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Loot Assist - Autoloot and Joint Crafting
About This Mod
Tired of looking for containers full of garbage. Loot Assist adds balanced and customizable autoloading, item and recipe labeling, inventory sharing with companions, and automatic craft storage. Description I'm spending more and more time playing New Vegas, but I'm sick of the loot system. It's not as cumbersome as in other Bethesda games, but in Fallout it's even more cumbersome because the trash bins are overcrowded and it's unlikely they actually have valuable cigarette cases. Loot Assist is a set of functions that help with plundering and crafting, reducing the mess in the inventory. Automatic looting Automatic looting reduces the tedious work of sifting through containers and menus, using intelligent algorithms that do this work for you. This feature works with containers, dead actors and items placed in the game world. Pressing a customizable key (default C) when viewing an item adds the item to the Auto Loot selection and highlights it; holding down the Auto Loot key expands the Auto Loot selection and all nearby items. When you release the Auto Loot key, an algorithm is run that automatically loots the useful items in the selection, similar to the ammo collection function in Borderland, but more powerful. For an example, see the video. Only one type of item can be looted at a time: containers, players, or placed items. This means that containers and placed items cannot be chained to the same choice. When using automatic plundering, objects are highlighted in different colors (sorry for color blindness) Yellow - the object is added to the collection. Red (containers and placed items) - An item cannot be added to the collection because it is locked or has a different owner than the rest of the items in the collection. Blue (containers and placed elements) - the object is now considered an object. This means that it contains (or contained) ammunition, weapons or clothing. This is because the algorithm can't tell if you want to buy something that you don't need at the moment, such as new weapons, armor or ammunition. The autocapture algorithm is quite long, but is briefly described below. Spoiler Show Weapons Explosive items such as grenades and mines are always taken. The remaining items are marked as balances (vehicle repairs of portable items may be introduced in a future update). Clothing All items are marked as redundant (automatic repair of portable items may be introduced in a future update). Books of help skills are always picked up. Lightweight objects are always transported. Items classified as Stimpack will always be picked up. Items with a high value-to-weight ratio will be selected at different (customizable) stages depending on the current weight of the item being carried (see below). Craft items like steak and some medicines will always be selected. If the total weight of items in your warehouse, in your satellite warehouse and in the artisan warehouse is less than 10 (customizable), the labeled components of craft recipes will be picked up. If the total weight of items carried by you, your companions and the artisan warehouse is below the limit you have defined, the items tagged will be taken by hand. This overrides the logic of the two points above: various hats, Bobby badges, faction money, caravan cards, casino chips, weapon fashions, notes, quest items and keys are always taken. Items that do not have weight are always taken. Items with a high value-to-weight ratio are selected at different (adjustable) stages depending on the current weight (see below). Parts of a tagged craft recipe are taken if the total weight of the items in your store, your companion store and craft store is less than 10 (customizable). Hand-marked items are taken if the total weight of items carried by you, your companions and the craft store is below the limit set by you. This overrides the above logic. Ammunition If hardness is disabled, all ammunition is taken. If rigidity is enabled, ammunition from transportable weapons and ammunition from labeled prescriptions are accepted. If desired (default is on), high-weight ammunition is also accepted. Generally, all munitions are of high weight, so in practice all munitions are accepted. All other items are marked as surplus. Items are taken only if they have sufficient free weight, otherwise you will receive a message about it. High V/W items can be customized in INI. By default, the following items are looted: Level 1 (Lightweight) - items with a current load of <75%, items with a V/W ratio of 10+ are taken (e.g. Sunset Sarsaparilla and Wonderglue). Tier 2 (moderately burdened) - Current encumbrance between 75% and 90%, items with a V/W of 12+ are taken (e.g. Mantis Eggs and Pilot Lights). Tier 3 (greatly burdened) is Current encumbrance >90% with a V/W ratio of 20 or more (eg, cigarette pack). You can turn off auto-looting completely by removing the key assignment in the INI file. Share your craft inventory Every time you use the craft menu, you can use all the materials in the adjacent containers, in the containers belonging to your companions, or in the craft warehouse. This also applies to cases where you are engaged in crafts together with companions such as Veronica or Ed-E. When items are consumed during the production process, they are first expended from the inventory, then from the production warehouse, then from the companion and finally from the nearest container. Labeling recipes and items Pressing the T key (customizable) on a selected recipe in the Production menu adds a label (*) to the end of the recipe name and the name of the parts needed to make it. This will allow you to mark all the recipes you are interested in processing and remind you what details you need to collect when looting. The marked parts will also be integrated into the automated looting system; you will not be able to mark recipes that do not have AID, MISC or AMMO items as parts. It's stupid to label Space Blades and Leather Armor. It's stupid to label Space Knives or Leather Armor. Some items used in recipes are not considered "items" and therefore cannot be labeled. Hats and quest items are also not considered items. Everything else is supported. AID, MISC, and AMMO items in inventory (with some logical exceptions) can be marked manually using the same custom key. Manually tagged items are marked with a different symbol (^), but they are integrated into the automated loot system and have configurable limits on the weight of each item.Crafting Storage Mod is an automated, common (and optional) craft parts storage system available from all craft stations. It significantly reduces inventory clutter and is integrated into a common artisanal parts storage system and automated looting system. When you activate a workstation, all items that are accepted as parts (using the same criteria described above) are automatically saved and can be viewed in the parts collection. Items that have not been accepted as parts will be removed from the parts collection if they have been entered manually. In addition, to enhance the survival/horror aspect of Sierra Madre, dead money cannot be used in the craft depot.
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