox "You are unable to lift the lid."
return
if ( GetDeadCount, "rem_ghost_sunad" = 0 )
MessageBox "You are unable to lift the lid."
return
if ( GetDeadCount, "rem_ghost_zunibal" = 0 )
MessageBox "You are unable to lift the lid."
return
endif
endif
endif
if ( doOnce == 1 )
Activate
return
else
MessageBox "Touching the remains sends a sudden chill down your spine..."
"wraith_sul_senipul"->Enable
set "rem_sul_disable".disturb to 1
Set doOnce to 1
endif
endif
End
i don't want to be annoying, but would it be possible to add an option to disable the widget when wielding a weapon?
update to the latest version then you can attack while the quickloot window is open
no the opposite, if you have a weapon or magic out the window would not open. i tried to tinker myself but i really don't understand lua
ah I see someone was already mentioning the scripted container problem. I noticed in my TR game that there were some containers I was supposed to open for a quest wouldn't trigger being opened with the quickloot menu, baked my noodle until I figure out I had to manually open them. The other is in the arena you're not supposed to be allowed to loot the enemies (they have some unique gear to make the fights more challenging) but that doesn't fire when you quickloot them.
This mod is one of my top-three QoL mods for Morrowind, and I am super-grateful to @sharp wharf for his hard work on his excellent OpenMW mods, and his openness to community engagement.
yeah but sorry for not implementing better mwscript support... i'm not happy with the possible workarounds
1.20
- Looting is disabled as long as the character creation is unfinished
- Added a setting to disable looting on scripted containers or actors
- "Take all" triggers the container animation if the setting is set to "on take"
- Added a setting to disable looting during death animation, in which case the animation will play after 55% of the animation
- Fixed an issue preventing sounds from playing
- "R" doesnt unready the spell anymore when quickloot is open
hell yes ❤️
how bad is it?
a lot of new code, probably wont be long before the bug reports start rolling in
1.21
- Small performance tweak
Remember to overwrite the files with the Pickpocket Overhaul again if you want to use that
Why disable during character creation?
because vanilla game doesnt let you loot there either
What? I dont understand, do you mean inside the ship? Because that would make sense, but I can't even loot containers in the Census Office like you can in vanilla
Yes he's just matching vanilla behavior, as before you presumably could loot before vanilla normally would allow
maybe i gotta take a look if you say i took it a step too far
1.22
- It's now possible to loot before you finished character creation and after you got your papers
(Remember to overwrite the files with the Pickpocket Overhaul again if you want to use that)
still not sure what exactly prevents you from looting there, but it now checks if you have your papers in your inventory
nice! much appreciated
1.23
- Added processusscript to the blacklist
- Fixed a missing sound effect
- Fixed a bug when sorting low weight items by v/w
(Remember to overwrite the files with the Pickpocket Overhaul again if you want to use that)
1.24
- Populated the blacklist and whitelist with scripts from morrowind, tribunal, bloodmoon, tamriel_data, tr_mainland and tr_factions
(Remember to overwrite the files with the Pickpocket Overhaul again if you want to use that)
1.25
- Scripts on the Blacklist (those known to have an onActivate function) and unknown scripts are now executed on inspection. This will cause the ui to flash up for a short moment which verifies that the container can be opened and quests are triggered. Then the Quickloot Menu is displayed.
(Remember to overwrite the files with the Pickpocket Overhaul again if you want to use that)
there's a setting where you can configure that the mwscript should run every time, even if the container was already successfully opened, i dont think that's necessary though
thanks a bunch for working on this, pwn! Can't imagine playing Morrowind without this anymore.
I'm having an issue where the morrowind ui will open whenever I look at a corpse and keep opening till I look away
but it should close automatically or?
do you have disabled "Run MWscripts only once" ?
Yeah, these were just generic corpses like cliffracers and such
I am running a lot of mods (expanded-vanilla) so it's possible it could be a conflic
nvm the script stuff seems buggy now and idk why
1.26
- The script check works with the latest OpenMW version now
(Remember to overwrite the files with the Pickpocket Overhaul again if you want to use that, unless you have installed it in a seperate content folder that loads afterwards)
should "deposit all" ignore your equipped items?
Yuh
took over 3 hours
1.27
- Fixed an issue when opening the vanilla UI with R
- Added a deposit mode, toggled with R (can be disabled)
- Deposit all ignores equipped items
- Holding shift while depositting all acts like "restack" iykwim
- The normal book read indicator is per-savegame now
- Added a bookworm setting
1.28
- Fixed an issue with scripted containers
@sharp wharf the mwscript MR was merged
thx
gonna already use it for flagging quest starting items, thx very useful
You're welcome. Make something good out of it 🙂
1.29
- Soul Gem tooltips get displayed correctly now
- Replaced the "zero value on top" sorting mode with one for quest items. included a really good database for vanilla and TR
you can rename ql_questItems_ALL to ql_questItems if you want an even bigger questitem db
took a few minutes to compute that database, can't do it in real time unfortunately
because it needs to check every item against every script
i used a little bit of that new feature for quest starting items though
Sadly I can't get it work on Android. I can see the container window and can use "take all" or "put all inside", but I just can't go down the item list. The only thing I can do is just take the item atop the list.
Requires OpenMW 0.49 c1c8769742
So, it won't work on themasterbranch?
Just saw the newest update, I downloaded my openmw on 10.4, will it still work?
no thats too old
you need openmw from at least 16.04 or RC7
touch controls are not configured sorry, i dont feel like more than 2 people play on mobile anyway
"too old" I just downloaded it 2 months ago 😭
It's all good though haha it's good that mods are being made up to date
More than few, I can assure you. It would be great, if I could use your mod only for preview for containers and then loot them in traditional way. But I see no option for that.
it's the last setting at the bottom:
"r switches to deposit"
just turn that off
then you can search them with the spell readying key
Thanks, it works.
The last thing is: can I disable "take all" by pressing attack key? It would be awesome.
Sometimes when I look at a container, enemies appear and I have to draw my weapon immediately. It may cause taking a huge and heavy loot accidentally.
no sorry
I'll take a look at your issues later
not sure what i'll do about the takeall thing though
Thank you for even considering it. The best would be, if I could open containers as usual with use key, but having a preview of the loot.
Hey. Is disabling and enabling the mod in the script menu safe for my save game? Could it make crashes or is totally neutral?
ye this mod does nothing with your save
my only mod that requires a bit of caution when uninstalling is the fortify health fix
as it needs to undo changes to your max health before removal
Alright, thank you. I ask because I've heard that disabling a mod in OpenMW during the playthrough may cause crashes. I didn't know if it's the same with disabling it in the script menu.
actually, when you uninstall quickloot completely, save your save, and install it again, it will have forgotten what books you have read
and any scripted container that has been verified to be openable before will be tested again when you loot it
i think that refers to omwaddon or esp/esm mods
Alright. But if I plan to disable and enable the mod in the menu frequently, it will be okay and everything would be remembered by the mod?
yeah that stuff does basically nothing
I just plan to loot everything in the area after clearing it from enemies.
its just when you uninstall, save and install again that some mods get issues because the savegame data gets lost
my restocking mod doesn't 100% like that either but it will still work
Looks great, I’d love to use it
1.30
- Fixed guild containers being shown as theft if the player's faction rank was high enough
- Different color theme for stealing from containers
- Shift + R opens the vanilla gui when the deposit setting is enabled
- Added loose aiming (optional, on by default)
1.31
- Fixed pickpocketing always succeeding (since 1.30)
- Pickpocket UI is now red too
- Fixed looting dead NPCs counting as pickpocketing
can i read the script texts of dialogue options too?
does this mean i can make a quest helper now?
I have problems looting corpses. How could I debug that?
on 1.31?
Oh hey I just realized, I use the dev build so I'll let you know if the new version works on that, I'll back up the version of quickloot that I'm using though
I'll also try it with pickpocket and let you know how it goes :)
I haven't used the pickpocket mod yet since my sneak is high enough that I can pickpocket almost anything anyway, but since I trust you I'll just try it out xD
it doesnt just change the chances, it also makes pickpocketing much more painless
Word haha yeah I had only played skyrim up until morrowind and was a little shaken by the pickpocketing xD
sorry guys mwscripts are broken again but i need a break before i feel like digging into this nonsense again and try to understand the dozends of workarounds i had put in place for this issue.
especially since it requires back and forward between global and player scripts, and everything being asynchronous on top of it since last month
you can try using https://www.nexusmods.com/morrowind/mods/57096 in the meantime
- when something is under the cursor with an onactivate script, it needs to be activated normally
- the global script must allow that activation, which it usually blocks
- the player script must associate the uiModeChange to the script firing, to verify it's allowed to be opened.
- meanwhile animated containers are delaying the ui so much that the association is too delayed
- and somewhere in there i also need to check if the container has doOnce variables, in which case the mwscript is only executed when something is taken out of the container (for traps)
so either i use the same scriptcheck in player and global and report back to the global script that it was successful to open the container
or the player script always communicates if the quickloot ui is currently open, to block the activation only then, but that will still have some weird back and forward if a doOnce trap is triggered on taking something out
Just wanted to tell you that the new update doesn't work on my dev version from april:( some NPCs' inventory just doesn't show up at all and interacting with their corpse does nothing, I just reverted back to the previous version I had which works fine
what dev version from april? they already released 0.49 fully
last week or so
also the april version is too old
Yeah I read that in the description and was debating on trying out the new version but seeing you mention all the cool new features made me want to try it haha
do you have 1.31?
Whoops I can't see the version since it was taken off of nexus haha
Let me see if I can find it rq
fine, download it on nexus
It was a version from 3 weeks ago, I think it was one or two updates ago
What "loose aiming" is?
shows ui if your crosshair is half a cm off
doesnt matter, please download 1.24 instead. it's currently broken
i think i made 1.24 the main version now, hope the website applied that correctly
Yeah I was using 1.19, I'll try 1.24 like you said
I have 1.29 probably. It's from 5th July. Why not to use it?
because you wont be able to open most scripted containers
Yes and on previous versions.
maybe thats one of those scripted corpses
I haven't had a problem on previous versions but I'm trying a few out now
try using 1.24 it will open the vanilla ui instead when you activate it
Also with the better font and pickpocketing bc your mods literally make the game playable for me
OK, gonna try, thanks.
at least i hope 1.24 isnt broken too
maybe you need to use 1.22
dont remember what the issue with processus was
wait, i'll upload a fix that simply removes all mwscript support
Haven't had any problems so far with 1.24
I don't think it works for all scripted containers, some have worked and some haven't but the ones that haven't worked still allow me to interact with them rather than showing nothing
But I haven't played long enough to be able to completely tell yet, other than that everything works :)
Ohh I found a few that it doesn't work for. I'm not sure how to find what kind of script they run though
on 1.32?
The joys of MO2, seeing the version installed in like less than a second.
1.24
Had problems talking to people (somehow) on 1.32, returned to 1.24. Could be some other mod interfering, though.
right
when they have scripts
will take a look
1.33
- Fixed not being able to talk to NPCs with scripts
- Added Whitelist for scripts without onactivate
Is this supposed to be this perf intensive? Standing in OE Lua Sync goes from 1 to 10 if I enable Quick Loot and perf drops 20%.
you can disable the loose aiming, i guess that can eat a bit of performance on low end systems
Thanks, that setting seems to eat all the perf. I'm on 5700x3D 9070 btw, but have all the graphics settings turned to the max.
1.34
- Loose aiming is not enabled by default anymore due to the performance hit
1.35
- It's now possible to open trapped containers again
Is it uploaded on Nexus? Or Nexus is still checking the file?
So this one is okay?
Has anyone noticed that the quickloot container popup doesn't show on corpses? Presuming this is since the OMW update yesterday.
works for me, your corpse must have had an mwscript
or your version isnt up to date
I'm definitely running 1.35 and I'm having the same issue with quickloot not appearing on corpses and pickpocketing. From your description, it seems that it isn't working with any NPCs that may have mwscript on them. Unfortunately that is almost all NPCs on the mainland and other province mods. Quickloot 1.35 seems to work on most NPCs on Vvardenfell, but it's annoying enough that I'll downgrade to a version that works on all the NPCs.
Yeah I think that sums it up for me too - seems that corpses on the mainland aren't working with quickloot. Vvardenfell bodies seem to be - though I just killed a cliff racer at Rotherhan and the loot menu didn't appear.
Unsure if it's the current quickloot version or whether it's the OpenMW 0.49 update - as a few other mods have stopped working since I upgraded yesterday .
when they have an mwscript you can just activate them normally, no?
Yes, the NPCs with mwscript do activate normally without the quickloot menu.
then thats intended
those mwscripts have "onactivate" written somewhere in them
if i just let you loot them, you wont be able to do quests
Is it intended behaviour for the 1.35 version of quickloot to not be used on Tamriel Rebuilt NPCs, which mostly don't have onactivate in their mwscript?
This is noticeably different from earlier versions of quickloot.
they do have onactivate in their mwscript
do you have any examples that you think don't have that?
please the internal ids
that the console shows
ql_p and ql_g have a scriptAllows function. if you think you can fix it without breaking quests and supporting animated containers, feel free to send me an updated version
good luck
i personally dont feel like dealing with this at the moment, and i have at least 2 collabs on my todo list for stuff that i actually want
but i still would like to see a hand full of actors that you think shouldnt have an onactivate script
and if anyone thinks my work here is worth more than 0.6 cent per hour, this is my patreon
https://www.patreon.com/OwnlyMods
It's fine, you don't have to deal with anything. Just the difference in behaviour from the old version to the new version was unexpected, so I will stick with the old version.
Though, for examples of actors that work differently between the versions: TR_m4_Bugak gro-Dumul, TR_m4_Gulza gra-Azorku, and TR_m4_Golga gra-Threg in the cell Ald Uman, Shrine. The script associated with those NPCs is just for dialogue, unless I'm missing something.
Either way, it doesn't matter as the previous versions of quickloot work perfectly fine.
thx i'll read those scripts
interesting, there are 850 npcs with the script T_ScNpc_Mw_Map4 and T_ScNpc_Mw_Map4NoLore
Those are for filtering out dialogue for specific areas, from my understanding.
found it
``Begin T_ScNpc_Mw_Map4
; This short script is there to allow dialogue to be filtered on the TR_Map local variable,
; allowing for regional topics such as "Morrowind Lore" or "Geographic Regions" to be
; appropriate to the location the NPC is.
short TR_Map
short control
short controlQ
short T_Local_NPC
short T_Local_Khajiit
short NoLore
if ( T_Local_Khajiit )
return
endif
set T_Local_Khajiit to -1
if ( GetRace "T_Els_Cathay" )
set T_Local_Khajiit to 1
elseif ( GetRace "T_Els_Cathay-raht" )
set T_Local_Khajiit to 1
elseif ( GetRace "T_Els_Dagi-raht" )
set T_Local_Khajiit to 1
elseif ( GetRace "T_Els_Ohmes" )
set T_Local_Khajiit to 1
elseif ( GetRace "T_Els_Ohmes-raht" )
set T_Local_Khajiit to 1
elseif ( GetRace "T_Els_Suthay" )
set T_Local_Khajiit to 1
elseif ( GetRace "Khajiit" )
set T_Local_Khajiit to 1
endif
set TR_Map to 4
End
``
hm no onactivate
gotta check it out ingame, see what the mod thinks to see
oh
i know
it's only possible to see the script contents on the lastest openmw version
and even the official 0.49 release is too old for that
you need the development build
That would do it.
thx i added a warning to the mod page
Glad to help! Thanks for all the hard work.
1.36
- Fixed that disposing a corpse too quickly would prevent the target from counting as questprogress
- Added a sound for disposing a corpse
Have an odd issue - locked containers are uninteractible, as in, if I have a key it doesn't open them, I have to lockpick to actually open it. It also makes Convenient Thief Tools' auto equip not work on containers.
Tested with Quickloot disabled - the functionality works.
1.37
- Trapped and locked containers can be activated normally
didnt test it, good luck xD
I absolutely love this mod but I wanna make one simple change and I'm not sure if its currently possible, at least I can't figure it out in settings
is it possible to make it so that the R key opens up the vanilla container menu of what I'm looking at, and so the E key just takes a single item
it would also be nice to have an option to disable the default tooltip (name) of what you're looking at since its already there in the loot menu
I’m using an older version of this mod but that’s the default for me, r opens the vanilla menu. But I have my keybinds in general set up different which is probably the case for you
That’s why I’m so happy with the dispose corpse feature, since I’d open up a corpse every time I tried to cast a spell in like Daedric and Dwemer ruins 😭
shift+R to use the vanilla UI
(if that's what you were asking)
guys please dont use the old version
and download the latest development build https://openmw.org/downloads/
development build!? idk about that I'm sorry, I'm on 0.49
kinda thank you, I'll use these as work arounds, I'm just giving feedback that it'd be nice for it to be configurable ❤️
then quickloot won't show up on actors with a script attached to them
oh I see, I'll wait for now then, thank you for the hard work by the way I hope my replies didn't come across too moany I think the mod is awesome and I'm glad it exists, thank you for your hard work 🫡
if nobody is using the preview i'll make it use the database again
idk, it uses so much memory
i'll upload an alternative version
not to betray how little I know about this but how do you exactly install a development build?
1.38
- Uses a fallback database if you're still playing on 0.49
- Added an event for better HUDMarkers integration
wait, are you saying we shouldn't use the .49 release version? is there something important in the recent dev release?
its just already outdated
the recent dev release has core.mwscripts
1.40
- Added debug messages when a script is preventing the quickloot ui from showing
- Unknown scripts (if you're still on OpenMW 0.49) don't prevent the ui from showing up anymore (good luck with your quests...)
more people complain that the ui is not showing up than people complaining about broken quests, so good luck
i'd probably suggest to stay at 1.39 for now
Maybe add a config?
i'd have to make a new config section that can be accessed from global scripts too, dont feel like doing that
i'll implement that window flashing up thing again soon, i think i know now how it will work with animated containers
@turbid cipher i think you could ask here
Thanks!
The latest update on Nexus has hearthstone.esp in it, is that intentional, and what is it? QL functions without it enabled so guessing it was included by mistake?
Yeah it doesn’t do anything right now so no worries, you can just delete it
Lol okie dokie
good to have the info here for now as well
We’re making a needs mod and he wants to make an extra addon for a hearthstone that functions like world of Warcraft
i didn't even notice there was a new esp in the files, but i just didn't enable it
Just a head’s up that with the newest version, 1.48, some settings have changed so I recommend screenshotting them before updating nvm your settings are saved now
What's causing the font to look like this
Ikr
You can disable it in the settings, not every font has special characters
what font do you use?
What setting is it
The one in the quickloot optional download files, you have to follow those instructions and comment out a font in your openmw.cfg but the difference is day and night 
cool, yeah i saw that. i have a nice font but the lack of special characters bugs the crap out of me
I disabled that and it’s still fucked up looking
Oh no you need to enable it xD
I added a setting in sun's dusk to remove those as well if you have a different font but yeah
Im using AlternativeTrueTypeFonts from Expanded Vanilla. Do I need to disable that?
No, it's like magic cards or something
I saw that but it's not in my cgf
cfg
In your documents folder
I replaced alternate TrueType fonts with the font from quickloot and it works now
Only issue is that long item names overlap with the values
its not there in my docs cfg. only in my program files 🤷
\Documents\My Games\OpenMW is where I have mine, idk what other directories people might have though haha
theres two .cfgs, one in docs and one in the openmw install, your not really meant to edit to the one in program
Correct, this one is in your documents
yes and the one in my documents doesnt have an entry for font for some reason
just the colour, wierd huh
Oh, I'm having the same issue discussed here a few days ago. Now that I updated a bit ago to 1.49 from 1.47, the "Fix buggy font" setting stopped working.
With Total Overhaul I also don't seem to have the fallback=Fonts setting in my OpenMW.cfg at all. I wonder how that's managed then.
bizzarro
When not using Deposit Mode, is it possible to have the interface just not display if a container is empty?
Hello, @sharp wharf . I'm a non-native English speaker a Morrowind player. Your mod has been a huge help in my experience with the game. When I wanted to translate your mod into my native language for a better playthrough, I couldn’t find an l10n folder like other Lua mods have for localization. So, a friend and I looked into it and added the line
local l10n = core.l10n('QuickLoot')
to the relevant script files, then wrapped each localizable UI text with l10n("text") before it. This way, we don’t have to translate every piece of text directly in the scripts, but can localize the mod properly without touching the code itself.
If possible, I’d like your permission to upload these localized versions of the mod to NexusMods — I’ve also localized Crafting Framework, Pure Lua Multi Mark, and a few others. I won’t upload the full mod files, only the modified scripts and the l10n folder containing the translation files.
Looking forward to your reply.
my mods dont use l10n because those files spam my console when i reloadlua, so all my mods are set to "none" so it only prints one line. sorry
please dont upload alternate versions or patches for my mods to nexus
btw, sorry if my patch for LtLO gave you issues, i noticed you removed the link so i took it down from my page
i assumed people would come to me if there was any issues
rookie mistake
when this gets implemented we can talk about it again
https://gitlab.com/OpenMW/openmw/-/issues/8931
there is currently no workaround
Thanks for getting back to me. I won’t upload any patches until I have your permission. I’m not very experienced in this area, so I didn’t realize that making changes like these could complicate bug tracking and debugging.😔
Does anyone else's quickloot window flicker rapidly when hovering over containers
no xD
It does if you aim „at the border” of the container and there is also breathing animation which makes the cursor/crosshair move and that’s why it happens
Might be load order issue, I had some trouble with the UI until I put it early in my modlist
Am I missing something, or is there no way to remap the controls?
Cause I keep accidentally filling my inventory with junk when trying to put my weapon away at the end of combat
Yeah you have to look away from a corpse/container before sheathing your weapon
Disposing bodies with quickloot now passes time with this mod https://www.nexusmods.com/morrowind/mods/58252
hey @pwn, playing with this now, its such a great quality of life, smoothes out the experience so much!
Few minor things - sometimes game crashes when i try to loot an item from (dont have a way to reproduce, seems random) some dead foe inventory or container. Doesnt happen very often, so its fine, and also dont know if its even quickloot causing this
And another on is more of a request - if you'll have a desire to get back to this - will it be possible to make it so loot list navigation buttons do not activate their in-game binding when you use them to navigate the list? E.g im playing on a steamdeck and i have dpad setup to do some random thing (switching POV, resting etc) so when i try to navigate the list - resting menu popsup every time i press d-pad down, ideally i wouldve like a way to use both the mod and my dpad bindings outside of the mod ui, since controller real-estate is fairly limited.
I second that request/suggestion as I am gamepad player myself and had to make smart bindings to the dpadup and dpaddown to not have them trigger any function that stops fluent gameplay. Would love not having to do that workaround 🙌
Does anyone else have trouble with QuickLoot not showing up for a very large number of containers in Tamriel Rebuilt lands?
It seems to happen with all versions of QuickLoot after version 1.14 (the bug was introduced somewhere after 1.14 and before 1.23)
Are you using OpenMW 0.49, by any chance?
I'm using OpenMW 0.51 from here, the Linux version https://www.nexusmods.com/morrowind/mods/58277?tab=description
what containers for example?
the console should say something like
"tr_m3_hal_disable_sc ok"
which shows you the id of the mwscript and whether it has onActivate in it ("ok" means that quickloot will work with it)
I'll take a look now
Just checking more thoroughly it happens to containers on Vvardenfell as well. These were the ones in Othmura though.
"crate_01_de_fclothes"
"Com_Basket_01_POS"
"barrel_01_ashyams"
"com_sack_01_saltrice_5"
"com_sack_01_rnd_ingr_5"
"com_Basket_01_chpfood5"
Ones that work:
"T_MwDe_Furn_Vs4Food"
"T_MwCom_Var_Bl1Ing"
The above are all from around the dock and ship at Othmura, with the exception of the last one which was a barrel on the bottom floor of the Othmura Mages guild.
crate_01_de_fclothes doesnt have an mwscript for me
Might this be a load order issue with the newer versions of the mod? I had updated from 1.13 to 1.52 because I wanted to have the pickpocket addon and that's when this started happening
weird, what mod is that from?
That's in the temple at Hlan Oek
its certainly an external mod thats overwriting all your containers
cant really decide if i should whitelist that script if i dont know its script content
I'll take a look
i can give you the console commands to print the script text
Please do
open the console
click at the container
enter luas
enter core.mwscripts.records[self.type.record(self).mwscript].text
then you can enter exit() to get your normal console behaviour back
It gave this
When I try older versions like 1.14, it starts working again.
added a whitelist which currently only contains your script
That fixed it for the chests but the rest have the same problem.
Idk what mod is doing this but it seems to be pretty widespread?
some animated containers mod i think
It would be this if that's the case. Though it doesn't fail to work on every animated container. Just most of them. For example, there's crates that work and sacks that work.
and core.sound.records["ao_chest"].fileName ?
Do I type this under luas?
yes
It gives this
damn that didnt help xD
ok one last command
for _,rec in pairs(core.mwscripts.records) do if rec.id:find("ao_containers") then print(rec.id) end end
Do I do this on any particular container or?
just any lua context, so yeah you can do it in luas as usual
That's a pretty neat command
ok thx i'll whitelist all of then
Thank you 
Thank you. Have a good night!
And it did fix the issue completely.
glad to hear that, good night
- Displaying tooltips from ralt's inventory extender if that's installed
- Added a whitelist for an unknown "animated containers" mod
- Hiding quickloot when the ui is hidden
- Fixed looting items on top of containers (only does a wider raycast if the primary target is a static)
- Got rid of the "script not found" error message
I just realised that some keys are already blocked like that, does it mean dpad buttons are exception and their functions cant be blocked !?
oh forgot about that report
idk
i could add rebinding settings but doesnt really fix the problem i think
only the devs can fix that i guess
for the crashing, idk really sry
i think there was an engine bug that was fixed very recently
An idea might be the analog stick scrolling, if the Dpad is unlocked no matter what. It's possible since it's working in a few menus in the game even without mods (not every menu)
Ahh, sad, ill try and ask devs then, thanks 🙂
Do you have the source files for these?
Cause I use more Fallout/Skyrim/Oblivion-based controls so for me draw/holster is R and ready magic is C and I'd like to edit them
no sry should be straightforward to delete the middle though
What font is it then? 😅
Azul I think
Huh, interesting font name
I'll look it up but maybe I'll make another set that matches the Morrowind UI more instead 🤔
Does an issue need to be opened for the use of d-pad?
I've been playing with an Xbox One controller, but can't cycle the Quickloot menu without it moving my character around. If that's not something you can address on your end without more Lua API changes, I'll open an issue on GitLab about it.
I think that's an easy update, no MR required although if you're willing to make an MR I do have a request that would help this mod out a lot
In general all MRs get a corresponding issue/feature request to link to, so I might as well make one now - assuming there actually is an issue with the API
Permanent corpses, there are already a few feature requests and issues related to it
Since they’re not exposed quickloot can’t detect when you’re looting a permanent corpse, so the UI isn’t displayed
Like the one in Andrano Ancestral Tomb? I just checked and the Quickloot menu pops up.
Anyway, I just want to confirm the whether Quickloot can't do anything about the D-pad movement without an API change.
Yeah sure, it’ll probably be just a timer for locking the camera/controls while the UI is displayed or something in that department
Sorry, I meant that quickloot lets you dispose of permanent corpses whereas the Dispose Corpse button isn’t displayed in vanilla for permanent corpses. It’s caused a few problems but there isn’t a solution for it other than creating a hardcoded database of all permanent corpses in Morrowind.esm, the DLCs, TD, OAAB, BCOM … haha
Oh, I see.
are you moving your character with the d pad?
No, or rather, I don't want to. I guess by default OPenMW has those movements mapped to the D-pad. But I have joystick enabled for analogue movement, so I don't need that.
idk im having a ds4 gamepad and for me the dpad doesnt move the character
thats my cfg, idk if that helps
but its pretty much vanilla i think
It is even possible to set a key binding to "None"?
via lua - yeah, not sure if UI allows it
storage.playerSection('OMWInputBindings'):set("InputBindingKey", nil)
Even so, it seems there ought to be a way to overrule any other bindings when a Quickloot menu is open. Is that not the case?
im blocking all thats possible when the menu is open
There's I.Controls.OverrideMovementCotnrols but it expects you to reimplement them with additional processing
so bad for compatibility
that would be a horrible user experience
It is
I mean - one can do it. Iirc ralts does in Oblivion Style Lockpicking, but it measn - almost full - reimplementation with small bit on top for conditionals where you actually want them to be not processed
id be down to block the dpad though in case people have custom stuff on that
but thats not possible with the api
Ralts also makes you press a keybind before locking your camera, movement and combat controls
We do the same in Sun’s dusk in many different ways but something like that wouldn’t work for quickloot because as soon as you hover over a corpse or container, camera locks, movement locks, you have no way to exit and even if you could, your crosshair is back on the container and you’re locked again, lol
Lmao yeah, that would be one hell of a feature
If you want a keybind to pull up the quickloot menu then that defeats the purpose of the mod
Is this arguably a missing functionality that should be posted as an issue/feature request?
yeah, might fall in the same category as not being able to detect when the activate key is held down? idk
someone asked for customizable keybindings lol... ppl have no idea how cursed that is
might get us into mwse territory of "take all sheathes your weapon" ....
would be nice if we had separate sorting config for when reverse-pickpocketing - like make poisons be near top
already on my (very very long) todo list
together with the feature to slow down time when pickpocketing
oh, would be nice!
is there anything I can do to help? I'm new to OpenMW lua modding, but I'm fairly experienced with both programming and modding
hmm not really i think, sorry
@sharp wharf I did a little bit of tinkering:
refined results:
what does the 600 represent?
yeah if it can also respect the text alignment we have a deal
i was just going to make seperate tooltip apis for cf and ql
ppl have to register their stuff 3x, its ok
What text alignment? I straight up use tooltip generated by IE
It is added by Disenchantment mod, it shows soul size you get if you disenchant the item
I'm getting really low fps in interiors such as Ghorak Manor with the mod enabled. I searched around the discord and found others talking about a "loose aiming" option but I don't see it anywhere in the mod settings. Was this changed or something?
that doesnt exist anymore currently, but now people complain that i made loose aiming suck, so i'll add it back in again - expect the performance to get worse again next update
do you have the latest version of quickloot? 1.54 should be performant
does it happen when you aim at stuff in exteriors too?
you could set the performance mode to desperate, but then the mod will suck
its the last setting
Yeah, the latest version. It doesn't seem to affect exteriors at all, at least not that I can tell. Ghorak Manor is the worst I've experienced as far as interiors go; regardless of where I look or go, the performance drops by ~20-25 FPS and is fixed only by turning off the mod. Performance mode doesn't seem to affect anything regardless of what it's set to.
thats why im asking if it's determined by something being in activation distance
though idk why changing the performance mode doesnt change it for you... are you sure its on? it would prevent you from looting chests in racks^^ (thats why i said it sucks)
I might be missing something here, but I got recommended this mod when I asked about being able to dispose of corpses without looting them. But I can't seem to find the setting.
It's in there, I have it set to my jump key
mine's set to mouse 5 or something
Ohh, I see. Yeah I don't it does that 🤔
it's confusing: Jump is whatever you set Jump to
Shift + F is ready weapon
As in you want to dispose of everything without taking it, right?
Yeah, I've not encountered that as a feature anywhere so far..
so, if you select shift + F, to dispose the corpse, you'd have to hold shift + whatever button you use for ready weapon to dispose the corpse
otherwise you press jump
also dispose corpse will literally dispose the corpse and take everything in it, lol
We need a "bury corpse" button that dumps everything. That would be cool, bonus if you need a shovel or a bag of lime
burn the corpse and hide the evidence
Needing a shovel would be cool. Just bury the corpse and everything on it.
i think in gothic 3 they had something where you could dig in random places with a shovel and find treasure chests
Windrose has it, but you have to look for the actual treasure.
TESA: Redguard had it lol Bethesda don't like returning to ideas once their dropped
make me wonder how many different shovels are actually in morrowind

