Download
(41 Kb)
Download
Updated: 11/20/20 06:53 PM
Pictures
File Info
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:250
Total downloads:22,589
Favorites:50
MD5:
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 02/16/22, 12:46 PM  
ZoLatKam
 
ZoLatKam's Avatar

Forum posts: 3
File comments: 146
Uploads: 0
Clarification Needed, Please!

So, I've used this mod for years and I've never fully understood how it processes "Negate" rules - I've tried searching the comments for similar questions, but was unable to find any.

As best I can figure, the concept of the Negate flag equates to "ignore anything that matches this rule" (please enlighten me if I'm incorrect).

What I haven't been able to figure out, despite much experimentation on my part, is where the negate rules should exist in any given list:

Before the "Any" rules?
After them?
Doesn't matter?

Or should I try to avoid using the Negate flag in my rules as much as possible?

Thanks in advance for any helpful responses!
Last edited by ZoLatKam : 02/23/22 at 12:29 PM.
Report comment to moderator  
Reply With Quote
Unread 02/20/22, 04:05 PM  
ZoLatKam
 
ZoLatKam's Avatar

Forum posts: 3
File comments: 146
Uploads: 0
Re: Can't have rule to deconstruct Glyphs

Originally Posted by tomstock
For the Rule List "Deconstruct at Crafting Station", i have "Any glyph with quality worn to superior". No items get deconstructed at an enchanting station.
If you use Craftstore, that is likely why. I've encountered this occurrence, but it doesn't bother me because the aforementioned mod has a built in "Decon all" feature, which is just a click away.

If you don't use Craftstore, I would venture a guess that any other mods which alter the enchanting station UI may also "interrupt?" IMs decon rules.
Last edited by ZoLatKam : 02/20/22 at 04:07 PM.
Report comment to moderator  
Reply With Quote
Unread 03/01/22, 05:30 AM  
Honestaly

Forum posts: 3
File comments: 59
Uploads: 0
Re: Clarification Needed, Please!

Originally Posted by ZoLatKam
So, I've used this mod for years and I've never fully understood how it processes "Negate" rules - I've tried searching the comments for similar questions, but was unable to find any.

Or should I try to avoid using the Negate flag in my rules as much as possible?

Thanks in advance for any helpful responses!
When it hits something that matches a negate rule, it stops checking for that item.

So

I have an FCO tag for each of my toons. The rules for them come first. No item marked for Joe Blow, No item marked for Fred Astaire, etc

Then after all the negates I have Any glyph with quality from worn to epic, Any item marked for deconstruction, any intricate item.

If an item meets the requirements for a negate, it stops then and doesn't process further.
Report comment to moderator  
Reply With Quote
Unread 04/01/22, 11:25 AM  
ZoLatKam
 
ZoLatKam's Avatar

Forum posts: 3
File comments: 146
Uploads: 0
Re: Re: Clarification Needed, Please!

Originally Posted by Honestaly
Warning: Spoiler


When it hits something that matches a negate rule, it stops checking for that item.

So

I have an FCO tag for each of my toons. The rules for them come first. No item marked for Joe Blow, No item marked for Fred Astaire, etc

Then after all the negates I have Any glyph with quality from worn to epic, Any item marked for deconstruction, any intricate item.

If an item meets the requirements for a negate, it stops then and doesn't process further.
Thanks so much for your response!

I figured this was the correct way to order the rules, however, it was never clear to me that it mattered when I would test the rule order in game.
Last edited by ZoLatKam : 04/01/22 at 11:26 AM.
Report comment to moderator  
Reply With Quote
Unread 04/03/22, 07:27 AM  
tomstock
AddOn Author - Click to view AddOns

Forum posts: 2
File comments: 20
Uploads: 4
Deconstruction Assistant

It would be awesome to have an update that would allow this addon to work with the new Deconstruction Assistant.
Report comment to moderator  
Reply With Quote
Post A Reply



Category Jump: