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Murkmire (4.2)
Updated:11/07/18 09:25 AM
Created:09/13/17 05:41 PM
Monthly downloads:1,020
Total downloads:234,785
Favorites:207
MD5:
Categories:Discontinued & Outdated, Data Mods, Graphic UI Mods, Miscellaneous, Utility Mods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
Optional Files (1)
File Name
Version
Size
Author
Date
Type
4.2
112kB
09/06/24 11:14 AM
Addon


Archived Files (30)
File Name
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Size
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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 04/14/18, 12:43 PM  
VulcanTourist
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Forum posts: 27
File comments: 232
Uploads: 1
Originally Posted by VulcanTourist
Is this about right to add new filter functions to return character level and CP?
Code:
function AutoCategory.RuleFunc.CharLevel( ... )
	local fn = "charlevel"
	local level, cp, iconsize
	GetLevelOrChampionPointsString(level, cp, iconsize)
	return level
end

function AutoCategory.RuleFunc.CharCP( ... )
	local fn = "charcp"
	local level, cp, iconsize
	GetLevelOrChampionPointsString(level, cp, iconsize)
	return cp
end
If so, do I just add them to AutoCategory_RuleFunc.lua, or must they also be registered or declared elsewhere?
My first attempt to use these, by modifying the Low Level filter, was a failure. It caused certain CP160 items to appear uncategorized as Other and did not have the intended effect. I suspect that my attempted functions are not even being recognized and trying to call them silently causes an error. The modified Low Level rule:
Code:
type("armor", "weapon")
and (level() < charlevel() or cp() < charcp())
and not keepresearch()
(The keepresearch() exclusion was an earlier modification to prevent low level research items from being snagged by this rule and never appearing as Researchable.)

How is data typed in LUA? A type mismatch could also be at issue. I have no specifics of the API function GetLevelOrChampionPointsString() or its proper use, only the function name and its arguments. For that matter, it could be the wrong function for the job entirely, since I have no documentation what it does.

The Low Level rule was always misleading for any character that isn't already veteran level. The addition of a character level test is crucial to making it applicable for any character and not just veterans. While many or all of my other many rule and precedence changes are a matter of personal taste, this one is not. If a means to add a character test to it can't be found, then I would recommend removing the rule entirely.
Last edited by VulcanTourist : 04/14/18 at 01:01 PM.
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Unread 04/14/18, 08:14 AM  
crafty35a
 
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Originally Posted by VulcanTourist
Is this about right to add new filter functions to return character level and CP?
Code:
function AutoCategory.RuleFunc.CharLevel( ... )
	local fn = "charlevel"
	local level, cp, iconsize
	GetLevelOrChampionPointsString(level, cp, iconsize)
	return level
end

function AutoCategory.RuleFunc.CharCP( ... )
	local fn = "charcp"
	local level, cp, iconsize
	GetLevelOrChampionPointsString(level, cp, iconsize)
	return cp
end
If so, do I just add them to AutoCategory_RuleFunc.lua, or must they also be registered or declared elsewhere?
Honestly, I haven't attempted to add rules yet. I'll be digging into that soon because I want to add Set Tracker support. Give it a try though!
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Unread 04/14/18, 06:45 AM  
Baertram
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My intention was to show you what you can do about your suggestion to get it done. I proposed you a way to contact others. And believe me we are in contact and create library's where possible already since years.
You either need to respect this and if there is no library doing what you want already it's either not possible or Noone thought about it.
That's why I told you about the Gitter channel.

If you are not able to code, ok. You can try to learn it. If you're not interested, ok. But please don't blame the devs then. I think Phinix described it pretty well.
And forgive me if you thought it's sarcasm. You don't know me. I am this way, simple, direct. It was a kind of hint (source code, Gitter) why there is no such library which you have thought of.

But this got nothing to do with lone wolves. We are in contact, several devs on this and other channels
Last edited by Baertram : 04/14/18 at 06:46 AM.
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Unread 04/14/18, 04:37 AM  
VulcanTourist
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Forum posts: 27
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Is this about right to add new filter functions to return character level and CP?
Code:
function AutoCategory.RuleFunc.CharLevel( ... )
	local fn = "charlevel"
	local level, cp, iconsize
	GetLevelOrChampionPointsString(level, cp, iconsize)
	return level
end

function AutoCategory.RuleFunc.CharCP( ... )
	local fn = "charcp"
	local level, cp, iconsize
	GetLevelOrChampionPointsString(level, cp, iconsize)
	return cp
end
If so, do I just add them to AutoCategory_RuleFunc.lua, or must they also be registered or declared elsewhere?
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Unread 04/13/18, 09:22 PM  
Phinix
 
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I agree about not discussing this here anymore. However, I think if most addon authors didn't believe in doing something for the sake of doing something that needs doing as you say, they probably wouldn't be posting all these cool free addons here. They would just make it for themselves and keep it to themselves. The fact they choose to share freely with the world shows by their ACTIONS they are pretty darned enlightened, if you ask me.

Another aspect of enlightened thinking is EMPATHY, and knowing how to treat others with respect and kindness in one's words and deeds. Whether we realize it or not, and whether it is even our intention, the way we come across often fails to convey this simple Golden Rule. Peace.
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Unread 04/13/18, 06:26 PM  
VulcanTourist
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This is the wrong place for discussions of politics, intellectual property law, and other ideology. I'm going to inspect the code that defines filter functions of this mod and ESO's mod API and see if I can derive one to add the extra function I want. Whether that turns into a collaboration or not is entirely up to others. My ego doesn't rule me and my self-interest is quite enlightened. I don't need my name on a damned thing and I expect nothing. Doing a thing because it needs doing is all that matters. It's continually frustrating that others don't see the wisdom in it.
Last edited by VulcanTourist : 04/13/18 at 06:32 PM.
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Unread 04/13/18, 02:55 PM  
Phinix
 
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Originally Posted by VulcanTourist
I don't "know" LUA (or any language at this point) inside-and-out, but I can analyze and modify others' code. Follow-through is not my strong suit, I have ADD and chase butterflies, but I can sometimes see the big picture where others don't and sweat details when others won't. I suggest collaboration precisely because I know my own limitations and know that others have them, too.

I get what you are saying in principle. I think the main issue is in the delivery.

However, I also detect a possibly skewed perception here of the nature of modding and the intellectual work of mod programmers in general. Specifically, your statements here appear to suggest you honestly believe that the convenient availability of mods is more important than the rights and considerations of the authors who actually make them, which I find to be a fundamentally flawed way of thinking:

Originally Posted by VulcanTourist
Mods should never die just because of one person's limitations; the mod matters more than the individual(s) who creates it, egos be damned.

I mean I get they are important to people using them. But think about it. What if someone were to say "I really like the Rolling Stones, and I think great music should continue to be performed even after the artists are too old or no longer interested, egos (and artist's rights) be damned!"

This would clearly be flawed thinking, and United States copyright law flatly disagrees with such an opinion. If you were to simply take another person's work, whether it be words or brush strokes or music or code, and reproduce it without permission, you would be in violation of the law. Furthermore, it is the artists prerogative whether to grant LICENSE to perform or use their work and how. This is what royalties are all about in music, and for code their are all sorts of variations (GNU licence, MIT licence, CC, etc.).

Just because someone publishes something on the internet does NOT imply they have done so under the "anyone can take it" license. It is also not realistic to say that just because you have enjoyed something for free in the past that you are somehow OWED that thing for free in perpetuity, considerations of the people actually sharing it be damned.

Even the long touted golden parachute of pirates and plagiarists (and sociopathic corporate criminals), the so-called "derivative works" blanket, has some fairly absolute criteria for admissibility in court. Specifically, said derivative work must introduce a "substantial amount of new material" in order to be considered legitimate use, which is virtually impossible in software as most courts have recognized code design as analogous to engineering schematics and that "unique way of doing things" has to be shown to have been changed substantially, which most pirates simply don't have the skill or interest to bother doing, else they would simply have done it themselves in the first place instead of trying to rip people off for it and CYA after the fact.

I believe fundamentally in the rights of artists FIRST, before any consideration of the demands of mere CONSUMERS who in the case of mods contribute VIRTUALLY NOTHING to the process (save the extreme minority who donate a couple bucks here and there) since there is no financial transaction involved, and yet too often express this profound and baseless sense of ENTITLEMENT which is an unhealthy and self-centrist detachment from reality based in a lack of underlying empathy or capacity (for whatever reason) to see the content creators as actual people with an actual interest in their own work (more than any claim the consumer thinks he has).

Mods can be used on a resume, for one example. But if an employer sees that someone came along later and changed the API version or something and put their name on it, they're going to say "oh, so this was a collaboration, so how much was actually THEIR skill and how much the other guy's?" How deeply they dig into version history and code comments to actually find out is anyone's guess but I promise, it is not in the artist's interest, particularly in this economy where ANYTHING on a resume to give you an edge is almost necessary, to let someone tweak a couple of lines in your song and claim joint credit.

There is also the fact that people are not exactly chomping at the bit to take over mod projects here. I mean if someone showed the INCENTIVE and actually produced a working update to some core issue then sure. Or even if they were just asking questions, showing they were trying to learn, offering to do some busy work part of the project, whatever. But without that effort, without the actual code, it would really just be a lot of talk about how they COULD do this and WOULD do that if they just got their name on it FIRST, which even then isn't something I have personally encountered much.

I get it, mods are convenient. But just because you like something doesn't mean you are OWED that thing. This isn't some fruity form of artistic communism where if I like your material I can just rip it off and do as I please with no consequences. This is a civilized society with rules and LAWS which recognize the need to protect artist's rights in order to INCENTIVIZE PRODUCTION.

Otherwise all we would be left with is a bunch of rip-off artists with limited skills with nothing to rip off, because the artists figured screw it, why put out the effort when it only goes to benefit some immortal corporate criminal who can steal it and turn a profit at my expense? I think not, and therein lies the crux or our stagnant modern intellectual property economy:

Too much greedy corporate manhandling, NOT ENOUGH INVESTMENT IN PEOPLE.
Last edited by Phinix : 04/13/18 at 03:05 PM.
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Unread 04/13/18, 09:44 AM  
VulcanTourist
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Originally Posted by crafty35a
Anyways, home storage is now fully supported in Auto Category. v1.22 uploaded last night now allows custom settings for your home storage chests.
What is well done was anticipating user changes to the default bank rules and inheriting the current rules rather than the defaults. Can you perhaps now see what you can do about adding another filter function that returns the character's level? I would like to use that in the Low Level category conditions.

Originally Posted by Phinix
I'm honestly not sure what you are proposing. You want a "collaborative" effort but when a seasoned dev gives you positive feedback and suggests you visit the sites where most of the ESO devs hang out and work on the idea with them, you bite back snarling about lone wolf syndrome?
The "positive feedback" he offered was a smokescreen for derision and sarcasm. I "bit back" because his comment wasn't actually intended to be helpful. Even crafty35a saw the sarcasm and applauded it with "well said". Is that sarcasm supposed to inspire me to make an effort? No, it's intended to silence me.

I would be happy to contribute in whatever fashion that is possible, but I am not inspired by the salty responses. It's likely that I've been tweaking games, using mods, and altering mods longer than you've even been gaming. I have skills, but they are limited. As Dirty Harry said, "a man's got to know his limitations", and I know mine. I am blunt and tactless and have high expectations of myself and others. I don't "know" LUA (or any language at this point) inside-and-out, but I can analyze and modify others' code. Follow-through is not my strong suit, I have ADD and chase butterflies, but I can sometimes see the big picture where others don't and sweat details when others won't. I suggest collaboration precisely because I know my own limitations and know that others have them, too. Mods should never die just because of one person's limitations; the mod matters more than the individual(s) who creates it, egos be damned.
Last edited by VulcanTourist : 04/13/18 at 11:53 AM.
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Unread 04/13/18, 09:08 AM  
Phinix
 
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Originally Posted by VulcanTourist
Originally Posted by Baertram
Wise words. You seem to have the time and will to support this, so go on and build it or make a concept on base of the esoui source code.
I'm very interested in your solution. Visit the gitter esoui channel and talk to the devs. Maybe your idea can become reality. Maybe you are going to support and update it then in the future years.
You just can't get your head out of the lone wolf's ass, can you? You sarcastically proposed exactly the opposite of the collaborative effort I described. This lone-wolf syndrome is also how and why so many mods get relegated to the Discontinued bin. Have fun with perpetuating that stupidity. You and others don't seem to know how to do anything else, apparently.

I'm honestly not sure what you are proposing. You want a "collaborative" effort but when a seasoned dev gives you positive feedback and suggests you visit the sites where most of the ESO devs hang out and work on the idea with them, you bite back snarling about lone wolf syndrome?

It sounds to me you weren't so much suggesting a collaboration as you were just having a pseudo-intellectual winge at other people for not having done the work for you. Might I suggest (when you have nothing to contribute) either keeping your mouth shut, or otherwise if you are truthfully just looking for a clever way to demand others do something you want for you, perhaps adopt a more enlightened tact?

I find that when one wants something from others, asking nicely can go a long way. It helps to train yourself to think of others as actual human beings no more or less valuable and certainly no less real than yourself. Even if empathy doesn't come naturally, you can train yourself to overcome that limitation through a simple benefit and loss analysis:

"When I treat others like they owe me something, are beneath me, or otherwise aren't really people but just objects that exist to serve me, I tend not to get what I want. When I treat people with respect (again you will have to practice in order to build up empirical evidence for this) I am more likely to inspire them to devote time and effort from their personal life, often for no financial gain whatsoever, to help me to achieve it."

I think this was covered somewhere in "How to Win Friends and Influence People."
Last edited by Phinix : 04/13/18 at 09:28 AM.
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Unread 04/13/18, 08:59 AM  
VulcanTourist
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Originally Posted by Baertram
Wise words. You seem to have the time and will to support this, so go on and build it or make a concept on base of the esoui source code.
I'm very interested in your solution. Visit the gitter esoui channel and talk to the devs. Maybe your idea can become reality. Maybe you are going to support and update it then in the future years.
You just can't get your head out of the lone wolf's ass, can you? You sarcastically proposed exactly the opposite of the collaborative effort I described. This lone-wolf syndrome is also how and why so many mods get relegated to the Discontinued bin. Have fun with perpetuating that stupidity. You and others don't seem to know how to do anything else, apparently.
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Unread 04/13/18, 06:33 AM  
crafty35a
 
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Originally Posted by Baertram
Wise words. You seem to have the time and will to support this, so go on and build it or make a concept on base of the esoui source code.
I'm very interested in your solution. Visit the gitter esoui channel and talk to the devs. Maybe your idea can become reality. Maybe you are going to support and update it then in the future years.
Well said.

Anyways, home storage is now fully supported in Auto Category. v1.22 uploaded last night now allows custom settings for your home storage chests.
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Unread 04/13/18, 04:44 AM  
Baertram
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Wise words. You seem to have the time and will to support this, so go on and build it or make a concept on base of the esoui source code.
I'm very interested in your solution. Visit the gitter esoui channel and talk to the devs. Maybe your idea can become reality. Maybe you are going to support and update it then in the future years.

Originally Posted by VulcanTourist
This and other mods need to properly catch up with the addition of home chests. I see the "support" for home chests is still a kludge that treats them as indistinct from AC_BAG_TYPE_BANK. That's not support for them.

What's needed is a mod to formalize how virtual game storage is handled in all mods: LibStorage. The community should recognize a common shared problem and collaborate on a shared solution, not everyone going off in the corner to invent their own solutions.
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Unread 04/12/18, 06:05 AM  
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This and other mods need to properly catch up with the addition of home chests. I see the "support" for home chests is still a kludge that treats them as indistinct from AC_BAG_TYPE_BANK. That's not support for them.

What's needed is a mod to formalize how virtual game storage is handled in all mods: LibStorage. The community should recognize a common shared problem and collaborate on a shared solution, not everyone going off in the corner to invent their own solutions.
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Unread 04/11/18, 12:14 PM  
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Originally Posted by rockingdice
Hey I'm not dead . But almost dead busy. No time for gaming, neither for coding.

I'm just coming here to promote crafty35a as a team member for future updates. Hope everything will go fine later! Thanks for crafty35a and others' support!

I'll be back when I'm ready!
Thanks, rockingdice! I just uploaded a new version that supports home storage, everyone please let me know if you experience any major issues.
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Unread 04/11/18, 10:16 AM  
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Hey I'm not dead . But almost dead busy. No time for gaming, neither for coding.

I'm just coming here to promote crafty35a as a team member for future updates. Hope everything will go fine later! Thanks for crafty35a and others' support!

I'll be back when I'm ready!
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