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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:189
Total downloads:22,163
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
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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
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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


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Unread 09/01/19, 07:06 AM  
P5ych3
 
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Cool Response

Originally Posted by iwontsay
Thing is, selling at a vendor and selling at a fence are two different actions. When it comes to a "hot" run, the system correctly determines if you're standing in front of a legit vendor or a fence and is able to pick the correct items. Not so with a dry run, where it would simply assume that you're selling the items instead of fencing them. I think that's why FCOIS complains - you can't sell a stolen item to a legit vendor.
Thank you kindly for your consideration. I am not confused as to the proper use of the functions and I know that it is impossible to sell items unless you are at the correct inventory scene (determined via the returned results of SCENE_MANAGER). I only did the 'dry run' to test and see if I could get any additional info. The messages given from a dry run indicate that the items are locked, but they are in fact not locked at all. As Baertram just mentioned below - if they were locked by FCOIS then I would be unable to sell these items manually - yet that is not the case here. Selling items by hand still works without a problem regardless of being marked with icons or not.

Originally Posted by iwontsay
You should still be able to fence the stolen items, regardless what the dry run says
Negative. Testing in-game verifies that the sale of marked items is broken despite using the correct vendor type for those items. Any item that is not marked by FCOIS performs normally and is sold automatically, but anything with the icon 'Marked for selling' is simply not processed like you would expect and will remain in the inventory. My settings in FCOIS and InventoryManager are set up correctly for each type of sale (stolen and not stolen) and I am using the proper interface (scene) for each. I use the fence for stolen items (obviously) and the regular vendors for non-stolen items. That is not the problem. In its current state InventoryManager always skips any item that has an FCOIS marker. The addon is not performing sell actions on the FCOIS markers correctly anymore and does not act on them. This was working fine previously but something has changed. I am not the only one experiencing this issue..

Originally Posted by wambo
I didn't see it in the patch notes, so I'm guessing it didnt come up yet.

Selling items with a mark doesnt work anymore.
The mark is the one "for sale" ( I noticed its named differently in FCOIS and IM, maybe thats a reason?)
And the protection in FCOIS is off. I can sell them manually at the merchant but IM seems to skip them.
Selling of unmarked items does still work.

Edit: rip, nvm, it was mentioned. Dont be bothered by me ^^
Thank you for any information/response you may be able to provide. -P5YCH3
Last edited by P5ych3 : 09/02/19 at 10:39 AM.
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Unread 09/01/19, 06:24 AM  
Baertram
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Re: Re: Issues Selling/Fencing

If this does not work AT the fence or the vendor it shouldn't be a problem with FCOIS. At least not if it's working manually without InventoryManager (which I tried today and it does work properly).
If InventoryManager is not able to sell the items "automatically" there is some other problem here.

iwontsay could add some debug message to see what the FCOIS functions return for him here.
FCOIS will check the currently active panel (like has to be the vendor scene and the vendor sell tab if you want to sell something) and then checks for the items if they got a marker icon which protectes them against selling (sell icon + settings and other marker icons as well).

Originally Posted by wambo
I didn't see it in the patch notes, so I'm guessing it didnt come up yet.

Selling items with a mark doesnt work anymore.
The mark is the one "for sale" ( I noticed its named differently in FCOIS and IM, maybe thats a reason?)
And the protection in FCOIS is off. I can sell them manually at the merchant but IM seems to skip them.
Selling of unmarked items does still work.

Edit: rip, nvm, it was mentioned. Dont be bothered by me ^^


Right, FCOIS needs the appropriate scene or controls / Inventorys to show in order to determine via LibFilters3 if you are legit to run the filters and protections. Some of the variables are registred to the inventory's appliedLAyout (whch changes at the different panels). If you are in the LAM menu you cannot try to trade stuff to another player or sell at a fence. You need to be at the fence or got the trade window open etc.
But some of the API functions in FCOIS (like FCOIS.CallItemselectionHandler()) provide the parameter "LibfiltersFilterPanelId" (pass the LibFilters panel you want to tell the addon you are currently checking, like LF_FENCE_SELL) and "calledFromExternalAddon" (set thos boolean to true) in order to simulate the panel and check if the item is protected at this panel, even if youa re currently not at that panel.
You could try if this works for your "testing of the set inventory rules".

Originally Posted by iwontsay
Originally Posted by P5ych3
This is one of my favorite addons due to the ability to customize the rules for various inventory actions etc, that is very nice to have in-game. Thanks for creating this great utility. I honestly never play without it.

Recently I have been experiencing issues using the 'Sell at shop or fence ...' section. That set of rules does not seem to be working for me anymore. Whenever I do a 'Dry run' at the bottom of the InventoryManager settings menu each item that fails to sell or fence reads similar to this:

(Log snippet redacted by message quoting)

I have the latest version of both addons installed. Within the FCO ItemSaver menu I have ensured that I am able to sell items marked for sale (FCO ItemSaver > Protection (Anti-methods) > Sell > Allow to sell marked 'Sell' items [enabled])

Either there is a new issue occurring within FCOIS which is causing this problem or this addon requires an update.
Thing is, selling at a vendor and selling at a fence are two different actions. When it comes to a "hot" run, the system correctly determines if you're standing in front of a legit vendor or a fence and is able to pick the correct items. Not so with a dry run, where it would simply assume that you're selling the items instead of fencing them. I think that's why FCOIS complains - you can't sell a stolen item to a legit vendor.

You should still be able to fence the stolen items, regardless what the dry run says.
Last edited by Baertram : 09/02/19 at 08:48 AM.
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Unread 09/01/19, 04:53 AM  
wambo
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I didn't see it in the patch notes, so I'm guessing it didnt come up yet.

Selling items with a mark doesnt work anymore.
The mark is the one "for sale" ( I noticed its named differently in FCOIS and IM, maybe thats a reason?)
And the protection in FCOIS is off. I can sell them manually at the merchant but IM seems to skip them.
Selling of unmarked items does still work.

Edit: rip, nvm, it was mentioned. Dont be bothered by me ^^
Last edited by wambo : 09/01/19 at 04:53 AM.
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Unread 09/01/19, 12:26 AM  
iwontsay
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Re: Issues Selling/Fencing

Originally Posted by P5ych3
This is one of my favorite addons due to the ability to customize the rules for various inventory actions etc, that is very nice to have in-game. Thanks for creating this great utility. I honestly never play without it.

Recently I have been experiencing issues using the 'Sell at shop or fence ...' section. That set of rules does not seem to be working for me anymore. Whenever I do a 'Dry run' at the bottom of the InventoryManager settings menu each item that fails to sell or fence reads similar to this:

(Log snippet redacted by message quoting)

I have the latest version of both addons installed. Within the FCO ItemSaver menu I have ensured that I am able to sell items marked for sale (FCO ItemSaver > Protection (Anti-methods) > Sell > Allow to sell marked 'Sell' items [enabled])

Either there is a new issue occurring within FCOIS which is causing this problem or this addon requires an update.
Thing is, selling at a vendor and selling at a fence are two different actions. When it comes to a "hot" run, the system correctly determines if you're standing in front of a legit vendor or a fence and is able to pick the correct items. Not so with a dry run, where it would simply assume that you're selling the items instead of fencing them. I think that's why FCOIS complains - you can't sell a stolen item to a legit vendor.

You should still be able to fence the stolen items, regardless what the dry run says.
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Unread 08/24/19, 06:27 AM  
P5ych3
 
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Cool Response

Originally Posted by Corgan
Rullebased is nice addition as long as you use simple rules that are missing in IM but if you would want to to full management RI is very very slow ...
@Corgan Yeah, in comparison to this addon it may be slower to process defined rules. I've noticed quicker response times with I.M. Currently I only use R.I. to supplement my needs while I wait for an update here, and it's only set up to handle the FCOIS markers while InventoryManager handles the rest. I tend to keep multiple addons ready for various purposes, that way if one thing breaks I can adjust and not sacrifice any personal convenience.

EDIT: After playing with Rulebased Inventory installed for a little while the delays in its rule processing become rather annoying/more obvious to me. I haven't been able to find anything as convenient as InventoryManager, which remains my go-to.

@iwontsay
Please consider updating this tool so that behaviors of items with FCOIS markers will work properly again. That feature is especially useful to have available. Thank you! <3 -P5YCH3
Last edited by P5ych3 : 08/31/19 at 12:11 AM.
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Unread 08/24/19, 05:06 AM  
Corgan

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Re: Responce to Corgan

Originally Posted by P5ych3
@Corgan Interesting fix my man! I have simply switched to Rulebased Inventory (here) for some aspects of my inventory management (including the sale of items with unique FCOIS markers) until this addon gets updated again. It was fairly simple to set up to meet my requirements. All I had to do was add FCOISMARKER("SELLING") to the SELL section of RulebasedInventory.. at any rate - hopefully InventoryManager gets an update soon as well. I actually don't mind having both on hand!
Rullebased is nice addition as long as you use simple rules that are missing in IM but if you would want to to full management RI is very very slow ...
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Unread 08/23/19, 01:11 PM  
P5ych3
 
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Cool Responce to Corgan

@Corgan Interesting fix my man! I have simply switched to Rulebased Inventory (here) for some aspects of my inventory management (including the sale of items with unique FCOIS markers) until this addon gets updated again. It was fairly simple to set up to meet my requirements. All I had to do was add FCOISMARKER("SELLING") to the SELL section of RulebasedInventory.. at any rate - hopefully InventoryManager gets an update soon as well. I actually don't mind having both on hand!
Last edited by P5ych3 : 08/23/19 at 01:30 PM.
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Unread 08/23/19, 01:01 AM  
Corgan

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Re: Issues Selling/Fencing

Originally Posted by P5ych3
This is one of my favorite addons due to the ability to customize the rules for various inventory actions etc, that is very nice to have in-game. Thanks for creating this great utility. I honestly never play without it.

Recently I have been experiencing issues using the 'Sell at shop or fence ...' section. That set of rules does not seem to be working for me anymore. Whenever I do a 'Dry run' at the bottom of the InventoryManager settings menu each item that fails to sell or fence reads similar to this:



I have the latest version of both addons installed. Within the FCO ItemSaver menu I have ensured that I am able to sell items marked for sale (FCO ItemSaver > Protection (Anti-methods) > Sell > Allow to sell marked 'Sell' items [enabled])

Either there is a new issue occurring within FCOIS which is causing this problem or this addon requires an update.
Had the same issue with items marked for sale... Seem that addon just presists to protect item even when you disable anti-methods in FCO... Im guessing its not an issue with FCO since marked for sale can be sold manually. Tryed to add dunamic marker for selling but resault was just the same.

What i did is i disabled marking for selling in FCO, than i added 2 rules for sall at fance or shop:

[07:51] Sell at shop or fence ... (rules: 16)
[07:51] Rule 1:Any ornate item with quality from worn to epic
[07:51] Rule 2:Any trash with quality from worn to epic
[07:51] Rule 3:Any unmarked glyph with quality from worn to superior
[07:51] Rule 4:Any unmarked consumable matching 'Cloudy' with quality from worn to normal
[07:51] Rule 5:Any unmarked drink with quality from worn to normal
[07:51] Rule 6:Any unmarked food with quality from worn to normal
[07:51] Rule 7:Any unmarked jewelry with quality from worn to normal
[07:51] Rule 8:Any unmarked heavy armor with quality from worn to superior
[07:51] Rule 9:Any unmarked medium armor with quality from worn to superior
[07:51] Rule 10:Any unmarked light armor with quality from worn to superior
[07:51] Rule 11:Any unmarked shield with quality from worn to superior
[07:51] Rule 12:Any unmarked weapon with quality from worn to superior
[07:51] Rule 13:Any treasure with quality from normal to legendary
[07:51] Rule 14:Any stolen unmarked weapon with no trait with quality from worn to superior
[07:51] Rule 15:Any stolen unmarked vanity clothing with quality from worn to normal
[07:51] Rule 16:Any stolen unmarked apparel with no trait with quality from worn to superior
[07:51] ----
[07:51] Launder at fence ... (rules: 10)
[07:51] Rule 1:Any stolen weapon with quality from worn to epic which is part of a set
[07:51] Rule 2:Any stolen consumable with quality from fine to legendary
[07:51] Rule 3:Any stolen style material with quality normal
[07:51] Rule 4:Any stolen item matching 'Edict' with quality from normal to epic
[07:51] Rule 5:Any stolen alchemy material with quality normal
[07:51] Rule 6:Any stolen enchanting material with quality normal
[07:51] Rule 7:Any stolen provisioning ingredient with quality normal
[07:51] Rule 8:Any stolen material with quality normal
[07:51] Rule 9:Any stolen item matching 'Lockpick' with quality normal
[07:51] Rule 10:Any stolen item matching 'Draught' with quality normal

Afterwards all you need to make sure is that you mark all set items pretty much. And i stopped using dustman and have no junk left with those rullles. I done all rules for apperal, weapons and shield for selling so i can still keep fine to superior jewelry for deconstruction.

PS. Just noticed i forgot to add rule for landering set armors and jewelry from throves after rule 1 for laundering ;p
Last edited by Corgan : 08/23/19 at 01:16 AM.
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Unread 08/19/19, 10:47 PM  
P5ych3
 
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Cool Issues Selling/Fencing

This is one of my favorite addons due to the ability to customize the rules for various inventory actions etc, that is very nice to have in-game. Thanks for creating this great utility. I honestly never play without it.

Recently I have been experiencing issues using the 'Sell at shop or fence ...' section. That set of rules does not seem to be working for me anymore. Whenever I do a 'Dry run' at the bottom of the InventoryManager settings menu each item that fails to sell or fence reads similar to this:

Would NOT sell: "xxx" because of Rule 3:1: Any stolen treasure marked as for sale, but it's locked by FCOIS
I have the latest version of both addons installed. Within the FCO ItemSaver menu I have ensured that I am able to sell items marked for sale (FCO ItemSaver > Protection (Anti-methods) > Sell > Allow to sell marked 'Sell' items [enabled])

Either there is a new issue occurring within FCOIS which is causing this problem or this addon requires an update.
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Unread 08/15/19, 05:22 AM  
Corgan

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Great addon and for many essential, sadlly not maintained anymore, but would be nice to have it litlle bit updated for new categories and missing types like trophies, recipe fragments, support for stacks( could work just same as gold withdraw rules atm whe we could set min max to maintain.

Would be much aprecieatet since there isnt any other banking addon there that would match posibilities of this one.

Guild bank support doont work also anymore since cannot chose guild from dropdown list when creating rule.
Last edited by Corgan : 08/16/19 at 12:43 AM.
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Unread 08/12/19, 11:56 AM  
iwontsay
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The recent error with the initialization is a consequential one, the roots lie in the FCO ItemSaver itself - Baertram is already notified.

If you really, really need to fix it right now, you can do the following.

In FCOItemSaver\FCOIS_API.lua, edit the following two lines:

Line 1215, replace

Lua Code:
  1. if gearToIcon or #gearToIcon <= 0 then return nil end

with

Lua Code:
  1. if not gearToIcon or #gearToIcon <= 0 then return nil end

and in line 1223, replace

Lua Code:
  1. if dynamicToIcon or #dynamicToIcon <= 0 then return nil end

with

Lua Code:
  1. if not dynamicToIcon or #dynamicToIcon <= 0 then return nil end
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Unread 08/12/19, 06:58 AM  
Eldorhaan
 
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same for me

Also I noted that the extension option just disappear from the list. Know you can't manage the addons options.
Last edited by Eldorhaan : 08/12/19 at 08:06 AM.
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Unread 08/12/19, 12:58 AM  
Akopian Atrebates

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New error:

bad argument #1 to 'pairs' (table/struct expected, got nil)
stack traceback:
[C]: in function 'pairs'
user:/AddOns/InventoryManager/FCOISLink.lua:170: in function 'FCOISL:GetIconChoices'
|caaaaaa<Locals> self = tbl </Locals>|r
user:/AddOns/InventoryManager/UI/RuleEdit.lua:260: in function 'RE:GetControls'
|caaaaaa<Locals> self = tbl, guilds = tbl, rule = tbl </Locals>|r
user:/AddOns/InventoryManager/InventoryManager.lua:238: in function 'IM:InitializeUI'
|caaaaaa<Locals> self = tbl, panelData = tbl </Locals>|r
user:/AddOns/InventoryManager/InventoryManager.lua:344: in function 'IM:Init'
|caaaaaa<Locals> self = tbl </Locals>|r
user:/AddOns/InventoryManager/InventoryManager.lua:363: in function 'OnAddOnLoaded'
|caaaaaa<Locals> eventCode = 65536, addonName = "InventoryManager" </Locals
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Unread 08/04/19, 04:24 AM  
Akopian Atrebates

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Getting the following error:

user:/AddOns/InventoryManager/InventoryManager.lua:39: attempt to index a nil value
stack traceback:
user:/AddOns/InventoryManager/InventoryManager.lua:39: in function 'IM:ReportAction'
|caaaaaa<Locals> self = tbl, dryrun = false, action = 10, rIndex = "", rString = "", index = 1 </Locals>|r
user:/AddOns/InventoryManager/Modules/Banking.lua:259: in function 'ProcessMove'
|caaaaaa<Locals> move = tbl, bagIdFrom = 1, slotIdFrom = 16, bagIdTo = 6, slotIdTo = 235, qtyToMove = 1, action = 10 </Locals>|r
user:/AddOns/InventoryManager/Modules/DelayedProcessor.lua:58: in function 'func'
EsoUI/Libraries/Globals/globalapi.lua:207: in function '(anonymous)'

I do hope somebody picks this up again because it is quite remarkable! So much more flexible than the other automatic inventory maintenance programs. I really like it.
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Unread 05/15/19, 06:59 AM  
BringerOfOmens

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Anyone taking over development of this addon?

Such a great addon but with pieces of it breaking and a new api being released I wonder about the continued use of it. Just curious if anyone with the time and scripting knowledge is interested in continuing this addon.
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