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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:79
Total downloads:21,965
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 07/23/18, 08:54 PM  
SlippyCheeze
AddOn Author - Click to view AddOns

Forum posts: 53
File comments: 272
Uploads: 1
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. Here is the debug output for an item that should be returning "yes" to deconstruct. Thank you, by the way, for the d(...) statements you left through the code, which made it much easier than having to write my own.

Code:
[22:47] [FCOIS]DeconstructionSelectionHandler - Bag: 1, Slot: 44, Echo: false
[22:47] No deconstruction ->  Use ItemSelectionHandler
[22:47] [FCOIS]ItemSelectionHandler - Bag: 1, Slot: 44, Echo: false, overrideChatOutput: true, suppressChatOutput: true, overrideAlert: true, suppressAlert: true, calledFromExternalAddon: false, panelId: 16
[22:47] >Where are we: 76, isBlocked: true, singleItemChecks: nil
[22:47] [FCOIS]ItemSelectionHandler - icon: 1
[22:47] [FCOIS]ItemSelectionHandler - icon: 2
[22:47] [FCOIS]ItemSelectionHandler - icon: 3
[22:47] [FCOIS]ItemSelectionHandler - icon: 4
[22:47] [FCOIS]ItemSelectionHandler - icon: 5
[22:47] [FCOIS]ItemSelectionHandler - icon: 6
[22:47] [FCOIS]ItemSelectionHandler - icon: 7
[22:47] [FCOIS]ItemSelectionHandler - icon: 8
[22:47] [FCOIS]ItemSelectionHandler - icon: 9
[22:47] >> Item is protected with the icon 9, isDynamic: false
[22:47] >>WhereAreWe <> FCOIS_CON_FALLBACK
[22:47] isBlockedLoop: true -> Item is protected!
Now, as noted, this *should* allow deconstruction, because the item is set to permit it:

Warning: Spoiler
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Unread 07/23/18, 04:34 PM  
SlippyCheeze
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Forum posts: 53
File comments: 272
Uploads: 1
wishlist: it would be great to have the option for a "global" profile, used by everyone.
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Unread 07/23/18, 07:04 AM  
Juniiim
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Bank Item count

Hi great addon, if possible put one option to check the quantity of itens in the bank before move. I generally stock my crafting material in bank with one stack of each.
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Unread 07/21/18, 04:32 AM  
Assassin AKA Talon

Forum posts: 1
File comments: 7
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Hello,

Loving the addon for the most part. Only thing I am running into is I have 15 characters all set up to different crafting levels etc

I have created profiles for each group of 2 or 3 characters. It is kind of a pain that the addon only tells you what profile your running IF you go into settings which is kind of redundant in my mind.


I would humbly request in future version perhaps have it tell you in chat what profile your running upon log in / reload / character switch so that way I can decide if I need to go to settings.


What would be even better is a keybind to CYCLE through profiles and have it echo profile to chat etc.

Anyway, aside from that minor inconvenience, really loving the addon thanks!!
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Unread 07/21/18, 03:39 AM  
ovinnik

Forum posts: 21
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Does this addon move items automatically, provided there are rules set up? Or is there a key or button of some sort?

The description indicates the former, but I'd like to make sure, as I think the latter would be preferable. Might also solve this:

Originally Posted by VulcanTourist
...a bank or even a home chest (because it doesn't properly distinguish the two)...
Last edited by ovinnik : 07/21/18 at 03:50 AM.
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Unread 07/19/18, 06:50 AM  
TaxTalis
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Forum posts: 0
File comments: 190
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Originally Posted by koolkaracter
How do i set this blasted thing up? Lol, im XP farming and I dont want to loot a bunch of stuff that fills my bags. I'd like to loot everything, then upon looting destroy everything that isn't a legendary or a crafting material.... keep in mind i don't want to delete anything that is already in my bag which has a large range. Just delete the new stuff picked up... is this possible?
should theoretically be possible with a little trick via junking, but I don't know if it will work as the Addon seems to have some problems in rule evaluation here and there.

In theory you could junk any item which is not a crafting material, or which is legendary and destroy any junk if your inventory fills up.


ALL THIS WITHOUT ANY WARRANTY AND AT YOUR OWN RISK.

Go to Settings>Addons>InventoryManager
Expand the Rule Management

In the "Rule list" dropdown select "On picking up a item, junk it if..."
Scroll down a litte an set "Negate" to ON, and the dropdown of "Minimum Quality" and "Maximum Quality" to "Legendary".
General type stays at "Item", Trait is "(irrelevant)" and FCOIS Marking "Don't Care".
All ON/OFF switches below set to OFF.
Scroll up again and click "Add Rule after this one".

Down again and put "Minimum Quality" to "Worn", and "General type" to "Material" and set "Negate" to true. Trait is "(irrelevant)" and FCOIS Marking "Don't Care". All ON/OFF switches below set to OFF.
Up you go, clicking "Add Rule after this one" again.

Next "Rule list" to "When Inventory filled up, destroy..."
Negate set to OFF.
General type stays at "Item", Trait is "(irrelevant)" and FCOIS Marking "Don't Care".
All ON/OFF switches below set to OFF, except "In Junk" set this to ON.

Now, anything below legendary and all non material should go to Junk and fill up your inventory. But when its full (you can specify the free slots you want to keep in "Settings" just below the "Rule Management") it will destroy all junked items you have until there are non left or the slots free again.
Last edited by TaxTalis : 07/19/18 at 06:53 AM.
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Unread 07/18/18, 11:01 AM  
koolkaracter

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How do i set this blasted thing up? Lol, im XP farming and I dont want to loot a bunch of stuff that fills my bags. I'd like to loot everything, then upon looting destroy everything that isn't a legendary or a crafting material.... keep in mind i don't want to delete anything that is already in my bag which has a large range. Just delete the new stuff picked up... is this possible?
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Unread 07/17/18, 10:13 AM  
VulcanTourist
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Forum posts: 27
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LUA error

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'
I was not feeling well and sleep-deprived at the time, but this might have occurred because of the presence of my very first Exemplary ring obtained from a Psijic portal when I interacted with bank or crafting station. That ring got quietly sucked into research by AutoResearch.
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Unread 07/15/18, 03:40 PM  
Baertram
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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).

FCOIS allows you to amrk the items but ALL items marked with any of the FCOIS marker icons are protected until you allow them to be used/extracted/deconstructed/sold/etc.

Originally Posted by SlippyCheeze
]Hi! This worked great at my bank, but it doesn't seem to want to automatically deconstruct items at a crafting station:


[20:47] Sell at shop or fence ... (rules: 1)
[20:47] Rule 1:Any item marked as for sale with quality from worn to superior
[20:47] ----
[20:47] Deconstruct at crafting station ... (rules: 1)
[20:47] Rule 1:Any item marked as deconstruction with quality from worn to superior
[20:47] ----
[20:47] Store in own bank ... (rules: 1)
[20:47] Rule 1:Any item marked as for research
[20:47] ----


I have 4 FCO ItemSaver items markes for deconstruction, confirmed, in my inventory.

I'm uncertain what the next step to work with this would be; please advise.
Last edited by Baertram : 07/15/18 at 03:40 PM.
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Unread 07/14/18, 08:30 AM  
SlippyCheeze
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]Hi! This worked great at my bank, but it doesn't seem to want to automatically deconstruct items at a crafting station:


[20:47] Sell at shop or fence ... (rules: 1)
[20:47] Rule 1:Any item marked as for sale with quality from worn to superior
[20:47] ----
[20:47] Deconstruct at crafting station ... (rules: 1)
[20:47] Rule 1:Any item marked as deconstruction with quality from worn to superior
[20:47] ----
[20:47] Store in own bank ... (rules: 1)
[20:47] Rule 1:Any item marked as for research
[20:47] ----


I have 4 FCO ItemSaver items markes for deconstruction, confirmed, in my inventory.

I'm uncertain what the next step to work with this would be; please advise.
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Unread 07/05/18, 11:07 PM  
RavenMind
 
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Originally Posted by mongor
intricate jewelry is not being covered by
store in own bank
General type: Apparel
Specific type: Any
Trait: Intricate
min quality: worn Maximum quality Legendary

Also noticed if you just put jewelry for specific intricate isn't even listed.
Just as an FYI to the author, I'm seeing comments by several other mod authors saying there are a number of different "ornate", "intricate", etc. ID's of varying levels that now need to be specifically accounted for.
Last edited by RavenMind : 07/05/18 at 11:08 PM.
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Unread 07/04/18, 07:28 PM  
wambo
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user:/AddOns/InventoryManager/InventoryManager.lua:35: attempt to index a nil value
stack traceback:
user:/AddOns/InventoryManager/InventoryManager.lua:35: in function 'IM:ReportAction'
user:/AddOns/InventoryManager/Modules/Banking.lua:259: in function 'ProcessMove'
user:/AddOns/InventoryManager/Modules/DelayedProcessor.lua:58: in function 'func'
EsoUI/Libraries/Globals/globalapi.lua:195: in function '(anonymous)'
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Unread 07/02/18, 11:02 AM  
mongor

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intricate jewelry is not being covered by
store in own bank
General type: Apparel
Specific type: Any
Trait: Intricate
min quality: worn Maximum quality Legendary

Also noticed if you just put jewelry for specific intricate isn't even listed.
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Unread 06/23/18, 06:07 PM  
PAPYFROG

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bug when bank full?

It seems that I found a bug. If the bank is full, the addon stop trying to upload items from the bag to the bank even if there is some incomplete stack of items still available. Any idea how to solve this?

BTW nice addon!
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Unread 06/23/18, 10:49 AM  
TaxTalis
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Just found this wonderful addon which I hope will help me fasten up my inventory/bank times.

I tried regular expression at the text filtering and the addon seems to filter the | from the input string.
If I remember correctly from regexp 'Sealed (Woodworking|Blacksmithing|Clothier) Writ' should give me all three master writs, right? The addon cuts the string to 'Sealed (WoodworkingBlacksmithingr) Writ'.
Did I miss something?

The overwhelming feature set still needs some time to work out for me. Is there a way to keep only one stack of an item in bag and e.g. sell the rest? I think I found the solution in only applying a rule once per batch. Next step (which I think is at this point impossible) is to only keep halve a stack
Thereby I noticed the addon seems to have problems transferring Crown Soul Gems any direction.
I've tested this in a new profile without any other rules to apply. The addon even states "Pulled from / Put in bank -Crown Soul Gem-" in chat. Same is true for lockpicks at some point. Chat states "pulled from bank" but nothing happened had some stolen in bag, maybe it was this. I tried to set a destroy on full inventory rule for stolen lockpicks and set my inventory limit at 500 so rule should always apply, in beginning it was working, now that I did some bank/bag push/pull to always have one stack of lockpicks in my bag, the destroy rule did stop working. Is there any overwriting of these destroy rules? Next step, excluded all stolen items from import and export from bag, now in dry run it says "would destroy" but on run it doesn't...

Yet another thing comes up with unique items (like treasure maps). The Addon stops on transfer error wich aborts all following transactions. [I noticed this was mentioned in a previous post]

Ok, so for me "auto selling junk" needs to be enabled, but also a rule to really sell junk needs to be created as well. This seems a bit strange but after knowing it works fine. [I noticed this was mentioned in a previous post]

Still some problems with unknown and unkown to others recipes. I found a solution to take all recipes known to all other tracked characters and unkown to this character with "withdraw no recipes known to others" and afterwards "withdraw all unkown recipes". This works most of the time but for now there is one recipe in the same constellation like others I own and it is drawn from bank even if its unkown to others. I don't get why... [Ok, now it works correctly. This is strange.]

Many Thanks for your work and best regards,
TaxTalis
Last edited by TaxTalis : 06/24/18 at 07:31 AM.
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