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Horns of the Reach (3.1)
Updated:10/08/17 08:26 AM
Created:09/13/17 05:41 PM
Monthly downloads:3,313
Total downloads:3,804
Favorites:16
MD5:
Categories:Bags, Bank, Inventory, Data Mods, Graphic UI Mods, Miscellaneous, Utility Mods
3.1
Auto Category [Inventory Grid View Integrated]
Version: 1.10
by: rockingdice [More]
RockingDice's Auto Category

Still worry about cleaning your inventory? Always full with items that you don't know how to deal with?

Having this add-on will make your life easier than ever!

Need your help with Localization! Please contact me if you want to help

Integrated with great add-on 'Inventory Grid View', also fixed its icon issue!





Original Keyboard Interface:





BetterUI for Gamepad:




  • Pre-defined rules and settings for beginners, download and use with no more settings required. Just that easy!
  • A nice header is added for each custom category. Get a clear view of your inventory.
  • Auto integrate with all interfaces. Keyboard is fully supported. Gamepad with BetterUI is supported.
  • Fully customizable rules based on LUA, for advanced users you can categorize items as the way you want.
  • Use pre-defined or your own rules, applying them to your backpack/bank bag, it will refresh categories immediately without reloading.
  • Complete wiki for learning rules. Need more rules/Have great ideas/Need other add-on integration? Just request a new API!
  • Auto group for your set items without adding rules one by one.


You can find more rule details and examples in:
Auto Category's wiki

If you enjoy this add-on and think my work is really worthy, you can send me in-game coin to:
@RockingDice in NA megaserver
or donate via Paypal :
Donate!

Any donations will keep me make more good add-on for improving your gaming experience!

1.10 Changes:


1.09 Changes:
1.08 Changes:
  • Fixed Category 'Trait/Style Gems' (If not changed, please try to restore to defaults)
  • Added Localization support.

1.07 Changes:
  • Fixed a rare issue of IGV integration.

1.06 Changes:
  • Fixed Quest tab issue.
  • Adjusted the height of header to the same as item row.
  • Added custom appearance of header text. You can set up them in the setting menu (or type /ac)

1.05 Changes:
  • Fixed multiple add-on compatible issue.
  • Fixed auto set name in different languages.
  • Added API:
    Code:
    iscrafted
    please see api reference and tutorial for more info.

1.04 Changes:
  • Added gamepad trade inventory support. Thanks @catsith105 for testing!

1.03 Changes:
  • Integrated with 'Inventory Grid View'
  • Added a tutorial button.
  • Added a wiki home page and tutorial page.

1.02 Changes:
  • Fixed banking issue with deposit/withdraw items.

1.01 Changes:
  • Updated lib: LibAddonMenu to r24
  • Refined Addon Setting Menu
Optional Files (0)


Archived Files (7)
File Name
Version
Size
Author
Date
1.09
98kB
rockingdice
09/21/17 09:50 PM
1.08
96kB
rockingdice
09/18/17 09:13 PM
1.07
75kB
rockingdice
09/17/17 09:42 AM
1.06
75kB
rockingdice
09/15/17 09:12 PM
1.05
71kB
rockingdice
09/15/17 01:02 PM
1.04
71kB
rockingdice
09/14/17 10:25 AM
1.03
71kB
rockingdice
09/13/17 05:41 PM


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Unread Today, 11:31 AM  
Deadmano

Forum posts: 0
File comments: 14
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Originally Posted by rockingdice
The rules(categories) are shared, if you write a new category for your backpack, you can use it for your bank too, just switch to bank and add it, then set a priority for it(You can have different priority for different bag). You don't need to write the same category for another bag.

Also I'm planning to make a feature to switch between bag schemes(say some sets of bag settings). You can bind a key to switch from scheme A to scheme B, then your bag categories are changed to fit different situations like:

Cleaning bags/Farming Gears/Doing writs/Selling items/etc..
I speak for myself, though I am sure some would truly LOVE the ability to have Writ categories, that would be an absolute GODSEND and just what we need to complete our writs easier.

Regarding the shared categories, I was thinking more along the lines of an ability to have a unified option we can select (profile) that has the same categories for BOTH inventory and bank, that way we don't have to keep adding to each, as I sometimes forget and then wonder why it seems so different in the bank. :P
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Unread Today, 08:45 AM  
rockingdice
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Forum posts: 10
File comments: 122
Uploads: 8
Originally Posted by Deadmano
Originally Posted by rockingdice
Originally Posted by Deadmano
I just have to say, that this is truly one of the best add-on out of a dozen essential add-ons... The power behind categorising everything to your heart's content is exceptional!

My only issue is that it seems when you are in the deconstruct/improvement menus that the categories do not respect the category priority. Any reason why this might be? You can test this with your low level category vs. researchables, and notice that the low level category appears above researchables instead of below it.

EDIT: If it makes any difference, these items that are not respecting the category values are items from the bank, not on hand in the inventory.
Thank you for your appreciation!
The deconstruct/improvement menus work a little different, it'll show the items from both your backpack and your bank. So actually there should be both settings in one tab. I'm not sure if it causes the issue. Maybe it needs a unique setting. I'll check it if I've got time.
Ah, I forgot that it was two separate options for bag/bank! There is probably a clash, as I am only writing rules, mainly, for the bag. Is there a way you can give us an option to unify rules to be the same for both the bag and the bank, instead of trying to copy them twice each time?

Thanks for all your hard work thus far!!
The rules(categories) are shared, if you write a new category for your backpack, you can use it for your bank too, just switch to bank and add it, then set a priority for it(You can have different priority for different bag). You don't need to write the same category for another bag.

Also I'm planning to make a feature to switch between bag schemes(say some sets of bag settings). You can bind a key to switch from scheme A to scheme B, then your bag categories are changed to fit different situations like:

Cleaning bags/Farming Gears/Doing writs/Selling items/etc..
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Unread Today, 08:09 AM  
Deadmano

Forum posts: 0
File comments: 14
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Originally Posted by rockingdice
Originally Posted by Deadmano
I just have to say, that this is truly one of the best add-on out of a dozen essential add-ons... The power behind categorising everything to your heart's content is exceptional!

My only issue is that it seems when you are in the deconstruct/improvement menus that the categories do not respect the category priority. Any reason why this might be? You can test this with your low level category vs. researchables, and notice that the low level category appears above researchables instead of below it.

EDIT: If it makes any difference, these items that are not respecting the category values are items from the bank, not on hand in the inventory.
Thank you for your appreciation!
The deconstruct/improvement menus work a little different, it'll show the items from both your backpack and your bank. So actually there should be both settings in one tab. I'm not sure if it causes the issue. Maybe it needs a unique setting. I'll check it if I've got time.
Ah, I forgot that it was two separate options for bag/bank! There is probably a clash, as I am only writing rules, mainly, for the bag. Is there a way you can give us an option to unify rules to be the same for both the bag and the bank, instead of trying to copy them twice each time?

Thanks for all your hard work thus far!!
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Unread Today, 02:28 AM  
rockingdice
AddOn Author - Click to view AddOns

Forum posts: 10
File comments: 122
Uploads: 8
Originally Posted by Deadmano
I just have to say, that this is truly one of the best add-on out of a dozen essential add-ons... The power behind categorising everything to your heart's content is exceptional!

My only issue is that it seems when you are in the deconstruct/improvement menus that the categories do not respect the category priority. Any reason why this might be? You can test this with your low level category vs. researchables, and notice that the low level category appears above researchables instead of below it.

EDIT: If it makes any difference, these items that are not respecting the category values are items from the bank, not on hand in the inventory.
Thank you for your appreciation!
The deconstruct/improvement menus work a little different, it'll show the items from both your backpack and your bank. So actually there should be both settings in one tab. I'm not sure if it causes the issue. Maybe it needs a unique setting. I'll check it if I've got time.
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Unread Today, 02:08 AM  
rockingdice
AddOn Author - Click to view AddOns

Forum posts: 10
File comments: 122
Uploads: 8
Originally Posted by Deadmano
I know this is outside the scope of the mod, as you're basically just filtering item types, but what are the chances to somehow have a filter type to filter materials needed for active writs? For example, if I need to make Calcinium Daggers, it'll filter for Calcinium Ingots? Or for Clarified Syrah Wine it'd filter for Surilie Grapes and Isinglass?

EDIT: Master Recipe List can mark items needed for provisioning writs with a blue tick, so it somehow does track it, perhaps you can full that information from that add-on or so what could be done about doing it directly?
I'll check if anything I can do.
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Unread Today, 07:23 PM  
Deadmano

Forum posts: 0
File comments: 14
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I just have to say, that this is truly one of the best add-on out of a dozen essential add-ons... The power behind categorising everything to your heart's content is exceptional!

My only issue is that it seems when you are in the deconstruct/improvement menus that the categories do not respect the category priority. Any reason why this might be? You can test this with your low level category vs. researchables, and notice that the low level category appears above researchables instead of below it.

EDIT: If it makes any difference, these items that are not respecting the category values are items from the bank, not on hand in the inventory.
Last edited by Deadmano : 10/15/17 at 07:30 PM.
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Unread Yesterday, 03:07 PM  
Deadmano

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File comments: 14
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I know this is outside the scope of the mod, as you're basically just filtering item types, but what are the chances to somehow have a filter type to filter materials needed for active writs? For example, if I need to make Calcinium Daggers, it'll filter for Calcinium Ingots? Or for Clarified Syrah Wine it'd filter for Surilie Grapes and Isinglass?

EDIT: Master Recipe List can mark items needed for provisioning writs with a blue tick, so it somehow does track it, perhaps you can full that information from that add-on or so what could be done about doing it directly?
Last edited by Deadmano : 10/15/17 at 03:09 PM.
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Unread 09/27/17, 06:05 AM  
hagermanj

Forum posts: 2
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Originally Posted by rockingdice
Originally Posted by hagermanj
I looked around and could not find a way to exclude something: i.e. type( "monster trophy") but want to exclude 'bound' items.
Thanks for your help again and a great addon.
I added an example to show how to use keyword 'not' to exclude conditions:

Example @ Wiki
Thank you so very much.
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Unread 09/26/17, 06:54 AM  
rockingdice
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Forum posts: 10
File comments: 122
Uploads: 8
Originally Posted by hagermanj
I looked around and could not find a way to exclude something: i.e. type( "monster trophy") but want to exclude 'bound' items.
Thanks for your help again and a great addon.
I added an example to show how to use keyword 'not' to exclude conditions:

Example @ Wiki
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Unread 09/26/17, 02:57 AM  
hagermanj

Forum posts: 2
File comments: 143
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I looked around and could not find a way to exclude something: i.e. type( "monster trophy") but want to exclude 'bound' items.
Thanks for your help again and a great addon.
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Unread 09/25/17, 07:32 PM  
rockingdice
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Forum posts: 10
File comments: 122
Uploads: 8
Originally Posted by lexo1000
Hello !
Nice mod thank you. Ill send you the french translation soon.
Can you also include Item Saver by Randactyl please ?
Thank you, I'll check if it's possible
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Unread 09/25/17, 02:19 PM  
lexo1000
 
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Hello !
Nice mod thank you. Ill send you the french translation soon.
Can you also include Item Saver by Randactyl please ?
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Unread 09/23/17, 02:32 PM  
Baertram
 
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Guild bank: Like bank/player inventory
Craftbag:

Maybe check addons like AdvancedFilters to get some category ideas, or to see what standard filters are already available. And then build categories on base of them.
Like "If within AF user chose armor -> head: Then categories like "trait, enchantment, level, quality, ..." would be a helping hand.

Originally Posted by rockingdice
Originally Posted by BigM
Originally Posted by rockingdice
Originally Posted by hagermanj
Is it possible to sort items in your Craft Bag?
When I am in the Guild Store to sell things from my Graft Bag, it would be nice to sort the items. Just a thought.

This addon has really made be lazy LOL.
Sure, It's in my to-do list already, AC will support guild bank and craft bag.
This will be awesome in so many different ways.
Any ideas about how to sort those materials and other stuff?
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Unread 09/23/17, 02:08 PM  
Jhenox
 
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I just wanted to say thank you for this addon. It has a small learning curve but is really useful for us obsessive compulsive pack rats.
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Unread 09/23/17, 08:00 AM  
rockingdice
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Forum posts: 10
File comments: 122
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Originally Posted by BigM
Get this error when I sell to guild.

Checking type on argument stringVariablePrefix failed in GetString_lua
stack traceback:
[C]: in function 'GetString'
user:/AddOns/InventoryGridView/adapter.lua:360: in function 'ZO_ItemTooltip_AddMoney'
user:/AddOns/InventoryGridView/adapter.lua:422: in function 'AddCurrency'
user:/AddOns/InventoryGridView/adapter.lua:431: in function 'wrapper'
EsoUI/Libraries/Globals/globalapi.lua:195: in function '(anonymous)'

No errors until I go to sell.
This issue is from Inventory Grid View, I find a way to reproduce it. If you hover an item in the craft bag with price 0, it will reproduce.

I'll contact the author to fix it, thank you again
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