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Compatibility:
Markarth (6.2.5)
Harrowstorm (5.3.5)
Dragonhold (5.2.5)
Scalebreaker (5.1.5)
Murkmire (4.2)
Summerset (4.0)
Morrowind (3.0)
Homestead (2.7)
Updated:11/20/20 06:53 PM
Created:03/15/17 11:18 AM
Monthly downloads:241
Total downloads:22,378
Favorites:50
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InventoryManager  Popular! (More than 5000 hits)
Version: 2.5.2
by: iwontsay [More]
Not yet another Junker or Bank Addon, this Inventory Manager takes care of your needs to automatically stash, retrieve and dispose of your items as you see fit.

This addon works in conjunction with the CraftStore addon to determine which recipes, style motifs or traits are wanted by your current character or your alts and lets you determine whether to put the given recipes into the bank or even get them from the bank if your character deems them suitable.

Rather than working with a preset list of actions and item groupings, this addon allows to set a list of rules which are applied on the items you loot, your inventory or the bank, as you wish. Think the mail filter in Outlook or Thunderbird and you get the idea.

To use the full range of functions within these AddOns, following AddOns are suggested for installation as well:
* CraftStore Summerset for identifying your character's and alt's needs
* FCO ItemSaver for customized marking options

---- Special thanks to:
* Baertram (Your developer docs for FCO ItemSaver really saved the day)
Version 2.5.2
* Fixed handling of FCOIS's dynamic symbols, especially after delay loading had been introduced.
Now editing of those dynamic symbols and using them directly in the manager should work, too!

Version 2.5.1
* Copy/Paste mistake in CraftStoreLink refactoring, disabling usability for recipes et.al. fixed

Version 2.5.0
* Straightening out some texts
* Code cleanup in CraftStoreLink
* Made deconstruction of jewelry working
* Revamped CraftStoreLink to make to more robust to changes to CraftStore

Version 2.4.4
* Ditched embedded libraries, made LibAddonMenu-2.0 a mandatory dependency
* Fixed distinction between recipes and blueprints for unknown checking

Version 2.4.3
* API bump
* Now recognizing the distinction between CraftStore's "Need Recipes" and "Need Blueprints" flags

Version 2.4.2
* Added migration to ID based save datasets
* On logging in a specific character, it will be migrated. After that, name changes should not affect it.
* Fixed selecting of guild name in Rule Edit

Version 2.4.1
* API bump
* Followed a change in CraftStore which broke the unkown trait recognition
* "unknown traits" and "traits unknown to others" were messed up.

Version 2.4.0
* API bump
* Added item categories
* Dye stamp
* Jewelcrafting materials
* Added furnishing materials in furnishing

Version 2.3.0
* Adding the remaining currencies to the management
* /im off and /im on as 'master switches' to temporarily disable and reenable the addon
* /im as-off and /im as-on as shorthands to switch off and on the Autosale function

Version 2.2.0
* API bump
* Fixed: Settings were lost from profiles when logging out and back in
* Reworded Auto-Sell button to reflect its current purpose
* Jewelry traits now selectable
* Removed outdated/unused libs (LibNeeded4Research, for example)

Version 2.1.1
* API bump
* Fixed detection of CraftStore Summerset 1.75 and higher

Version 2.1.0
* Added progress report switch
* Added switches to apply currencly limits to bank
* Hotfix: When entering an existing profile name it won't crash anymore on save.

Version 2.0.0
* Added name matching filter
* Reworked rules representation: Show them in sections
* Added cross referencing of rule sections
* Major code cleanup

Version 1.5.1
* Hotfix: Made 'Keep' a blocking action again

Version 1.5.0
* Added guild bank management
* Added limited support for ItemSaver (in contrast to FCOIS)
* Allow concurrent rules like put in bank/deconstruct items

Version 1.4.1
* Removed clamping of gold and TV stones for banking
* Added 'crafted' trait filter
* Fixed FCO ItemSaver detection for 'not installed' case

Version 1.4.0
* Made banking fully functional for ESO+ again
* Made Deconstruction fully functional for ESO+ again
* Added 'no trait' as selectable trait filter

Version 1.3.4
* API version 100019
* Fix for item names and icons not showing (and other things) during processing

Version 1.3.3
* Hotfix for filtering for specific marks with FCOIS >= 1.0.0

Version 1.3.2
* Fixed bug which triggered on logging in with a new character
* Support for FCOIS >= 1.0.0 (thanks Baertram!)

Version 1.3.1
* Fixed recipe tracking for furnishing blueprints

Version 1.3.0
* Added command /im settings
* Fixed LUA error in RuleEdit when FCOIS is not present
* Added maximum execution count for rules
* Revamped Banker - more robust, better performance

Version 1.2.2
* Hotfix: Respect FCOIS Locking on Deconstruction

Version 1.2.1
* Hotfix: Inventory action on pickup

Version 1.2.0
* Translation update
* Made Seller more robust: Revenue is tallied up correctly
* Added negative message for dryrun if FCOIS denies a specific action
* Added Deconstruct Inventory action
* Chained in Laundering when selling to Fences
* Generalized selling into ruleset
* Added 'junked' as filter criterion
* Added more delay options
* Added /im run command
* Extended FCO marking detection with static markers

Version 1.1.1
* Fixed bug when trying to set FCO Marker before having done a dryrun before
* Fixed for trait not being cleared when non-trait itemtype is selected

Version 1.1.0
* Updated Readme
* Included a button to toggle Auto-Sell on or off
* Performance improvement on bank transactions
* Added FCO ItemSaver support for dynamic flags
* Included detection and support for CraftStore Fixed And Improved

Version 1.0.1
* Fixed bug which made Destroy Items nonfunctional
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2.5.1
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iwontsay
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2.4.4
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2.4.3
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02/26/20 10:49 AM
2.4.2
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2.4.1
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02/14/20 12:07 PM
2.4.0
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09/01/19 12:28 AM
2.3.0
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11/18/18 04:39 AM
2.2.0
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2.1.1
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2.1.0
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06/30/17 11:14 AM
2.0.0
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1.5.1
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1.4.1
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05/28/17 09:08 AM
1.4.0
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05/27/17 09:08 AM
1.3.4
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1.3.3
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1.3.3
87kB
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05/02/17 12:19 PM
1.3.2
87kB
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05/02/17 12:03 PM
1.3.1
86kB
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04/04/17 11:03 AM
1.3.0
86kB
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04/03/17 08:44 AM
1.2.2
86kB
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1.2.1
86kB
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1.2.0
86kB
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1.1.1
78kB
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1.1.0
78kB
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03/20/17 10:58 AM
1.0.1
76kB
iwontsay
03/16/17 11:00 AM
1.0.0
76kB
03/15/17 11:18 AM


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Unread 03/22/17, 02:53 PM  
kromonos
 
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Re: Re: Recipes, Blueprints, ...

Originally Posted by wambo
o_O Did you check out the Addon?
All of it is possible! The Addon is about "defining" those rules yourself.
Sure, I've installed it half an hour, bevor I wrote the post ... maybe I didn't understand it correctly or didn't found the correct rules
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Unread 03/22/17, 02:35 PM  
wambo
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Re: Recipes, Blueprints, ...

o_O Did you check out the Addon?
All of it is possible! The Addon is about "defining" those rules yourself.


Originally Posted by kromonos
Is it possible, to add a rule for pulling from bank for unknown recipes, blueprints, diagrams, ...?
Also would be nice to add a rule the other way -> Put to bank if known

Edit: I also saw in Zolan's junk handler, that he tracks junk markings, to move items autmatically to junk. I don't know, if it works with Inventory Manager. Would be nice, if, so, that I can trash Zolan's Junk Handler
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Unread 03/22/17, 01:02 PM  
kromonos
 
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Recipes, Blueprints, ...

Is it possible, to add a rule for pulling from bank for unknown recipes, blueprints, diagrams, ...?
Also would be nice to add a rule the other way -> Put to bank if known

Edit: I also saw in Zolan's junk handler, that he tracks junk markings, to move items autmatically to junk. I don't know, if it works with Inventory Manager. Would be nice, if, so, that I can trash Zolan's Junk Handler
Last edited by kromonos : 03/22/17 at 01:07 PM.
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Unread 03/22/17, 09:35 AM  
Keluna

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Thanks for your advices, they have helped me to configure the addon as I need it. According to what you told me, I will not use the destruction function, better to be on the safe side. I like the button you added to toggle Auto-Sell on or off.

Originally Posted by iwontsay
  • "No trait" - I thought about that as well; I could add it. In the meantime, you can formulate sort of a negation with placing two similar rules... like first to "keep weapons with any trait", and second "junk any weapon" - which would in effect junk any weapon with no trait.
  • Setting the minimum value to 0 and the maximum value to the upper boundary could do the trick, too, but yes, for added comfort (to switch it off temporarily) I could add two switches.
I did that. I would appreciate if you add these functions anyway. The switches would also be useful to prevent the transaction message. And "no trait" would spare the additional rules. As you said, it's not absolutely necessary, but more comfortable.
Last edited by Keluna : 03/22/17 at 11:04 AM.
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Unread 03/22/17, 12:38 AM  
wambo
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Ehm. 2nd: Yep, found the workaround myself.

1st.
https://www.dropbox.com/s/b1dxhggdr7...10827.png?dl=0
This link should work?

Ehm. The first time the error appeared, was immediately after installing the addon. I dont think I did change anything on the markers?
Or is adding the mark to an item included?
Anyway it did work after closing the settings window and opening it again. That's faster than a reloadui


3rd relates to the ornate/junk items: is it possible to manually start a "wet run" ?
So those items get marked as junk and can be sold at the merchant automatically?
- OK. Nevermind. There's a button. but a "/im run" would be nice though.
Also I dont know why it didn't run when I visited the bank just now?
Last edited by wambo : 03/22/17 at 12:45 AM.
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Unread 03/21/17, 11:37 PM  
iwontsay
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Ashes on my head... There is an actual bug when trying to switch around the FCO Markers before having done a dryrun first. How come these two are connected? Caching issues....

Anyway, fix to that is in the pipeline, but notwithstanding it's still recommended to do a /reloadui whenever you did some reconfiguring on the markers in FCO ItemSaver.
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Unread 03/21/17, 10:53 PM  
iwontsay
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Originally Posted by wambo
Got this LUA error when I switched to a dynamic marking, which was deactivated I think.

Also I'm whondering: How can I move those items to junk "that have only worth for merchants" ?
Is that possible already?
The category -> " dontknow in english divers?" -> "junk" doesnt seem to work


OK. It does work. But when I changed from "item" to the lowest "different/divers?" I cant change the unknown / known stuff, but it still stays the one selected before.

Also, this rule appears to only get into action when I get to a bank? Although it works for the "expensive" items.
I cannot see the picture - missing access rights -, it seems to be set to private.

For the first one I have to get back at Baertram to see if it's possible for another addons (like mine) to be notified whenever something changes on the dynamic marker list. Renaming, activating and deactivating for example to reflect the changes in my list.

Up to now, doing /reloadui after doing such changes would be a good bet to have the new list of markers reloaded.

With the second one, as a temporary workaround you can switch to "Item - All", which would unlock the Traits selector again, then explicitely switch to "(irrelevant)" to remove the trait filter, before selecting the desired object type again. Looks I have to fix the code that tries to retain the selected trait when switching object types.
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Unread 03/21/17, 06:47 PM  
wambo
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Got this LUA error when I switched to a dynamic marking, which was deactivated I think.#
Could reproduce it on another Char, after restarting the game, another mark, that definitely exists.
Error only appears once. But I cant use the mark in the rule. Also when I klick on that mark in the dropdown menu, the dropdown menu doesn't disappear. Same behaviour with other dynamic marks. "Any mark, none, irrelevant" are working though.


Also I'm whondering: How can I move those items to junk "that have only worth for merchants" ?
Is that possible already?
The category -> " dontknow in english divers?" -> "junk" doesnt seem to work


OK. It does work. But when I changed from "item" to the lowest "different/divers?" I cant change the unknown / known stuff, but it still stays the one selected before.

Also, this rule appears to only get into action when I get to a bank? Although it works for the ornate items.
Last edited by wambo : 03/22/17 at 12:09 AM.
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Unread 03/20/17, 12:07 PM  
wazoo

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Originally Posted by iwontsay
Originally Posted by wazoo
Hello!

Is it possible to switch off auto selling/destroying junk? I use Junk section as an additional subcategory and don't want it to be cleaned every time I open trade window.

Thanks!
New with 1.1.0: Added a button to switch off Auto-Sell. Switching off Auto-Destroy isn't that much needed... as long as there are no rules which would destroy items or the Destroy threshold is high enough, your items are left untouched.
Wow! I didn't expect it would be implemented that fast! Thanks a lot!
Last edited by wazoo : 03/20/17 at 09:58 PM.
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Unread 03/20/17, 11:53 AM  
iwontsay
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Originally Posted by wazoo
Hello!

Is it possible to switch off auto selling/destroying junk? I use Junk section as an additional subcategory and don't want it to be cleaned every time I open trade window.

Thanks!
New with 1.1.0: Added a button to switch off Auto-Sell. Switching off Auto-Destroy isn't that much needed... as long as there are no rules which would destroy items or the Destroy threshold is high enough, your items are left untouched.
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Unread 03/19/17, 11:44 PM  
iwontsay
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Originally Posted by wambo
OMG! Pretty excited to see 2 developer cooperating to fullfill my wishes


Going with recipes:
I got 6 chars (A-F)who shall learn and analyse and so on. 2 bank chars (G,H), who should not.
Also I am leveling and "teaching" them in a certain order. I guess I cant create that behaviour with the addon yet?

As an example:
I'd guess putting in sorts of relationships between characters or priorizing would make things much more complicated. As it is, when each one of them has defined a rule "pull from bank any unknown recipe", the first one where this rule matches gets dibs. An exception may be Character F where you can put down a rule "put in bank any recipe unknown to others" before the pull rule; that would guarantee that this one comes last in the queue.

The suggested rule sequence for A to F would be something like this:
  • pull from bank any unknown recipe
  • put into bank any recipe

That would guarantee that recipes unknown to the specific character are kept on person, and the other recipes reside in the bank for the other characters' perusal.

You can maintain order by strictly following the same login sequence, like Character A, then B, then C and so on. The first one where this rule matches for him would be the winner
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Unread 03/19/17, 09:25 PM  
wambo
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OMG! Pretty excited to see 2 developer cooperating to fullfill my wishes


Going with recipes:
I got 6 chars (A-F)who shall learn and analyse and so on. 2 bank chars (G,H), who should not.
Also I am leveling and "teaching" them in a certain order. I guess I cant create that behaviour with the addon yet?

As an example:
A -> B -> C ---> F
So I find a recipe with A which A to C already know.
I can make A put it into bank ("known already" "unknown by other")
Also B and C wont take it out.
But if E goes to the bank before D does, E will pull the item?

Also if A to F find a recipe, they all know, they'll still put it into the bank. (Cause the mule chars dont know them)...
Last edited by wambo : 03/19/17 at 09:27 PM.
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Unread 03/19/17, 03:11 AM  
wazoo

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Hello!

Is it possible to switch off auto selling/destroying junk? I use Junk section as an additional subcategory and don't want it to be cleaned every time I open trade window.

Thanks!
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Unread 03/18/17, 04:59 PM  
Baertram
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Hey there,

I'm the author of FCOItemSaver and just read the forum about the request for an addon which is able to recognize some items and move it to a bank so another toon is able to fetch the items easily.

If you need support I'm glad to help.

There are some fixed marker icons within FCOItemSaver which shouldn't be used as a lot of other addons are using these marker icons already. e..g if you take the lock icon to move all these marked icons to the bank, this will move a lot of stuff to the bank that shouldn't be moved there (like unknown recipes, containers, ...).

I'd say you should use the dynamic icons for the marking. The user chooses one of the dynamic marker icons and names it whatever (e.g. "Bank"). He marks the wished items with this dynamic icon.

Inside your addon you build a list of the possible dynamic icons of FCOIS and let the user choose one of them as the "auto deposit to bank" and "auto withdraw from bank" marker icon.
As he opens the bank with the "deposit character" the items in the inventory get scanned and the ones marked with the chosen dynamic marker icon get deposited.
Same for withdrawal at another toon.

To get the FCOIS dynamic marker icon names:
Lua Code:
  1. --Check if FCOIs is active and the functions given
  2. if FCOIS ~= nil and FCOGetDynamicInfo ~= nil and FCOGetIconText ~= nil then
  3.     --Returns the number of dynamic icons as 1st value, and an array for the mapping from dynamic icon to the icon ID as 2nd value
  4.     local totalNumberOfDynamicIcons, numberToDynamicIconNr = FCOGetDynamicInfo()
  5.     --Loop over the dynamic icon array and get the dynamic icon number
  6.     for index, dynamicIconNr in pairs(numberToDynamicIconNr) do
  7.         --Get the name of the dynamic icon number
  8.         local dynIconName = FCOGetIconText(dynamicIconNr)
  9.     end
  10. end

With the names you can build a dropdownlist in the LAM settings panel (just add them to a table and put the table to the LAM dropdown control choices).
There is another parameter "choicesValues" or similar where you can add the FCOIS dynamicIcon number so you can use it directly from your settings to "check the items in the inventory".

To check if an inventory item is marked with this dynamic icon:
Lua Code:
  1. --Check if FCOIS is active and the functions given
  2. if FCOIS ~= nil and FCOIsMarked ~= nil then
  3.     --Get the item's instance id by help of the bag and the slotIndex
  4.     local instanceId = GetItemInstanceId(bagId, slotIndex)
  5.     --Check if the
  6.     local isMarked = FCOIsMarked(instanceId, dynamicIconNr)
  7. end

dynamicIconNr is the FCOIS dynamic icon marker number that you've read by help of the function "FCOGetDynamicInfo" (2nd parameter's array value, not the key!) and hopefully got stored in the "choicesValues" table of the LAM control.

For further help just write me a PM.

Baertram

Originally Posted by iwontsay
Originally Posted by wambo
Hi, your AddOn looks pretty interresting.

I'd also prefer if it would cooperate with the updated Craftstore Version.
Already on it, will be there in the next version.



Something like this. There are two filters for traits (and recipe knowledge status), which are "unknown (to you)" and "unknown to others". How they are used is depicted in the sample profiles "Researcher" and "Research Assistant". The main difference is the ordering of the specific rules. The Researcher gets first dibs on unknown recipes and items, the Research Assistant would just get those items the Researcher leaves behind



Had a quick glance at this Addon, or rather the developer documentation. From what I see it should be easy to add 'marker' as another filter criterion to use as you see fit. If for example the lock marking is just a marking but doesn't actually lock the item, a rule like "keep all items marked as locked" would make sense. It's just up to you to decide what meaning you put onto the different marks.
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Unread 03/18/17, 03:14 PM  
iwontsay
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Originally Posted by wambo
Hi, your AddOn looks pretty interresting.

I'd also prefer if it would cooperate with the updated Craftstore Version.
Already on it, will be there in the next version.

Also I'm looking for an AddOn with which I can send Items from one char to another char (with taking the bank route)

With this it should be possible for things like recipes, but I would have to make a list of different rules for each char I think?
Char A: take unknown recipes.
Char B: If Char A doesnt know leave it. If unknown take.
Char C: If Char A or B doesnt know leave it. ....
Something like this. There are two filters for traits (and recipe knowledge status), which are "unknown (to you)" and "unknown to others". How they are used is depicted in the sample profiles "Researcher" and "Research Assistant". The main difference is the ordering of the specific rules. The Researcher gets first dibs on unknown recipes and items, the Research Assistant would just get those items the Researcher leaves behind

Also I want to move specific set Items. As in mark them to go to Char X.

Would this be possible to implement?

I'm using FCO Itemsaver's Dynamic markings right now to filter and push/pull manually.
If the Addon could check these markings and act accordingly it would be perfect
Had a quick glance at this Addon, or rather the developer documentation. From what I see it should be easy to add 'marker' as another filter criterion to use as you see fit. If for example the lock marking is just a marking but doesn't actually lock the item, a rule like "keep all items marked as locked" would make sense. It's just up to you to decide what meaning you put onto the different marks.
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