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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:157
Total downloads:22,123
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
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 06/21/17, 10:04 PM  
iwontsay
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Forum posts: 27
File comments: 77
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For a broader range of discussion (which I'd welcome), I've moved my comment into an own forum thread, link as below:

http://www.esoui.com/forums/showpost...80&postcount=2

It concerns major changes in the AddOn, and I wouldn't like to do them without your feedback first.
Last edited by iwontsay : 06/21/17 at 10:27 PM.
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Unread 06/21/17, 09:42 PM  
iwontsay
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Re: Re: Missing a little funtion

Originally Posted by Sekrin
On a related note, is there a way (or can a way be added please) to limit the number of an individual item that can be moved to the bank? For example, so I can say that I only want one full stack of Millet in my bank, and once I have that full stack no more will be moved across, or if I have 150 Millet in the bank and 75 Millet in my bag, 50 Millet will be moved to the bank and the remaining 25 will stay in the bag?

Thanks!
Maximum execution count is your friend - If you, for example, state "keep x" with a count of two and "put in bank x", then two stacks shall remain in your inventory.
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Unread 06/18/17, 11:44 PM  
Sekrin

Forum posts: 8
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Re: Missing a little funtion

Originally Posted by bahamin
Bug: When the bank is full, and there is a new stack to get transferred by the rules, the new stack will prevent the transfer for the other items that are already have their space reserved at the bank. For example: If your bank is full and you have 10 Ta rune stones in bank and 5 in the inventory and also you've got a new stack of anything you have ruled to be transferred to the bank, the new stack will prevent Ta rune stones transfer too and the operation will stop by the error "Incomplete transaction - one inventory full"
I'm also getting this issue.

On a related note, is there a way (or can a way be added please) to limit the number of an individual item that can be moved to the bank? For example, so I can say that I only want one full stack of Millet in my bank, and once I have that full stack no more will be moved across, or if I have 150 Millet in the bank and 75 Millet in my bag, 50 Millet will be moved to the bank and the remaining 25 will stay in the bag?

Thanks!
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Unread 06/16/17, 04:16 PM  
bahamin

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Exclamation Missing a little funtion

Hello iwontsay!

First of all thanks to you for the great add-on.
your add-on is missing a little function which is very useful to it. Please add "Known" filter to motif styles, recipes, weapon and apparel. There I can set a rule which deconstructs Known trait items or puts known recipes and motif styles in the guild bank.

EDIT:
Also I've found out furnishing materials cannot be moved by the "Material>Clothier/Blacksmithing/Woodworking/Provisioning/Enchanting Material" filters.

EDIT2:
Roomba compatibility (automatically run roomba after guild bank transactions)
Bug: When the bank is full, and there is a new stack to get transferred by the rules, the new stack will prevent the transfer for the other items that are already have their space reserved at the bank. For example: If your bank is full and you have 10 Ta rune stones in bank and 5 in the inventory and also you've got a new stack of anything you have ruled to be transferred to the bank, the new stack will prevent Ta rune stones transfer too and the operation will stop by the error "Incomplete transaction - one inventory full"

EDIT3:
At 1920x1080 display resolution I can't have more than 44 rules visible, can you please make the rule dropdown menu scroll-able?

click on the image to view it in full size


sorry for my bad English, I've tried my best to explain the bug to you.


Best regards,
Diako @AVES7A (EU Server)
Last edited by bahamin : 06/17/17 at 05:35 AM.
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Unread 06/15/17, 09:58 PM  
iwontsay
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Forum posts: 27
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Exclamation Please check your rulesets

As stated in a previous post, as of Version 1.5.0 it is possible to have concurrent rules in your ruleset and actions are taken dependent on the context.

Let's say, you have two rules somewhere in your list, in the following order:
  1. Deconstruct any intricate weapon
  2. ... (maybe even more filters)
  3. Sell any weapon of quality Normal

When you visit the crafting station first, everything is okay. Your intricate weapon gets deconstructed for skill training, and the remainders are sold in bulk.
But when you visit the shop first, the 3rd rule acts up and would sell your intricate weapon, too.

You would see that effect with any combination of rules where the rules higher in your list would act on a subset of items matching rules lower in the list.

In case you don't want to maintain a rigid order of actions you take (like, visit crafting station first, then bank, then shop), you can extend the rule list to put some failsafes into it, like the following:
  1. Deconstruct any intricate weapon
  2. Keep any intricate weapon
  3. ... (maybe even more filters)
  4. Sell any weapon of quality Normal

The action 'Keep' has a special place as of version 1.5.1, since when it matches for a given item, the list processing stops and the addon would look no further for any matching rule. Meaning, if you visit a crafting station with your intricate weapon, rule 1 would fire, but if you visit the bank or a shop, rule 2 would fire.
Last edited by iwontsay : 06/15/17 at 09:58 PM.
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Unread 06/15/17, 01:32 PM  
iwontsay
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Originally Posted by kromonos
I just want to say thank you, for your great work with this plugin and big thanks for the last update with great guild bank support
Guild bank support had been on my agenda for too long, it was not as high on my list as other features, but still a 'must do' for completeness. Now I found the time to do it...

Of course, guild bank management works with all the filters, too, so one can state a rule like
  1. Pull from guild bank all unknown recipes
But I think just for the sake of keeping good relations one should set an execution limit rather than hovering up all the furniture recipes at once

A bigger change under the hood is that you can state two rules like
  1. Put in bank all intricate items
  2. Deconstruct all intricate items
together in the list, and depending on whether you go to the bank or to the crafting station, the appropiate action will be taken.

So go ahead, let Tythis Andromo carry all the intricate items for you until you get back to town
Last edited by iwontsay : 06/15/17 at 01:45 PM.
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Unread 06/15/17, 12:22 PM  
kromonos
 
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I just want to say thank you, for your great work with this plugin and big thanks for the last update with great guild bank support
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Unread 06/14/17, 11:11 PM  
iwontsay
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Originally Posted by Techbro13
I was wondering if you could add recipe fragment to specific items which is located in Consumable for General Type?
Hmmmh... To do it right, I would have to introduce a third tier to the item type filters, because why should I stop at recipe fragments as a specific item type? And I think there it would slightly get out of hand...

If it just concerns recipe fragments, they can be identified as Consumable, Trophy and Epic (violet)
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Unread 06/13/17, 02:06 AM  
Techbro13

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I was wondering if you could add recipe fragment to specific items which is located in Consumable for General Type?
:3 here are some pics:

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Unread 06/11/17, 04:19 AM  
Eldorhaan
 
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Originally Posted by iwontsay
Originally Posted by Eldorhaan
Hi dude, do you think you can add in the compatibility, Item saver, to avoid transfer with item tagged? It will be awesome
You can add a rule "Keep any item with any mark" at any point in your rule list - or you can specialize a rule like this a bit more, like "Keep any item which is marked for locking"

I intentionally didn't hardcode an 'avoid transfer if marked' into the AddOn - to allow for the chance to mark items I would put into the bank and retrieve it with another character, like a complete gear set update for an alt. Like, have FCOIS automatically mark the newly-crafted items, then the Manager put them into the bank with a single rule, and let the alt retrieve them with a similar rule.

The only hard blocks I enforce on actions perfomed on items are in accordance with the FCOIS anti-destroy settings. For example, to not to deconstruct an item which is explicitely marked as for sale and vice versa. And notably bank transfers aren't regulated, since they are not destructive.
It seems it works for FCO item saver, but not the other addon "item saver" My question was may be not clear enough. It was, can you make it works with this addon http://www.esoui.com/downloads/info3...aver.html#info

Cheers.
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Unread 06/08/17, 11:45 PM  
iwontsay
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Originally Posted by Eldorhaan
Hi dude, do you think you can add in the compatibility, Item saver, to avoid transfer with item tagged? It will be awesome
You can add a rule "Keep any item with any mark" at any point in your rule list - or you can specialize a rule like this a bit more, like "Keep any item which is marked for locking"

I intentionally didn't hardcode an 'avoid transfer if marked' into the AddOn - to allow for the chance to mark items I would put into the bank and retrieve it with another character, like a complete gear set update for an alt. Like, have FCOIS automatically mark the newly-crafted items, then the Manager put them into the bank with a single rule, and let the alt retrieve them with a similar rule.

The only hard blocks I enforce on actions perfomed on items are in accordance with the FCOIS anti-destroy settings. For example, to not to deconstruct an item which is explicitely marked as for sale and vice versa. And notably bank transfers aren't regulated, since they are not destructive.
Last edited by iwontsay : 06/08/17 at 11:48 PM.
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Unread 06/06/17, 02:41 PM  
Eldorhaan
 
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Hi dude, do you think you can add in the compatibility, Item saver, to avoid transfer with item tagged? It will be awesome
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Unread 05/30/17, 06:09 AM  
iwontsay
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Originally Posted by wambo
Another *nice-to-have* would be:
A quick&easy way to stop/pause the rules.

Like sometimes I push sth into the bank not in accordance with my rules. Everytime I forgot to take / put sth into the bank and I access the bank I need to redo those steps.

I would be happy to like hit "/im pause 5" into chat and not redo those steps.

Or "/im stop" and "/im restart" maybe (but I think a break is better since one might forget to restart)
Both have their pros and cons. stop/restart, and yes, people easily forget to restart. Pause... well, let's say you take longer than five seconds (or minutes, you were writ crafting, for example) and still have to shuffle around things in your bank. Not good.

Currently the best idea I have would be something like "/im pause", but the number (if given, else we default to 1) tells how many bank accesses should be ignored. So something like "/im pause 9999999" would very much amount to "indefinitely for this session", and "/im restart" would force restarting the checking.

So, in essence, "/im pause" without a number would let InventoryManager wait out the very next bank access - and only that one. "/im pause 5" the next five, and so on and so forth.
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Unread 05/30/17, 06:00 AM  
iwontsay
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Originally Posted by kromonos
Looks like the Bug, I reported 04/02/17, 03:38 PM ... but I got no reaction from developer ...
If it concerns the InventoryManager it could have been silently fixed (see changelog) or the affected code had been reworked entirely, making the issue moot.

Did you update to 1.4.1 and recheck? If it still happens, give me a holler.
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Unread 05/30/17, 02:10 AM  
kromonos
 
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Looks like the Bug, I reported 04/02/17, 03:38 PM ... but I got no reaction from developer ...

Originally Posted by Papuasko
Can i use this addon without CraftStore or FCO ItemSaver? I'm getting an error message:

Lua Code:
  1. user:/AddOns/InventoryManager/FCOISLink.lua:36: attempt to index a nil value
  2. stack traceback:
  3. user:/AddOns/InventoryManager/FCOISLink.lua:36: in function 'FCOISL:hasAddon'
  4. user:/AddOns/InventoryManager/InventoryManager.lua:328: in function 'InventoryManager:Init'
  5. user:/AddOns/InventoryManager/InventoryManager.lua:349: in function 'OnAddOnLoaded'
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