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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:157
Total downloads:22,117
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
Optional Files (0)


Archived Files (29)
File Name
Version
Size
Uploader
Date
2.5.1
41kB
iwontsay
03/28/20 03:33 AM
2.5.0
41kB
iwontsay
03/28/20 02:58 AM
2.4.4
41kB
iwontsay
03/04/20 01:20 PM
2.4.3
84kB
iwontsay
02/26/20 10:49 AM
2.4.2
84kB
iwontsay
02/14/20 01:47 PM
2.4.1
84kB
iwontsay
02/14/20 12:07 PM
2.4.0
84kB
iwontsay
09/01/19 12:28 AM
2.3.0
83kB
iwontsay
11/18/18 04:39 AM
2.2.0
82kB
iwontsay
10/24/18 04:52 AM
2.1.1
93kB
iwontsay
05/26/18 09:51 AM
2.1.0
93kB
iwontsay
06/30/17 11:14 AM
2.0.0
93kB
iwontsay
06/28/17 11:11 AM
1.5.1
89kB
iwontsay
06/15/17 01:26 PM
1.5.0
89kB
iwontsay
06/15/17 08:55 AM
1.4.1
87kB
iwontsay
05/28/17 09:08 AM
1.4.0
87kB
iwontsay
05/27/17 09:08 AM
1.3.4
87kB
iwontsay
05/22/17 01:27 PM
1.3.3
87kB
iwontsay
05/22/17 01:25 PM
1.3.3
87kB
iwontsay
05/02/17 12:19 PM
1.3.2
87kB
iwontsay
05/02/17 12:03 PM
1.3.1
86kB
iwontsay
04/04/17 11:03 AM
1.3.0
86kB
iwontsay
04/03/17 08:44 AM
1.2.2
86kB
iwontsay
03/31/17 02:49 PM
1.2.1
86kB
iwontsay
03/31/17 01:07 PM
1.2.0
86kB
iwontsay
03/31/17 12:19 PM
1.1.1
78kB
iwontsay
03/21/17 11:33 PM
1.1.0
78kB
iwontsay
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


Post A Reply Comment Options
Unread 10/23/18, 11:54 PM  
iwontsay
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Forum posts: 27
File comments: 77
Uploads: 3
Re: Settings tab not saving settings

Originally Posted by ZoLatKam
- As Ovinnik mentioned below, the preferences one can change via the Settings-tab don't stick (save for the Maximum Gold & Auto-Sell Junked Items settings, for me).
Will be addressed as stated below.

- I find that in order for junked items to actually auto-sell, for me at least, there needs to be a rule to "Sell all junk" under the "Sell at shop or fence" rule list as well as having the "Auto-Sell Junked Items" feature enabled.
This is a legacy setting and for the current usage a bit mislabeled. I could remove it, but some people do like to keep it as a "main switch" to suspend auto-selling and auto-junking temporarily when they're juggling with items which would get accidentally dumped.
  • That's why it defaults to ON for new characters, to have it working for them just when they add the rules they see fit.
  • I'll change the labeling (and the tooltip) to reflect the current usage a bit better.
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Unread 10/23/18, 11:33 PM  
iwontsay
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Forum posts: 27
File comments: 77
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Originally Posted by SlippyCheeze
Originally Posted by Baertram
Did you allow items marked for deconstruction within FCOIS to be able to be deconstructed?
Check the FCOIS settings -> protective settings -> Deconstruction -> Allow deconstruction of "marked for decon" items (or similar ooption).
Hey. Finally got back to this: I had that set to allow deconstruction of "marked for decon", indeed. Dryrun tells me it was getting told it was locked, but I'll dig a bit further to figure out what the underlying issue is...

...oddly enough, down in the FCOIS code.
Thanks for the indepth analysis. I was about to dig into the FCOIS code myself before I saw the post of your log!

Yup, it looks like an issue in FCOIS itself. Second line in the log states that FCOIS mistakenly believes that the item is NOT deconstructed but processed in a different manner. So it decides that the lock has to remain in place.

I don't want to simply bypass this check and check for the item markers and settings myself. That would defeat the purpose of FCOIS's API and settings.

Not sure if this issue is already fixed, but easy to check. If it isn't, it's time to contact FCOIS's author.

EDIT: It's even more difficult to track down. It looks like the function actually checks which panel is currently open, especially in FCOIS.ItemSelectionHandler, and when it sees it is NOT the deconstruction panel, the operation would fail. So, actually, it is very much possible that a dryrun says that it wouldn't deconstruct an item, but when it comes to a hot run at the crafting station it works fine.

If that's the case, it might have been sort of intended by Baertram (the author) to prevent other Addon writers using the markings for purposes not intended to.

If that's the case, maybe one actually has to switch OFF the protection functions in FCOIS and keep the markings just for informational and filtering purposes.
Last edited by iwontsay : 10/24/18 at 03:55 AM.
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Unread 10/23/18, 10:10 PM  
iwontsay
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Forum posts: 27
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Back in town and with time to address these issues. Projected fixes:
  • LibNeed4Research - Make Jewelry great again
  • Settings tab - Set values not being saved
  • API bump

Due to the nature how bank movements work - rather than pumping out the item moves with a timed loop it actually waits for the previous transaction to be commenced before posting the next one to avoid flooding - it stops working when a bank movement is NOT acknowledged because an item cannot be moved for any reason.

Since I don't get an error state back either, the bank movement simply stops.
Last edited by iwontsay : 10/23/18 at 10:10 PM.
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Unread 10/23/18, 05:37 AM  
ZoLatKam
 
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Re: Re: Option to disable the gold pull/drop feature?

Originally Posted by Arch-kain
Originally Posted by ZoLatKam
Is it possible to disable the automatic gold withdraw/deposit feature of this mod, perhaps by commenting out a line in the code?
You can put min gold to 0 and max gold to 100k
But, these values (the whole section actually), are not saved in the profile. So if you change profiles often, I don't know
Tried that, but it didn't change the outcome.

The other mod was updated recently & now has a way to enable/disable each of the currency types, so the overall issue is resolved.

That being said, I feel IM should have the aforementioned ability, as well as, handling all the currencies that can be deposited/withdrawn.
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Unread 10/19/18, 03:37 PM  
Arch-kain

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Re: Option to disable the gold pull/drop feature?

Originally Posted by ZoLatKam
Is it possible to disable the automatic gold withdraw/deposit feature of this mod, perhaps by commenting out a line in the code?
You can put min gold to 0 and max gold to 100k
But, these values (the whole section actually), are not saved in the profile. So if you change profiles often, I don't know
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Unread 10/19/18, 02:44 AM  
ZoLatKam
 
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Option to disable the gold pull/drop feature?

Is it possible to disable the automatic gold withdraw/deposit feature of this mod, perhaps by commenting out a line in the code?

I ask because I'd rather use a different mod to manage all my currencies (with different amounts per character) & currently, the "gold pull/drop" feature of IM is conflicting with said other mod.

Explanation: Both mods are attempting to run simultaneously because neither have the ability to fully disable the gold pull/drop feature & I've had to disable the other mod because of it.

Another option, ofc...

Warning: Spoiler
Last edited by ZoLatKam : 10/19/18 at 02:54 AM.
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Unread 10/13/18, 05:42 PM  
Arch-kain

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Help pls!

I don't understand, why it's not working?

In my FCOIS settings, I have "Allow deconstruction of deconstruction items" checked
[Heaume dwemer vigoureux] is just a normal item and its only mark is "Deconstruction"

(I can manually deconstruct this item, so, I don't think it's my FCOIS settings)


Code:
[01:18:46] ----
[01:18:46] Deconstruct at crafting station ... (rules: 2)
[01:18:46]   Rule 1:Any item marked as deconstruction
[01:18:46]   Rule 2:Any complexe item
[01:18:46] ----

[01:20:43] Would NOT deconstruct:  [Heaume dwemer vigoureux] because of Rule 5:1: Any item marked as deconstruction, but it's locked by FCOIS
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Unread 10/07/18, 02:09 AM  
domaq

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I've absolutely loved this add-on for many months now but am wondering if it will ever be updated? Not having problems, per se, except for the LUA error when dealing with jewels, but would love to know it's going to be supported into the future.
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Unread 09/19/18, 07:42 AM  
wambo
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Back with real errors:

Code:
user:/AddOns/InventoryManager/libs/LibNeed4Research/LibNeed4Research.lua:324: attempt to index a nil value
stack traceback:
user:/AddOns/InventoryManager/libs/LibNeed4Research/LibNeed4Research.lua:324: in function 'AddKnownTrait'
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Unread 09/06/18, 03:01 PM  
wambo
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Due to changes to libraries, it sadly now happened twice that Inventory Manager sold items automatically that suddenly didnt have any marks anymore. (That I let it happen twice is oc my stupidity)
In the first case I found the rule (and have no idea why I put it there)

In the second case I have following rules for vendoring:
- No recipe marked as for sale
- Any item marked as for sale
- No item with any mark
- Any junked item

I dont really understand why items (that were not junked) and lost their marks, did get automatically sold? O-O
Feel with me: 2 Advancing Yokeda Daggers lost (and couldnt buy back)
Last edited by wambo : 09/09/18 at 02:42 AM.
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Unread 08/23/18, 05:21 AM  
ZoLatKam
 
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Settings tab not saving settings

First of all, thank you so much for making this mod!
I've been looking for a replacement for Bank Manager Revived for months & I look forward to continued updates & fixes for Inventory Manager!

On to the issues I noticed:

- As Ovinnik mentioned below, the preferences one can change via the Settings-tab don't stick (save for the Maximum Gold & Auto-Sell Junked Items settings, for me).

- I find that in order for junked items to actually auto-sell, for me at least, there needs to be a rule to "Sell all junk" under the "Sell at shop or fence" rule list as well as having the "Auto-Sell Junked Items" feature enabled.

Fixes for these issues would be greatly appreciated, but I understand real life comes first!
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Unread 08/19/18, 08:40 AM  
wambo
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Re: um

Code:
user:/AddOns/InventoryManager/libs/LibMsgWin-1.0/LibMsgWin-1.0.lua:4: attempt to index a nil value
stack traceback:
user:/AddOns/InventoryManager/libs/LibMsgWin-1.0/LibMsgWin-1.0.lua:4: in function '(main chunk)'
Could be some change with the "loading Libs in a different way", but the error only popped up today.

Originally Posted by aisle
So am I mistaken or is this addon won't even let me push my materials into the bank even if they have a stack inside when my bank is full? That's basically the only function I want to make space in my bag. Sadly I have to go back to bank manager even it has stopped update for 5 months. What a waste of time to use your addon
Good that you appreciate the work. What a waste of a comment.
If you have 1 space left, it will push stuff to your bank and it will be stacked.
Not sure about 0 spaces, that just means you dont manage your space.
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Unread 08/01/18, 11:48 AM  
aisle

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um

So am I mistaken or is this addon won't even let me push my materials into the bank even if they have a stack inside when my bank is full? That's basically the only function I want to make space in my bag. Sadly I have to go back to bank manager even it has stopped update for 5 months. What a waste of time to use your addon
Last edited by aisle : 08/01/18 at 11:54 AM.
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Unread 07/30/18, 01:40 AM  
ovinnik

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So, after some testing, here's what I noticed:

- Neither Jewelry nor Furnishing materials are handled by this addon. (I set up a rule to push all materials to my personal bank.)

- Preferences set up via the Settings-tab don't stick. Gold and Tel Var stones keep being moved to my bank against my wishes. Auto-Sell Junk keeps getting switched to ON.

- Profile Management is counter-intuitive. There are presets I'm never going to use and can't delete, and they edge aside the profile(s) I'm actually interested in.

- When loading a custom profile, the rules set up for it should be displayed prominently.

- Auto-Sell Junk should be set to OFF by default.

- Options for Gold and Tel Var stones should be set to OFF by default. This option doesn't currently exist, instead a workaround needs to be set up that applies limits to your bank. This, too, is counter-intuitive.

- Items are moved when using a storage option at one's home. They are not moved to that very storage, however. They are moved to your bank. Curious. (These should be properly distinguished. An option to set up rules for one's housing storage specifically would be even better.)

- Some of these issues could be resolved by not letting the addon move items automatically, but instead at the press of a button. Automation has its advantages, though. When it works, it's very convenient.

I think that this addon is capable of being incredibly helpful, and that it allows for much flexibility. The idea behind it is great! However, its current behaviour is somewhat flaky. I hope it keeps being worked on.
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Unread 07/26/18, 12:18 PM  
SlippyCheeze
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Wishlist: switch to deconstruction tab automatically when needed

When I have items that need deconstruction, it'd be great if IM would just switch automatically to the appropriate tab, and deconstruct them, without needing me to manually switch.

Bonus points for a progress tracker showing how many items are being processed that way.
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