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Updated: 07/29/22 09:22 AM
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High Isle (8.0.0)
Updated:07/29/22 09:22 AM
Created:07/12/22 04:20 AM
Monthly downloads:50
Total downloads:3,239
Favorites:10
MD5:
Locked Items Tab
Version: 1.3
by: quietly-confident [More]
Description

Tired of scrolling through locked items that you need for swapping builds but don't really need to see every time you are in your inventory?
This add-on adds a new tab to the player inventory that displays only locked items, whereas locked items are no longer shown in the normal tabs.
Also adds sub-tabs for weapons, armor, jewelry and consumables.

Installation
  • Install the library LibFilters-3.0 by Baertram.
  • Unpack LockedItemsTab.zip to your Users\ ... \Documents\Elder Scrolls Online\live\AddOns folder (this will create the sub-folder 'LockedItemsTab')

Notes and known issues
  • There are no settings for this Add-on.
  • This Add-on may or may not work with other Add-ons that change player inventory management.
  • Completely untested in gamepad mode.
1.3
  • Fixed an issue where the inventory filter resets after certain actions.
  • Note: the filter may still reset after changing zones when inventory is on the 'Locked' tab.

1.2
  • Locked button is now the right-most button in the inventory bar (for now, the old position can be enabled by editing LockedItemsTab.lua and changing the buttonOnRight value)
  • Changed order of the sufilters so that the All subfilter is the left-most button, as in the other tabs.
  • Fixed Quest items and crafting bag items sometimes not showing.
  • Added buttons now have an identifier which should make it easier to integrate other Add-Ons.
  • Fixed manifest file to actually have a new internal version number.

1.1
  • Locked button is now hidden in scenes where locked items are not usable (e.g. sell to vendor.)
  • Replaced scroll icon with padlock icon.

1.0 Initial release
Archived Files (3)
File Name
Version
Size
Uploader
Date
1.2
5kB
quietly-confident
07/23/22 05:44 AM
1.1
4kB
quietly-confident
07/21/22 01:44 PM
1.0
4kB
07/12/22 04:20 AM


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Unread 07/27/23, 06:12 PM  
KradoQC

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Keep items in the normal tabs too ?

Is it possible to keep the locked items in the normal inventory ? In addition to showing them in the locked tab.
Last edited by KradoQC : 07/27/23 at 06:12 PM.
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Unread 07/30/22, 04:59 AM  
ProfKnibble

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New finding: If Bertram's Advanced Filters are disabled, it works fine ...
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Unread 07/29/22, 02:36 PM  
ProfKnibble

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Hi quietly-confident,

a very nice AddOn (v1.3), which is really very useful for me. Unfortunately, the sub-tabs are not displayed for me - I have Bertram's Advanced Filters installed - these are displayed where the icons for the sub-tabs should be as in your picture.

Maybe you can do something about it.
Last edited by ProfKnibble : 07/29/22 at 02:36 PM.
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Unread 07/22/22, 04:36 AM  
Baertram
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Originally Posted by quietly-confident
Oh,thank you very much for the comments! This is my first Add-On so I didn't check for comments here. I just uploaded new version but that one does not include any of the suggestions. I'll definitely pick that up.

To be honest at first I thought this would be doable in 10 lines of code, but during testing things kept coming up that made it more complicated.
Yeah, inventory handling is always complicated... And you always need to think about other addons too, which makes it even more complicated.

Btw: If you change something please write a changelog at the changelog tab (next to the addon info/description tab as you maintain your addon), so one is able to see what changed -> Changelog should be a pile so last changes at top.
Writing it to the bottom of the addon info/description is nothing where users & devs look!

This makes it easier for users and devs to see what changed, what was fixed, what needs to be reported etc.

Thank you for considering it.
Last edited by Baertram : 07/22/22 at 04:39 AM.
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Unread 07/21/22, 01:53 PM  
quietly-confident
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Oh,thank you very much for the comments! This is my first Add-On so I didn't check for comments here. I just uploaded new version but that one does not include any of the suggestions. I'll definitely pick that up.

To be honest at first I thought this would be doable in 10 lines of code, but during testing things kept coming up that made it more complicated.
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Unread 07/15/22, 04:16 AM  
Baertram
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Thanks for the addon.
If you add a dependecy please check the actual version of the dependency and add it to your (Optional)DeppendsOn like this:

Code:
## DependsOn: LibFilters-3.0>=335
The version is provided in the txt file of that addon/library at the ## AddOnVersion: <number> tag -> <number>


This assures the users do not have any very old dependency installed, and your addon will work flawlessly.
Thanks for updating this.


Two visual modification improvement:
Could you maybe move the tab to the right next to junk and not show it at the most left, left of the "All" main filter?
-> You can spy the code at merQuickslotFilters where I have created a function menuBarInsertButton to insert the buttona at a position to the ZO_MenuBAr instead of just using ZO_MenuBar_AddButton which will add it to the left.
Could you please show the subfilter "All" button at the left like all other main and subfilters show too, thank you.

And for other addon compatibility:
Please add in your function CreateSubFilter some identifier to the returned { ... } table, like
Code:
return {
        --Identifier for other addons which are able to check the descriptor of the filterTab
        __isLockedItemsTab = true

        -- Custom data
        
        filterType = filterData.filterType,
        inventoryType = inventoryType,
        isSubFilter = true,
        hiddenColumns = filterData.hideColumnTable,
        activeTabText = filterData.filterString,
        tooltipText = filterData.filterString,

        -- Menu bar data
        hidden = filterData.hideTabFunction,
        ignoreVisibleCheck = filterData.hideTabFunction == true,
        descriptor = filterData.filterType,
        normal = filterData.icons.up,
        pressed = filterData.icons.down,
        highlight = filterData.icons.over,
        callback = HandleTabSwitchSubFilter,
    }
This way one possible can add support for your addon to other addons, like AdvancedFilters.
And your addon can change the code here "if v[1].m_object.m_buttonData.tooltipText == LockedItemsTab.tabNameLocked then " to check for that identifier __isLockedItemsTab instead too.


Another improvement idea:
Your current event_layer_pushed checks might not be needed if you properly use the fragment callbacks of the invenory, where the INVENTORY_FRAGMEMT will be reused for normal inv and all bank deposit + mail + player trade + sell to vendor + sell to guild store I think.
You can spy example code how a custom button was added to the inventory tabs using fragment callbacks, providing an identifier at the tab/descriptor, and using LibFilters 3 at the addon "HarvensStolenFilter v2.4". It might not be working anymore of today but you can spy the code to see how it was done more easily, imo.
Last edited by Baertram : 07/15/22 at 04:34 AM.
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Unread 07/14/22, 07:28 AM  
Teroh

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Very nice addon .. didn't know i needed that, but i def. needed that.

Works great with Autocategory Revived.

Thanks for making it !
Last edited by Teroh : 07/14/22 at 07:29 AM.
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Unread 07/13/22, 11:47 PM  
APH0N1C
 
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Thank you

Thanks for this Cool and helpful Addon!

may I suggest something? maybe in the future add a function to also hide other consumables and miscellaneous items that cannot be locked which you carry from day to day like "Lockpicks" "Treasure/Survey Maps" "Crown/Soul Gems" "Food buffs from free ones likes Crown Fortifying Meal or crafted ones like Bewitched Sugar Skulls etc.." "Crown/Grand Repair Kits".

since you only probably wanna see stuffs you loot on the inventory like motifs/style pages, containers or research scrolls for easy access to either sell them without scrolling a bunch of other stuffs or use them without the hassle of scrolling for other stuffs in the inventory. I use another addon "almost" similar to the one you created called "HideInventoryClutter(seems to be Abandoned)" which does those stuffs above I mentioned. anyways thats just my idea for future updates maybe? but over all the first release is good
Last edited by APH0N1C : 07/13/22 at 11:48 PM.
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