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ebizoe

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ebizoe

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104 comments

  1. BumFight
    BumFight
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    Would it be possible to make your script auto loot everything but ill still have to press the loot key which is a on a controller to interact with corpses/containers? I have an animation mod i like to see.
  2. Healz4Life
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    I use this mod for holding the collect key to mass-pickup which I adore, disabling the actual auto-collector settings as I like looting manually, but it'd be pretty sick if there was an option to still auto-collect consumables that are currently set as an addiction as it would pair well with the Courier auto-using the consumable in their inventory when addicted.
    I'd also like to disable the auto-collect with config otherwise, since I think it's on by default or seems to just self-enable sometimes, I'm just using the filters to try to disable what can be looted which is a little odd and probably unnecessarily runs scripts.
    1. ebizoe
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      You might want to try my Auto-Pickup mod instead. It offers only the mass-pickup function from Auto Item Collector mod. It's for the people who don't need auto-looting function.

      >it'd be pretty sick if there was an option to still auto-collect consumables that are currently set as an addiction as it would pair well with the Courier auto-using the consumable in their inventory when addicted.

      Sounds cool. Although I'm not currently active on coding for FNV, implementing multiple custom filters to this mod is on my to-do list. Thanks for the input.
  3. BiteOf1987
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    I picked up some clothes and now I am stuck in pip boy menu being spammed with ""Wasteland Wanderer Outfit" is not on Custom Filters. The Value-to-weight ratio is 3.0."

    And when I choose the following options:
    "Add it to inclusive Filter"
    "Add it to exclusive filter"
    "Cancel"
    No matter what option I pick I then get back into the spam circle of death:
    ""Wasteland Wanderer Outfit" is already on Custom Filters the Value-to-weight ratio is 3.0."
    Following options:
    "Remove it from custom filters"
    "Cancel"
    And then it just repeats for every option, I tried to fix it but it didn't seem to work. I'll have to uninstall/disable for now unfortunately. This is a really good mod too! :(
  4. MichaelM94
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    Inclusive and Exclusive what's the difference ? I looted food from fridge, how can i make sure i dont loot it ? 
    1. ebizoe
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      Inclusive filter: Items on this filter will be auto-looted.  
      Exclusive filter: Items on this filter will NOT be auto-looted.

      To register items to custom filters, open Pip-Boy then while holding Left-Shift key (or Left-Thumbstick for controllers), click the item you want to add to either inclusive or exclusive filter.
    2. MichaelM94
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      Doesn't seem to work for every items when put in Exclusive, i'm still looting food that are already in the exclusive
    3. ebizoe
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      There might be a conflict going on between Auto-Item Collector and one of the other mods in your setup. If you provide me your mod list (not plugin list) in "BUGS" section of this mod page as a bug report, I will look into this issue.
  5. cbaoth235
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    First of all thanks for this really nice mod!

    I made some changes and extensions to the mod for my own convenience and purposes, after both playing TTF and having a look into moding for the first time ... and spending most of my time messing around with mods instead of actually playing the game :P.

    My changes are alpha at best and surely not tested thoroughly, especially since I usually change things on the fly and just continue playing until I find that something is missing or bugged. It seems pretty stable for now, but only for my specific setup. Since it's is currently for my only, I have no plans on (thoroughly) testing all the mod setting combinations. I also didn't bother to add anything to MCM apart from 1 or 2 options when I started the whole thing (again not worth it for myself only).

    These are the changes I made (working for now, as far as I can tell):

    1. Auto collect weapons and other items from actors/containers that are currently in a hard coded filter within the mod script

    • UPDATE 1: This includes weapons that were dropped by the actor on death (or before that), which are not listed in the loot menu but still referenced by the actor.

    2. Auto collect playable world items (same include/exclude list/logic as the original mod)

    • Option to (de)activate while holding a hotkey (alt-key in my case, note that while always on discarded inventory items will instantly be picked up again, I have a clunky workaround with a timer, but it's not yet a general solution)
    • Examples: Weapons, ammo, grenades, consumables, books, junk, etc.
    • Tip: I put Recent Loot Log in plain sight to reduce the likelihood of missing an important item I picked up while "vacuuming" the world :)

    3. Auto activate world activators (new custom include-list ini file)

    • NO optional hotkey (always on, just press the activate button instead as usual)
    • I didn't "fine-tune" the pickup animation yet, so for some things this might look a bit weird (e.g. picking up the whole mutfruit plant / baseball tarp when harvesting / disarming) UPDATE 2: Done

    Examples:

    • Harvest consumables from plants
    • Disarm traps (regular dialog), do nothing if already disarmed/triggered, no special checks on skill level or similar for now (note that I had to hard code all trap activators I could find into the AIC script since I need to check different variable names depending on the script, so adding an unknown one to the ini file will not work for traps)
    • Instantly disarm and auto collect mines (the latter only if feature 2. is enabled)
    • Auto perform basically any "clickable" actions in the world, from pressing buttons, hacking terminals, ... to releasing hostages.
    • Auto use recharge stations and collect weapons, grenades, intel, ... in the Anchorage Battle Zone (simulation)
    • UPDATE 1: Auto collect Steel Ingots in The Pitt DLC
    • ...

    4. Auto collect owned items (stealing from containers and the world)

    • Option to (de)activate while holding a hotkey (some mouse button in my case)
    • Option to only take items up until a certain max. detection level (e.g. only HIDDEN/CAUTION), even while standing (as long as the PC is still not detected by anyone)
    • Option to clear or even change ownership to the player when stealing an item
    • Example: Sneak into a room, have a quick look at all the containers and fancy items laying around to auto collect them, and be on your way

    5. Notify JLM (Just Loot Menu) about container content changes so the JLM container content HUD is refreshed properly (immediately, not only after turning and looking at the container a second time).

    Maybe there are a few ideas in there that are interesting to someone. For me most of them fit pretty well into this mod without making it a crazy feature monster, but I'm also a bit of a "special" gamer with an often times different game-play, challenge, and fun focus than most people.

    UPDATE 1 (2024-08-18): Added a few things I forgot to mention
    UPDATE 2 (2024-08-21):

    • Disabled inappropriate pickup-animations (e.g. don't pickup whole plants/traps, looks goofy)
    • Added support for "grave robbing", certain graves/burial mounds are scripted to require a shovel, they'll now be auto-looted too in case the player has a shovel, if not a message will be shown to get one first
    UPDATE 3 (2024-09-13):

    • Added support for "add to/remove from custom filter list"-hotkey in container menu
    • Added new hotkeys for the above, namely 0/-/= for remove/add-exclusive/add-inclusive with alternative modifier key alt (vs. left mouse click) for faster filter management without additional dialog (acoustic feedback)
    • Example: Quickly setup an initial and update it whenever transferring items to player home container(s) via right_alt + 0/-/=.
    • Started to do some cleanup of my previous changes ...
    UPDATE X ... see my github repo which contains an up-to-date readme as well.

    I currently don't plan on releasing my own version of this mod, since it would involve to many additional things like cleanup, MCM integration, UX changes, much more testing, ...). So that's what the repo is for in case someone is interested in the code, since I might just drop everything when I finally played through TTW and my ND brain decides to drop everything and jump to the next hobby/interest. :)
    1. ebizoe
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      You deciphered my ugly code and added those changes? And they actually work? Well done.
      If you'd like to share your own version of the mod with the community, feel free to do so. You might want to check out the "permissions and credits" section of the mod.
    2. cbaoth235
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      Thanks for the feedback!

      For now I'll continue a bit (finally) playing the TTW for a change :). I'm just in The Pitt and e.g. adding Steel Ingot to my activator ini-file, reloading my safe, and starting to auto-collect works like a charm. But I also encountered a new corner-case issue (UPDATE: already fixed), so I think it makes sense for me to continue playing a bit first after my recent (minor) changes.

      But in doubt I'll just post the scripts I changed somewhere (e.g. github) and link it here, since I'm currently not in the right mood/state to invest a lot of time to clean up the code, maybe optimize some things, and make it more or less ready for the average user (consolidate settings, at least roughly test some combinations, add them to MCM, etc.). This way it at least doesn't get lost if I forget all about it later on, and in case someone wants to e.g. get some hints on what and how I did things, to add it to the existing mod or even continue with my (messy) version.
    3. cbaoth235
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      Ok, so before it is lost I uploaded the files into a new github repo, including an up-to-date list of all my changes.

      The repo contains the original mod resources from your latest version 2.8 (initial commit) in addition to some minor changes to the original files, as well as some a few new script and ini files.

      The actual aicOnCrosshairOn.gek file has not been modified yet (in the repo), I'm just dumping my latest changes into a separate aicOnCrosshairOn-mergme.geck file for now, until I (may or may not) find the time to clean it up and merge it into to actual file. This file might also not contain all changes from 2.8 like iModIndexB42Bows, since I made so many changes to this particular file based on version 2.7.1 (need to cleanup first and find the time, since it's working fine for me). All other files are up-to date with 2.8 and work together without issues.
  6. Moldavia
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    I am using Universal Item Sorter which this supports apparently. It is not picking up some items like magazines, bobby pins for sure just started playing. I noticed a post about weightless mod while I am not using this mod I am using stewie tweaks settings for all items have no weight so not sure if this is causing an issue here. I tried reverting the settings and loading a save and everything has weight again but still would not pick up any bobby pins or magazines regardless if they were in the inclusive list. I noticed when I shift click on bobby pin it always says it is not in a list while it is in the inclusive list and shows it there when I check it.
    1. ebizoe
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      Magazines and bobby pins won't get auto-looted? That's new. Is there any chance that you have a mod installed that dynamically modifies the name "Bobby pin" into something else?
    2. Moldavia
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      That is a very possibly issue however I do not know enough of the Collection to know if any of the mods specifically are doing what your asking. This is the collection I am using and this mod is one of the optional ones in the list after installing.

      VeryLastKiss's New New Vegas | Fallout New Vegas | Nexus Mods

      EDIT - Author of the collection posted to my asking there that anything his collection does change in terms of names does not effect his mod for auto collection especially bobby pins and magazines for sure so that should be working. I tried some trial and error troubleshooting, turning off mods I thought might be conflicting but no dice unfortunately. 

      Edit - My bad I did not read clearly enough that it looted containers only lol. I was referring to items lying around on tables, floors and shelves. This one is on me sorry about that. It functions as it should.
    3. ebizoe
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      Glad the issue is solved.
      Actually the mod covers items on the floor as well. Try the auto-pickup feature of the mod.
  7. wefalltomorrow
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    Sorry if this is a silly question, but what does it mean it says "Cannot auto-collect [item]" ? Cheers!

    Picture of what I mean: https://i.imgur.com/oBwLCBS.jpeg
    1. ebizoe
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      It's an encumbrance check. The script won't auto-pick up the item if your character will be over-encumbered if it did.
      You can turn off the encumbrance check by setting "bEncumberCheck=0" in the mod's config.
      But your character seems to have enough room to take all the items. There could be a conflict going on with other mod in your setup.
      If you provide me your plugin-list in "BUGS" section, I will look into the issue.
    2. wefalltomorrow
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      Cheers! Just submited the bug :)
  8. Atfaster
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    I have a problem with value-weight ratio option, I can't set value, slider in the MCM does not work. After I tried to set a new value, it changed to "-1.#IND". I tied to set new value manually in configuration file but I can't find it on "Auto Item Collector.ini". Could anyone help me?
    1. ebizoe
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      Indeed it's bugged. It'll be fixed in next update.
      Meanwhile, you can edit the value on the config file manually with a text-editor. The config file is "Fallout New Vegas\Data\config\Auto Item Collector.ini".
      Thanks for the report.

      EDIT 14/02/2024: The issue has been fixed in v2.6.2.
  9. Alvestare
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    I normally don't comment but this is exactly what I was looking for. Excellent mod, I really love it. Keep up the good work my man! 
  10. JonFrenger
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    Mod works perfectly but I was wondering if there is a way to keep it on even when overencumbered? Maybe I can change something on the script? I tried but I couldn't.
    Also, do you think is possible to make it work with b42-loot animations? I noticed that they only work when looking at a body while the dead enemy delay is active.
    Ty for the cell filter function btw!
    1. ebizoe
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      Yes I agree, the over-encumbered check definitely needs ON/OFF switch. I'll implement it in next update.

      If you are familiar with GECK, you can quick-patch by yourself.
      At the line 176 of the script called "aicOnCrosshairOn", where;

      float fFreeRoom = (player.GetActorValue CarryWeight) - (player.GetActorValue InventoryWeight)


      change this line to;

      float fFreeRoom = 1000

      This will tell the encumber calculation that the player always can carry 1000 lbs more, effectively disabling the over-encumbered check.

      For B42 Loot, let me see if I can make my mod compatible with it.
      Thanks for the input. Your cell filter idea turned out to be very handy!

      EDIT 20/12/2023: B42 Loot support has been added on v2.6.
    2. JonFrenger
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      TY! It worked! Np, I'm glad you liked the idea.