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If you can please help, i noticed that sometimes the mod refuses to loot one or two items that are left over even when they are marked (pickup mode multi).
Usually this happens in a zone that has a lot of items to loot like a bandit stronghold (or a single enemy like a trader with many items).
If this bug is too tedious to track down would it please be possible to add a option to "auto travel" to an item just like we can auto travel to a liquid from the Lootable Items ui?
When there are a lot of corpses its impossible to know where the unlootable item is hiding.
Thank you again.
I still need to try the new features before i can provide feedback.
One thing i have immediately noticed since this ZLList update is that if i use "Save and Reload" in the Main Menu -> Mods the game will crash to desktop.
But as far as i can tell the mod itself works while playing.
- Faces are no longer filtered with corpses. They are now shown by default.
- New cheat option to show all items in a zone, even if you haven't traveled to the item yet.
- New option to show auto-looted items in loot list (e.g. nuggets) (disabled by default)
Thanks to @Pimpin Pippin and @whyatem for the suggestions
NOTE: Anybody who had the previous cheat option enabled (for values) will need to check their options and make sure it's set. I may have made it so it unset with this update. Apologies for the annoyance.
Unfortunately the pathing issues where items are overlapped by large boulders or doors, and the issue where autoexplore is interrupted by disassembling items are "just how Qud works" and I'm not able to change these behaviors in my mod.
Unfortunately almost all corpses are mostly useless while also being very heavy, and they clutter up the Zone Loot List UI.
But the faces are extremely useful due to their +1/2/3 Ego bonus & they rarely and randomly drop.
Could you please consider making Face type items (biological and robot) always show up in Zone Loot List (without needing to have Corpses enabled)?
Thank you!
Qud would be very tedious to play without it.
A bit more info on the issue when Zone Loot List can not pick up an item:
- If an item (like a revolver) lands exactly on a Door tile (Door art is shown instead of the item) the Zone Loot List can not pick up the item.
- It almost looks like as if the mod struggles to place the player on top of the Door tile (art) so that it can do the pickup of the item that is located beneath the door.
Thanks for working on this great mod!
anyways thanks for good work! love what you did
Two issues i noticed today that i hope you can please look into:
- if an item (like a bow) is below/beneath a large Boulder then Zone List Tool (multi pickup mode) can not pickup the item.
This is easiest to notice on enemies that constantly toss Large Boulders as their main attack.
If i manually first pick up the Boulder then Zone Loot List can auto pickup the Bow that was below the Boulder.
- Disassemble skill (tinkering) interrupts the Zone List Tool AutoExplore (multi pickup mode) almost every time the character picks up an item (Scrap?) that the Disassemble skill can be applied to.
Instead of one AutoExplore command gathering everything on the map, the player has to click AutoExplore every time after the Disassemble skill auto-triggers on picking u compatible items.
Just to mention that walking over trash with the Scavenger skill (rifle trash) does not seem to cause this issue.
Thank you for working on this amazing mod!
I can look into adding a different button that will flag items in the area as being discovered (you'll have to press it before opening the menu) or add a setting that will show items in the list even if they haven't been discovered (but it won't be directly tied to that debug hotkey). I'm happy to accept code from others for more complex interactions with this debug option if anybody is so inclined.
After following your instructions i noticed that the trash does get auto-rifled.
Unfortunately i am noticing a new problem, if you can please help.
Sometimes a chests/body contents or an item does not get auto-picked up, despite being marked (multi pickup mode).
This happens more often if a body had a LOT of items on it, such as a killed trader.
And sometimes trying to open the Zone Loot List claims "you have not seen any new loot in this area" despite there being a Chest near character with items i have not taken.
But if i then drop an item from my inventory on the floor the Zone Loot List UI will be open-able and will then even show the previously mentioned Chest with all the items in the chest.
Perhaps the debug hotkey "reveal the whole map" i use could be causing some issue, but either way i am hoping that is a bug that can be fixed.
Thank you very much for this awesome mod and for looking into this issue.
If you can please help, i am having trouble with "Rifle Through Trash" mechanic (Tinkering/Scavenger).
When i use Zone Loot to speed up gathering all the Trash in a map then then Trash does not get automatically Rifle-d as my character autoexplores.
Can you please make Zone Loot work with "Rifle Through Trash" game mechanic?
Thank you!
It is two mods in one and both of them save so much of my time and braincells not worrying about losing and filtering items.
The first you open your inventory, there's a big blank gap at the top. It seems to vary in height but usually 5-10 lines high..
https://i.imgur.com/upF4yWT.png
yeah sorry i'm an idiot and didn't even have the mod enabled so the relevant section wasn't showing up
anyways thanks so much for the mod! i hope someday there'll be a way to add this info to the stock inventory and trading screen themselves, so we can use it during trading and whatnot
By default, this is bound to the 'w' key, which causes the default hotkey for "show effects" (w) in the Look menu to not function. Caused me a good bit of head scratching until I figured out why, so FYI for anyone else.