I managed to fix it.
I edited in my LOCALIZATION (Portuguese in the case).
In the file “community_portuguese.zip” => “tag_items.txt” just put a “^ o” (without quotes) without space in front of the names of the components.
The basic method of localizing MOD is translating the text extracted from MOD and copying it to your localization file. In the case of this MOD, you translate a tags_autopickups.txt and should just add it to your localization file. With this, you don’t need to change a localisation file.
See here, if you are interested in translation of MOD.
Mod + source can be found at the same link as before all other (now for clarifying reasons removed) files.
Applied Crate’s onPickup trigger to fix an issue were player could duplicate components on the ground unlimited times
Fixed an issue were certain vendors would sell strange blue yellow chess fields (special thanks to jiaco for pointing this out to me and providing some sample)
Another note regarding me not updating this mod frequently: My theory study part has begun which means that I’ll be much more busy than before and therefore probably won’t be able to keep track of versions and can not guarantee that this mod will be updated frequently when new game versions get released.
UPDATE disregard previous post content, I am an idiot.
NOTICE to anyone else attempting to use this or other similar mods: The name of the folder you place in /mods/ is important and must match the name of the file in /database/ inside that folder, or the mod’s functions will not load properly (apparently).
Upon placing the folder with its original name in /mods/ the mod did load properly (autopicks worked) and I discovered that in my testing I neglected to notice that items you deliberately drop don’t autopick. Smart! I was also able to reproduce the blue-yellow chessfields in Isaiah Redding’s inventory.
(Elfe: if you rescue him earlier he appears as the Specialty Goods vendor in Homestead downstairs from the main vendor.)
I downloaded the source. (I had to turn off my virus protection to get it.) Then I built it with AssetManager, but it doesn’t work the same. Components turn up red instead of the normal orange, and while they are picked up, they don’t show up in the inventory.
It would be nice if someone wrote up a tutorial on how this mod works. Reverse engineering it seems difficult.
I’ve managed to make and updated version of this mod based on it’s implementation in grimmarillion. I also added some consumables to the autopickup list as well as make a lite version that doesn’t pick up components.
Anywho just thought I’d see if you might be interested in my source files to maybe help with an update or maybe even let me know if I missed anything as I use this in my own personal mod.
No hurries and no worries either way though I know RL can keep us busy sometimes