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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:219
Total downloads:22,226
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
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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
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


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Unread 03/22/17, 12:38 AM  
wambo
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Ehm. 2nd: Yep, found the workaround myself.

1st.
https://www.dropbox.com/s/b1dxhggdr7...10827.png?dl=0
This link should work?

Ehm. The first time the error appeared, was immediately after installing the addon. I dont think I did change anything on the markers?
Or is adding the mark to an item included?
Anyway it did work after closing the settings window and opening it again. That's faster than a reloadui


3rd relates to the ornate/junk items: is it possible to manually start a "wet run" ?
So those items get marked as junk and can be sold at the merchant automatically?
- OK. Nevermind. There's a button. but a "/im run" would be nice though.
Also I dont know why it didn't run when I visited the bank just now?
Last edited by wambo : 03/22/17 at 12:45 AM.
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Unread 03/22/17, 09:35 AM  
Keluna

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Thanks for your advices, they have helped me to configure the addon as I need it. According to what you told me, I will not use the destruction function, better to be on the safe side. I like the button you added to toggle Auto-Sell on or off.

Originally Posted by iwontsay
  • "No trait" - I thought about that as well; I could add it. In the meantime, you can formulate sort of a negation with placing two similar rules... like first to "keep weapons with any trait", and second "junk any weapon" - which would in effect junk any weapon with no trait.
  • Setting the minimum value to 0 and the maximum value to the upper boundary could do the trick, too, but yes, for added comfort (to switch it off temporarily) I could add two switches.
I did that. I would appreciate if you add these functions anyway. The switches would also be useful to prevent the transaction message. And "no trait" would spare the additional rules. As you said, it's not absolutely necessary, but more comfortable.
Last edited by Keluna : 03/22/17 at 11:04 AM.
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Unread 03/22/17, 01:02 PM  
kromonos
 
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Recipes, Blueprints, ...

Is it possible, to add a rule for pulling from bank for unknown recipes, blueprints, diagrams, ...?
Also would be nice to add a rule the other way -> Put to bank if known

Edit: I also saw in Zolan's junk handler, that he tracks junk markings, to move items autmatically to junk. I don't know, if it works with Inventory Manager. Would be nice, if, so, that I can trash Zolan's Junk Handler
Last edited by kromonos : 03/22/17 at 01:07 PM.
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Unread 03/22/17, 02:35 PM  
wambo
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Re: Recipes, Blueprints, ...

o_O Did you check out the Addon?
All of it is possible! The Addon is about "defining" those rules yourself.


Originally Posted by kromonos
Is it possible, to add a rule for pulling from bank for unknown recipes, blueprints, diagrams, ...?
Also would be nice to add a rule the other way -> Put to bank if known

Edit: I also saw in Zolan's junk handler, that he tracks junk markings, to move items autmatically to junk. I don't know, if it works with Inventory Manager. Would be nice, if, so, that I can trash Zolan's Junk Handler
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Unread 03/22/17, 02:53 PM  
kromonos
 
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Re: Re: Recipes, Blueprints, ...

Originally Posted by wambo
o_O Did you check out the Addon?
All of it is possible! The Addon is about "defining" those rules yourself.
Sure, I've installed it half an hour, bevor I wrote the post ... maybe I didn't understand it correctly or didn't found the correct rules
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Unread 03/23/17, 10:03 AM  
iwontsay
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Re: Re: Re: Recipes, Blueprints, ...

Originally Posted by kromonos
Originally Posted by wambo
o_O Did you check out the Addon?
All of it is possible! The Addon is about "defining" those rules yourself.
Sure, I've installed it half an hour, bevor I wrote the post ... maybe I didn't understand it correctly or didn't found the correct rules
Just what he said. There are two predefined profiles, but the strength of this AddOn is that you can lay down your own rules list using the rule editor. Select the action, the item type, the traits (or if the traits are unknown, ...) and more, add the rule to the list, or delete the rules you don't want, then there you go.
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Unread 03/23/17, 10:15 AM  
iwontsay
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Now that I have some more time in the next weeks I'm thinking about revamping this AddOn a bit.

One idea would be to extend the set of rules with actions like
  • Sell/Fence item
  • Launder item
  • Deconstruct item
  • Lock item
  • Unlock item
  • Put into gulild bank <<1>>
  • Pull from guild bank <<1>>

The general idea would be to have the junking and selling independent from each other, to connect them back together it would be done with a rule like "sell all junked items". Of course, the sell action may be applied to not junked items as well, for example those marked using the FCO ItemSaver.

Would that be an idea to pursue?

Updated: Added guild bank rule proposal
Last edited by iwontsay : 03/23/17 at 11:27 PM.
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Unread 03/23/17, 02:15 PM  
Baertram
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Using the global FCOIS functions will give you the current data but there is no update triggered from FCOIS to other addons.
You'd need to check the current marker icon names inside the refresh/create callback function of your LAM settings panel (e.g. Rebuild the lam drop down list on your's addon lam panel open callback function, so it's actual if you switch between addons inside the lam settings.You can have a look at FCOStarveStop function buildAddonMenu, at the end of this function is the callback for the panel open stuff somewhere).

I'm working on more API functions to provide you the disabled/enabled icons too.



Originally Posted by iwontsay
Originally Posted by wambo
Got this LUA error when I switched to a dynamic marking, which was deactivated I think.

Also I'm whondering: How can I move those items to junk "that have only worth for merchants" ?
Is that possible already?
The category -> " dontknow in english divers?" -> "junk" doesnt seem to work


OK. It does work. But when I changed from "item" to the lowest "different/divers?" I cant change the unknown / known stuff, but it still stays the one selected before.

Also, this rule appears to only get into action when I get to a bank? Although it works for the "expensive" items.
I cannot see the picture - missing access rights -, it seems to be set to private.

For the first one I have to get back at Baertram to see if it's possible for another addons (like mine) to be notified whenever something changes on the dynamic marker list. Renaming, activating and deactivating for example to reflect the changes in my list.

Up to now, doing /reloadui after doing such changes would be a good bet to have the new list of markers reloaded.

With the second one, as a temporary workaround you can switch to "Item - All", which would unlock the Traits selector again, then explicitely switch to "(irrelevant)" to remove the trait filter, before selecting the desired object type again. Looks I have to fix the code that tries to retain the selected trait when switching object types.
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Unread 03/23/17, 02:19 PM  
kromonos
 
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Re: Re: Re: Re: Recipes, Blueprints, ...

Originally Posted by iwontsay
Originally Posted by kromonos
Originally Posted by wambo
o_O Did you check out the Addon?
All of it is possible! The Addon is about "defining" those rules yourself.
Sure, I've installed it half an hour, bevor I wrote the post ... maybe I didn't understand it correctly or didn't found the correct rules
Just what he said. There are two predefined profiles, but the strength of this AddOn is that you can lay down your own rules list using the rule editor. Select the action, the item type, the traits (or if the traits are unknown, ...) and more, add the rule to the list, or delete the rules you don't want, then there you go.
Too bad, that there is no thank you button
Btw. is it possible, to extend it to definable guild banks? For much more easy shareing with guild members. Or is the option already in and I'm blind again?
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Unread 03/23/17, 11:17 PM  
iwontsay
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Originally Posted by Baertram
Using the global FCOIS functions will give you the current data but there is no update triggered from FCOIS to other addons.
You'd need to check the current marker icon names inside the refresh/create callback function of your LAM settings panel (e.g. Rebuild the lam drop down list on your's addon lam panel open callback function, so it's actual if you switch between addons inside the lam settings.You can have a look at FCOStarveStop function buildAddonMenu, at the end of this function is the callback for the panel open stuff somewhere).

I'm working on more API functions to provide you the disabled/enabled icons too.
Thanks for the heads up - that could actually help. Internally I use the marker numbers rather than the actual names, though if for example someone defines a rule using the "1st dynamic mark" and renames this one to "thief trophies" then, the rule would still apply, and on using "list rules", the change would be reflected there, yet not in the dropdown list until /reloadui.

Am I right to assume that FCOGetIconText() would return appropiate names for the "static" icons (like "marked for sell", "marked for deconstruct") as well? In that case extending the list of marks to check against would be a snap.
Last edited by iwontsay : 03/23/17 at 11:18 PM.
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Unread 03/23/17, 11:26 PM  
iwontsay
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Re: Re: Re: Re: Re: Recipes, Blueprints, ...

Originally Posted by kromonos
Too bad, that there is no thank you button
Btw. is it possible, to extend it to definable guild banks? For much more easy shareing with guild members. Or is the option already in and I'm blind again?
It's the thought that counts

Currently there is no handling of guild banks ... yet. If I intend to include it I'd rather go all out and not just say "guild bank" and provide a single selector, but have the name of the target (or source) guild bank set in the rule itself. But that was something too big of a scope to make the cut into the 1.0.x or 1.1.x release.

Some posts below I voiced my intention to extend the list of possible actions, "put into guild bank <<1>>" and "pull from guild bank <<1>>" (where <<1>> stands as a placeholder for the guild name) would fit quite nicely in this list, too.
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Unread 03/24/17, 12:20 AM  
wambo
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Originally Posted by iwontsay
Now that I have some more time in the next weeks I'm thinking about revamping this AddOn a bit.

One idea would be to extend the set of rules with actions like
  • Sell/Fence item
  • Launder item
  • Deconstruct item
  • Lock item
  • Unlock item
  • Put into gulild bank <<1>>
  • Pull from guild bank <<1>>

The general idea would be to have the junking and selling independent from each other, to connect them back together it would be done with a rule like "sell all junked items". Of course, the sell action may be applied to not junked items as well, for example those marked using the FCO ItemSaver.

Would that be an idea to pursue?

Updated: Added guild bank rule proposal
Yeah.
Some more thoughts:
*Some special consumables like lockpicks /soul gems/potions/special buff food | pull them if below X, deposit if over Y
*Lock / Unlock in combination with FCOIS's marks (the static ones or/and dynamic) -> Not only as property but as "Action". Maybe "recipe known - remove mark"
*Another Addon that might we worth working with: SetTracker. To add rules for special sets. Or Filter Sets for name. Maybe in combination with the trait.
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Unread 03/24/17, 06:08 AM  
Syn0

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I am missing stack control. For example I want to keep 200xTa in my bank, destroy the rest. 200 lockpicks in my bags, destroy the rest. 200 full soul gems, deposit the rest. 200 looted cp150 health potions in my bags, vendor the rest. Also missing level control (I don't want low level mats in my bank.) and raw/refined material (I want raw materials to refine but only cp150 refined in my bank)
Last edited by Syn0 : 03/24/17 at 06:32 AM.
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Unread 03/24/17, 06:45 AM  
iwontsay
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Originally Posted by Syn0
I am missing stack control. For example I want to keep 200xTa in my bank, destroy the rest. 200 lockpicks in my bags, destroy the rest. 200 full soul gems, deposit the rest. 200 looted cp150 health potions in my bags, vendor the rest. Also missing level control (I don't want low level mats in my bank.) and raw/refined material (I want raw materials to refine but only cp150 refined in my bank)
Hrm. Working with stacks and amounts of items is difficult enough. As it is now, when going over an inventory - being the bank or a bag - items are looked at independently from the rest of the inventory. Putting stacks into consideration would require scanning of the complete inventory and reworking of the whole loop.

On the other hand, locked items are completely disregarded during processing. So it would be easy to lock one stack of lockpicks - or soul gems - in your inventory and state a rule to destroy or bank them... that single stack would remain untouched.

FCO ItemSaver's markings could help, too. Place for example dynamic marker 1 on the stack you intend to keep/use... and state a rule to dispose or bank the items of the same type having no marker.
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Unread 03/24/17, 10:03 AM  
Syn0

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Wouldn't FCO mark all items of that type if I marked one lockpick, making stack control impossible? What if I don't have a stack in my bag to mark?

Why don't you check how Dustman and BankManager do it and decide whether it's something you want to try implementing?

Originally Posted by iwontsay
Originally Posted by Syn0
I am missing stack control. For example I want to keep 200xTa in my bank, destroy the rest. 200 lockpicks in my bags, destroy the rest. 200 full soul gems, deposit the rest. 200 looted cp150 health potions in my bags, vendor the rest. Also missing level control (I don't want low level mats in my bank.) and raw/refined material (I want raw materials to refine but only cp150 refined in my bank)
Hrm. Working with stacks and amounts of items is difficult enough. As it is now, when going over an inventory - being the bank or a bag - items are looked at independently from the rest of the inventory. Putting stacks into consideration would require scanning of the complete inventory and reworking of the whole loop.

On the other hand, locked items are completely disregarded during processing. So it would be easy to lock one stack of lockpicks - or soul gems - in your inventory and state a rule to destroy or bank them... that single stack would remain untouched.

FCO ItemSaver's markings could help, too. Place for example dynamic marker 1 on the stack you intend to keep/use... and state a rule to dispose or bank the items of the same type having no marker.
Last edited by Syn0 : 03/24/17 at 10:08 AM.
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