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* Player's inventory has also become a target for searching Bobby Pins.
Added DeliveredToPlayerWithoutLogs option.
* The message displayed in the top left corner when items are delivered from LootMan to the player's inventory will be hidden.
Version 2.1.0
Added the "Always Looting Explosives" option.
* Even when the "Legendary Only" option is enabled, it allows for the looting of explosives. It is placed under the "Legendary Only" option.
Fixed an issue where a CTD occurs when moving to a cell without a set location while the debug log is enabled.
Version 2.0.9
Fixed a bug in the item moving utility that caused quest items to be moved.
Fixed a bug in LootMan that prevented it from looting bobbleheads.
Version 2.0.8
Fixed a bug where equipment modules were not being moved by the item transfer utility.
Fixed a bug where the game would crash when loading save data.
Fixed a bug where the game would crash in a specific location when the "Play Container Animation" option was enabled.
Fixed a bug where LootMan was looting items from NPCs in the bleedout state.
Fixed a bug where the game would softlock when LootMan was enabled in DiMA's memory puzzle.
Fixed a bug where items were being looting from containers placed by the player.
Fixed a bug where the item scrapping utility was scrapping items that were not originally scrapable.
Fixed a bug where the item scrapping utility was unable to scrap some scrapable items.
Fixed a bug where the game would crash during the item scrapping utility execution.
Fixed a bug where LootMan was stealing items or not looting items that were not considered theft in some locations.
Version 2.0.7
Fix bug where Bobby Pin Box is not looted.
Fix bug the looting suddenly stops working.
- I think this should fix the cases where looting suddenly stopped working even though no settings were changed.
Convert the ESP to ESP-FE.
- You don't have to worry, you can update as-is without having to do a clean install of LootMan.
Version 2.0.6
Fix a bug where LootMan would steal items at certain locations
Version 2.0.5
Fix item scrap utility
* Fix a bug that caused the scrapping of weapons and armor for which no obtainable components existed.
* Fix a bug that caused items to appear in mid-air when the scrap utility was targeted for processing to the player's inventory.
Version 2.0.4
Fix a bug with LootMan stealing items from some friendly faction containers
Fix a bug where LootMan was stealing items from some vendor chests
Version 2.0.3
Fix a bug that caused looting to start even if WorkerInvokeInterval is 0 after loading a save
Fix a bug that prevented some item movement and scrapping processes from working properly
Fix to link only if the player is the owner of the workshop
Fix a bug that caused system messages to appear even when LootMan was disabled
Fix a bug that caused objects to gradually stop being looted after repeatedly loading saves
Fix Japanese translation file
Version 2.0.2
Fix legendary items could not be looted
Fix the logic of judging quest items
Version 2.0.1
Fix typo in MCM config
Fix "Toggle Enable LootMan" hotkey not working
Fix advanced filter in misc category was not added to MCM menu
Fix perk magazine and bobblehead filters behaving in the inverse to the config values
* If you have changed the relevant options, please check your settings after the update.
Fix most unique or featured items being looted incorrectly
Version 2.0.0
Major rewrite throughout.
* It is no longer compatible with version 1.x.x. Please uninstall version 1.x.x and do a clean save before installing version 2.0.0
Installation of MCM is now required.
* Utility holotape removal.
* Utility chemical items removal.
Delegate almost all item filtering to the F4SE plugin.
* Improved overall performance.
* Now more accurately identifies quest items and vendor chests.
* Reduced CTD risk. (At least on my PC)
Rebuild MCM config.
Added hotkey for immediate looting.
From the Workshop menu, you can now create a trunk that allows you to access LootMan's container.
* Furniture > Containers > LootMan Trunk
Version 1.3.9
Fix a bug that prevented normal installation when using MO2. (Thanks to contributor Al12rs)
Version 1.3.8
Fix the item looting process when "Loot In Player Directory" is enabled.
Fix the process of stopping looting when the player's parent cell is not loaded or when the menu screen is open.
Version 1.3.7
Fix a issue where the debug version did not output logs.
Fix a bug that caused Lootman to steal items that existed in cells belonging to some friendly factions, such as Far Harbor.
Version 1.3.6
Change to not loot when the menu is open or when the player's parent cell is not loaded.
Fix a bug that caused items to be lost when Lootman looted Shipments. (Shipment added by Mod that is not registered in the ShipmentItemList[1EC66A] will still be lost)
Add an option to unlock locked containers by consuming bobby pin.
Version 1.3.5
Improved log output of F4SE plugin (DLL).
Fixed Papyrus becoming unstable when the thread interval is short.
Version 1.3.4
Add Slog's Deirdre Vendor Chest to Exclude List.
Fix a bug that caused the game to freeze when the option to loot only Legendary items was enabled.
Version 1.3.3
Added an option to store looted items directly to the player.
Added an option to turn off the animation when looting a container.
Added 'Tray' to the list of allowed unique items.
Fixed a bug where thistles kept getting looted.
Improved performance when launching multiple threads.
Reduction of CTD risk.
Looting in settlement used to be enabled by default, but it is now disabled.
Pickup sounds used to be disabled by default, but now they are enabled.
Changed the maximum value of LootingRange to 32000.
The utility holotape is now added to the player's inventory when the in-game installation of Lootman is complete.
Version 1.3.2
Changed the maximum value of Looting Range to 20480.
Improved the way objects are searched for, allowing for more accurate looting of objects.
'Silver Shroud Calling Card' has been added to Excluded Items.
'Noodle Cups' has been added as a loot target.
Added a filter option to exclude objects from looting.
Added option to hide system messages.
Fixed an issue where players would loot items in a settlement if they were outside the settlement, even if the option to not loot in the settlement was enabled.
Fixed an issue where scrapping items with a stack count of 65535 or more would cause an infinite loop.
Fixed an issue where the number of items that could be acquired in the scrap process would overflow and reduce the number of items that could be acquired if the number of items in the stack exceeded 65535.
The debug version can now be selected as an option during installation.
Version 1.3.1
Fixed a bug that caused CTD at the waterside.
Fixed a bug that caused pickup sound effects to occur for corpses and containers that had not been looted of items.
Added 'Cracked Deathclaw Egg' to the list of allowed unique items.
Added 'Bottle Message - XXX' as an item to be excluded.
End of support for game version 1.10.162
Sorry I've been slacking on updates for so long.
Version 1.3.0
All script namespaces have been changed. This could leave garbage in the existing save data. This is very small garbage, but if you are concerned about it, please use a save data cleaner or something similar.
Auto looting scripts now run in multi-threading
Added the ability to auto disabled looting when entering a settlements.
Added the ability to auto add a link to the workshop when entering a settlements.
Open Inventory items now show the correct usage when used from Pipboy.
Lootman can now be forced to install from a holotape (or MCM) if it doesn't install after starting the game.
Added advanced filters for weapons. You can now sort out grenades and mines. (Fragmentation mine is a mine, but it's also a grenade, Bethesda has set it up that way.)
Added advanced filters for chemistry/food. You can now sort out alcohol, chem, food, nuka-cola, stimpak, syringer ammo, and water.
The option to get perk magazine only has been refurbished as a detailed filter for the book.
Dropped weapons that exist in the corpse's inventory will no longer be retrieved due to a bug fix. Normally, the weapon collection script will support this, but if a weapon dropped by an explosion or other means goes far away, the weapon may continue to remain in the corpse's inventory.
Fixed the behavior when scrapping junk. It is now closer to the behavior of vanilla.
Generator's animation will now play when loot a fusion core.
Holotape and MCM menus reconfigured.
Looting container animation now plays when pickup sound is enabled.
- You can now allow or exclude certain items from an external file (json). The items that can be set are as follows.
* Activators to be looting
* Unique Items to be looting
* Featured Items to be looting
* Forms to exclude from looting target
* Keywords to exclude from looting target
* Location-reference to exclude from looting target
* Ignorable form of activation blocks
* Vendor chest to exclude from looting target
* Keywords for grenades to be looting
* Keywords for mines to be looting
Version 1.2.8
I tried to distribute it in ba2 format but it failed, so I re-uploaded it in the traditional format.
Version 1.2.7
Fix to prevent looting from weapon rack, magazine rack, etc.
Version 1.2.6
Fixed a bug where workshops were being looted
Fixed a bug where the Military ammo bag was not looted.
Version 1.2.5
Fixed Lootman stealing in some indoor cells.
Fixed looting in Kellogg's memory.
Version 1.2.4
Fixed a bug related to pickup sound.
The INI for config has been abolished.
Version 1.2.3
Fix not to move caps when junk is stored.
Version 1.2.2
Fixed an issue where certain items could not be looted.
Added an option to loot only legendary equipment. (beta)
Added an option to play sound effects when looting items
Added an option to scrap weapons, armor, and junk. (beta)
Added holotape to access options equivalent to the MCM menu.
Changed the names of chemical items in consideration of the sort order.
The MCM menu has been restructured.
Version 1.2.1
Added a chemical item to toggle auto looting on/off
Fixed an issue where certain items could not be looted
Version 1.2.0
"You're SPECIAL" is no longer looting.
Added items to the MCM option to transfer from the Lootman inventory to a nearby workshop.
Lootman inventory can now display keys, and keys can be looting.
It is now possible to link Lootman inventory with nearby workshops.
Version 1.1.0
The foolish mistake in the calculation of the distance was corrected.
Changed initialization conditions.
Lootman's Carry weight has been changed to 1 million, making it customizable.
It can be customized to stop when the Lootman is overweight.
Corrected the sound effect of inventory display items.
Added a new category Book for auto looting (Only magazines by default).
It was modified to be able to treat the ash pile.
Activators (Caps Stash, etc.) can be processed.
The plug-in was modified so that it can be easily created.
Version 1.0.2
Added chemical items to open Lootman inventory.
Added DLL for game version 1.10.162.
Version 1.0.1
Corrects an issue in which MO2 does not extract Mod correctly.
Version 1.0.0
Release
LootMan 2.0.0 Released!! Version 2.0.0 of LootMan has gained significant performance improvements in exchange for backward compatibility. While more accurate quest item and vendor chest identification and reduced CTD risk are among the improvements, the biggest improvement is probably the speed of looting. See the video below to see how much it has improved.
Configurations:
Worker Invoke Interval = 0.1
Max Worker Threads = 8
[ What is LootMan? ] LootMan is a mod that will loot the surrounding items on behalf of the player. LootMan can loot weapons, apparel, chemical/food, junk/etc, ammo, flora, books, and keys. It can also be looted from inventories such as corpses and containers. Items to be looted can be filtered by category, such as "weapons loot allowed, but not chemicals", and by target, such as "loot from corpses allowed, but not placed objects". I believe that elements added by DLC or mods can also be looted.
[ How to install ] LootMan is packaged in FOMOD format, so if you are using a mod manager that supports FOMOD, the installer should launch. This section mainly describes the optional items of the installer.
-= About dependencies =- Starting with version 2.0.0, MCM installation is now mandatory; remember to enable MCM along with LootMan.
# Select your language. Select the language you are using. The default is English. You can optionally select Japanese. If you are using a different language, you can use the English version or use "xTranslator" to translate the English version of the esp.
# Select your game version. Select the version of Fallout4 you are playing. Currently, only "1.10.163" is supported. # Do you want to install the debug version to output the debug log? If there is no particular reason, select No. If you select Yes, the debug version of the binary will be installed. Select Yes if you want to check if LootMan is working properly, because the debug version will output detailed logs.
** NOTE ** Do not use the debug version regularly. The log output is huge and will overwhelm your storage if you play for a long time. Also, the log output may cause a CTD to occur. We recommend that you set the LootMan settings (thread interval, number of threads, etc.) to the low load when checking operation.
# Do you want to install the papyrus source code? If there is no particular reason, select No. If you select Yes, the source code for LootMan's Papyrus script will be installed. This source code is not required for LootMan to work, so if you have a reason, such as "I want to investigate the cause of a bug in LootMan," select Yes.
[ How to Use ] After LootMan has been installed on Fallout 4, start the game and LootMan's in-game installation will run when you get Pipboy or are ready to receive Classical Radio. You will be notified when this process is complete, and from then on you will be able to use all of Looman's features. This section describes the features of LootMan.
# LootMan's Container LootMan has its container that resides in a different space. This container can be accessed through the MCM key binding or through the LootMan Trunk, which can be built from the workshop menu.
** INFO ** The LootMan Trunk can be built from the workshop menu "Furniture > Containers > LootMan Trunk"; Unlike regular containers, it has no inventory and calls the LootMan's container upon activation.
# Auto Looting The LootMan automatically loots items within a certain range from the player. Looted items are stored in the LootMan's container, not in the player's inventory.
** NOTE ** LootMan may loot items needed to progress in the quest. I have tried to program the LootMan so that he does not loot items, but we cannot cover everything, and sometimes the LootMan's looting of quest items will break the flag, so please disable the LootMan temporarily if this happens.
# Workshop Link It is possible to link LootMan's inventory to a nearby workshop so that you can build and craft with the junk stored in LootMan's inventory.
[ Configuration ] LootMan settings can be changed using MCM. This section describes the available settings.
==== General Settings ================================ # Enable LootMan Specify whether to enable or disable LootMan.
# Display System Message Specify whether to display LootMan system messages.
# Play Pickup Sound Specify whether to play the pickup sound effect when looting an item.
# Play Container Animation Specify whether to play the container open / close animation when the looted container. Even if this option is enabled, containers outside the player's field of view will not play the animation.
# Looting Range Specify the range in which LootMan searches for items to looting. (Unit: meters)
# Carry Weight Specify the maximum weight that LootMan can carry an item.
# Ignore Overweight Specify whether LootMan ignores the value of the Carry Weight option. When this option is enabled, LootMan can carry items beyond the "Carry Weight". If disabled, looting will be temporarily disabled while overweight.
# Loot Is Deliver To Player Specify whether to transfer the looted items to the player's inventory.
# Not Looting From Settlement Specify whether to loot items in the settlements. If this option is enabled, objects present in the settlement are not subject to looting, and the looting itself is temporarily disabled if players are in the settlement.
# Automatically Link / Unlink To Workshop Specify whether LootMan containers are automatically linked and unlinked with nearby workshops.
# Unlock Locked Container Enable the ability to consume Bobby pin to unlock locked containers and loot the items inside. The difficulty level that can be unlocked is linked to Locksmith's rank. If you have Locksmith Rank 2, you will be able to unlock all containers up to Expert. The number of Bobby pins consumed increases by one for each difficulty level of the lock, so Master requires four Bobby pins. However, by learning Locksmith Rank 4, you will be able to unlock containers without spending Bobby pins.
==== Looting Worker ================================ # Worker Invoke Interval Specify the interval between calls for workers to loot. If set to 0, looting at regular intervals is disabled and looting can only be performed with a hotkey. (Unit: seconds)
# Max Worker Threads Specify the maximum number of worker threads for looting items. A single thread can process up to six objects at a time. If more than six objects are found in range, workers will be launched simultaneously up to the maximum number set by this option at the next worker invocation.
# Object Filter Specify the type of object to allow LootMan to loot.
# Inventory Filter Specify the type of items allowed to be looted from the container or corpse.
# Advanced Filter Specify detailed filtering conditions for each item type.
[ Source Code ] # Github The source code of the F4SE plugin (DLL), the source code of Papyrus, and the translation file (xTranslator XML) are available. [ Go to GitHub ]
[ Contacts ] # Issues - GitHub Only bug reports are accepted under Issues. # eidee.net - Discord server Questions, suggestions, comments, etc. can be directed here.
It wouldn't have been possible to publish LootMan version 2.0.0 without CommonLib publishing the RE code. I would like to take this opportunity to express my special gratitude.