SteveTownsend / SmartHarvestSE

AutoHarvest 2 Skyrim SE mod ported to CommonLibSSE
GNU General Public License v3.0
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Try to relax Quest item proscription #528

Open SteveTownsend opened 1 month ago

SteveTownsend commented 1 month ago

This is a longstanding PITA for many. Common items are marked as Quest items even after the QUST is done.

Nexus user nexodexo

Items that are normally associated to a quest are glowing purple even if those quests aren't active. Mammoth tusks are one such item, likely because of the Ysolda or Madesi quests. I believe it also does this for Blackbriar mead bottles. Not sure why, but maybe it's related to the quest where you have to take that keg to Ivarstead. I like the option to turn off autolooting for quest items, but still want to autoloot items such as tusks and mead.

user aragonit

I am done with those quests for AGES, but still Mammoth tusks and Black Briar Mead are purple. Is there a console command to remove an item from the quest item list for Smart Harvest?

again nexodexo

Another one it does it to is the Dibella statues, probably because of the shopkeeper quest in Markarth. Seems like there would be a way to code it to only apply to targets of active quests.

Another one I ran into is the tomb in Raven Rock where you have to clear out all the ash spawn. Auto-loot doesn't work on their ash piles because the mod sees them as quest targets. You have to complete the quest by talking to the one guy and then returning to the tomb where you can successfully auto-loot. Seems like this shows that the mod can differentiate between targets of active and inactive quests.

Either that or perhaps implement a whitelist of some kind to allow the user to make exceptions to the quest target rule.

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.

RobinHood70 commented 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?