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:128
Total downloads:22,078
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 05/31/18, 10:31 PM  
iwontsay
AddOn Author - Click to view AddOns

Forum posts: 27
File comments: 77
Uploads: 3
Originally Posted by Corgan
Originally Posted by momitja
I guess i figured it out.
But i encountered the next problem:
If the InventoryManager goes through the selling list and comes across an item which can't be sold because it's locked by the game, the whole selling process stops. So all the other items marked for sale do not sell.
Could you fix that by just skipping items which can't be sold or am I doing something wrong again?
In fact i have exact same problem when attempting to store undaunted key or Treasure map that already have duplicate in bank.
Edit: Can't use rule for moving any trophy for example. Instead need to make few rules more specific to avoid moving locked or character bound items.
I know what you mean. As a workaround - like Corgan stated - locked items (whether with the default locking or the FCO 'locked' mark) aren't considered for moving, though the last one needs a rule to exclude FCO-Locked items.

There's no good solution for this. For stability, I don't simply "push out" the item movement requests but wait until the last one finished successfully before emitting the next one, to avoid the possibility of being flooded with repeated errors (and presumably kicked/crashed because of a faulty addon) if something goes wrong.

But, I get only notification for successful movements - not for failed ones. Not to say what kind of problem prevented the move and whether it is a temporary problem which could be gone on the next try or a permanent one like with specific items and conditions. So, without any hint when to continue, the process stops, and the last one listed would be the offending object.

Additionally, I don't know a good way to determine objects which can be moved to the bank, can be moved only once to the bank, or not at all. Same may go for other objects which may reside only once in the player's inventory.
Last edited by iwontsay : 05/31/18 at 10:34 PM.
Report comment to moderator  
Reply With Quote
Unread 05/30/18, 07:42 AM  
Corgan

Forum posts: 1
File comments: 40
Uploads: 0
Originally Posted by momitja
I guess i figured it out.
But i encountered the next problem:
If the InventoryManager goes through the selling list and comes across an item which can't be sold because it's locked by the game, the whole selling process stops. So all the other items marked for sale do not sell.
Could you fix that by just skipping items which can't be sold or am I doing something wrong again?
In fact i have exact same problem when attempting to store undaunted key or Treasure map that already have duplicate in bank.
Edit: Can't use rule for moving any trophy for example. Instead need to make few rules more specific to avoid moving locked or character bound items.
Last edited by Corgan : 05/31/18 at 05:01 AM.
Report comment to moderator  
Reply With Quote
Unread 05/27/18, 12:55 PM  
momitja

Forum posts: 0
File comments: 5
Uploads: 0
Originally Posted by iwontsay
Originally Posted by momitja
Originally Posted by iwontsay
Originally Posted by momitja
The rule "Sell at shop or fence" doesn't work - it isn't selling anything to a vendor anymore.
Just checked. Still works fine for me. You could check using "/im dryrun" if there are items supposed to be sold at all.
I did a /im dryrun and it correctly lists items for sale, but at the merchant nothing happens.
https://gyazo.com/12dac2d619b10ab2c42b5aa4dec843d5

Tried with and without FSO Itemsaver. I ran out of ideas.
If you have progress reports enabled you would at least see a line like "Sold items, revenue x gold.", even if there was nothing to sell. If that line is missing the Addon doesn't catch or react to the event "shop opened".

Double check the "Auto-Sell junked items" in the "Settings" menu. Turn it back on if it's off. I should rewrite the text, it is a legacy control and now serves the purpose of temporarily switching off selling at stores.
Yea, indeed it was the Auto-Sell Settings, please take a look at my last posting - i guess you didn't read it because we answered simultaneously.
Report comment to moderator  
Reply With Quote
Unread 05/27/18, 08:33 AM  
iwontsay
AddOn Author - Click to view AddOns

Forum posts: 27
File comments: 77
Uploads: 3
Originally Posted by momitja
Originally Posted by iwontsay
Originally Posted by momitja
The rule "Sell at shop or fence" doesn't work - it isn't selling anything to a vendor anymore.
Just checked. Still works fine for me. You could check using "/im dryrun" if there are items supposed to be sold at all.
I did a /im dryrun and it correctly lists items for sale, but at the merchant nothing happens.
https://gyazo.com/12dac2d619b10ab2c42b5aa4dec843d5

Tried with and without FSO Itemsaver. I ran out of ideas.
If you have progress reports enabled you would at least see a line like "Sold items, revenue x gold.", even if there was nothing to sell. If that line is missing the Addon doesn't catch or react to the event "shop opened".

Double check the "Auto-Sell junked items" in the "Settings" menu. Turn it back on if it's off. I should rewrite the text, it is a legacy control and now serves the purpose of temporarily switching off selling at stores.
Last edited by iwontsay : 05/27/18 at 08:34 AM.
Report comment to moderator  
Reply With Quote
Unread 05/27/18, 08:31 AM  
momitja

Forum posts: 0
File comments: 5
Uploads: 0
I guess i figured it out.
I enabled "Auto Sell Junk Items", and it works. I disabled it previously because Dustman is selling my Junk Items, and i thought Items marked for sale are not considered Junk Items.

But i encountered the next problem:
If the InventoryManager goes through the selling list and comes across an item which can't be sold because it's locked by the game, the whole selling process stops. So all the other items marked for sale do not sell.
Could you fix that by just skipping items which can't be sold or am I doing something wrong again?
Report comment to moderator  
Reply With Quote
Unread 05/27/18, 07:59 AM  
momitja

Forum posts: 0
File comments: 5
Uploads: 0
Originally Posted by iwontsay
Originally Posted by momitja
The rule "Sell at shop or fence" doesn't work - it isn't selling anything to a vendor anymore.
Just checked. Still works fine for me. You could check using "/im dryrun" if there are items supposed to be sold at all.
I did a /im dryrun and it correctly lists items for sale, but at the merchant nothing happens.
https://gyazo.com/12dac2d619b10ab2c42b5aa4dec843d5

Tried with and without FSO Itemsaver. I ran out of ideas.
Report comment to moderator  
Reply With Quote
Unread 05/27/18, 07:21 AM  
iwontsay
AddOn Author - Click to view AddOns

Forum posts: 27
File comments: 77
Uploads: 3
Originally Posted by momitja
The rule "Sell at shop or fence" doesn't work - it isn't selling anything to a vendor anymore.
Just checked. Still works fine for me. You could check using "/im dryrun" if there are items supposed to be sold at all.
Report comment to moderator  
Reply With Quote
Unread 05/27/18, 06:22 AM  
momitja

Forum posts: 0
File comments: 5
Uploads: 0
The rule "Sell at shop or fence" doesn't work - it isn't selling anything to a vendor anymore.
Report comment to moderator  
Reply With Quote
Unread 05/26/18, 09:39 AM  
iwontsay
AddOn Author - Click to view AddOns

Forum posts: 27
File comments: 77
Uploads: 3
Originally Posted by wambo
The CS author basically said that from 74 to 75 there was no change in the mentioned functions, and that something fundamental must be broken in Inventory Manager.
I see now what happened. The author didn't change anything on the routines and data structures in question, but he introduced a change that made "CS" global again.

According to this, my addon mistakenly recognized the Craftstore as the ancient 3.0 version which used a not quite compatible interface.

I guess it is time to remove the legacy code.
Report comment to moderator  
Reply With Quote
Unread 05/25/18, 11:46 PM  
wambo
AddOn Author - Click to view AddOns

Forum posts: 38
File comments: 457
Uploads: 3
Originally Posted by iwontsay
Could be. But CS 1.76 is out now (yes, I seem to have skipped 1.75 completely), so chances are that he reverted the game-breaker. If not, I'll have a look at it.
Also problems with 1.76:

Code:
user:/AddOns/InventoryManager/CraftStoreLink.lua:59: attempt to index a nil value
stack traceback:
	user:/AddOns/InventoryManager/CraftStoreLink.lua:59: in function 'CSL:IsTraitNeeded'
	user:/AddOns/InventoryManager/CraftStoreLink.lua:150: in function 'CSL:isUnknown'
	user:/AddOns/InventoryManager/InventoryManager.lua:120: in function 'IM:GetItemData'
	user:/AddOns/InventoryManager/Modules/DelayedProcessor.lua:115: in function 'IM:CreateInventoryList'
	user:/AddOns/InventoryManager/Modules/Extractor.lua:97: in function 'InitDeconstruction'
	user:/AddOns/InventoryManager/Modules/Extractor.lua:118: in function 'WaitPanel'
	EsoUI/Libraries/Globals/globalapi.lua:195: in function '(anonymous)'
The CS author basically said that from 74 to 75 there was no change in the mentioned functions, and that something fundamental must be broken in Inventory Manager.
Last edited by wambo : 05/25/18 at 11:47 PM.
Report comment to moderator  
Reply With Quote
Unread 05/25/18, 10:59 PM  
iwontsay
AddOn Author - Click to view AddOns

Forum posts: 27
File comments: 77
Uploads: 3
Originally Posted by wambo
I'm guessing the latest craftstore addon broke something,

Must be a change from CS 1.74 to 1.75
Could be. But CS 1.76 is out now (yes, I seem to have skipped 1.75 completely), so chances are that he reverted the game-breaker. If not, I'll have a look at it.
Report comment to moderator  
Reply With Quote
Unread 05/24/18, 08:27 AM  
wambo
AddOn Author - Click to view AddOns

Forum posts: 38
File comments: 457
Uploads: 3
I'm guessing the latest craftstore addon broke something,

worked nicely at the rls of summerset

Code:
user:/AddOns/InventoryManager/CraftStoreLink.lua:59: attempt to index a nil value
stack traceback:
	user:/AddOns/InventoryManager/CraftStoreLink.lua:59: in function 'CSL:IsTraitNeeded'
	user:/AddOns/InventoryManager/CraftStoreLink.lua:150: in function 'CSL:isUnknown'
	user:/AddOns/InventoryManager/InventoryManager.lua:120: in function 'IM:GetItemData'
	user:/AddOns/InventoryManager/Modules/Banking.lua:156: in function 'CollectSingleDirection'
	user:/AddOns/InventoryManager/Modules/Banking.lua:205: in function 'CalculateMoves'
	user:/AddOns/InventoryManager/Modules/Banking.lua:342: in function 'InventoryManager:OnBankOpened'
	user:/AddOns/InventoryManager/Modules/Banking.lua:367: in function '(anonymous)'
Must be a change from CS 1.74 to 1.75
Last edited by wambo : 05/24/18 at 12:49 PM.
Report comment to moderator  
Reply With Quote
Unread 04/11/18, 01:01 AM  
iwontsay
AddOn Author - Click to view AddOns

Forum posts: 27
File comments: 77
Uploads: 3
Originally Posted by wambo
Still working fine for me.

Interesting effect: when I access new storage chests, stuff is automatically put into BANK XD
Never bothered with the storage chests so far. I think those chests use the same UI and events as opening the bank does - so it will be triggered when you open said chest.

I guess it is an additional parameter being passed to the event when opening the chest or the bank. Wonder if I should make a distinction and add storage chests as two separate rule sections (store and retrieve) in the rulesets.
Report comment to moderator  
Reply With Quote
Unread 02/19/18, 05:59 PM  
wambo
AddOn Author - Click to view AddOns

Forum posts: 38
File comments: 457
Uploads: 3
Still working fine for me.

Interesting effect: when I access new storage chests, stuff is automatically put into BANK XD
Report comment to moderator  
Reply With Quote
Unread 11/13/17, 04:10 PM  
kromonos
 
kromonos's Avatar

Forum posts: 0
File comments: 22
Uploads: 0
looks like the addon is abandoned ... time for an alternative addon
Report comment to moderator  
Reply With Quote
Post A Reply



Category Jump: