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Updated: 02/14/20 01:47 PM
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Compatibility:
Dragonhold (5.2.5)
Scalebreaker (5.1.5)
Murkmire (4.2)
Summerset (4.0)
Morrowind (3.0)
Homestead (2.7)
Updated:02/14/20 01:47 PM
Created:03/15/17 11:18 AM
Monthly downloads:392
Total downloads:10,337
Favorites:41
MD5:
5.2.5
InventoryManager  Updated this week!  Popular! (More than 5000 hits)
Version: 2.4.2
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 2.4.2
* 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* Removed outdated/unused libs (LibNeeded4Research, for example)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 (24)
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2.4.1
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2.3.0
83kB
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11/18/18 04:39 AM
2.2.0
82kB
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10/24/18 04:52 AM
2.1.1
93kB
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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
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06/15/17 01:26 PM
1.5.0
89kB
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06/15/17 08:55 AM
1.4.1
87kB
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05/28/17 09:08 AM
1.4.0
87kB
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05/27/17 09:08 AM
1.3.4
87kB
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05/22/17 01:27 PM
1.3.3
87kB
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05/22/17 01:25 PM
1.3.3
87kB
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05/02/17 12:19 PM
1.3.2
87kB
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05/02/17 12:03 PM
1.3.1
86kB
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04/04/17 11:03 AM
1.3.0
86kB
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04/03/17 08:44 AM
1.2.2
86kB
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03/31/17 02:49 PM
1.2.1
86kB
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03/31/17 01:07 PM
1.2.0
86kB
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03/31/17 12:19 PM
1.1.1
78kB
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03/21/17 11:33 PM
1.1.0
78kB
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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 Yesterday, 07:42 PM  
chafnan

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Originally Posted by iwontsay
Hadn't been in ESO for too long, truly.

Just found the time to fix the most prevalent issues, as in....
* Unknown trait detection on recipes/styles/...
* Guild names in Rule editing

Version 2.4.2 is still pending review at the time I write this notice.

In addition, saved settings and rules will be migrated to an ID based data set instead of a named one. The migration will be done transparently (read: completely in the background) for the character you just logged in - other characters are unaffected.

So, if you wish to change the name of a given character, log him or her in, then log him out again, or do /reloadui, before you attempt the name change.

As with every addon saving its settings, the save file gets updated whenever the UI is unloaded (as in, on logging out or doing /reloadui)


CraftStore one-time error popup:

I noticed that one myself, too, but wasn't able to track it down. It may be a non-issue with the latest update (esp. the fix with the unknown traits) now, but I think it might have been a race condition between CraftStore updating its own settings to a new format and the InventoryManager trying to access them.
After the update not all items where being processed. I found this in the `DelayedProcessor.lua` on line 114

Code:
		if #list > 90 then break end
I commented it out and all works fine again.
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Unread 02/15/20, 04:17 PM  
wambo

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might be unrelated, but since the latest ( or second latest?) update I get crashed upon opening the bank (right at the point where Inventory Manager usually calculates and starts acting)

gonna try to get a crash without inventory manager active...
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Unread 02/14/20, 02:02 PM  
iwontsay
AddOn Author - Click to view AddOns

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Hadn't been in ESO for too long, truly.

Just found the time to fix the most prevalent issues, as in....
* Unknown trait detection on recipes/styles/...
* Guild names in Rule editing

Version 2.4.2 is still pending review at the time I write this notice.

In addition, saved settings and rules will be migrated to an ID based data set instead of a named one. The migration will be done transparently (read: completely in the background) for the character you just logged in - other characters are unaffected.

So, if you wish to change the name of a given character, log him or her in, then log him out again, or do /reloadui, before you attempt the name change.

As with every addon saving its settings, the save file gets updated whenever the UI is unloaded (as in, on logging out or doing /reloadui)


CraftStore one-time error popup:

I noticed that one myself, too, but wasn't able to track it down. It may be a non-issue with the latest update (esp. the fix with the unknown traits) now, but I think it might have been a race condition between CraftStore updating its own settings to a new format and the InventoryManager trying to access them.
Last edited by iwontsay : 02/14/20 at 02:03 PM.
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Unread 11/30/19, 05:39 AM  
bahamin

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Re: Code fix for Guilds

Originally Posted by noone
Thanks for writing such a useful addon!

Noted below, there is a problem with the guild selector dropdown not working. I've patched my own copy of this addon and thought I would share this fix.

In the file UI/RuleEdit.lua approx line:100; change from
Code:
local gn = GetGuildName(i)
to:
Code:
local gid = GetGuildId(i)
local gn = GetGuildName(gid)
Thanks again for this addon, I hope this helps.
Thank you so much for your solution, I've been waiting for a solution for a month, and yours works perfectly!

Can you please upload the fixed version for a temporary time? so other people can use it until the developer comes back
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Unread 11/19/19, 08:43 AM  
wambo

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Choosing guild banks in the rules seems broken.

If I click what should give me a list to choose from, nothing happens:

https://ibb.co/SsYh6Vp
Last edited by wambo : 11/19/19 at 08:43 AM.
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Unread 11/18/19, 07:00 AM  
Baertram
 
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Could you PLEASE change the SavedVariables from the very very old "character name" format, which is obviously not rename save, to the character ID settings!
Just renamed a few chars to welcome them to the family name and noticed that your addon is still using this outdated method of SavedVariable saving, unfortunately.

Old/outdated since years/not rename save - Character name:
Code:
ZO_SavedVars:New
New/rename save - Character ID:
ZO_SavedVars:NewCharacterId
-> https://wiki.esoui.com/AddOn_Quick_Q...cal_machine.3F

Both got the same parameters so you just need to exchange the function name!

Should be also easy to migrate the settings, here is an example function how to get the character IDs and names so you can check old SV table and migrate to the new one ONCE:
Lua Code:
  1. --Function to get all characters of the account, ID and name.
  2. --Returns a table with 2 possible variants, either the character ID is key and the name is the value,
  3. --or vice versa.
  4. --Parameter boolean, keyIsCharName:
  5. -->True: the key of the returned table is the character name
  6. -->False: the key of the returned table is the unique cahracter ID (standard)
  7. local function getCharactersOfAccount(keyIsCharName)
  8.     keyIsCharName = keyIsCharName or false
  9.     local charactersOfAccount
  10.     --Check all the characters of the account
  11.     for i = 1, GetNumCharacters() do
  12.         local name, _, _, _, _, _, characterId = GetCharacterInfo(i)
  13.         local charName = zo_strformat(SI_UNIT_NAME, name)
  14.         if characterId ~= nil and charName ~= "" then
  15.             if charactersOfAccount == nil then charactersOfAccount = {} end
  16.             if keyIsCharName then
  17.                 charactersOfAccount[charName]   = characterId
  18.             else
  19.                 charactersOfAccount[characterId]= charName
  20.             end
  21.         end
  22.     end
  23.     return charactersOfAccount
  24. end

Additional SavedVariables info:
https://wiki.esoui.com/Circonians_Sa...ables_Tutorial

Thank you very very much iwontsay!
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Unread 11/06/19, 01:40 PM  
wambo

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Edit: This kinda fixxed itself...

Latest Craftstore Updates seem to have broken something when IM tries to access it.

Upon entering banking screen I get the following error:
Code:
user:/AddOns/InventoryManager/CraftStoreLink.lua:81: attempt to index a nil value
stack traceback:
user:/AddOns/InventoryManager/CraftStoreLink.lua:81: in function 'CSL:IsStyleNeeded'
user:/AddOns/InventoryManager/CraftStoreLink.lua:150: in function 'CSL:isUnknown'
user:/AddOns/InventoryManager/InventoryManager.lua:124: in function 'IM:GetItemData'
user:/AddOns/InventoryManager/Modules/Banking.lua:156: in function 'CollectSingleDirection'
user:/AddOns/InventoryManager/Modules/Banking.lua:206: in function 'CalculateMoves'
user:/AddOns/InventoryManager/Modules/Banking.lua:342: in function 'InventoryManager:OnBankOpened'
user:/AddOns/InventoryManager/Modules/Banking.lua:369: in function '(anonymous)'
It seems to break some functionality of IM until reload/relog, but I gotta test around that a bit more

It doesnt happen on all chars. On on some, it didnt happen when banking the first time.
So I would guess it has sth to do with aqucired recipes/motifs and checking whether they are unknown to other chars.
Last edited by wambo : 11/19/19 at 08:36 AM.
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Unread 10/20/19, 02:25 PM  
Akopian Atrebates

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New problem, I presume, with FCOIS integration. I received the following error after having changed some dynamic icons in FCOIS.

cals> self = tbl, instanceId = 1295170213, mark = 5, bagId = 1, slotIndex = 1 </Locals>|r
(tail call): ?
user:/AddOns/InventoryManager/Rulesets.lua:180: in function 'IMR:Filter'
|caaaaaa<Locals> self = tbl, data = tbl, filterList = tbl, traitType = 0 </Locals>|r
(tail call): ?
user:/AddOns/InventoryManager/RulesetsV2.lua:245: in function 'IMRS2:Match'
|caaaaaa<Locals> self = tbl, data = tbl, action = 10, rulelist = tbl, k = 1, v = tbl </Locals>|r
user:/AddOns/InventoryManager/Modules/Banking.lua:157: in function 'CollectSingleDirection'
|caaaaaa<Locals> action = 10, bagType = 1, _moveSlots = tbl, i = 1, _ = tbl, data = tbl </Locals>|r
user:/AddOns/InventoryManager/Modules/Banking.lua:205: in function 'CalculateMoves'
|caaaaaa<Locals> continue = true, _moveStack = tbl </Locals>|r
user:/AddOns/InventoryManager/Modules/Banking.lua:342: in function 'InventoryManager:OnBankOpened'
|caaaaaa<Locals> self = tbl </Locals>|r
user:/AddOns/InventoryManager/Modules/Banking.lua:369: in function '

I am looking into a couple of things, like reducing the number of enabled dynamic icons. But anyway, I noticed that maybe something similar had happened before. Hopefully it will be easy to fix or there is a limitation (like number of dynamic icons that can be handled that I have forgotten. Is there a limit?
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Unread 09/24/19, 01:23 AM  
noone

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Code fix for Guilds

Thanks for writing such a useful addon!

Noted below, there is a problem with the guild selector dropdown not working. I've patched my own copy of this addon and thought I would share this fix.

In the file UI/RuleEdit.lua approx line:100; change from
Code:
local gn = GetGuildName(i)
to:
Code:
local gid = GetGuildId(i)
local gn = GetGuildName(gid)
Thanks again for this addon, I hope this helps.
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Unread 09/09/19, 03:04 AM  
ChrisK

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Thanks Baertram for all the great addons and your care of so many!
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Unread 09/07/19, 05:35 AM  
Corgan

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Problem with recipe/motif management

@iwontsay I havent update addons with minion for few days, and now when i done it i noticed that old change from chafnan that fixes known/unknown styles and recipes information wasnt included in updated version. Would be nice to have it in next version so no one will need to change it manually everytime theres and update. Thanks for update and great addon again!

Originally Posted by chafnan
I'm not sure how to submit a change to the addon, but I'll try and explain here.

1) You need to turn on tracking with craftstore. Open the menu -> Click characters name --> on each character checkmark the four boxes in the top right corner.

2) There is a couple of lines of the "CraftStoreLink.lua" that need to be modified. I will list what to search and replace:

Change "Used_CSA.style.knowledge" to "Used_CS.Data.style.knowledge"
Change "Used_CSA.cook.knowledge" to "Used_CS.Data.cook.knowledge"
Change "Used_CSA.furnisher.knowledge" to "Used_CS.Data.furnisher.knowledge"

That should get it fixed. Hopefully, the author can fix these few places and publish a new version.
Last edited by Corgan : 09/07/19 at 07:44 AM.
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Unread 09/02/19, 02:57 PM  
P5ych3
 
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Cool Working As Intended

Originally Posted by Baertram

Edit2:
Found the problem. I had added some scene checks and for vendor and launder I was ONLY checking for the current scene and forgot to also check for the LibFilters filterPanelIds like LF_VENDOR_SELL etc. so the addon will do the appropriate checks, even if not at the scene or controls.
Fix is coming.

Updated FCOItemSaver to version 1.6.5
Please try again if this fixes the problem and sorry for the trouble.

@Baertram Absolutely mad lad! Thank you for the attentiveness in your work and for the excellent job you continue to do on your projects including FCOIS, which I use daily. Undoubtedly with all the intricacy involved small things can go wrong from time to time, but I credit you for being on top of your game despite that. Great work sorting this out! The patch seems to have done the trick. I can verify that things are working normally on my end now. Any items 'Marked for selling' are reacting appropriately once again in all inventory scenes. God willing this should fix it for everyone else too.

@iwontsay Thank you as well for your patience man and once again for this great tool. It greatly enhances the quality of inventory management in-game and gameplay wouldn't be the same without it!
Last edited by P5ych3 : 09/02/19 at 08:24 PM.
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Unread 09/02/19, 08:54 AM  
Baertram
 
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IM is using this table for the FCOISLink class to determine the correct FCOIS API function for sell, launder, etc.
Code:
 protected_actions = {
            [IM.ACTION_DESTROY]       =  FCOIS.IsDestroyLocked,
            [IM.ACTION_SELL]          = {
                [false] = FCOIS.IsVendorSellLocked,
                [true]  = FCOIS.IsFenceSellLocked
            },
            [IM.ACTION_LAUNDER]       =  FCOIS.IsLaunderLocked,
            [IM.ACTION_DECONSTRUCT]   = {
                [false] = FCOIS.IsDeconstructionLocked,
                [true]  = FCOIS.IsEnchantingExtractionLocked
            },
        }
I did not change anything on the functions IsVendorSellLocked, IsFenceSellLocked and IsLaunderLocked (at least I do not know I did ).
FCOIS internally is not using these functions but the "base" function of all these API functions: FCOIS.CallDeconstructionSelectionHandler.
I have changed someting (about 2 weeks ago) in function FCOIS.DeconstructionSelectionHandler (which is called by CallDeconstructionSelectionHandler). Maybe this is the problem and leads to the non working sell stuff for externalAddons now.

I can have a look if there is something which prevents external addons to function properly,
as the only difference between IsVendorSellLocked (used by other addons per API) and DeconstructionSelectionHandler (used internally and also called from API functions like IsVendorSellLocked ) is the parameter "isCalledFromExternalAddon" which will be false if within FCOIS and true if called from API functions.

@iwontsay
Please proof and assure that your function function filter_for_sale(fence, data) is not messing up and using the fence=true parameter if you are at a normal vendor or vise versa! This would be a problem within FCOIS for sure.

Edit:
After some tests there is strange thing happening.
If I call the API function FCOIS.IsVendorLocked from e.g. the normal inventory it seems to check for anti-destroy and not anti-sell routines.
But not always.
I need to dig a bit further as it seems to have to do with the "where are we currently and what are we trying to check" functions which get problems here.

Edit2:
Found the problem. I had added some scene checks and for vendor and launder I was ONLY checking for the current scene and forgot to also check for the LibFilters filterPanelIds like LF_VENDOR_SELL etc. so the addon will do the appropriate checks, even if not at the scene or controls.
Fix is coming.

Updated FCOItemSaver to version 1.6.5
Please try again if this fixes the problem and sorry for the trouble.
Last edited by Baertram : 09/02/19 at 02:41 PM.
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Unread 09/01/19, 07:06 AM  
P5ych3
 
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Cool Response

Originally Posted by iwontsay
Thing is, selling at a vendor and selling at a fence are two different actions. When it comes to a "hot" run, the system correctly determines if you're standing in front of a legit vendor or a fence and is able to pick the correct items. Not so with a dry run, where it would simply assume that you're selling the items instead of fencing them. I think that's why FCOIS complains - you can't sell a stolen item to a legit vendor.
Thank you kindly for your consideration. I am not confused as to the proper use of the functions and I know that it is impossible to sell items unless you are at the correct inventory scene (determined via the returned results of SCENE_MANAGER). I only did the 'dry run' to test and see if I could get any additional info. The messages given from a dry run indicate that the items are locked, but they are in fact not locked at all. As Baertram just mentioned below - if they were locked by FCOIS then I would be unable to sell these items manually - yet that is not the case here. Selling items by hand still works without a problem regardless of being marked with icons or not.

Originally Posted by iwontsay
You should still be able to fence the stolen items, regardless what the dry run says
Negative. Testing in-game verifies that the sale of marked items is broken despite using the correct vendor type for those items. Any item that is not marked by FCOIS performs normally and is sold automatically, but anything with the icon 'Marked for selling' is simply not processed like you would expect and will remain in the inventory. My settings in FCOIS and InventoryManager are set up correctly for each type of sale (stolen and not stolen) and I am using the proper interface (scene) for each. I use the fence for stolen items (obviously) and the regular vendors for non-stolen items. That is not the problem. In its current state InventoryManager always skips any item that has an FCOIS marker. The addon is not performing sell actions on the FCOIS markers correctly anymore and does not act on them. This was working fine previously but something has changed. I am not the only one experiencing this issue..

Originally Posted by wambo
I didn't see it in the patch notes, so I'm guessing it didnt come up yet.

Selling items with a mark doesnt work anymore.
The mark is the one "for sale" ( I noticed its named differently in FCOIS and IM, maybe thats a reason?)
And the protection in FCOIS is off. I can sell them manually at the merchant but IM seems to skip them.
Selling of unmarked items does still work.

Edit: rip, nvm, it was mentioned. Dont be bothered by me ^^
Thank you for any information/response you may be able to provide. -P5YCH3
Last edited by P5ych3 : 09/02/19 at 10:39 AM.
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Unread 09/01/19, 06:24 AM  
Baertram
 
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Re: Re: Issues Selling/Fencing

If this does not work AT the fence or the vendor it shouldn't be a problem with FCOIS. At least not if it's working manually without InventoryManager (which I tried today and it does work properly).
If InventoryManager is not able to sell the items "automatically" there is some other problem here.

iwontsay could add some debug message to see what the FCOIS functions return for him here.
FCOIS will check the currently active panel (like has to be the vendor scene and the vendor sell tab if you want to sell something) and then checks for the items if they got a marker icon which protectes them against selling (sell icon + settings and other marker icons as well).

Originally Posted by wambo
I didn't see it in the patch notes, so I'm guessing it didnt come up yet.

Selling items with a mark doesnt work anymore.
The mark is the one "for sale" ( I noticed its named differently in FCOIS and IM, maybe thats a reason?)
And the protection in FCOIS is off. I can sell them manually at the merchant but IM seems to skip them.
Selling of unmarked items does still work.

Edit: rip, nvm, it was mentioned. Dont be bothered by me ^^


Right, FCOIS needs the appropriate scene or controls / Inventorys to show in order to determine via LibFilters3 if you are legit to run the filters and protections. Some of the variables are registred to the inventory's appliedLAyout (whch changes at the different panels). If you are in the LAM menu you cannot try to trade stuff to another player or sell at a fence. You need to be at the fence or got the trade window open etc.
But some of the API functions in FCOIS (like FCOIS.CallItemselectionHandler()) provide the parameter "LibfiltersFilterPanelId" (pass the LibFilters panel you want to tell the addon you are currently checking, like LF_FENCE_SELL) and "calledFromExternalAddon" (set thos boolean to true) in order to simulate the panel and check if the item is protected at this panel, even if youa re currently not at that panel.
You could try if this works for your "testing of the set inventory rules".

Originally Posted by iwontsay
Originally Posted by P5ych3
This is one of my favorite addons due to the ability to customize the rules for various inventory actions etc, that is very nice to have in-game. Thanks for creating this great utility. I honestly never play without it.

Recently I have been experiencing issues using the 'Sell at shop or fence ...' section. That set of rules does not seem to be working for me anymore. Whenever I do a 'Dry run' at the bottom of the InventoryManager settings menu each item that fails to sell or fence reads similar to this:

(Log snippet redacted by message quoting)

I have the latest version of both addons installed. Within the FCO ItemSaver menu I have ensured that I am able to sell items marked for sale (FCO ItemSaver > Protection (Anti-methods) > Sell > Allow to sell marked 'Sell' items [enabled])

Either there is a new issue occurring within FCOIS which is causing this problem or this addon requires an update.
Thing is, selling at a vendor and selling at a fence are two different actions. When it comes to a "hot" run, the system correctly determines if you're standing in front of a legit vendor or a fence and is able to pick the correct items. Not so with a dry run, where it would simply assume that you're selling the items instead of fencing them. I think that's why FCOIS complains - you can't sell a stolen item to a legit vendor.

You should still be able to fence the stolen items, regardless what the dry run says.
Last edited by Baertram : 09/02/19 at 08:48 AM.
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