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Murkmire (4.2)
Updated:11/07/18 09:25 AM
Created:09/13/17 05:41 PM
Monthly downloads:1,292
Total downloads:229,788
Favorites:206
MD5:
Categories:Bags, Bank, Inventory, Data Mods, Graphic UI Mods, Miscellaneous, Utility Mods
Auto Category - Custom Inventory Categories  Popular! (More than 5000 hits)
Version: 1.34
by: rockingdice, crafty35a
Still struggling to manage your inventory? Always full of items that you don't know how to deal with?

This add-on will help sort things out!

Auto Category adds categories to your inventory, bank, guild bank, craft bag, and crafting station screens. Fully customizable!


Supported add-ons:
Alpha Gear
FCO Item Saver
Tamriel Trade Centre
Master Merchant
Iakoni's Gear Changer
BetterUI
Set Tracker



Original Keyboard Interface:





Inventory Grid View:





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 supports most of them, and
    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/guild bank/craft bag/craft station, 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!
[b]
1.34 Changes:
  • Added itemname() to match items by name. Returns true if the item name contains any of the provided strings (case insensitive), e.g. itemname("Maelstrom", "Alkosh")

1.33 Changes:
  • Bumped API version for Murkmire.

1.32 Changes:
  • More huge performance improvements! Thanks again to Shadowfen who did all the work here. (Pre-compile rules as they are changed)
  • Replaced Set Tracker support function GetSetTrackerState() with IsTracked(). If you used the old function, you will need to update your rule (sorry). This was done to bring the usage inline with the way the other similar functions work. Usage, e.g.: IsTracked("Sell/Decon", "Collecting")

1.31 Changes:
  • Big performance increase (2x or better for me), thank you to Shadowfen for the code change suggestion!
  • Updated libraries

1.30 Changes:
  • Added French translation. Big thanks to Hasgaad!

1.29 Changes:
  • HOTFIX - resolve errors at merchant due to Wolfhunter API changes.

1.28 Changes:
  • Bumped API version for Wolfhunter.

1.27 Changes:
  • Bumped API version for Summerset.
  • Added support for jewelry crafting ingredients. Note: you will need to either create a new rule yourself, or reset AutoCategory to default settings to grab the new default rule.
    • To create your own rule, use
      Lua Code:
      1. filtertype("jewelrycrafting")
    • To reset to default settings: In the Auto Category add-on menu, use the Defaults button. Then use the /reloadui command. Important: this will remove any custom rules/settings you have defined.
  • New API function "IsMarkedIS()" - use to test whether an item is marked with Item Saver. Note that FCO ItemSaver users should continue to use "IsMarked()"

1.26 Changes:
  • New API function "islocked()" - use to test whether an item has been locked.

1.24 Changes:
  • Resolve circular dependency issue with DoItAll (requires matching update to DoItAll).


1.23 Changes:
  • Added Set Tracker support! Use "getsettrackerstate()" to retrieve the name of the Set Tracker category, if an item is tracked.
  • Added charlevel() and charcp() to pull current character level and CP. Can be used to compare item level to your character level with a custom rule. (Thanks to VulcanTourist)

1.22 Changes:
  • You can now define separate settings for your home storage chests (they will take their initial settings from your bank settings, but can be customized at will).

1.21 Changes:
  • Added support for home storage chests (big thanks to raj72616a). Currently, they will use the settings selected for your bank (no custom settings for home chests yet).
  • Bumped API version for Dragon Bones.
  • New maintainer (crafty35a).


1.19 Changes:
  • Fixed Localization.
  • New Feature: Collapsed/Expanded status can be saved now. You can turn it on in the general setting menu.

1.18 Changes:
  • Fixed Bug: IGV will show the last category correctly.
  • Fixed Bug: Items Count can be turned off permanently.
  • Fixed Bug: Quest Panel will not complain about lua error.

1.17 Changes:
  • Removed debug logs in destruct/improvement panel

1.16 Changes:
  • New Feature: Collapsible Category. You can now click the header to fold all items inside. Get an overall view of your inventory! Context Menu is available, you can collapse/expand all headers with one click.
  • New Feature: Hide-able Category. You can hide some categories to focus on the items you need to deal with. Also you can hide the items that are not matched in the 'Other' category. Can be set in bag setting menu.
  • New Feature: Items Count. You can get a total number about how many items inside the category. This can be turned off in the general setting menu.
  • Account Wide setting changed: You can switch account wide/character wide for each of your characters. (* Need to select again if you use character setting before, don't affect the bag settings)
  • Fixed bug: Removed duplicated rules in bag setting.
  • Fixed bug: German set names should be able to be matched now.
  • Changed api:keepresearch()
    After a lot of tests, the api is not working fine. So I decided to make the api work more simple: It will match all the items can be researched. If you want better result, please use it with other api together. This is a basic idea to filter the item that is not part of a set and can be researched:
    Lua Code:
    1. keepresearch() and not isset()
  • New api:isset() api:ismonsterset()

1.15 Changes:
  • New feature: Category header's height is customizable!
  • New feature: You can change the name of ungrouped Category.
  • New feature: Added a message in chat when toggling the add-on's function, and a switch for it to turn on/off.
  • Fixed bug: Toggling in Inventory Grid View should not result a bad layout.
  • Fixed bug: Removed tag should not to be restored after relog.
  • New Add-ons Integrated!
    Do It All: You can now use it with AC together.
    Alpha Gear: Added a new api:alphagear
    Master Merchant: Added a new api:getpricemm
    Tamriel Trade Centre: Added a new api:getpricettc
  • New api:isinbank

1.14 Changes:
  • CwC is supported!
  • Fixed integration for Inventory Grid View(3.2).

1.13 Changes:
  • Fixed Bug: Setting for Craft Station is not working.
  • Added API:
    Code:
    getquality
    please see api:getquality
  • Updated localization for Chinese.

1.12 Changes:
  • New Function: Export to all bag settings. You can now replace all bag settings by one of them.
  • Added API:
    Code:
    quality
    please see api:quality
  • Fixed Bug: Import from bag setting will incorrectly make settings be linked together.

1.11 Changes:
  • New bags supported: Guild Bank / Craft Bag / Craft Station for both keyboard and gamepad mode.
  • New function: Import from bag setting: you can import from a bag setting to replace current one. No need to create it from the beginning. Make backups by copying your AutoCategory.lua in SavedVariables folder!
  • New add-on supported: Quick Menu you can toggle Auto Category by Quick Menu to save a key binding, check it out!
  • Added API:
    Code:
    sellprice
    islearnable
    please see api:sellprice and api:islearnable for more info.

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
Archived Files (30)
File Name
Version
Size
Uploader
Date
1.33
110kB
crafty35a
10/22/18 06:46 AM
1.32
109kB
crafty35a
09/21/18 12:32 PM
1.31
110kB
crafty35a
09/17/18 09:08 AM
1.30
105kB
crafty35a
08/24/18 11:57 AM
1.29
104kB
crafty35a
08/13/18 08:39 AM
1.28
104kB
crafty35a
08/13/18 06:56 AM
1.27
104kB
crafty35a
05/21/18 06:31 AM
1.26
105kB
crafty35a
04/20/18 11:11 AM
1.25
105kB
crafty35a
04/19/18 01:21 PM
1.24
105kB
crafty35a
04/16/18 09:57 AM
1.23
105kB
crafty35a
04/15/18 06:37 PM
1.22
105kB
crafty35a
04/12/18 09:14 PM
1.21
104kB
crafty35a
04/11/18 11:25 AM
1.19
104kB
rockingdice
10/29/17 09:35 PM
1.18
103kB
rockingdice
10/29/17 11:11 AM
1.17
103kB
rockingdice
10/29/17 07:53 AM
1.16
103kB
rockingdice
10/28/17 11:55 PM
1.15
105kB
rockingdice
10/25/17 10:07 AM
1.14
103kB
rockingdice
10/23/17 07:59 PM
1.13
103kB
rockingdice
10/21/17 02:09 AM
1.12
107kB
rockingdice
10/19/17 05:04 AM
1.11
106kB
rockingdice
10/18/17 09:33 AM
1.10
104kB
rockingdice
10/08/17 08:26 AM
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 11/07/18, 11:45 PM  
ZoLatKam
 
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Forum posts: 3
File comments: 146
Uploads: 0
Re: Re: Rule Type Request

Originally Posted by crafty35a
Originally Posted by ZoLatKam
Is it possible to add a Rule Type that can return a true/false based on the specific name of an item?
Sure, I just uploaded version 1.34 which adds the itemname() function. Enjoy!
Wow! Thanks so much for the crazy fast reply!

The new rule type works great!
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Unread 11/07/18, 09:26 AM  
crafty35a
 
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File comments: 116
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Re: Rule Type Request

Originally Posted by ZoLatKam
Is it possible to add a Rule Type that can return a true/false based on the specific name of an item?
Sure, I just uploaded version 1.34 which adds the itemname() function. Enjoy!
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Unread 11/06/18, 09:42 PM  
ZoLatKam
 
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File comments: 146
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Rule Type Request

First, thanks for making this mod! It's fantastic for playing the "Inventory Management" mini-game in ESO.

On to my request:

Is it possible to add a Rule Type that can return a true/false based on the specific name of an item?

Example: I funnel all of the Treasure Maps I get to one character for collecting, however, I sell all of the Cyrodiil Treasure Maps because I don't PVP on said character.

I'd like to be able to keep all the Cyrodiil Maps under one category & the rest of the Treasure Maps under another category for ease of retrieving them from the bank.
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Unread 10/31/18, 07:31 PM  
VyPR

Forum posts: 0
File comments: 7
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Re: Re: Rule Sharing

Originally Posted by crafty35a
Originally Posted by VyPR
Anyone care to share their most helpful custom rules?
A few of my favorites:

This one creates a category for each alphagear equipment set, I have it as my first rule so my gear sets never get mixed in with loot in the inventory list.
Code:
alphagear("1", "2", "3", "4", "5", "6", "7", "8", "9", "10", "11", "12", "13", "14", "15", "16")
A simple one to filter out relatively valuable (and sellable) items:
Code:
(getpricemm() > 1000 or getpricettc("both") > 1000) and not isbound() and not type("master_writ")
Group Maelstrom weapons together:
Code:
set("Cruel Flurry", "Crushing Wall", "Merciless Charge", "Precise Regeneration", "Rampaging Slash", "Thunderous Volley")
This one isn't very custom, but crucial for me. Break out item sets into individual categories (except monster sets which have their own category and are grouped together):
Code:
autoset() and not ismonsterset()
Treasure Maps and Survey Maps:
Code:
sptype("trophy_survey_report", "trophy_treasure_map")
These are fantastic! Thank you!
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Unread 10/31/18, 06:43 PM  
crafty35a
 
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Forum posts: 7
File comments: 116
Uploads: 0
Re: Rule Sharing

Originally Posted by VyPR
Anyone care to share their most helpful custom rules?
A few of my favorites:

This one creates a category for each alphagear equipment set, I have it as my first rule so my gear sets never get mixed in with loot in the inventory list.
Code:
alphagear("1", "2", "3", "4", "5", "6", "7", "8", "9", "10", "11", "12", "13", "14", "15", "16")
A simple one to filter out relatively valuable (and sellable) items:
Code:
(getpricemm() > 1000 or getpricettc("both") > 1000) and not isbound() and not type("master_writ")
Group Maelstrom weapons together:
Code:
set("Cruel Flurry", "Crushing Wall", "Merciless Charge", "Precise Regeneration", "Rampaging Slash", "Thunderous Volley")
This one isn't very custom, but crucial for me. Break out item sets into individual categories (except monster sets which have their own category and are grouped together):
Code:
autoset() and not ismonsterset()
Treasure Maps and Survey Maps:
Code:
sptype("trophy_survey_report", "trophy_treasure_map")
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Unread 10/28/18, 05:48 PM  
VyPR

Forum posts: 0
File comments: 7
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Rule Sharing

Anyone care to share their most helpful custom rules?
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Unread 10/26/18, 04:44 AM  
Deadmano

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File comments: 38
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Originally Posted by crafty35a
Originally Posted by Deadmano
Hey! It's been a while!

I wanted to find out, is there an API we can utilise yet that'll expose Trial sets? I know you did Monster Sets when I mentioned it a long while ago, so kinda hoping something could be done for Trial sets? I vaguely remember mentioning something about this, not sure what the response was.

The issue is obviously things like The Wise Mage set, which in normal are only Blue sets, and due to my vast rules it's being marked for "Deconstruction", which you can imagine would be a bit insane considering how hard it is to get into trials nowadays.

The workaround for now would be to manually create rules that match the set, but was hoping to have something neater to work with to exclude from all my other rules.

Thank sin advance and keep well!
Since the ZOS API does not differentiate between a standard set and a trial set, there is no built-in method to do this in AC right now. I personally do it manually with set names (just the ones I care about), as you described. I will consider this for future inclusion, but I'm leery of adding things that require continual maintenance (as they add new sets to the game). Also, some of the trial sets are pretty awful, so I personally wouldn't use this rule! But your request is noted.
Thanks, I do appreciate it!

Another thing then is, what if we had an API that would cover items that are noteworthy, that we wouldn't necessarily want to have marked for deconstruction/sale etc? I realise that may require maintenance, but even if it were outdated it could still cover a whole bunch of things? Kind of like a safety net for those unfamiliar with certain drops and their worth?
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Unread 10/24/18, 11:14 AM  
crafty35a
 
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Originally Posted by Deadmano
Hey! It's been a while!

I wanted to find out, is there an API we can utilise yet that'll expose Trial sets? I know you did Monster Sets when I mentioned it a long while ago, so kinda hoping something could be done for Trial sets? I vaguely remember mentioning something about this, not sure what the response was.

The issue is obviously things like The Wise Mage set, which in normal are only Blue sets, and due to my vast rules it's being marked for "Deconstruction", which you can imagine would be a bit insane considering how hard it is to get into trials nowadays.

The workaround for now would be to manually create rules that match the set, but was hoping to have something neater to work with to exclude from all my other rules.

Thank sin advance and keep well!
Since the ZOS API does not differentiate between a standard set and a trial set, there is no built-in method to do this in AC right now. I personally do it manually with set names (just the ones I care about), as you described. I will consider this for future inclusion, but I'm leery of adding things that require continual maintenance (as they add new sets to the game). Also, some of the trial sets are pretty awful, so I personally wouldn't use this rule! But your request is noted.
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Unread 10/24/18, 10:08 AM  
Deadmano

Forum posts: 0
File comments: 38
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Hey! It's been a while!

I wanted to find out, is there an API we can utilise yet that'll expose Trial sets? I know you did Monster Sets when I mentioned it a long while ago, so kinda hoping something could be done for Trial sets? I vaguely remember mentioning something about this, not sure what the response was.

The issue is obviously things like The Wise Mage set, which in normal are only Blue sets, and due to my vast rules it's being marked for "Deconstruction", which you can imagine would be a bit insane considering how hard it is to get into trials nowadays.

The workaround for now would be to manually create rules that match the set, but was hoping to have something neater to work with to exclude from all my other rules.

Thank sin advance and keep well!
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Unread 10/14/18, 12:03 PM  
philrd

Forum posts: 0
File comments: 4
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Got bug on /reloadui

I know its referring mainly to Inventory Grid View tho, i tried with only IGV active and it didn't make this on /reloadui only while both Auto Category and IGV are active that i got this one, cant move or open inventory have to manually /logout cant acces esc too kinda a pain in the butt to loose /reloadui but i cant play with out both of your mod if you could look into this would be awesome:

user:/AddOns/InventoryGridView/util.lua:90: attempt to index a nil value
stack traceback:
user:/AddOns/InventoryGridView/util.lua:90: in function 'ReshapeSlot'
|caaaaaa<Locals> control = ud, isGrid = true, width = 81, height = 81, ICON_MULT = 0.77, textureSet = tbl, outline = ud, new = ud, sell = ud </Locals>|r
user:/AddOns/InventoryGridView/util.lua:193: in function 'util.ReshapeSlots'
|caaaaaa<Locals> scrollList = ud, parent = ud, numControls = 49, gridIconSize = 81, IGVId = 1, isGrid = true, width = 81, height = 81, i = 10 </Locals>|r
user:/AddOns/InventoryGridView/adapter.lua:450: in function 'adapter.ScrollController'
|caaaaaa<Locals> self = ud </Locals>|r
EsoUI/Libraries/Utility/ZO_Hook.lua:19: in function 'ZO_ScrollList_UpdateScroll'
user:/AddOns/InventoryGridView/main.lua:46: in function 'onFragmentShowing'
user:/AddOns/InventoryGridView/main.lua:59: in function 'onFragmentStateChange'
|caaaaaa<Locals> oldState = "hidden", newState = "showing", keybindButtonDescriptor = tbl, onFragmentShowing = user:/AddOns/InventoryGridView/main.lua:42, onFragmentHiding = user:/AddOns/InventoryGridView/main.lua:51 </Locals>|r
EsoUI/Libraries/Utility/ZO_CallbackObject.lua:111: in function 'ZO_CallbackObject:FireCallbacks'
|caaaaaa<Locals> self = tbl, eventName = "StateChange", registry = tbl, callbackInfoIndex = 2, callbackInfo = tbl, callback = user:/AddOns/InventoryGridView/main.lua:33, deleted = false </Locals>|r
EsoUI/Libraries/ZO_Scene/ZO_SceneFragment.lua:111: in function 'ZO_SceneFragment:SetState'
|caaaaaa<Locals> self = tbl, newState = "showing", oldState = "hidden" </Locals>|r
EsoUI/Libraries/ZO_Scene/ZO_SceneFragment.lua:129: in function 'ZO_SceneFragment:ShouldBeShown'
|caaaaaa<Locals> self = tbl </Locals>|r
EsoUI/Libraries/ZO_Scene/ZO_SceneFragment.lua:195: in function 'ZO_SceneFragment:Refresh'
|caaaaaa<Locals> self = tbl, asAResultOfSceneStateChange = true, refreshedForScene = tbl, oldState = "hidden" </Locals>|r
EsoUI/Libraries/ZO_Scene/ZO_Scene.lua:320: in function 'ZO_Scene:RefreshFragmentsHelper'
|caaaaaa<Locals> self = tbl, asAResultOfSceneStateChange = true, i = 27, fragment = tbl </Locals>|r
EsoUI/Libraries/ZO_Scene/ZO_Scene.lua:328: in function 'ZO_Scene:RefreshFragments'
|caaaaaa<Locals> self = tbl, asAResultOfSceneStateChange = true </Locals>|r
EsoUI/Libraries/ZO_Scene/ZO_Scene.lua:283: in function 'ZO_Scene:SetState'
|caaaaaa<Locals> self = tbl, newState = "showing", oldState = "hidden", AS_A_RESULT_OF_SCENE_STATE_CHANGE = true </Locals>|r
EsoUI/Libraries/ZO_Scene/ZO_SceneManager_Base.lua:161: in function 'ZO_SceneManager_Base:ShowScene'
|caaaaaa<Locals> self = tbl, scene = tbl, sequenceNumber = 1 </Locals>|r
EsoUI/Libraries/ZO_Scene/ZO_SceneManager_Leader.lua:282: in function 'ZO_SceneManager_Leader:ShowScene'
|caaaaaa<Locals> self = tbl, scene = tbl </Locals>|r
EsoUI/Libraries/ZO_Scene/ZO_SceneManager_Leader.lua:265: in function 'ZO_SceneManager_Leader:Show'
|caaaaaa<Locals> self = tbl, sceneName = "hud", nextSceneClearsSceneStack = true, numScenesNextScenePops = 0, nextScene = tbl </Locals>|r
EsoUI/Libraries/ZO_Scene/ZO_SceneManager_Leader.lua:206: in function 'ZO_SceneManager_Leader:ShowWithFollowup'
|caaaaaa<Locals> self = tbl, sceneName = "hud", resultCallback = EsoUI/Ingame/Scenes/IngameSceneManager.lua:71 </Locals>|r
EsoUI/Ingame/Scenes/IngameSceneManager.lua:71: in function 'ZO_IngameSceneManager:SetInUIMode'
|caaaaaa<Locals> self = tbl, inUIMode = false </Locals>|r
EsoUI/Ingame/Scenes/IngameSceneManager.lua:266: in function 'ZO_IngameSceneManager:OnLoadingScreenDropped'
|caaaaaa<Locals> self = tbl </Locals>|r
EsoUI/Ingame/Scenes/IngameSceneManager.lua:30: in function '(anonymous)'
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Unread 10/04/18, 04:23 AM  
lichlord
 
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File comments: 12
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NVM

worked fine for a bit then plop.
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Unread 10/03/18, 03:34 PM  
lichlord
 
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Auto Cat

Thank you everything is working fine now! Awesome add-on BTW!!!
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Unread 10/01/18, 09:30 AM  
crafty35a
 
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Forum posts: 7
File comments: 116
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Just a quick suggestion guys, I think a lot of Auto Category users would enjoy this new addon that I found yesterday: http://www.esoui.com/downloads/fileinfo.php?id=2103

It makes the inventory UI window (and several other UI screens actually) much taller, so you can see way more of your inventory at once. It makes a great complement to AC.
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Unread 09/28/18, 10:07 PM  
Barnbogle

Forum posts: 0
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Re: UI Error

Awesome! That was the problem. Just had to delete the saved variables file and do a reinstall and now all is working fine. Didn't realise how much better inventory is with Auto Category's categories until they weren't there. Thank you both for your help. Top job.
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Unread 09/27/18, 08:42 PM  
crafty35a
 
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Forum posts: 7
File comments: 116
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Re: Re: UI Error

Originally Posted by Shadowfen
One of the rules in your saved rules is corrupted (set to nil). Unless you feel comfortable with editting your saved variable file with a text editor to look for the saved corrupt rule; your best choice is to delete your saved variables file (while you are not logged into the game) and start over again with the default set you can add to or change.

If you have used the old getstatetracker() in one of your rules, its disappearance could have caused the problem and deleting or changing that rule could fix the problem - but you will likely have to edit the saved vars file to find and fix it.
Good point, although I had GetSetTrackerState() in my rules and when i removed the function it did not cause a crash to the point of the addon not loading at all. Still, Barnbogle, if you used that rule, send me a PM, I will send you an alternate version of AC with that rule reinserted. That way you can remove the offending rule.
Last edited by crafty35a : 09/27/18 at 08:43 PM.
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