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HermesZum

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HermesZum

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  1. HermesZum
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    Version 4.4.1
         
          - 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!
  2. SilentResident
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    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 Don't worry about the mod seeming outdated: it isnt; doesn't need any updates to the game's current version 4.03.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.

    Enjoy!
  3. HermesZum
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    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

    '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.
  4. VVilkacy
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    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.
    1. HermesZum
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      Thank you for the update to Linux. Apreciated.
  5. BioWare123
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    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?
    1. HermesZum
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      Yes, when the game is launched it removes input strings with errors or with unavailable options.
    2. HermesZum
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      To choose or change the keys from the Menu, you can add the following code to the file:


      - 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 -->
  6. kange
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    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
    1. kange
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      nvm, it just works now :p
  7. konsi05
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    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

    Very good mod, keep it up
  8. maxime506
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    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 
    1. HermesZum
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      What mod version are you using?
    2. maxime506
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      4.3.5 version. Noticed there's an update today but I am away from my gaming PC. Will try it out when I am back
    3. HermesZum
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      Yes, try the latest update and tell me about. Thank you.
    4. maxime506
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      The notification still disappears after some playing. Noticeable after completing a few quests 
    5. HermesZum
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      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
    6. maxime506
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      Thank you for the suggestion. I'll try it out tonight when I get home
    7. Headsman0570
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      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.  
    8. HermesZum
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      Yes, I already explained that. Thank you for information that supports my suspicion.
    9. WayGeone
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      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. 
    10. HermesZum
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      This is a game side issue, nothing that I can do at mod side.
    11. Quorthon133
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      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. 
  9. Gamidron
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    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?
    1. HermesZum
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      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.
    2. Quorthon133
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      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;

              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.  
  10. Quorthon133
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    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?
    1. Quorthon133
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      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;

              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.
  11. jobang
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    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.
  12. matt43094
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    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. 
  13. punkucus
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    Everytime i launch the game, it resets dx11/12filelist for me, removing AHDAutoLootConfig.xml;
    1. punkucus
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      nvm installed Menulist File Updater the wrongway and messed up some dll.
  14. Saythern
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    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.
    1. GoodNightAt6
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      Mod works completely fine... it's Vortex. Manually install mods or use TW3 MM which it was specifically designed for.
    2. kangthekhai
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      Dude what? He stated that it was literally made for vortex.
  15. uugames
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    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!
    1. HermesZum
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      - 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 -->