Open SteveTownsend opened 1 month ago
What about not glowing items that respawn readily, like Black-Briar mead and mammoth tusks, but continuing to glow unique stuff? The problem with glowing common quest items all the time is that if you include all DLC and official CC, there are 40+ quests with common, respawnable items that you'd need to mark as quest items. If you did that, though, you'd have half the world glowing: every deathbell, nightshade, nirnroot, dragon bone, dragon scale, flawless amethyst/ruby/sapphire, gold ore, ruined book, and much more. (I have a list of them just so I know what I need to collect.) Maybe another workaround would be a "Don't Glow" list? As a programmer, I understand that might be a lot of work, though. 😓
I understand your wariness about whitelisting quest items, cuz it can break things horribly, and honestly, if I were you, I'd leave things the way they are. But the idea occurred to me that you could allow it using a checkbox that defaults to off, and when it's turned on, it pops up a big warning message saying that you won't be responsible for games that break due to whitelisting stupid stuff. "You broke it, you bought it", basically. You might even have it not saved, so players have to explicitly turn it off each game if that's what they want. Just a thought.
Your idea of checking which quests are completed and non-repeatable would work in many cases, but I think you might have trouble with some quests that get conditioned out at some point. They wouldn't be marked as complete, but it may be impossible to start them. Siddgeir's Rare Gifts comes to mind, if you don't visit him before level 9. I don't recall exactly how it works internally, but that's a possible example of a quest that might never complete but which the player can no longer start after a certain point. For added fun, Rare Gifts as a whole is "kind of" repeatable but not really, since you can only get each variant once.
Are we having fun yet?
This is a longstanding PITA for many. Common items are marked as Quest items even after the QUST is done.
Nexus user nexodexo
user aragonit
again nexodexo
Quest item handling is very strict and this causes understandable and wide frustration. A while ago I implemented conditional Quest Item handling and it ought to be possible to extend this to exempt common items that happen to feature in a QUST in one context to be auto-looted in other instances. That said, its complex, risky and I have a ton of backlog already and very little time to do much apart form keep up on recording the reports and this forum. So it's unlikely to be updated for several months at least. An easy catch all that might work would be to check if all associated QUSTs for a proscribed item are marked done, and none of them is repeatable.