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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:102
Total downloads:21,938
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 04/03/22, 07:27 AM  
tomstock
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Forum posts: 2
File comments: 14
Uploads: 2
Deconstruction Assistant

It would be awesome to have an update that would allow this addon to work with the new Deconstruction Assistant.
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Unread 04/01/22, 11:25 AM  
ZoLatKam
 
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File comments: 143
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Re: Re: Clarification Needed, Please!

Originally Posted by Honestaly
Warning: Spoiler


When it hits something that matches a negate rule, it stops checking for that item.

So

I have an FCO tag for each of my toons. The rules for them come first. No item marked for Joe Blow, No item marked for Fred Astaire, etc

Then after all the negates I have Any glyph with quality from worn to epic, Any item marked for deconstruction, any intricate item.

If an item meets the requirements for a negate, it stops then and doesn't process further.
Thanks so much for your response!

I figured this was the correct way to order the rules, however, it was never clear to me that it mattered when I would test the rule order in game.
Last edited by ZoLatKam : 04/01/22 at 11:26 AM.
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Unread 03/01/22, 05:30 AM  
Honestaly

Forum posts: 3
File comments: 59
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Re: Clarification Needed, Please!

Originally Posted by ZoLatKam
So, I've used this mod for years and I've never fully understood how it processes "Negate" rules - I've tried searching the comments for similar questions, but was unable to find any.

Or should I try to avoid using the Negate flag in my rules as much as possible?

Thanks in advance for any helpful responses!
When it hits something that matches a negate rule, it stops checking for that item.

So

I have an FCO tag for each of my toons. The rules for them come first. No item marked for Joe Blow, No item marked for Fred Astaire, etc

Then after all the negates I have Any glyph with quality from worn to epic, Any item marked for deconstruction, any intricate item.

If an item meets the requirements for a negate, it stops then and doesn't process further.
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Unread 02/20/22, 04:05 PM  
ZoLatKam
 
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Re: Can't have rule to deconstruct Glyphs

Originally Posted by tomstock
For the Rule List "Deconstruct at Crafting Station", i have "Any glyph with quality worn to superior". No items get deconstructed at an enchanting station.
If you use Craftstore, that is likely why. I've encountered this occurrence, but it doesn't bother me because the aforementioned mod has a built in "Decon all" feature, which is just a click away.

If you don't use Craftstore, I would venture a guess that any other mods which alter the enchanting station UI may also "interrupt?" IMs decon rules.
Last edited by ZoLatKam : 02/20/22 at 04:07 PM.
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Unread 02/16/22, 12:46 PM  
ZoLatKam
 
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Forum posts: 3
File comments: 143
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Clarification Needed, Please!

So, I've used this mod for years and I've never fully understood how it processes "Negate" rules - I've tried searching the comments for similar questions, but was unable to find any.

As best I can figure, the concept of the Negate flag equates to "ignore anything that matches this rule" (please enlighten me if I'm incorrect).

What I haven't been able to figure out, despite much experimentation on my part, is where the negate rules should exist in any given list:

Before the "Any" rules?
After them?
Doesn't matter?

Or should I try to avoid using the Negate flag in my rules as much as possible?

Thanks in advance for any helpful responses!
Last edited by ZoLatKam : 02/23/22 at 12:29 PM.
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Unread 02/12/22, 08:31 AM  
tomstock
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Forum posts: 2
File comments: 14
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Can't have rule to deconstruct Glyphs

For the Rule List "Deconstruct at Crafting Station", i have "Any glyph with quality worn to superior". No items get deconstructed at an enchanting station.
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Unread 01/31/22, 04:55 PM  
Honestaly

Forum posts: 3
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Re: Just tried IM with FCO on PTS

Originally Posted by Honestaly
From the IM side, I don't think it sees the Deconstruction assistant as a place to deconstrcut.

Test: Crafted 6 bows and marked them for deconstruction in FCO Item Saver
Created a rule in IM to deconstruct items at a deconstruction station marked for deconstruction
Bought Deconstruction assistant
Chose to deconstruct from her


and it sat there... I think it thinks she's a merchant (as does FCO Item Saver) because I couldn't deconstruct the items until I unmarked them for deconstruction. My next test will be to mark them for sale and see if selling them tot he deconstruction assistant deconstructs them.
Ok marking them for sale doesn't sell them to her either.
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Unread 01/31/22, 04:40 PM  
Honestaly

Forum posts: 3
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Just tried IM with FCO on PTS

From the IM side, I don't think it sees the Deconstruction assistant as a place to deconstrcut.

Test: Crafted 6 bows and marked them for deconstruction in FCO Item Saver
Created a rule in IM to deconstruct items at a deconstruction station marked for deconstruction
Bought Deconstruction assistant
Chose to deconstruct from her


and it sat there... I think it thinks she's a merchant (as does FCO Item Saver) because I couldn't deconstruct the items until I unmarked them for deconstruction. My next test will be to mark them for sale and see if selling them tot he deconstruction assistant deconstructs them.
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Unread 10/17/21, 10:14 AM  
SethAten

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Unhappy Re: Problems with FCO Integration

Originally Posted by Honestaly
Since Publish 29 when I try to modify rules that involve Dynamic Icon sets from FCO Item Saver they don't show up with their names. Just 1st Dynamic, 2nd Dynamic, etc.

What's worse, is if I pick a Dynamic by #1 (without a name) and create a rule, it treats it as any item
existing rules work, but I can't create new ones.

FCO lets me mark the items without trouble though.
Second this.
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Unread 08/28/21, 12:03 AM  
Nomizak

Forum posts: 0
File comments: 18
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This addon is fantastic! Thank you iwontsay for creating it!

For new users, it might be a little daunting to set it up, but trust me, if you spend the time to figure it out, it'll save you a whole lot of time! Especially if you're a crafter who does multiple daily crafting writs on your alts. Once set up properly, it'll basically automate all of the mundane task of moving items around between your bag and bank, sell what you don't care for, etc. It's just great. Those who are complaining probably just haven't experimented with the rule settings enough. Most things that don't seem to work have workarounds, like for example, you can simply use the item's text instead of other criteria, and so forth.

Thanks again for this beautiful addon!
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Unread 06/25/21, 03:48 AM  
Baertram
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Well if FCOIS is disabled it's SavedVariables are not given. Means all items are not protected as there are no marker icons on them and FCOIS protective functions also do not exist.
So loosing your items will ALWAYS happen if ANY other addon tries to decon/sell/destroy the items automatically! -> No FCOIS = no protection possibility = no possibility to even detect if any of the items are protected as the FCOIS SavedVariables are simply not loaded.

So this is a general problem and cannot be fixed by IM or any other addon I's just a technical restriction.
You need to asure on your side that you always enable FCOIS if IM is enabled.

Change the ## OptionalDependsOn: FCOItemSaver to a ## DependsOn: FCOItemSaver in the InventoryManager.txt file.
But you'd have to change this after each update again as not all users are using FCOIS and IM. So iwontsay cannot add this as a generel dependency.

The only thing iwontsay could amybe do is add a warning message via
Lua Code:
  1. ZO_Alert(UI_ALERT_CATEGORY_ERROR, SOUNDS.NEGATIVE_CLICK, "FCOItemSaver is not active!")
if any of your rules uses FCOIS related stuff. But I guess he currently is not easily able to detect you are using these rules and would have to add some kind of routines to detect this (or add a new settings checkbox and you'd have to mark this checkbox saying to alert you in that case).

Originally Posted by wambo
I just found what I consider a harsh bug:

I'm using IM together with FCO Itemsaver.

When FCO Itemsaver is not active, some of the rules change their behaviour drastically!!!

From "Any item marked as for sale"
it went to: "Any item"

Imagine the consequences

I just lost 84 items, over 15 golden jewels, over 60 golded out (possibly retraited/reconstructed) *sigh*
Edit:
In the end Customer Service was really helpful here, got the items back, lost enchants and retraits, but so it cost me quite a few transmute crystals but I didnt loose anything - thanks to the chatlog (IM posting its actions)
Last edited by Baertram : 06/25/21 at 03:53 AM.
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Unread 06/20/21, 07:31 AM  
wambo
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I just found what I consider a harsh bug:

I'm using IM together with FCO Itemsaver.

When FCO Itemsaver is not active, some of the rules change their behaviour drastically!!!

From "Any item marked as for sale"
it went to: "Any item"

Imagine the consequences

I just lost 84 items, over 15 golden jewels, over 60 golded out (possibly retraited/reconstructed) *sigh*
Edit:
In the end Customer Service was really helpful here, got the items back, lost enchants and retraits, but so it cost me quite a few transmute crystals but I didnt loose anything - thanks to the chatlog (IM posting its actions)
Last edited by wambo : 06/24/21 at 03:09 AM.
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Unread 03/30/21, 10:56 AM  
Honestaly

Forum posts: 3
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Re: Problems with FCO Integration

Originally Posted by Honestaly
Since Publish 29 when I try to modify rules that involve Dynamic Icon sets from FCO Item Saver they don't show up with their names. Just 1st Dynamic, 2nd Dynamic, etc.

What's worse, is if I pick a Dynamic by #1 (without a name) and create a rule, it treats it as any item
existing rules work, but I can't create new ones.

FCO lets me mark the items without trouble though.
Any assistance here would be welcome. ESO without it and the rules it can make isn't even fun to play.
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Unread 03/16/21, 04:57 PM  
Honestaly

Forum posts: 3
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Problems with FCO Integration

Since Publish 29 when I try to modify rules that involve Dynamic Icon sets from FCO Item Saver they don't show up with their names. Just 1st Dynamic, 2nd Dynamic, etc.

What's worse, is if I pick a Dynamic by #1 (without a name) and create a rule, it treats it as any item
existing rules work, but I can't create new ones.

FCO lets me mark the items without trouble though.
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Unread 03/03/21, 02:28 PM  
sicthegamer

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Very useful addon, but I think two more options should be added for item conditions:
1) Being able to check for character bound items; for example, to make a rule saying "No character bound items". This one in particular is useful for rules that auto-deposit into the bank for instance.

2) Support for the new Sets/sticker book feature (checking if an item is collected or not) One use case is automatically marking any weapon or apparel as junk except items not yet collected, for example. Or vice versa for items already collected.

I've had plenty of moments where these two conditions would have been useful to have and would for them to be implemented
Last edited by sicthegamer : 03/03/21 at 02:29 PM.
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