- Fix to the Corvo Bianco Vineyard Home Decorations. - Some improvements to TrueAutoLoot.
I must apologize to the community for my absence in these months, but I have been compromised in a demanding project. I read some posts and your difficulties, then I tested the mod and is working as intended at my end, also not found any bug that compromise it. Some problems you have reported have already been answered in previous posts and others must be unaware how some features work and how to configure the mod. Please read the instructions and understand the mod sets in and works. I know there are many features and can be tedious to read the instructions, but please try, you will be rewarded with a mod that works like your expectance. Regarding new features that you have requested and about the fix of minor bugs that may exist, I will try to implement and correct them. To me, this mod is necessary and great improves my gameplay and UI, so I shared with the community.
Here is how to enable the Loot Animations when looting any kinds of containers in your game while using both the Complete Animations Redux and the AutoLoot All-in-One NG Update mods installed, without getting any Script Merger conflicts:
Load your game and go to Complete Animation Redux's options. They can be found at the Main Menu -> Options -> Mods -> Complete Animations Redux -> Animation Settings. There, locate and disable the "Loot Animation" option (9th option from top to bottom).
Close the game and go to your game's installation directory. There, locate the file container.ws in The Witcher 3\Mods\modCompleteAnimationsRedux\content\scripts\game\gameplay\containers and delete it (or rename it into container.ws.backup if you want to keep it for future reference).
Download this mod: Herb Loot Animation For All Containers - Next Gen from Nexus, and install it into your game. Don't worry about the mod seeming outdated: it isnt; doesn't need any updates to the game's current version 4.03.
Run the Script Merger and... voila! No script conflict errors between the 3 mods, and all the containers (including plants, corpses, crates, etc) now have the loot animation working properly, enabling for the full experience plus all the benefits of using both Complete Animations Redux and the AutoLoot All-in-One NG mods together. I have tested this thoroughly in my game and found no bugs/issues at all.
On the mod's description page and in this forum I've already made it clear that I can't support manual installations. The mod was created for installation with the Vortex app. Any manual installation is at the user's own risk. A lot can go wrong with manual installations.
That said.
To try to help this is one procedure for manual installation of the mod.
Proceed at your own risk.
If already installed with problems then uninstall, delete files and string entries already created from the AutoLoot mod completely, so there are no conflicts.
Open the game installation folder 'The Witcher 3'. Open the 'Mods' folder. Put the 'modAutoLootMenu' folder inside the 'Mods' folder.
Now you have to make some changes, because the only folder that should be inside the 'modAutoLootMenu' folder is the 'content' folder. The other folders and files
must be cut and placed to the game's installation folder, in this case 'The Witcher 3' folder.
Also the batch files only work from the 'The Witcher 3' folder, not the 'Mods' folder, because they were encoded that way and Vortex places them in the game's installation folder during installation.
Now, with the folders and files placed in the correct places, you can use the batch files:
to add the necessary strings for the Menu and Input Keys.
Then you must use the 'WitcherScriptMerger'. If you don't have it, download it from the Nexus page and place it in the game's installation folder, in the 'The Witcher 3' folder. Use the 'WitcherScriptMerger.exe' file with administrator privileges to merge the conflicting mod scripts.
Do not delete or change AutoLoot code that says Important, the mod will malfunction if you do.
For all fellow Linux users: 1. Place the modAutoLootMenu to the /.steam/debian-installation/steamapps/common/The Witcher 3/Mods (create the Mods folder if it doesn't exist) 2. Move all the files and folders except for the content folder from modAutoLootMenu to /.steam/debian-installation/steamapps/common/The Witcher 3 3. Go to ~/.steam/debian-installation/steamapps/common/The Witcher 3/bin/config/r4game/user_config_matrix/pc 4. Edit the dx11filelist.txt & dx12filelist.txt files by adding this line AHDAutoLootConfig.xml; at the end
The mod should work for you just fine. Tested it on Pop!_OS & Witcher 4.04.
Hey, if I want to assign "mouse5" to one of the keys in the input.settings file, the line is deleted after starting the game.Am I doing something wrong or can't use the Mouse5 button for Autoloot?
somehow this is the only mod that makes my game skip frames (consistently, every few seconds). I've re-installed it to see what's up, but it persists even after disabling all other mods. used this before no problem which makes it extra annoying, lol not sure what the problem is. :C
Finally, I found a very good auto-loot mod where I don't have to be a scientist to install it. Compared to the other auto-loot mods, this one is, in my opinion, the best and doesn't require complicated installations
I noticed a few bugs: Sometimes the notifications not working. Happens mostly when the mod is looting bodies after a fight. Whenever I manually loot quest containers and the mod is turned on, it automatically opens them again and again even if you're away from the container. But i cant remember what settings i used, probably some ultra settings. I fixed it somehow by changing something in the settings :D
The mod works very well for me and saves me a lot of hassle for looting. One little bug here is that the looting notifications will disappear about half an hour into the game. Is there a way to fix this?
I use the latest version for the NG 4.04 game, installed with vortex and followed the instructions
I've been playing and it hasn't disappeared for me, maybe it's the configuration I have. Also because the system has a failsafe that restarts the action log if the messages stop, just activate an event like talking to an NPC. Try that. If it persists, I don't see any other solution to using the old messaging system with a white background. The game's action log system uses the Flash system, which is old, obsolete and unstable. Remember the default action log is quick to show messages, it's like 750 milliseconds, the messages are gray and it only shows a few at a time. The game developers didn't bother to create a more visually appealing action log, for some reason, and there you have it, it's very unstable. I tried my best to stabilize it, and I think I improved it a lot, even visually. But, to stabilize it for sure, I would really have to redo it and that's something I don't have access to.
This is my mod configs about Action Log:
RADIUS LOOTING Allow in Combat = Off Distance to Search for Loot = 20 Maximum Containers to Loot at Once = 20
TRUE AUTOLOOT MODE Begin Searching When Game Starts/Load = On Allow in Combat = Off Use with Ciri = Off Disable While Riding Horse = Off Distance to Search for Loot = 20 Maximum Containers to Loot at Once = 20
NOTIFICATIONS Use Action Log Notification = On Action Log Display Time (Seconds) = 5 Action Log Vertical Screen Position = 375 Action Log Horizontal Position = 1250 Use Loot Sound = on Use Action Log Improved Combat Messages = On Hide Notification Until Combat Ends = On Hide Read Book = On Use Notification Header = Off Use Item Images = On Use Item description = Off Notification Font Size = 24 Show Quantites = On Use Colored Names by Item Quality = On Add Colored Names by Item Types = On
I can report that this disappearance of notifications still happens on me, NG 4.04. Though I do have found this post discussing a similar issue on another mod that also uses the action log system, seems like a CDPR bug.
hello, I'm reviving this thread after quite a long time, cuz I'm having the same problem. Would you please tell me was there already a solution?
I find the notification will disappear after playing for a while, but not sure what is exactly the cause. When the notification becomes strange, some times I can see "geralt dealt xxx damage" when using radius loot. I guess that's probably some combat logs got stuck in a buffer and then appeared again as autoloot will also trigger the action log somehow.
For anyone having the same issue, go to the mod's settings in-game and disable "Action Log Notifications" in the Notifications tab. It fixes this issue.
I have loot filters enabled with for example orens on and common weapons off. If I walk past a chest with orens and a common weapon it doesn't autoloot it which is good, but if I manually open the chest it still autoloots everything. My expected result is then getting the loot window and being able to choose to only loot the orens and keep the weapon in the chest. Is this possible?
I was thinking implement this feature, but this mod has already many features that is turning overwhelming to some users. Any case, when I revue the mod again, I will try implement it.
For anyone interested: This is easily fixable by editing the mod's modAutoLootMenu\content\scripts\game\gameplay\containers\container.ws file. Find the function below and edit it: function ProcessAutoLoot() // AutoLootMenu++ IMPORTANT DO NOT CHANGE { var itemID : SItemUniqueId;
Found a weird oversight. It is strange that it hasn't been cited before. When looting a quest container (e.g. treasure caches), it shouldn't auto-loot it. It works for the most part, but when pressing 'E' to loot, instead of opening the loot menu it just automatically loots every item in the container. It hinders the experience especially when you loot important quest items without knowing it. Is there any way to disable this behavior?
For anyone interested: This is easily fixable by editing the mod's modAutoLootMenu\content\scripts\game\gameplay\containers\container.ws file. Find the function below and edit it to look like this: function ProcessAutoLoot() // AutoLootMenu++ IMPORTANT DO NOT CHANGE { var itemID : SItemUniqueId;
Seems like my multi companion mod is getting in the way. Can anyone help me figure out whats wrong? The MCM was working fine before this.
Used both bat files (menu and input settings) for the autoloot mod and vortex downloader as well. I've tried using the script merger and it shows no conflicts but the error still appears.
Error [modspawncompanions]game\mcm\multicompanionmodentity.ws(60): 'MODSCM_ENT' is not a member of 'handle:CR4Player' Error [modspawncompanions]game\mcm\multicompanionmodentity.ws(62): 'MODSCM_ENT' is not a member of 'handle:CR4Player' Error [modspawncompanions]game\mcm\multicompanionmodentity.ws(70): Could not find function 'mod_scm_SET_SCM_ENT' Error [modspawncompanions]game\mcm\multicompanionmodentity.ws(86): 'MODSCM' is not a member of 'handle:CR4Player' Error [modspawncompanions]game\mcm\multicompanionmodentity.ws(88): 'MODSCM' is not a member of 'handle:CR4Player' Error [modspawncompanions]game\mcm\multicompanionmodentity.ws(100): Could not find function 'mod_scm_SET_SCM' Error [modspawncompanions]game\mcm\multicompanionmodentity.ws(105): Could not find function 'mod_scm_CreateSCM' Error [modspawncompanions]game\mcm\multicompanionmodexecutable.ws(109): 'MODSCM_COMPANIONS' is not a member of 'handle:CR4Player' Error [modspawncompanions]game\spawncompanions.ws(405): 'MODSCM_COMPANIONS' is not a member of 'handle:W3PlayerWitcher' Error [modspawncompanions]game\spawncompanions.ws(469): 'MODSCM_COMPANIONS' is not a member of 'handle:CR4Player' Error [modspawncompanions]game\spawncompanions.ws(472): 'MODSCM_COMPANIONS' is not a member of 'handle:CR4Player' Error [modspawncompanions]game\spawncompanionsscmcc.ws(1183): 'MODSCM_COMPANIONS' is not a member of 'handle:CR4Player' Error [modspawncompanions]game\spawncompanionsscmcc.ws(1233): 'MODSCM_COMPANIONS' is not a member of 'handle:CR4Player' Warning [content0]engine\environment.ws(30): Global native function 'EnableDebugOverlayFilter' was not exported from C++ code. Warning [content0]engine\environment.ws(32): Global native function 'EnableDebugPostProcess' was not exported from C++ code. Warning [content0]engine\showflags.ws(11): Global native function 'DebugSetEShowFlag' was not exported from C++ code.
I can't seem to get this to work with CAR despite following the post from SilentResident. I can get the game to boot with both mods installed. The auto loot works, but I still don't have animations for looting containers.
I installed via Vortex as it says, Ran the dependencies on Vortex as it says, the bat files were put in the wrong folder, moved to the root folder and ran all, no mod menu and no auto looting. This seems broken.
Whenever I use my focus senses, it triggers autoloot radius. So my controller's default autoloot radius button is xbox LT, How can I change it to another xbox button? My English is not good, all of the above comes from translation.Thank you!
1506 comments
- Fix to the Corvo Bianco Vineyard Home Decorations.
- Some improvements to TrueAutoLoot.
I must apologize to the community for my absence in these months, but I have been compromised in a demanding project.
I read some posts and your difficulties, then I tested the mod and is working as intended at my end, also not found any bug that compromise it.
Some problems you have reported have already been answered in previous posts and others must be unaware how some features work and how to configure the mod.
Please read the instructions and understand the mod sets in and works.
I know there are many features and can be tedious to read the instructions, but please try, you will be rewarded with a mod that works like your expectance.
Regarding new features that you have requested and about the fix of minor bugs that may exist, I will try to implement and correct them.
To me, this mod is necessary and great improves my gameplay and UI, so I shared with the community.
Good luck and thanks for the support!
- Load your game and go to Complete Animation Redux's options. They can be found at the Main Menu -> Options -> Mods -> Complete Animations Redux -> Animation Settings. There, locate and disable the "Loot Animation" option (9th option from top to bottom).
- Close the game and go to your game's installation directory. There, locate the file container.ws in The Witcher 3\Mods\modCompleteAnimationsRedux\content\scripts\game\gameplay\containers and delete it (or rename it into container.ws.backup if you want to keep it for future reference).
- Download this mod: Herb Loot Animation For All Containers - Next Gen from Nexus, and install it into your game. Don't worry about the mod seeming outdated: it isnt; doesn't need any updates to the game's current version 4.03.
- Run the Script Merger and... voila! No script conflict errors between the 3 mods, and all the containers (including plants, corpses, crates, etc) now have the loot animation working properly, enabling for the full experience plus all the benefits of using both Complete Animations Redux and the AutoLoot All-in-One NG mods together. I have tested this thoroughly in my game and found no bugs/issues at all.
Enjoy!The mod was created for installation with the Vortex app.
Any manual installation is at the user's own risk.
A lot can go wrong with manual installations.
That said.
To try to help this is one procedure for manual installation of the mod.
Proceed at your own risk.
If already installed with problems then uninstall, delete files and string entries already created from the AutoLoot mod completely, so there are no conflicts.
Open the game installation folder 'The Witcher 3'.
Open the 'Mods' folder.
Put the 'modAutoLootMenu' folder inside the 'Mods' folder.
Now you have to make some changes, because the only folder that should be inside the 'modAutoLootMenu' folder is the 'content' folder.
The other folders and files
'bin'
'config'
'install_AutoLoot_Mod_Menu.bat'
'install_AutoLoot_Radius_Input_Keys.bat'
'zalinst.bat'
must be cut and placed to the game's installation folder, in this case 'The Witcher 3' folder.
Also the batch files only work from the 'The Witcher 3' folder, not the 'Mods' folder, because they were encoded that way and Vortex places them in the game's installation folder during installation.
Now, with the folders and files placed in the correct places, you can use the batch files:
'install_AutoLoot_Mod_Menu.bat'
'install_AutoLoot_Radius_Input_Keys.bat'
to add the necessary strings for the Menu and Input Keys.
Then you must use the 'WitcherScriptMerger'. If you don't have it, download it from the Nexus page and place it in the game's installation folder, in the 'The Witcher 3' folder.
Use the 'WitcherScriptMerger.exe' file with administrator privileges to merge the conflicting mod scripts.
Do not delete or change AutoLoot code that says Important, the mod will malfunction if you do.
I hope it helps.
1. Place the modAutoLootMenu to the /.steam/debian-installation/steamapps/common/The Witcher 3/Mods (create the Mods folder if it doesn't exist)
2. Move all the files and folders except for the content folder from modAutoLootMenu to /.steam/debian-installation/steamapps/common/The Witcher 3
3. Go to ~/.steam/debian-installation/steamapps/common/The Witcher 3/bin/config/r4game/user_config_matrix/pc
4. Edit the dx11filelist.txt & dx12filelist.txt files by adding this line AHDAutoLootConfig.xml; at the end
The mod should work for you just fine. Tested it on Pop!_OS & Witcher 4.04.
- Open The Witcher 3 > bin > config > r4game > user_config_matrix > pc > input.xml file.
- Copy and paste the next code next the <VisibleVars>, before the <!-- [BASE_CharacterMovement] --> in the `input.xml` file, then save it:
<!-- AutoLootNG Begin -->
<Var builder="Input" id="AutoLootRadius"
displayName="use_TrueAutoLoot_radius" displayType="INPUTPC"
actions="AutoLootRadius"/>
<Var builder="Input" id="ToggleTrueAutoLoot" displayName="toggle_TrueAutoLoot"
displayType="INPUTPC" actions="ToggleTrueAutoLoot"/>
<!-- AutoLootNG End -->
Compared to the other auto-loot mods, this one is, in my opinion, the best and doesn't require complicated installations
I noticed a few bugs:
Sometimes the notifications not working. Happens mostly when the mod is looting bodies after a fight.
Whenever I manually loot quest containers and the mod is turned on, it automatically opens them again and again even if you're away from the container. But i cant remember what settings i used, probably some ultra settings. I fixed it somehow by changing something in the settings :D
Very good mod, keep it up
I use the latest version for the NG 4.04 game, installed with vortex and followed the instructions
Also because the system has a failsafe that restarts the action log if the messages stop, just activate an event like talking to an NPC. Try that.
If it persists, I don't see any other solution to using the old messaging system with a white background.
The game's action log system uses the Flash system, which is old, obsolete and unstable. Remember the default action log is quick to show messages, it's like 750 milliseconds, the messages are gray and it only shows a few at a time.
The game developers didn't bother to create a more visually appealing action log, for some reason, and there you have it, it's very unstable.
I tried my best to stabilize it, and I think I improved it a lot, even visually. But, to stabilize it for sure, I would really have to redo it and that's something I don't have access to.
This is my mod configs about Action Log:
RADIUS LOOTING
Allow in Combat = Off
Distance to Search for Loot = 20
Maximum Containers to Loot at Once = 20
TRUE AUTOLOOT MODE
Begin Searching When Game Starts/Load = On
Allow in Combat = Off
Use with Ciri = Off
Disable While Riding Horse = Off
Distance to Search for Loot = 20
Maximum Containers to Loot at Once = 20
NOTIFICATIONS
Use Action Log Notification = On
Action Log Display Time (Seconds) = 5
Action Log Vertical Screen Position = 375
Action Log Horizontal Position = 1250
Use Loot Sound = on
Use Action Log Improved Combat Messages = On
Hide Notification Until Combat Ends = On
Hide Read Book = On
Use Notification Header = Off
Use Item Images = On
Use Item description = Off
Notification Font Size = 24
Show Quantites = On
Use Colored Names by Item Quality = On
Add Colored Names by Item Types = On
I find the notification will disappear after playing for a while, but not sure what is exactly the cause. When the notification becomes strange, some times I can see "geralt dealt xxx damage" when using radius loot. I guess that's probably some combat logs got stuck in a buffer and then appeared again as autoloot will also trigger the action log somehow.
If I walk past a chest with orens and a common weapon it doesn't autoloot it which is good, but if I manually open the chest it still autoloots everything.
My expected result is then getting the loot window and being able to choose to only loot the orens and keep the weapon in the chest.
Is this possible?
This is easily fixable by editing the mod's modAutoLootMenu\content\scripts\game\gameplay\containers\container.ws
file. Find the function below and edit it:
function ProcessAutoLoot() // AutoLootMenu++ IMPORTANT DO NOT CHANGE
{
var itemID : SItemUniqueId;
if(disableLooting)
return;
if(skipInventoryPanel || usedByCiri)
{
TakeAllItems();
OnContainerClosed();
}
else
{
//start code
if(thePlayer.GetAutoLootConfig().GetFilters().IsContainerProtected(this))
{
ShowLoot();
return;
}
// end code
ShowAutoLoot();
}
// ... rest of function
}
Add the code marked by the start code and end code comments and you're done.
When looting a quest container (e.g. treasure caches), it shouldn't auto-loot it. It works for the most part, but when pressing 'E' to loot, instead of opening the loot menu it just automatically loots every item in the container. It hinders the experience especially when you loot important quest items without knowing it.
Is there any way to disable this behavior?
This is easily fixable by editing the mod's modAutoLootMenu\content\scripts\game\gameplay\containers\container.ws file. Find the function below and edit it to look like this:
function ProcessAutoLoot() // AutoLootMenu++ IMPORTANT DO NOT CHANGE
{
var itemID : SItemUniqueId;
if(disableLooting)
return;
if(skipInventoryPanel || usedByCiri)
{
TakeAllItems();
OnContainerClosed();
}
else
{
//start code
if(thePlayer.GetAutoLootConfig().GetFilters().IsContainerProtected(this))
{
ShowLoot();
return;
}
// end code
ShowAutoLoot();
}
// ... rest of function
}
Add the code marked by the start code and end code comments and you're done.
Used both bat files (menu and input settings) for the autoloot mod and vortex downloader as well. I've tried using the script merger and it shows no conflicts but the error still appears.
Error [modspawncompanions]game\mcm\multicompanionmodentity.ws(60): 'MODSCM_ENT' is not a member of 'handle:CR4Player'
Error [modspawncompanions]game\mcm\multicompanionmodentity.ws(62): 'MODSCM_ENT' is not a member of 'handle:CR4Player'
Error [modspawncompanions]game\mcm\multicompanionmodentity.ws(70): Could not find function 'mod_scm_SET_SCM_ENT'
Error [modspawncompanions]game\mcm\multicompanionmodentity.ws(86): 'MODSCM' is not a member of 'handle:CR4Player'
Error [modspawncompanions]game\mcm\multicompanionmodentity.ws(88): 'MODSCM' is not a member of 'handle:CR4Player'
Error [modspawncompanions]game\mcm\multicompanionmodentity.ws(100): Could not find function 'mod_scm_SET_SCM'
Error [modspawncompanions]game\mcm\multicompanionmodentity.ws(105): Could not find function 'mod_scm_CreateSCM'
Error [modspawncompanions]game\mcm\multicompanionmodexecutable.ws(109): 'MODSCM_COMPANIONS' is not a member of 'handle:CR4Player'
Error [modspawncompanions]game\spawncompanions.ws(405): 'MODSCM_COMPANIONS' is not a member of 'handle:W3PlayerWitcher'
Error [modspawncompanions]game\spawncompanions.ws(469): 'MODSCM_COMPANIONS' is not a member of 'handle:CR4Player'
Error [modspawncompanions]game\spawncompanions.ws(472): 'MODSCM_COMPANIONS' is not a member of 'handle:CR4Player'
Error [modspawncompanions]game\spawncompanionsscmcc.ws(1183): 'MODSCM_COMPANIONS' is not a member of 'handle:CR4Player'
Error [modspawncompanions]game\spawncompanionsscmcc.ws(1233): 'MODSCM_COMPANIONS' is not a member of 'handle:CR4Player'
Warning [content0]engine\environment.ws(30): Global native function 'EnableDebugOverlayFilter' was not exported from C++ code.
Warning [content0]engine\environment.ws(32): Global native function 'EnableDebugPostProcess' was not exported from C++ code.
Warning [content0]engine\showflags.ws(11): Global native function 'DebugSetEShowFlag' was not exported from C++ code.
- Copy and paste the next code next the <VisibleVars>, before the <!-- [BASE_CharacterMovement] --> in the `input.xml` file, then save it:
<!-- AutoLootNG Begin -->
<Var builder="Input" id="AutoLootRadius"
displayName="use_TrueAutoLoot_radius" displayType="INPUTPC"
actions="AutoLootRadius"/>
<Var builder="Input" id="ToggleTrueAutoLoot" displayName="toggle_TrueAutoLoot"
displayType="INPUTPC" actions="ToggleTrueAutoLoot"/>
<!-- AutoLootNG End -->