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New features:
- Scanner remote activate (G key / LB+A on gamepad): activate the
selected scanner object as if pressing E next to it. Picks up items,
opens containers, uses doors (teleports through), triggers activators.
Capped at 2000 units. Autowalk gamepad combo moved from LB+A to LB+X
to make room. MCM migration v6 -> v7 auto-applies the remap on save load
- Stolen item announcement in inventory/container/barter/gift menus.
Helper IsItemStolen() iterates ExtraDataList for ExtraOwnership pointing
to non-player owner (more reliable than IsOwnedBy)
Bug fixes:
- Map markers no longer disappear after autowalk. The Papyrus cleanup
was deleting any XMarker (baseForm 0x10), including vanilla city/fort
markers. Now only deletes markers explicitly created via PlaceAtMe
(tracked via TempMarkerRef variable)
- Locations category in scanner: stable across navigation, distances
computed from cached marker position for far-away unloaded markers
- Inventory: items sharing a name prefix are now reliably announced.
Selection-change detection uses GFx item pointer in addition to text,
so adjacent items with same display name (e.g. soul gems) are detected
Under the hood:
- ScannerActivateCurrent invalidates picked items via post-pickup check
(800ms after dispatch); invalidation preserves scanner cursor by
capturing neighbor formID before clearing the picked item
- Gamepad bindings infrastructure extended with new RemoteActivate slot
(configurable in MCM Gamepad page)
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Copy file name to clipboardExpand all lines: CHANGELOG.md
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### New features
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- Scanner: containers and corpses the player has already opened are now announced with a `looted` flag, independently of whether they still contain items. Useful to avoid re-visiting a container or corpse you already checked. The flag persists across saves (stored in the SKSE cosave). When the game engine respawns a reference (e.g. dungeon chests refill after ~30 days), the `looted` flag is automatically cleared for that reference, so the scanner correctly announces the re-filled chest as unlooted. A safety fallback also clears any entry older than 30 in-game days in case the engine reset event was missed
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- Scanner: item sub-filters (Weapons, Armor, Potions, Food, Ingredients, Scrolls, Books, Soul Gems, Miscellaneous) are now available in the `All` category too, in addition to the `Items` category. The `All` category without sub-filter still lists everything as before; when a sub-filter is active, only the matching items are shown. Easier to search for a specific item type without having to switch to the Items category first
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-**Scanner: remote activate (G key / LB+A on gamepad)** — press G (keyboard) or LB+A (gamepad) outside any menu to activate the object currently selected in the scanner, exactly as if you had pressed E next to it. Picks up items, opens containers (chests, corpses), uses doors (teleports you through), and triggers activators (levers, pedestals, switches). Capped at 2000 units to prevent activating something across half a cell by accident. Saves a lot of time when navigating dungeons or scavenging dropped loot. **Note for gamepad users**: autowalk has moved from LB+A to **LB+X** to make room for the new combo. Both buttons are remappable in the MCM under the Gamepad page
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-**Stolen item announcement** — items marked as stolen (red text in vanilla, red color in SkyUI) are now announced as such in the inventory, container, barter and gift menus. The word `stolen` is spoken right after the item name (e.g. "Iron sword, stolen, value 10, weight 9"), so you immediately know if you are about to equip, drop or sell something that could get you fined or arrested
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### Changes
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- Active effects shortcut moved from Ctrl+H to Shift+H — Ctrl+H was conflicting with the vanilla stand/crouch shortcut some players remap to Ctrl. Press Shift+H in game to hear your active effects (poisons, diseases, buffs, etc.)
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### Bug fixes
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-**Map markers no longer disappear after autowalk** — a critical bug introduced in v1.5.1 caused vanilla map markers (cities, forts, dungeons, etc.) to be permanently deleted when stopping an autowalk if you had previously placed a custom map marker via P. The autowalk cleanup was identifying any XMarker (baseForm 0x10) as one of our temporary markers and deleting it, but vanilla map markers share the same baseForm. The cleanup now only deletes markers we explicitly created via PlaceAtMe. If you lost markers from a previous autowalk session, they need to be rediscovered (visit the location once)
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-**Locations category in the scanner is now stable** — the `Locations` category had several bugs that made it unreliable: some discovered locations were missing from the list, others would briefly appear then disappear when navigating between objects, and the announced distance could be incorrect for distant markers. The list is now consistent across category switches and navigation, and distances are recalculated from the cached marker position so far-away locations (cities, forts) keep an accurate distance even when their cell is not loaded
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-**Inventory: items sharing a name prefix are now reliably read** — when navigating between two adjacent items whose displayed names started identically (e.g. "Soul Gem (empty)" right next to "Soul Gem (filled)", or two enchanted variants of the same base weapon), the second item was sometimes skipped silently because the change-detection only compared the announcement text. The scanner now also tracks the underlying GFx item pointer, so any selection change is detected and announced, even when the visible names look the same
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### Under the hood
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- Scanner distance calculation rewritten for stability — announced distances could jump wildly (e.g. 3000 units then 500 without the player moving) for items dropped on the ground, because the engine returned the physics center of mass which bounces frame by frame. The scanner now reads the visible mesh position, which is stable. Quest distances are now computed the same way as the rest of the scanner (3D euclidean) instead of switching between 2D and 3D depending on context. Items no longer show a "ghost" distance once they leave your loaded area — they disappear from the list until they come back in range
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-`Lock nearest enemy` (X key) and the quest-target fallback now announce `above` or `below` when the target is on a different floor, consistent with the rest of the scanner
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