lasere200 Posted July 1, 2011 Author Share Posted July 1, 2011 lol isActorDetected fails hard. returns 0 for the player... that's inconvenient to say the least Link to comment Share on other sites More sharing options...
tunaisafish Posted July 1, 2011 Share Posted July 1, 2011 lol isActorDetected fails hard. returns 0 for the player... that's inconvenient to say the least Yep :confused: . a refwalk it is then and... If npcRef.GetDetected player Don't forget to filter out player + companions. This thread should help with that part...http://www.thenexusforums.com/index.php?/topic/377444-how-to-get-if-crature-was-killed-by-companion/ Link to comment Share on other sites More sharing options...
lasere200 Posted July 2, 2011 Author Share Posted July 2, 2011 hello. version 0.3 is up and I want to thank you again. This is what I needed for bringing the fun back into that game and thanks to you it became possible. i can still improve on it an I will certainly try but right now it's looking really good. I'm just in the action so much more because of it and it's set it and forget it. i'll test it more in the days to come. thaks a million Link to comment Share on other sites More sharing options...
lasere200 Posted July 17, 2011 Author Share Posted July 17, 2011 someone commented on something I noticed myself... the add-on is picking up creature weapons... acid spit, hand laser and such. while I am thinking of disabling picking up weapons from corpses completely i figure there has to be a reason why you don't see these weapons in-game on corpses. some way they are set as hidden or something. does anyone have a clue about something like that? Link to comment Share on other sites More sharing options...
rickerhk Posted July 17, 2011 Share Posted July 17, 2011 You could make a formlist to filter them out set rBaseObject to rLootWeapon.GetBaseObject set iIndex to ListGetFormIndex MyOffLimitWeaponsFormList rBaseObject if iIndex > -1 ;Dump weapon - don't want it endif Link to comment Share on other sites More sharing options...
lasere200 Posted August 25, 2011 Author Share Posted August 25, 2011 hey. been away for a while. got back to maybe trying to make the mod better. this is my way of filtering container items. I can't get it to actually check the list. IsInList halts the script while ListGetFormIndex doesn't really work. I think there's something about the pInvObk ref because of GetInventoryObject... can you help please. i've tried with the actual index from the formlist as in "ListGetFormIndex list ref == 1" (second position in list was a wrench) and it doesnt' work... doesn't halt it though if invPos < invCount set pInvObk to containerRef.GetInventoryObject invPos set pInvCnt to containerRef.GetItemCount pInvObk set vaFloat to GetValue pInvObk set waFloat to GetWeight pInvObk if waFloat == 0 containerRef.removeitem pInvObk pInvCnt player.additem pInvObk pInvCnt elseif vaFloat / waFloat >= 10 containerRef.removeitem pInvObk pInvCnt player.additem pInvObk pInvCnt elseif ListGetFormIndex MagneticPersonalityMiscFormList pInvObk >= 0 containerRef.removeitem pInvObk pInvCnt player.additem pInvObk pInvCnt endif set invPos to invPos + 1 Goto 666 endif Link to comment Share on other sites More sharing options...
silverstar Posted September 27, 2011 Share Posted September 27, 2011 Good job so far, lasere. If you could go ahead and try implementing the filter-out formlist like suggested before, then it might help with the issue of picking up enemy weapons/ammo. Then there's the issue of some activators not wanting to trigger (possibly due to cells with scripted events), and NCR money not being picked up. As I pointed out, both NCR and Legion money exist in 2 places in the item list(according to GECK):Items - Caravan Money - MoneyLegion... and MoneyNCRItems - Misc - LegionMoney... and NCRMoney It could be that the ones being held in inventory are the first one, Caravan Money, and because of that may need a different refcode. Also, I hope you don't mind, but I've spent a bit of time modifying the item lists for the DLC expansions. When done, if I actually get around to finishing, I could throw them your way for evaluation and you could add them as additional esps for people to use. I don't suppose anyone would know a good way to look at held inventory in a save, in order to be able to determine which items should be filtered out? It might be easier to figure it out based on what is actually picked up, than having to go through every creature type and find all weapons/ammo they might be holding, and manually deleting them from collection records (unless the filtered out list is implemented, then it might be just as easy to add them to that list, if one doesn't already exist somewhere) Link to comment Share on other sites More sharing options...
nicbizz Posted October 13, 2014 Share Posted October 13, 2014 My apologies for resurrecting an old thread. I've only recently started to use lasere2000's auto loot mod, and it's really done a lot to improve the gaming experience. I'd like to make a tiny modification to the mod though. Namely the script below: set NpcRef to GetFirstRef 42 1 0 Label 42 if NpcRef if player.Getdistance NpcRef < 256 && NpcRef.GetDisabled == 0 && NpcRef.GetDead == 1 ;NpcRef.RemoveAllTypedItems Player 1 1 24 NpcRef.RemoveAllTypedItems Player 1 1 25 ;NpcRef.RemoveAllTypedItems Player 1 1 26 NpcRef.RemoveAllTypedItems Player 1 1 29 NpcRef.RemoveAllTypedItems Player 1 1 31 NpcRef.RemoveAllTypedItems Player 1 1 40 NpcRef.RemoveAllTypedItems Player 1 1 41 NpcRef.RemoveAllTypedItems Player 1 1 46 NpcRef.RemoveAllTypedItems Player 1 1 47 NpcRef.RemoveAllTypedItems Player 1 1 49 NpcRef.RemoveAllTypedItems Player 1 1 50 endif set NpcRef to Pencil01 set NpcRef to GetNextRef Goto 42 endifHow do I script in code to only loot items with a value to weight ratio of 10? Could I just insert the following: set invPos to 0 Label 260 set invCount to NpcRef.GetNumItems if invPos < invCount set pInvObj to NpcRef.GetInventoryObject invPos set vFloat to GetValue pInvObj set wFloat to GetWeight pInvObj if wFloat == 0 NpcRef.removeitem pInvObj 1 player.additem pInvObj 1 1 elseif vFloat / wFloat >= 10 NpcRef.removeitem pInvObj 1 player.additem pInvObj 1 1 endif Goto 260 endifZero experience with GECK, so any help is much appreciated. Thanks! -Nick Link to comment Share on other sites More sharing options...
nicbizz Posted October 13, 2014 Share Posted October 13, 2014 (edited) This is the code I have now, doesn't work though: set NpcRef to GetFirstRef 42 1 0 Label 42 if NpcRef set checkObj to NpcRef.GetInventoryObject 0 if player.Getdistance NpcRef < 200 && NpcRef.GetDisabled == 0 && NpcRef.GetDead == 1 NpcRef.RemoveAllTypedItems Player 1 1 24 NpcRef.RemoveAllTypedItems Player 1 1 25 ;NpcRef.RemoveAllTypedItems Player 1 1 26 NpcRef.RemoveAllTypedItems Player 1 1 29 NpcRef.RemoveAllTypedItems Player 1 1 31 NpcRef.RemoveAllTypedItems Player 1 1 40 NpcRef.RemoveAllTypedItems Player 1 1 41 NpcRef.RemoveAllTypedItems Player 1 1 46 NpcRef.RemoveAllTypedItems Player 1 1 47 NpcRef.RemoveAllTypedItems Player 1 1 49 NpcRef.RemoveAllTypedItems Player 1 1 50 set invPos to 0 Label 260 set invCount to NpcRef.GetNumItems if invPos < invCount showmessage TestNick2222 set pInvObj to NpcRef.GetInventoryObject invPos set listIndex to ListGetFormIndex MagneticPersonalityMiscFormList pInvObj set vFloat to GetValue pInvObj set wFloat to GetWeight pInvObj if wFloat == 0 NpcRef.removeitem pInvObj 1 player.additem pInvObj 1 1 showmessage TestNick1234 wFloat elseif vFloat / wFloat >= 25 NpcRef.removeitem pInvObj 1 player.additem pInvObj 1 1 set diviRatio to vFloat / wFloat showmessage TestNick1234 diviRatio elseif listIndex >= 0 NpcRef.removeitem pInvObj 1 player.additem pInvObj 1 1 showmessage TestNick1234 wFloat elseif listIndex < 0 set invPos to invPos + 1 endif Goto 260 endif endif set NpcRef to Pencil01 set NpcRef to GetNextRef Goto 42 endif "showmessage" identified that nothing is firing after "if invPos < invCount". Help, anyone? Btw, how do I copy/pase my code while keeping the indentations? Thanks in advance. -Nick Edited October 13, 2014 by nicbizz Link to comment Share on other sites More sharing options...
Recommended Posts