#QuickLoot

1 messages · Page 2 of 1

rigid plinth
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Seems so.

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Or at least alchohols do.

sharp wharf
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thx i'll look into this

rigid plinth
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Yeah potions all have hidden effects aswell.

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Just checked.

muted arrow
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It's true. I never noticed that QL does not honor this!

sharp wharf
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fixed

sharp wharf
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  • You can now choose holding shift or using the jump key to dispose corpses
  • Added a setting for background transparency
sharp wharf
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those were the only 2 keybindings that made sense to me

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only other idea might be switching e and f

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the only hotkey thats not bound now is attacking

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idk how many play it on gamepad (which doesnt benefit from the shift setting)

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,,,,

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@round citrus

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idk if this is you who contacted me

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since you havent replied to my message on nexus, feel free to reply here

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if you want to upload your extension, that's fine.. i'm not like nintendo who sues everyone

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if you want to commit some changes, thats okay too and i'll give you a small mention in the credits

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otherwise i can try to add support for pickpocketing myself, though i'm not too sure how i'd replicate the detection mechanic

sharp wharf
sharp wharf
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sorry that you have to create a patreon account for this. i can't make an anonymous paypal donation link in my country.

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dont worry only 8% goes to patreon if you donate to me that way (80€ out of 1000€)

round citrus
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I am not the guy you’re looking to message sorry :p @sharp wharf

sharp wharf
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oh okay, he also just wrote back. sorry for pinging you

round citrus
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Not a problem have a great day!

sharp wharf
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you too. and maybe i caught your attention for my mods?

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enjoy ❤️

sharp wharf
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alright longfingers, please test the new pickpocket functionality

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features:

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equipped items now have a border around the icon

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and pickpocketing

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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

sharp wharf
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i could add a column with the percentage chance, or replace one of the columns when pickpocketing.. or show the chance in the tooltip

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but column space is pretty tight already

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i think showing the chance might be pretty neat

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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)

sharp wharf
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  • fixed charset issue with german öäü (etc?)
  • equipped items cannot be pickpocketed
  • fixed thick borders clipping contents of the tooltip
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  • fixed silly error when looting normal containers (not npcs)
sharp wharf
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  • pickpocketing disabled as long as I.Crimes.version is 1
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note that there's no experimental build with I.Crimes.version 2 yet <<<<

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  • setting to disable pickpocketing (because you'll see all the items and the initial detection check is skipped)
hoary tusk
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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

sharp wharf
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btw: pickpocketing works on today's build of the game

sharp wharf
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i also don't see a reason why my mod would behave in the way you described

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also tested bolts and throwing weapons, no bug

hoary tusk
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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

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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

sharp wharf
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i've kept trying it a bit but it doesnt seem to happen to me

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are you using some archery mod?

hoary tusk
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im using total overhaul. pretty sure ive not added anything archery related, but hold on and lemme check

sharp wharf
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are you taking them individually or with take all?

hoary tusk
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individually

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barely ever use take al;l tbh

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nope. nothing archery related comes up in my additional mods ive put on top of total overhaul

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and it happens rarely, its like 1-in-50 or maybe even less

sharp wharf
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when you take an item the item just gets spawned in the game world and the player actor activates it

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technically also sets an owner but i think corpses have no owner

hoary tusk
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oof. thats how quickloot works? fucking clever ngl

sharp wharf
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i guess it could be simplified when doing it with corpses

hoary tusk
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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

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if the bolts dont disappear even after 10-20h, i dont think ive gotta problem to worry about

sharp wharf
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i'll take a look if simplifying it doesnt cost anything regarding sound effects

hoary tusk
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yeah, nw. thanks for listening man!

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cheers

hoary tusk
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using the this version of the mod.

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take all also deletes my equipped stack

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well....nt exactly delete. the current equipped stack gets dropped on the ground (first time ive noticed it), and its unpickable

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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

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im in 30-40h i think on this save file

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the same thing happens if i try to take bolts from the corpse if ive sheathed the weapon

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the same thing happens if i try to take bolts from the corpse if i switch weapon before picking it up from the corpse

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hope this helps with troubleshooting

sharp wharf
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oh that sounds suspicious

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do have a savegame of that?

sharp wharf
hoary tusk
sharp wharf
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tyvm

hoary tusk
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nw nw

sharp wharf
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there's 600 mods in your savegame xD

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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

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i can only implement the workaround i mentioned so it uses a different looting method for corpses

hoary tusk
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im running total overhaul. thats why there are so many

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on top of that, ig i added maybe 50-70ish mods...max 90

sharp wharf
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oh ok maybe i can use an auto installer for total overhaul

hoary tusk
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the middle of the ocean is vongrad forest in skyrim home of the nords

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gimme a while, ill travel someplace else, confirm the repeating pattern with another dead body on morrowind island, and then send you that link

hoary tusk
sharp wharf
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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

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if my english is bad please don't correct me because i dont respect that language xD

hoary tusk
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is it mwscript...or omwscript? cause i have tons of omwscript mods in openmw.cfg file, but none with .mwscript

muted arrow
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Me neither, though it's my own native tongue. Learn a couple of other languages and you will realize how foolish Modern English is

sharp wharf
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mwscript is the internal scripting language, like when gems summon a daedra

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omwscript is the lua mods of openmw

hoary tusk
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where can i find if theres a .mwscript thingy running on the background?

muted arrow
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I guess learning a couple of other languages also helps realize how silly mwscript is 😉

sharp wharf
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it would usually be attached to objects

hoary tusk
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i just searched openmw.cfg file for ".mwscript". nothing shows up

sharp wharf
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like the arrow firing an event when its activated

hoary tusk
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sure. tell me how to search for it?

sharp wharf
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you could try picking up the arrow through the vanilla menu, drop it on the floor and activate it then

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see what happens

hoary tusk
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okay

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gimem a sec

sharp wharf
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thats how quickloot works

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just that it gets teleported on the floor instead

muted arrow
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...those might be culprits

sharp wharf
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i already checked and he doesnt seem to have them installed

hoary tusk
# sharp wharf just that it gets teleported on the floor instead

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

sharp wharf
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they fall?

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maybe a physics mod?

hoary tusk
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not exactly fall.... lets say theyre now at my feet, exactly where i stand, but you cant pick them up anymore

sharp wharf
hoary tusk
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okay, thank you. and sorry for the hassle

sharp wharf
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np, thanks for checking. unfortunately filtering out the mod that causes it can sometimes be difficult

hoary tusk
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guess i might finally run out of the 1000 bolts i bought earlier if i gotta ignore the ones on the body

hoary tusk
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ive got enough arrows, not as if im gonna run out of them on my thief who barely fights anything

sharp wharf
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i'll make an update that has the option for an alternate looting method

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will let you know when it's done

hoary tusk
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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

sharp wharf
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the new method will directly teleport the arrows into your inventory

hoary tusk
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aah

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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

sharp wharf
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no it teleports on the floor

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then it makes the character activate it

hoary tusk
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okay

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does the extra step help in someway?

sharp wharf
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yeah it generates the pickup sound and makes owned items get correctly flagged as stolen

hoary tusk
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damn, that sounds like an important part tho

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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

sharp wharf
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didnt check if i can make the sound in a different way yet and when it's not owned that part is unnecessary too

hoary tusk
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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

sharp wharf
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if you steal arrows from an owned container

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maybe

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if the issue is only with arrows

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hmm

hoary tusk
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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

sharp wharf
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there's no other way to solve it for owned containers

hoary tusk
sharp wharf
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sry i meant that

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maybe one of your mods specifically focuses on ammo

hoary tusk
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im sure there are ammo mods in total overhaul

sharp wharf
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or Perfect Placement

hoary tusk
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yep. i have perfect placement

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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

sharp wharf
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its likely a mod with the omwscripts extension

hoary tusk
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just search for #personal, thatll highlight the additional mods ive added

hoary tusk
sharp wharf
hoary tusk
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yep. i have that one too

sharp wharf
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i think that could be the culprit

hoary tusk
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maybe...sounds like it

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anything you want me to do to check it oout?

sharp wharf
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try commenting out that and perfect placement

hoary tusk
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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.

sharp wharf
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hmm weird

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unfortunate that smart ammo has no thread on the discord

hoary tusk
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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

hoary tusk
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just place a disclaimer ig

sharp wharf
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@celest plover

sharp wharf
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it didnt happen to me yet using smart ammo

muted arrow
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...2% chance it happened and I didn't knowtice

hoary tusk
muted arrow
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Oh, I hadn't imagined that Perfect Placement might ever interfere, interesting

hoary tusk
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lol. this is why im not a coder

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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

sharp wharf
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are you sure it happens with both disabled?

hoary tusk
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last time i checked, noth wre disabled, and i could pick it up without isuues

sharp wharf
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doesnt happen i mean

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hmm yeah might be coincidence, if disabling them individually doesnt fix anything

muted arrow
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OMG check out the 🥚🥚 on pwn, making mods without even installing TR!
🎢🤘

sharp wharf
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i had it installed once when i made floating healthbars and restocking

hoary tusk
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technically, this mod shouldnt need tr or shotn or cyroodil

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if it works vanilla, it oughtta work with a pile of shit on top of it

muted arrow
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I had sought a :smallkwamaegg:, which would be more appropriate considering Tamriel_Data is everywhere

muted arrow
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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? 36vehks

sharp wharf
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i think i made a mod about alchemy abuse too

muted arrow
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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

sharp wharf
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oh okay i personally like fortify attribute effects

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but in vanilla you can make 5 variations of such a spell and stack them

muted arrow
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I have consoled myself with the Fortify Alchemy ingredients in TR, and appreciated your Restocking mod for that exactly

muted arrow
sharp wharf
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nice idea

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always wanted a necromancer build

muted arrow
# sharp wharf oh okay i personally like fortify attribute effects

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

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I am still open to the remaining Fortify Attribute alchemy, ofc!

muted arrow
# sharp wharf always wanted a necromancer build

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

sharp wharf
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maybe needs some additional content mods

muted arrow
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TR's Reachwoman has best necro face ever and not bad starting skills

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Like, hella goth, y'all!

sharp wharf
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what are these enchantment icons? they are probably different in quickloot

muted arrow
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Sec, I will source'em

sharp wharf
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thx ill try to make it work with quickloot

muted arrow
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I decided I liked having equipped magic items have a different background

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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!

hoary tusk
muted arrow
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Should be Ultimate Icon Replacer as patched by Lefty

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Visually-distinguishable default potions are a must!

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Whatever affects my potion names also changes "exquisite" etc. so that the sorting is alphabetically in order of potion strength. Good Stuff!

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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

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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. 2090 . I have watched @sharp wharf respond to my bug reports as he painstakingly recreated the Vanilla tooltip for this mod right here. What an 👼

hoary tusk
hoary tusk
muted arrow
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Thanks for the rec, though I'm happy enough with the vanilla models.
It's the icons I really need for inventory management.

sharp wharf
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i see your magic icons are already applied because it replaces the textures

muted arrow
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Good ol' folder override

muted arrow
sharp wharf
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any idea how i should implement the refreshing of the pickpocket inventory?

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since you only have a sneakSkill % chance to see each item

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which the vanilla game counterbalances with a detection check upon opening the inventory

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i dont wanna add another button

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maybe scrolling past the last entry with a detection check

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or a timer

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or that you need to scroll once to verify that you want to start pickpocketing

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@hoary tusk you can enable the experimental looting workaround which should fix the issue with your broken mod

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wasnt too easy mapping all the items to the correct sounds

hoary tusk
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man youre a fucking genius!

sharp wharf
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you can loot the boat when starting a new game lol

hoary tusk
muted arrow
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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

muted arrow
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It is also noted that QL is very very close to QoL 🤣

sharp wharf
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btw i suggest remapping the mouse wheel, the camera zooming out can be annoying

sharp wharf
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done

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should i add a setting to change iPickMaxChance within the mod?

sharp wharf
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he's wrong about the skill check being security based, openmw only uses sneak, agility, luck and fatigue

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with that mod the chances to pickpocket are still very low...

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dont think i messed up the formulas though

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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

hoary tusk
sharp wharf
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nah very unlikely

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just use the workaround toggle, it should be fine for everything except stealing bolts or arrows

sharp wharf
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@hoary tusk is it gone when you disable both together? maybe they have some synergy that creates the bug

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but i wish someone said something about the big pickpocketing update which took around 10 hours to make

hoary tusk
muted arrow
rigid plinth
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Maybe moving this to a separate mod might be a good idea.

sharp wharf
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not ideal for performance reasons

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that mod doesnt change much compared to vanilla

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you could edit the ql_pickpocket.lua to enter any formula

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wouldnt it be op if difficulty is only based on the weight of the item?

hoary tusk
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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.

sharp wharf
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maybe only the pickpocket modifier is a bit badly tuned

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you could set it to 1 level sneak = 2 septims value of the item

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or i could make up my own formula that scales the value you can steal exponentially

hoary tusk
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umo is still running and im only at 300th mod i think...i wasnt kidding when i said i fucked up

sharp wharf
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or based on category of the item

hoary tusk
sharp wharf
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for example 30 sneak = 10 septims can be stolen

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60 sneak = 100

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90 sneak = 1000

hoary tusk
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is the stealing guaranteed?

sharp wharf
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if you've downloaded that mod that changes the max chance gmst to 100

hoary tusk
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like if i got 60, can i just press sneak till i was hidden, and id be richer by 100?

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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

sharp wharf
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i've linked it in this thread

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idk it will be obvious if you have a mod that changes it

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vanilla caps at 75

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and my mod reads the gmsts

hoary tusk
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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

sharp wharf
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yeah i know pickpocket is kinda busted

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especially since you cant steal equipped items

hoary tusk
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plus, barely anyone has anything worth stealing that cannot be gotten via frenzy

sharp wharf
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:/

hoary tusk
sharp wharf
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but only showing items that have a high (>50%) pickpocket chance might be a cool idea

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instead of random selection based on sneak skill (=vanilla)

hoary tusk
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yep. highly useful

sharp wharf
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fine i guess i'll add a pickpocket chance overhaul

hoary tusk
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van i steal shopkeepers inventory via this?

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thatd be helpgul

rigid plinth
sharp wharf
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well thats how it works in vanilla

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i think vanilla might even have 3 checks

rigid plinth
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It does.

sharp wharf
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upon opening, upon stealing, upon closing

hoary tusk
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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

sharp wharf
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not sure what the logic upon opening is, but i put exactly the closing logic at the beginning

hoary tusk
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atleast now i can have a chance at getting a few bucks out of it every now and then before sarting a fight

rigid plinth
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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.

sharp wharf
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there is no third check in this mod

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passing a vibe check to look into someones pockets sounds immersive to me

rigid plinth
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What happens when you accidentally look away?

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Does it reset?

sharp wharf
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then you gotta pass it again

rigid plinth
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That sounds really annoying ngl...

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Especially if your target is moving.

sharp wharf
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well dont mess up the camera movement^^

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better than a fishing minigame

rigid plinth
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Ehh, if your removing the third check I would just remove the first one too.

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It's not going to be accurate anyway.

sharp wharf
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kk i guess i can add a setting for that

rigid plinth
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yippeee

sharp wharf
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dont forget how dedicated and open to feedback i am when you scroll my patreon page^^

sharp wharf
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1.14 > fixed issue with the takeall keybinding

sharp wharf
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1.15

  • fixed a charset issue
  • pickpocket system is now moddable
sharp wharf
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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
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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

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i made sure you can do anything with it (premium content on patreon)

sharp wharf
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1.18

  • Fixed an issue preventing talking to NPCs
sharp wharf
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for paid members only (1€)

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become my first patreon member who joined because of openmw 🙂 (please)

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took 7 hours to make this (plus over 100 for quickloot alone)

sharp wharf
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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

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but if you want to show your appreciation or value my mod quality, i'm thankful for every new patreon

sharp wharf
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Quickloot 1.19

  • Fixed a charset issue in the tooltip name
  • It's now possible to attack when the quickloot window is open
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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.
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considering i didn't make this for myself (i dont play thieves) i find this fair

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especially since i worked over 10 hours on this (and over 100 on quickloot)

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for a decent donation i'd make this freely available though

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it's just frustrating that after all this work i haven't gotten any donations for my openmw mods

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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
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every single part of this formula is configurable

fresh vector
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Very nice.

fresh vector
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OpenMW is still a tiny niche for donation pools, Morrowind Nexus slightly less so

fresh vector
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Aren't Patreon links allowed on Nexus?

sharp wharf
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not if you directly link to paywalled content

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maybe not even if your page contains any paywalled content

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not sure about that part right now

muted arrow
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I checked earlier and just now, and the link is still available on the Nhexus page

sharp wharf
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i only removed the pickpocket overhaul link for now

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if i cant advertise it i might aswell put it on nexus though....

sharp wharf
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but then the person who snitched on me will have won <----- this is what annoys me the most

sharp wharf
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seems like even indirect links to paywalled mods are against the TOS

fresh vector
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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.

sharp wharf
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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

sharp wharf
#

for now just dm me and i'll send you the pickpocket overhaul

grim jacinth
#

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.

dense granite
#

Yeah, that's something I mentioned some time back as a suggestion #1259304289747079228 message

ocean shellBOT
#

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

Attachment(s)
sharp wharf
#

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

sharp wharf
#

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

grim jacinth
#

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
native zealot
#

i don't want to be annoying, but would it be possible to add an option to disable the widget when wielding a weapon?

sharp wharf
native zealot
#

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

stable sail
#

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.

muted arrow
#

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.

sharp wharf
#

yeah but sorry for not implementing better mwscript support... i'm not happy with the possible workarounds

sharp wharf
#

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
weary thunder
#

hell yes ❤️

sharp wharf
#

how bad is it?

#

a lot of new code, probably wont be long before the bug reports start rolling in

sharp wharf
#

1.21

  • Small performance tweak

Remember to overwrite the files with the Pickpocket Overhaul again if you want to use that

stray wave
#

Why disable during character creation?

sharp wharf
#

because vanilla game doesnt let you loot there either

stray wave
#

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

odd parrot
#

Yes he's just matching vanilla behavior, as before you presumably could loot before vanilla normally would allow

sharp wharf
#

maybe i gotta take a look if you say i took it a step too far

sharp wharf
#

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

stray wave
#

nice! much appreciated

sharp wharf
#

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)

sharp wharf
#

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)

sharp wharf
#

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

limpid dove
#

thanks a bunch for working on this, pwn! Can't imagine playing Morrowind without this anymore.

wanton relic
#

I'm having an issue where the morrowind ui will open whenever I look at a corpse and keep opening till I look away

sharp wharf
#

but it should close automatically or?

sharp wharf
wanton relic
#

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

sharp wharf
#

nvm the script stuff seems buggy now and idk why

sharp wharf
#

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)

sharp wharf
#

should "deposit all" ignore your equipped items?

sharp wharf
#

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
sharp wharf
#

1.28

  • Fixed an issue with scripted containers
rotund badge
#

@sharp wharf the mwscript MR was merged

sharp wharf
rotund badge
sharp wharf
#

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

pale marsh
#

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.

near mango
#

Requires OpenMW 0.49 c1c8769742
So, it won't work on the master branch? vehkfeels

lyric cloud
#

Just saw the newest update, I downloaded my openmw on 10.4, will it still work?

sharp wharf
#

you need openmw from at least 16.04 or RC7

sharp wharf
lyric cloud
#

"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

pale marsh
sharp wharf
#

just turn that off

#

then you can search them with the spell readying key

pale marsh
#

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.

sharp wharf
#

no sorry

#

I'll take a look at your issues later

#

not sure what i'll do about the takeall thing though

pale marsh
#

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.

pale marsh
#

Hey. Is disabling and enabling the mod in the script menu safe for my save game? Could it make crashes or is totally neutral?

sharp wharf
#

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

pale marsh
#

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.

sharp wharf
#

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

sharp wharf
pale marsh
sharp wharf
#

yeah that stuff does basically nothing

pale marsh
#

I just plan to loot everything in the area after clearing it from enemies.

sharp wharf
#

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

sharp wharf
#

how do you like the new questitem visualizer?

sharp wharf
#

working on this

#

this is worse or?

lyric cloud
sharp wharf
#

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)
sharp wharf
#

1.31

  • Fixed pickpocketing always succeeding (since 1.30)
  • Pickpocket UI is now red too
  • Fixed looting dead NPCs counting as pickpocketing
sharp wharf
#

does this mean i can make a quest helper now?

near mango
#

I have problems looting corpses. How could I debug that?

lyric cloud
#

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

sharp wharf
#

it doesnt just change the chances, it also makes pickpocketing much more painless

lyric cloud
#

Word haha yeah I had only played skyrim up until morrowind and was a little shaken by the pickpocketing xD

sharp wharf
#

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

sharp wharf
#
  • 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
lyric cloud
#

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

sharp wharf
#

last week or so

#

also the april version is too old

lyric cloud
sharp wharf
#

do you have 1.31?

lyric cloud
#

Whoops I can't see the version since it was taken off of nexus haha

#

Let me see if I can find it rq

sharp wharf
#

fine, download it on nexus

lyric cloud
#

It was a version from 3 weeks ago, I think it was one or two updates ago

sharp wharf
#

maybe download version 1.24

#

there mwscripts should still work

lyric cloud
#

Word I'll try it out when the mod's back up 🙏

#

Love the dispose corpse feature btw

pale marsh
#

What "loose aiming" is?

sharp wharf
#

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

lyric cloud
pale marsh
#

I have 1.29 probably. It's from 5th July. Why not to use it?

sharp wharf
near mango
sharp wharf
#

maybe thats one of those scripted corpses

lyric cloud
sharp wharf
#

try using 1.24 it will open the vanilla ui instead when you activate it

lyric cloud
#

Also with the better font and pickpocketing bc your mods literally make the game playable for me

near mango
#

OK, gonna try, thanks.

sharp wharf
#

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

sharp wharf
#

1.32

  • Removed mwscript integration
#

try it

lyric cloud
#

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 :)

lyric cloud
#

Yup it works!!

#

thank you!

lyric cloud
#

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

proven yew
#

The joys of MO2, seeing the version installed in like less than a second.

lyric cloud
near mango
#

Had problems talking to people (somehow) on 1.32, returned to 1.24. Could be some other mod interfering, though.

sharp wharf
#

when they have scripts

#

will take a look

sharp wharf
#

1.33

  • Fixed not being able to talk to NPCs with scripts
  • Added Whitelist for scripts without onactivate
near mango
#

Seems to work fine, thanks.

proven yew
#

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%.

sharp wharf
proven yew
#

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.

sharp wharf
#

1.34

  • Loose aiming is not enabled by default anymore due to the performance hit
sharp wharf
#

1.35

  • It's now possible to open trapped containers again
near mango
#

Is it uploaded on Nexus? Or Nexus is still checking the file?

pale marsh
sharp wharf
#

🤷

#

you never know

stiff kraken
#

Has anyone noticed that the quickloot container popup doesn't show on corpses? Presuming this is since the OMW update yesterday.

sharp wharf
sharp wharf
#

or your version isnt up to date

glass crag
# sharp wharf works for me, your corpse must have had an mwscript

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.

stiff kraken
#

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 .

sharp wharf
glass crag
#

Yes, the NPCs with mwscript do activate normally without the quickloot menu.

sharp wharf
#

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

glass crag
sharp wharf
#

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

sharp wharf
#

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

glass crag
#

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.

glass crag
#

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.

sharp wharf
#

thx i'll read those scripts

#

interesting, there are 850 npcs with the script T_ScNpc_Mw_Map4 and T_ScNpc_Mw_Map4NoLore

glass crag
#

Those are for filtering out dialogue for specific areas, from my understanding.

sharp wharf
#

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

glass crag
#

That would do it.

sharp wharf
#

thx i added a warning to the mod page

glass crag
#

Glad to help! Thanks for all the hard work.

sharp wharf
#

1.36

  • Fixed that disposing a corpse too quickly would prevent the target from counting as questprogress
  • Added a sound for disposing a corpse
weary thunder
#

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.

sharp wharf
weary thunder
#

Damn you're quick, thank you

sharp wharf
#

didnt test it, good luck xD

tough hornet
#

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

lyric cloud
#

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 😭

teal condor
sharp wharf
#

guys please dont use the old version

tough hornet
#

development build!? idk about that I'm sorry, I'm on 0.49

tough hornet
sharp wharf
tough hornet
#

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 🫡

sharp wharf
#

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

stiff kraken
#

not to betray how little I know about this but how do you exactly install a development build?

sharp wharf
#

you just extract it ^^

#

otherwise no difference to the installed version

sharp wharf
#

1.38

  • Uses a fallback database if you're still playing on 0.49
  • Added an event for better HUDMarkers integration
dim sentinel
sharp wharf
#

the recent dev release has core.mwscripts

sharp wharf
#

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

sharp wharf
sharp wharf
#

i'll implement that window flashing up thing again soon, i think i know now how it will work with animated containers

real cedar
#

@turbid cipher i think you could ask here

turbid cipher
#

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?

lyric cloud
#

Yeah it doesn’t do anything right now so no worries, you can just delete it

turbid cipher
#

Lol okie dokie

real cedar
#

good to have the info here for now as well

lyric cloud
#

We’re making a needs mod and he wants to make an extra addon for a hearthstone that functions like world of Warcraft

real cedar
#

i didn't even notice there was a new esp in the files, but i just didn't enable it

lyric cloud
#

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

worn ember
#

What's causing the font to look like this

modern forum
#

woah jackpot

#

the levelled loot is out of control

worn ember
lyric cloud
lyric cloud
# modern forum what font do you use?

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 datchim

modern forum
#

cool, yeah i saw that. i have a nice font but the lack of special characters bugs the crap out of me

lyric cloud
worn ember
#

I disabled that and it’s still fucked up looking

worn ember
#

Oh lmao

#

I had it enabled in the first screenshot

lyric cloud
#

I added a setting in sun's dusk to remove those as well if you have a different font but yeah

worn ember
lyric cloud
#

No, it's like magic cards or something

worn ember
#

cfg

lyric cloud
modern forum
#

in the other cfg, the one in your omw install

#

can it be copied over?

lyric cloud
#

In your documents folder

worn ember
# lyric cloud

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

modern forum
#

its not there in my docs cfg. only in my program files 🤷

lyric cloud
#

\Documents\My Games\OpenMW is where I have mine, idk what other directories people might have though haha

modern forum
#

theres two .cfgs, one in docs and one in the openmw install, your not really meant to edit to the one in program

lyric cloud
#

Correct, this one is in your documents

modern forum
#

yes and the one in my documents doesnt have an entry for font for some reason

lyric cloud
#

0.o

#

No fallback for fonts ?

modern forum
#

just the colour, wierd huh

mortal pond
#

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.

modern forum
#

bizzarro

mortal pond
#

When not using Deposit Mode, is it possible to have the interface just not display if a container is empty?

ruby trout
#

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.

sharp wharf
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please dont upload alternate versions or patches for my mods to nexus

modern forum
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i assumed people would come to me if there was any issues 36vehks rookie mistake

sharp wharf
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there is currently no workaround

ruby trout
stray wave
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Does anyone else's quickloot window flicker rapidly when hovering over containers

sharp wharf
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no xD

soft wolf
modern forum
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Might be load order issue, I had some trouble with the UI until I put it early in my modlist

cunning summit
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Am I missing something, or is there no way to remap the controls?

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Cause I keep accidentally filling my inventory with junk when trying to put my weapon away at the end of combat

lyric cloud
lyric cloud
snow rock
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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.

soft wolf
sage cypress
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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)

near mango
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Are you using OpenMW 0.49, by any chance?

sage cypress
sharp wharf
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what containers for example?

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the console should say something like
"tr_m3_hal_disable_sc ok"

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which shows you the id of the mwscript and whether it has onActivate in it ("ok" means that quickloot will work with it)

sage cypress
sage cypress
# sharp wharf the console should say something like "tr_m3_hal_disable_sc ok"

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.

sharp wharf
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crate_01_de_fclothes doesnt have an mwscript for me

sage cypress
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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

sharp wharf
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neither do any of the others

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what is your log saying?

sage cypress
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That's on de_p_chest_02_mclothes3

sharp wharf
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weird, what mod is that from?

sage cypress
sharp wharf
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its certainly an external mod thats overwriting all your containers

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cant really decide if i should whitelist that script if i dont know its script content

sage cypress
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I'll take a look

sharp wharf
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i can give you the console commands to print the script text

sharp wharf
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open the console

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click at the container

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enter luas

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enter core.mwscripts.records[self.type.record(self).mwscript].text

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then you can enter exit() to get your normal console behaviour back

sage cypress
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When I try older versions like 1.14, it starts working again.

sharp wharf
sage cypress
sharp wharf
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some animated containers mod i think

sage cypress
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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.

https://www.nexusmods.com/morrowind/mods/46232

Nexus Mods :: Morrowind

Based on MW Containers Animated by qqqbbb.This mod adds open/close animation and sounds to all containers that should have animation.Uses a native animated containers support feature from

sharp wharf
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that mod uses the prefic ac_ though

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maybe check what ori outputs

sage cypress
sharp wharf
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and core.sound.records["ao_chest"].fileName ?

sage cypress
sharp wharf
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yes

sage cypress
sharp wharf
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damn that didnt help xD

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ok one last command

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for _,rec in pairs(core.mwscripts.records) do if rec.id:find("ao_containers") then print(rec.id) end end

sage cypress
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Do I do this on any particular container or?

sharp wharf
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just any lua context, so yeah you can do it in luas as usual

sage cypress
sharp wharf
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ok thx i'll whitelist all of then

sage cypress
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Thank you datchim

sharp wharf
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thank you too

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gotta sleep now, hope everything works

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enjoy your exploration 🙂

sage cypress
sharp wharf
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glad to hear that, good night

sharp wharf
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  • 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
snow rock
sharp wharf
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oh forgot about that report

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idk

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i could add rebinding settings but doesnt really fix the problem i think

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only the devs can fix that i guess

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for the crashing, idk really sry

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i think there was an engine bug that was fixed very recently

soft wolf
snow rock
cunning summit
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Do you have the source files for these?

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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

sharp wharf
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no sry should be straightforward to delete the middle though

cunning summit
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What font is it then? 😅

lyric cloud
cunning summit
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Huh, interesting font name

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I'll look it up but maybe I'll make another set that matches the Morrowind UI more instead 🤔

fresh vector
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Does an issue need to be opened for the use of d-pad?

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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.

lyric cloud
fresh vector
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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

lyric cloud
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Permanent corpses, there are already a few feature requests and issues related to it

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Since they’re not exposed quickloot can’t detect when you’re looting a permanent corpse, so the UI isn’t displayed

fresh vector
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Like the one in Andrano Ancestral Tomb? I just checked and the Quickloot menu pops up.

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Anyway, I just want to confirm the whether Quickloot can't do anything about the D-pad movement without an API change.

lyric cloud
lyric cloud
fresh vector
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Oh, I see.

sharp wharf
fresh vector
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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.

sharp wharf
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idk im having a ds4 gamepad and for me the dpad doesnt move the character

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thats my cfg, idk if that helps

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but its pretty much vanilla i think

fresh vector
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It is even possible to set a key binding to "None"?

primal kiln
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via lua - yeah, not sure if UI allows it

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storage.playerSection('OMWInputBindings'):set("InputBindingKey", nil)

fresh vector
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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?

sharp wharf
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im blocking all thats possible when the menu is open

primal kiln
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There's I.Controls.OverrideMovementCotnrols but it expects you to reimplement them with additional processing

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so bad for compatibility

sharp wharf
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that would be a horrible user experience

primal kiln
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It is

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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

sharp wharf
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id be down to block the dpad though in case people have custom stuff on that

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but thats not possible with the api

lyric cloud
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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

primal kiln
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Lmao yeah, that would be one hell of a feature

lyric cloud
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If you want a keybind to pull up the quickloot menu then that defeats the purpose of the mod

fresh vector
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Is this arguably a missing functionality that should be posted as an issue/feature request?

sharp wharf
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yeah, might fall in the same category as not being able to detect when the activate key is held down? idk

sharp wharf
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someone asked for customizable keybindings lol... ppl have no idea how cursed that is

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might get us into mwse territory of "take all sheathes your weapon" ....

light agate
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would be nice if we had separate sorting config for when reverse-pickpocketing - like make poisons be near top

sharp wharf
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together with the feature to slow down time when pickpocketing

light agate
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oh, would be nice!

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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

sharp wharf
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hmm not really i think, sorry

light agate
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@sharp wharf I did a little bit of tinkering:

light agate
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refined results:

iron terrace
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what does the 600 represent?

sharp wharf
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i was just going to make seperate tooltip apis for cf and ql

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ppl have to register their stuff 3x, its ok

light agate
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What text alignment? I straight up use tooltip generated by IE

light agate
autumn robin
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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?

sharp wharf
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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

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do you have the latest version of quickloot? 1.54 should be performant

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does it happen when you aim at stuff in exteriors too?

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you could set the performance mode to desperate, but then the mod will suck

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its the last setting

autumn robin
# sharp wharf do you have the latest version of quickloot? 1.54 should be performant

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.

sharp wharf
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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)

vestal cairn
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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.

modern forum
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It's in there, I have it set to my jump key

latent sonnet
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mine's set to mouse 5 or something

vestal cairn
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I am not seeing it. The "Dispose Corpse Key" still gives me all the stuff.

modern forum
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Ohh, I see. Yeah I don't it does that 🤔

latent sonnet
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it's confusing: Jump is whatever you set Jump to
Shift + F is ready weapon

modern forum
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As in you want to dispose of everything without taking it, right?

modern forum
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Yeah, I've not encountered that as a feature anywhere so far..

latent sonnet
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also dispose corpse will literally dispose the corpse and take everything in it, lol

modern forum
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We need a "bury corpse" button that dumps everything. That would be cool, bonus if you need a shovel or a bag of lime

latent sonnet
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burn the corpse and hide the evidence

vestal cairn
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Needing a shovel would be cool. Just bury the corpse and everything on it.

latent sonnet
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i think in gothic 3 they had something where you could dig in random places with a shovel and find treasure chests

vestal cairn
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Windrose has it, but you have to look for the actual treasure.

modern forum
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TESA: Redguard had it lol Bethesda don't like returning to ideas once their dropped

latent sonnet
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make me wonder how many different shovels are actually in morrowind