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#31
Pheelon

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Version 1.5 up:

* Fixed Auto Loot for placeables with a plot flag but no specific script attached.

#32
Pheelon

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Version 1.6 - BETA up:

* added Auto Loot Nearby Skill - Still Mostly untested though.
* added Basic-Skill Descriptions.

Known Issues: Ability Ignores all Placeables with Plot-Flags.

Standard-Loot Function mostly unchanged.

#33
Pheelon

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Version 1.6 - BETA up:

* added Auto Loot Nearby Skill - Still Mostly untested though.
* added Basic-Skill Descriptions.

Known Issues: Ability Ignores all Placeables with Plot-Flags.

Standard-Loot Function mostly unchanged.


any response to the current state of Build 1.6 and the new "Grab anything near me" Ability would be most appreaciated
and especially if there are any new (or old) bugs with the "Standard Auto Loot"

#34
Despzh0r

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Had an issue with the mod (1.5) when loading a saved game while in the camp, which hasn't been used with the mod before, it doesn't create the ability to deactivate auto loot. And now I cannot leave the camp in that save.

Not sure if it's the mod it self, or maybe a conflict with another one that could be causing this. Has anyone else encountered anything like this?

#35
Z3R0B4NG

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just an idea, how about adding a sustained skill "loot on kill" ?
So you would not need to loot corpses at all, only chests... would that be possible?

I'm not sure because it allways takes a while (timeout?) until the corpse begins to glow, so you can loot it...

#36
Pheelon

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just an idea, how about adding a sustained skill "loot on kill" ?
So you would not need to loot corpses at all, only chests... would that be possible?

I'm not sure because it allways takes a while (timeout?) until the corpse begins to glow, so you can loot it...


hmm, maybe - i'll tinker around a bit

#37
BlackWindx

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i think untill the quest script is fix that you could try to put it as a togle skill or just pc that has it. this might pose a temp fix. hope it helps the problem

#38
jwvanderbeck

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Pheelon

On my blog I had a user say that this mod isn't working properly with my chest mod. They said that they put items in the chest, but when they close the chest this mod loots everything back out.

Is this an issue with your mod or mine? If its mine, do you know what could be causing it?

EDIT: Oops, might be helpful if I link the mod in question: http://www.dragonage.../file.php?id=61

#39
Pheelon

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Pheelon

On my blog I had a user say that this mod isn't working properly with my chest mod. They said that they put items in the chest, but when they close the chest this mod loots everything back out.

Is this an issue with your mod or mine? If its mine, do you know what could be causing it?

EDIT: Oops, might be helpful if I link the mod in question: http://www.dragonage.../file.php?id=61


well that depends - they interact with it --> my mod will try to loot it.

that said my mod has a off-toggle ability that disables it --> temp fix for such stuff.

btw i added your chest as an exclude (like the Wardens Keep one and the Party Chest from the example) in my current build (1.7)

#40
jwvanderbeck

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Pheelon

On my blog I had a user say that this mod isn't working properly with my chest mod. They said that they put items in the chest, but when they close the chest this mod loots everything back out.

Is this an issue with your mod or mine? If its mine, do you know what could be causing it?

EDIT: Oops, might be helpful if I link the mod in question: http://www.dragonage.../file.php?id=61


well that depends - they interact with it --> my mod will try to loot it.

that said my mod has a off-toggle ability that disables it --> temp fix for such stuff.

btw i added your chest as an exclude (like the Wardens Keep one and the Party Chest from the example) in my current build (1.7)


Excellent. Thank you!

I imagine this problem stems form the rather bizarre fact that the game has lots of ON OPEN events and no ON CLOSE events :(




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