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Features

SteveTownsend edited this page Jun 1, 2020 · 5 revisions
  • gather nearby loot
    • stuff that is sitting around loose
    • items in a container such as Chest, Barrel, the still-warm bodies of those Bandits you just killed
    • 'harvestables' - flowers, plants and crops
    • 'critters' - no more chasing Butterflies into a wolf pack by mistake, or drowning trying to catch that pesky Salmon
    • ore veins and geodes - be in and out of Kolskeggr Mine inside 30 seconds, Forsworn permitting
  • prioritized, color-coded highlighting of lootable items, whether manual or automatic
    • preserve the thrill of manually looting special chests and items
    • quickly gather your configured items that comprise the less-fascinating majority
    • Boss containers - ignore/loot/glow (flames)
    • Quest items - ignore/loot/glow (indigo); any quest item/only the quest target
    • Locked containers - ignore/loot/glow (red)
    • Enchanted items - ignore/glow (blue)
    • your 'personal property' - ignore/loot/glow (green)
      • including by virtue of faction affiliation
      • can be over-generous if auto-looted, distracting if glowed
    • play animation or brief glow (white) when a nearby container or stiff is auto-looted
      • includes a short delay to avoid spoiling your Violens experience
    • for manual-only loot verbs, print 'it's nearby' message e.g. Legacy of the Dragonborn Dig Sites
  • minimal use of manually-edited files for items and categories
    • examines the universe of loaded objects during startup to taxonomize
    • lootable items are bucketed for correct processing using various heuristics
    • handles mods, provided mod implementation is congruent with the data model in the base game and DLCs
    • special cases handled via mod-specific logic depending on what's seen to be present at runtime
  • law-abiding citizen or utter scofflaw?
    • crimes allowed or prevented, during or out of sneak
    • configurable prevention of looting in Settlements, Towns and Cities
      • if (small) Settlements are forbidden, so are (bigger) Towns and Cities
      • child locations automatically inherit looting prevention from parent in a common-sense way
        • The Bannered Mare is not lootable
        • Whiterun Sewers is lootable
  • quality of life improvements
    • never loot while in Player House
    • disable looting during combat
    • disable looting while weapon unsheathed
    • disable looting while magically concealed (invisible, ethereal)
    • unencumbered in player home
      • no more 'slow walking' from your crafting materials chest or pack-horse follower to your Workbench
    • unencumbered in combat
      • don't suddenly stop moving when you auto-loot the third bandit out of five
    • unencumbered while weapon drawn
      • run entire dungeons without stopping to converse with your followers about who gets to carry what!
      • just stay in your combat-ready stance
  • fully configurable via MCM including load and save of INI file settings
    • loot radius, in feet from Player Character
    • loot interval, in seconds
    • always loot, or loot respecting Value/Weight
    • Value/Weight can be set per category and via a global default
    • notification of looting per category
    • limit on items mined at one pass prevents infinite mining of Clay, Quarried Stone from overly-generous sources
    • configurable hotkeys
      • pause/unpause looting
      • add item to UserList of lootables
      • exclude item from looting
  • base game and mod support
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