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keanuWheeze idea and initial coding - anygoodname expansion and additional codingUploaded by
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About this mod
Autoloot like crazy!
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By the courtesy of keanuWheeze/NexusGuy999 and based on his AlmostAutoLoot mod let me present you:
Key features:
- loot whatever safe to loot comes into your view,
- single shot loot and continuous looting,
- Looting Monitor for visual control of the current autolooting state,
- New: Autoloot Burst mode.
- New: Autoloot NPCs on Takedowns
What it does:
- it loots whatever it finds you should be able to safely loot on a key press,
- it loots objects not showing loot markers, e.g. defeated NPCs, ammo drops,
- it can pick items you would struggle to take due to game bugs.
What it does not do:
- it does not blindly loot everything around. It only takes what the game reports as in your view (i.e. what you could "see"),
- it does not loot behind walls, floors, ceilings etc.
- it does not loot items reported by the game as quest related,
- it does not loot iconic weapons,
- it does not loot Turrets and HMGs - Heavy Machine Guns (you would rather not like it - thanks to keanuWheeze/NexusGuy999 research),
- it does not loot when in active dialogues, scenes, vehicles, scanning or device control states, controlled by Johnny, etc.
- it does not show the promo clip Autoloot! headline in the game ;)
How it works:
- You need to set up a trigger key.
- For the trigger key you can bind a custom CET input key and/or use the game default action key (F).
The second one is probably more convenient to use but beware of the Midas golden touch syndrome (more on that below). - Once set up, just use it when needed:
- Single loot shot on a short key press,
- Continuous looting on the key hold,
- New: if Burst mode enabled, double-tap to trigger a continuous looting burst (see below for details).
- You can press&hold or double-tap the key and go around to autoloot everything on the go.
- If you perform autoloot and still see some items left behind, it usually means they are protected against volume looting for some reason. In most cases, these are quest-related items or heavy machine guns. You'll need to pick them up individually.
New: Autoloot Burst mode allows you to toggle continuous autolooting on a loot trigger double-tap for a period of time, similar to holding the loot trigger down to keep autolooting.
Bursts last up to 60 seconds and can be stopped by double-tapping again, entering combat, entering vehicles, pausing the game, or other game state changes that require breaking autolooting for some reason.
Please also note that, unlike "classic" loot trigger shots, Bursts cannot be toggled on while in combat.
When you trigger a Burst, a sound effect will provide feedback, and another sound effect will indicate when the Burst has stopped.
For better control of the autolooting state, please consider turning on the Looting Monitor (more details in the mod's Settings option descriptions).
Please note that Burst mode is not enabled by default—you’ll need to turn it on in the mod’s settings.
Very Important note:
Please be aware that currently the Burst mode is NOT considered quest-safe, as it has not been thoroughly tested across all possible playthroughs and story options.
Please avoid using Burst autoloting before completing quest objectives in active quest areas, and manually collect quest-related items first.
Also, make sure to familiarize yourself with the Midas golden touch risks listed below.
As it takes me about two months to complete a single game playthrough, this warning is going to stay for some time.
New: Autoloot NPCs on Takedowns allows you to automatically loot NPCs defeated by performing takedowns so you don't have to loot them afterwards separately.
Quest-related items and iconic weapons are not looted, in line with the general mod autolooting rules.
Please note that Autoloot NPCs on Takedowns is not enabled by default—you’ll need to activate it in the mod’s settings.
Some looting tips:
- Try to avoid to autoloot quest related objects.
While the mod has a strong and battle hardened logic to protect quest items it's still better to stay on the safe side and keep the manual control on what comes in from quests. E.g. to read shards with quest hints. The best approach is to first take the quest loot manually and examine its contents, then autoloot the remaining objects. - Looting combined with exploring is the most effective and profitable way to progress in this game.
I get best weapons and accessories, garment, all the ammo I need, money, etc. from looting solely. With just a handful of cyberware exceptions there is no need to buy or to craft anything. What you need just comes in on your way, just keep looking and looting - that's how the game is designed. No need to spend money on buying things, no need to look for mods to up your levels, skills, perks etc. No need to cheat for money - it all comes easy from looting while following quests and scouting the city. Actually looting and quest following will grow your money so fasts you will hardly find how to spend it. - If combined with the automatic junk scrapper perk it also allows to grow faster on every junk loot. This is the first perk I activate on my every playthrough.
- A short Kiroishi scanning before looting makes the game to reveal more than you can see on the face. This facilitates autolooting.
- Sometimes loot objects may be placed behind obstacles or on shelfs or balconies above your head. A jump may give you a better vantage point to make the autoloot "see" and pick up the items from above while jumping&autolooting.
- In a fight defeat all opponents first, loot later and control your encumbrance - you may easily find yourself overweighed on a battlefield with excessive autolooting ;)
- Dismantle unwanted weapons. This will reduce your weight and also speed up the character development.
No need to sell weapons as the money... well again: there is little you would really need to buy in this game as most of what you need comes from looting. - And the last but not least: autolooting... may be addictive - you have been warned ;)
Looting quest objective shards:
Some game quests are completed by picking up specific shards.
Autoloot is designed to skip these quest-related shards, so you'll need to collect them manually. If a shard is mixed with other non-quest items, the other items will be looted, while the shard will remain, and the object containing it will be indicated by a loot marker.
Some quest objectives also require you to read specific collected shards.
Whether a shard was collected manually or through autoloot, if it wasn’t opened and read immediately upon pickup, you’ll need to go to your shards inventory to find and open the required one.
Since you may have many unread shards in the inventory, possibly hundreds, locating specific ones can become cumbersome. You might consider adding a companion mod, like Read All Shards, which allows you to "read" all unread shards (or "re-read" all shards in your inventory), effectively completing such objectives on a single button click.
Game gen 2 note:
as the automatic junk scrapper perk is removed in the new game, you can re-enable the game's junk scrapper with my companion mod:
Automatic Junk Scrapper Perk is Back
What is the Midas golden touch and why the looting trigger is not fully automatic?
By the Ancient Greek myth, the greedy king Midas was gifted a golden touch by a god.
He was happy going around turning everything into gold, until he realized he cannot eat and drink as food and wine turns into gold on touch so he's going to die from the cursed gift effects soon...
In the other words: at the end of the day the unlimited good proved bad for the king.
With the Autoloot action key set to the game default key, you may activate it when you don't really want it as it's just about a fraction of a second to start autoloting after opening doors, for example. If you press and hold the key longer than needed to open the doors it would result in a blind looting everything behind on the doors once opened.
To avoid this, you need to release the key as soon as the doors start to open.
This kind of use requires some practice and self-discipline to avoid the Midas golden touch effects.
And of course there is more game actions linked to the F key (English keyboard default) than just opening the doors, so there are more behavior patterns to adjust to with the shared action key.
The Autoloot trigger is manual (you need to press a key to activate it) and it's going to stay manual for the safety reasons.
There are good reasons for that including (but not limited to):
- you might find yourself virtually bogged down in a middle of a fight by exceeding your encumbrance limit with weapons looted automatically from defeated enemies. With the easily predictable outcome.
- you may unintentionally loot something that you would not want to loot or should not loot without even noticing it.
- you might loot an item that a quest objective requires to use without noticing it and then stay baffled what to do if you cannot find the objective item. While it's already in your inventory mixed with hundreds of other items.
- and last but not least: in unfortunate circumstances, it may possibly affect quests if a quest item slipped though all the mod quest protection levels. While these are battle hardened filters, the game is designed in such a way that it's not possible to guarantee 100% quest item protection when autolooting. Especially with new game versions introducing changes to the quests.
The only safe looting in this game is when you control the loot trigger and you manually pick the quest related items first.
Settings:
- set up an input key in the CET overlay window,
- alternatively you could use the game default action key,
- if needed adjust the loot range and the default action key use in the mod window.
- enable the Burst mode and the Looting Monitor to your preferences in the mod window.
- if you have Native Settings UI installed, you can also access the mod's settings in the MODS menu.
The game default action key is F on a keyboard and X on a gamepad unless you set it differently in the game's settings or through some mods.
You can have both keys active.
However please don't bind any of the game action keys to the CET Input key as it may produce unwanted effects.
Only the "use the game default action key" option has an extra logic to protect against shared keys functionality conflicts.
Old CET version UI note:
please note a CET Input key is not a Hotkey.
There is a separate Inputs tab to bind input keys in the CET 1.20.+ as emphasized on the picture attached.
A note for gamepad users:
the option to autoloot with the game default action key (F) will also enable the gamepad action button (X) for autolooting.
However please note that the gamepad is not really supported.
It is more of a byproduct of sharing the game's default action key as a looting trigger. Unfortunately there are many limitations when it comes to using it as an Autoloot trigger compared to a keyboard key. Continuous looting by holding the trigger button is particularly limited, both by the physical button layout and by the way the game handles the buttons internally.
Likely, Burst mode allows for more convenient use of the X button for autolooting.
Furthermore, the gamepad has not been thoroughly tested with this mod, so it's unclear if there are any additional downsides.
Theoretically it should not cause issues but again - as it's not tested then it's not proved.
If you find the mod not working correctly while the default action key option is enabled, please pause the game and disable it in the mod settings.
Recommended companion mods:
Automatic Junk Scrapper Perk is Backif you don't have other specialized loot post-processing mods installed
Native Settings UIfor easier settings management within a common settings menu.
Native Settings UI Side Menu Add-onfor easier navigation within Native Settings UI.
Read All Shardsfor quickly marking all looted shards as read, if needed.
Limitations:
- Looting Monitor Minimap indicator - since the game manages HUD visibility based on quest state patterns, the indicator may be hidden along with the Minimap while autolooting is allowed and a looting burst may be active. E.g., while swimming underwater in some quests. In such cases, you may switch the monitor type to use the CET window instead.
- Game v1.61 and the CET 1.21.0: due to the issues with the CET input key type in this version the mod changes it to the hotkey type. This limits the CET key functionality as it disables the continuous looting feature for this key type and it does not activate if any other key is pressed.
This limitation applies to the CET 1.21.0 only. This limitation does not apply to the game default action key if used as the Autoloot trigger in any game/CET version. - as the game often generates the loot late by a proximity trigger, you may still need to go around a couple of times to pick "leftovers" sometimes. They're not missed by the mod - it's just how the game works.
- for the same reason setting the loot range to values higher than 30 may not produce the expected results. Besides it's not recommended to loot without visual control.
- the autoloot needs to perform complex math on scanning for loot sometimes. This may result in short frame rate drops in areas densely populated with loot, and objects obscuring the loot when you press&hold the action key and go. This is normal. Try single shots instead of continuous lootings.
Known issues:
rarely a loot marker may still remain over a defeated NPC after looting. If you approach it will show nothing to loot yet the marker stays sticky.
You can simply ignore it.
If you want to make sure there is nothing to loot you can save the game and reload - the sticky marker should go away.
As perj clarified, this is a long standing game bug. Fortunately it's very rare and it does not harm anything.
Compatibility info:
Supported versions:
Game v1.61 - 2.1+ with a corresponding CET - full feature set.
CET 1.29.0 is not supported due to numerous issues in this version.
CET 1.30.0 is not supported due to issues in this version.
CET 1.32.0 is not supported due to issues in this version.
REDmod indifferent.
The mod heavily depends on the game code framework and the CET code framework.
The mod is designed on the game compatibility principle.
Mods modifying the loot objects properties in the game internal files or modifying the game framework code used or changing the expected game behavior may affect this mod functionality.
Compatibility with the original AlmostAutoLoot mod:
the two mods can coexist however they cannot share the same key bind in the CET.
Requirements:
The only hard requirement is Cyber Engine Tweaks
All other listed mods are optional for a more comfortable experience. You won't lose anything if you decide not to install them.
Issue reporting:
In case of issues, please make sure to update the mod and its requirements to the latest supported versions first.
DO NOT assume you already have the latest versions installed - verify by checking the mod pages.
If you still experience some unexpected mod functionality on the supported game and CET versions, please first verify it without any other mod before reporting.
The mods that may affect this one functionality typically are:
- CET scripting platform disabled due to versions mismatch or misconfiguration,
- the archive mod files in the \Cyberpunk 2077\archive\pc\mod folder that change the loot behavior.
- the redscript mod files in the \Cyberpunk 2077\r6\scripts folder that change the loot behavior and/or HUD behavior or object visibility behavior.
- the CET mod files in the \Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks\mods folder that change the loot behavior and/or HUD behavior or object visibility behavior.
Install or update:
automatic - use Vortex manager. Please note it may sometimes not work properly due to the Vortex issues.
manual - drop extracted folders into your game folder. Allow to overwrite files if asked.
Uninstall:
automatic - use Vortex manager if it was installed by Vortex.
manual - remove the folders:
..\Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks\mods\AutoLoot
..\Cyberpunk 2077\r6\scripts\Autoloot_helper
Credits:
Obviously the first person to credit is keanuWheeze/NexusGuy999 for the AlmostAutoLoot idea and the original mod code and then his blessing to publish this mod.
psiberx for the journalScan code he allowed me do adapt to this mod, all the CET hints, tips and tricks and unlimited coding support.
The mod would not exist without the Cyber Engine Tweaks so the CET development team deserves a credit too.
seach tags: player, loot, automatic