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Updated: 02/23/21 01:36 AM
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Compatibility:
Flames of Ambition (6.3.5)
Markarth (6.2.5)
Stonethorn (6.1.5)
Greymoor (6.0.5)
Updated:02/23/21 01:36 AM
Created:09/11/18 09:42 AM
Monthly downloads:340
Total downloads:4,319
Favorites:19
MD5:
6.2.5
Rulebased Inventory
Version: 2.15.3
by: TaxTalis [More]
YOU ARE USING THIS ADDON AT YOUR OWN RISK!
I will not be hold responsible for any damage or inconvenience this addon might cause for any reason.
This said, I have tested this addon on my main account for quite some time and try to do everything I can to make your experience with this addon as good and as safe as possible.

Please see the Wiki for the documentation.
I admit, this is not an addon for everyone. There is no interface defining the rules for you by clicking buttons, you have to insert them by text.
A wrongly defined (but valid) rule may cause severe damage when fencing, destroying or deconstructing as the items will never return after such an action was taken.

Needed libraries
Supported addons and libraries



About Rulebased Inventory
After installing it, it does nothing. It’s simple as that.
You have to define rules for different tasks which then are executed automatically.
Tasks to define rules for are:
  • Move from Backpack to Bank (starts when opening the Bank UI)
  • Move from Bank to Backpack (starts when opening the Bank UI)
  • Sell at Store and Fence (starts when opening the Store or Fence UI)
  • Launder (starts when opening the Fence UI)
  • Junk (is checked continuously (“on update”) for each item on the backpack)
  • Destroy (is checked continuously (“on update”) for each item on the backpack)
  • Deconstruct (starts when opening the deconstruct tab of a crafting station UI)
  • Notification (is checked continuously (“on update”) for each new item)
  • Refinement (starts when opening the refinement tab of a crafting station UI)
Currencies and Homebank are not supported. Please see features in development.



Key Features
  • take actions on specific amounts of an item, not only on a whole stack (e.g. keep only 100 lockpicks in inventory)
  • check if your current character is the first one of a defined list in need of an item for research or a recipe to learn (so you can "hand down" a recipe if your main crafter doesn't need it to your secondary and further) (CraftStore needed)
  • save profiles and load them on multiple characters
  • a notification will include pricing (provided by LibPrice if installed), count of vouchers for masterwrits and the count you have in backpack, bank and craftbag
  • ...


Features and fixes in development (or at least considered)
  • Homebank
  • Guildbank
Needed libraries
Cumulative change log for version 2.15.3
  • fixed taskStartOutput setting not being used, thanks Friday_The13_rus!

Cumulative change log for version 2.15.2
  • fixed FCOIS issue when ControllerUI is enabled but FCOIS (which wouldn't work) isn't active or even installed

Cumulative change log for version 2.15.1
  • updated for Flames of Ambition API
  • added checking for ControllerUI which would make FCOIS functions unsound
  • new general setting: immediate execution at crafting stations. you now don't have to click on the deconstruction or refinement tab to start the task! just enable in menu
  • added function reconstructed() for getting items which where crafted via transmutation
  • added functions esoplus() and ischaracter() implemented by MegwynW
  • function inputs are now gathered from within the game where possible. Thus it is in your clients language and for now I won't provide a list of those. Please use the context menu to get the correct inputs. The previous data is left as legacy data and your rules will work normally. But new e.g. styles like "welkynar" (yes long time no update to the data) and sTypes like "toy" are added now, but exactly these will be in your clients language!

Cumulative change log for version 2.10.3
  • corrected unforeseen consequences of quickslotted function as the value needed to be stored in item lookup to be save to interleave tasks
  • excluded ingame-locked items from junking as it isn't possible anyway
  • excluded non-sellable items from selling

Cumulative change log for version 2.10.0
  • added function quickslotted (brilliant idea (and even implementation) by Random!)

Cumulative change log for version 2.9.2
  • for materials level function now returns highest craftable gear level
  • for materials cp function now returns highest craftable gear champion point level
  • for raw materials level and cp functions will refer to the materials refined form
  • added cp and level to context menu output

Cumulative change log for version 2.8.0
  • updated for Markarth API
  • added function freeSlots
  • added function setCollection
  • added function setItemCollected

Cumulative change log for version 2.7.0
Cumulative change log for version 2.6.0
  • needTrait and needLearn functions now support "no input" to check current character only

Cumulative change log for version 2.5.0
  • updated for Stonethorn API
  • added FCOIS marker to context menu output
  • corrected return of "locked"-function now correctly taking FCOIS "lock" into account

Cumulative change log for version 2.4.0
  • updated for Greymore API
  • updated usage of LibCustomMenu (thanks Baertram!)
  • fixed renamed function of LibSets
  • added function skillLineLevel
  • corrected typo in input data (corwnitem -> crownitem, corwnrepair -> crownrepair)
  • fixed file encoding in manifest
  • fixed error in FCOIS dependency

Cumulative change log for version 2.3.0
  • countbackpack/bank/craftbag will now return count when no input is given
  • replaced PreHookHandler with new SetHandler function (thanks sirinsidiator!)

Cumulative change log for version 2.2.1
  • fixed error on opening housebank

Cumulative change log for version 2.2.0
  • added function motifKnown
  • corrected testing of rule now also including items in subscriberbank

Cumulative change log for version 2.1.0
  • added Task CraftToBag which is executed on Bank visit and fetches items from craftbag to backpack
  • added simplification-functions "material" etc. (Wiki: Functions without input)
  • item-functions "name", "setName" and "creator" now support LibTextFilter (optional)
  • added context menu button in inventory to print most of the item's data for reference (requires LibCustomMenu) (optional)
  • fixed erroneous item-functions


Cumulative change log for version 2.0.0
  • Rules and Settings will be lost when updating to 2.0.0
  • Backup settings for reference by copying SavedVariables/RulebasedInventory.lua.
  • Be willing to rewrite your rules and recreate your profiles...
  • OR DO NOT UPDATE TO 2.0.0!
  • Complete rewrite
  • new rule syntax (sorry, for the now mandatory rewrite of rules)
  • added task for refinement
  • deconstruction now uses the game's multi-deconstruct feature
  • introduced RuleSets (two-leveled set of rules)
  • tasks can now have a RuleSet instead of a Rule (so, multiple rules per task instead of one!)
  • added support for LibSets and LibPrice
  • huge performance improvements (at least for me, tested on i7-7700k, GTX1080ti, 16gb DDR4)


Cumulative change log for version 1.6.2
  • Update 2.0.0 is right around the corner
  • Rules and Settings will be lost when updating to 2.0.0
  • Backup settings for reference by copying SavedVariables/RulebasedInventory.lua.
  • Be willing to rewrite your rules and recreate your profiles...
  • OR DO NOT UPDATE TO 2.0.0!


Cumulative change log for version 1.6.1
  • removed libstub (thank's Beartram!)

Cumulative change log for version 1.6.0
  • removed rulestring-colorization for output as it didn't work correctly anyway and furthermore could cause a game crash

Cumulative change log for version 1.5.2
  • Updated for API 100028
  • Source is now available at https://gitlab.com/taxtalis/rulebased-inventory, wiki there might be used in the future

Cumulative change log for version 1.5.1
  • Fixed an error with writworthy integration when ttc was not found

Cumulative change log for version 1.5.0
  • Updated for API 100027
  • renamed 'schematic' (derived from constant's name SPECIALIZED_ITEMTYPE_RECIPE_ENCHANTING_SCHEMATIC_FURNISHING) to 'praxis' (ingame name)
  • added writworthy integration with wwMatCost and wwMatCostPerVoucher (thx to ziggr)
  • added functions itemsetname and itemsetnamematch to filter for setnames

Cumulative change log for version 1.4.2
  • fixed usage of AutoCategory function

Cumulative change log for version 1.4.1
  • added general option for a message when starting a task
  • added support for AutoCategory
  • added function: autocategory("category1",...)
  • fixed multiple bugs which occurred on a full bag
  • fixed test of deconstruct
  • fixed test of notification not using an unsaved rule
  • fixed an issue where in bagCache the count of an item would not be updated

Cumulative change log for version 1.2.2
  • added filters for events to not listen to unnecessary ones
  • rewrite of action- and event-queue
  • rewrite of action execution
  • rewrite of bagCache and generation of actions from task
  • rewrites for integration of LibAsync to reduce runtime per frame for less lag
  • API bump for Murkmire

Cumulative change log for version 0.10.1
  • dropped library because of instability: LibLoadedAddons
  • functions fcoismarker and fcoismarkermatch now support the custom names for fcois markers
  • safe rule switch for deconstruct now has the tooltip it deserves
  • events (junk/notification/destroy) now only are accepted when items were added to the bag to reduce lag
  • fixed notification to try to notify about already again empty slots (like loot containers directly extracted by other addons)
  • optimized events (junk/notification/destroy) to only create a cache of the whole bag if necessary to further reduce lag

Cumulative change log for version 0.8.0
  • tasks are only executed if a rule was defined
  • output now shows intricate and ornate symbols
  • added itemdata: fcoisismarked (replaces fcoislocked)
  • added itemdata: fcoismarker
  • added function: fcoismarker
  • added function: fcoismarkermatch

Cumulative change log for version 0.6.1
  • fixed variables leaking into global namespace (thanks Votan!)
  • added German translation
  • added itemdata: tags
  • added function: itemtag
  • added function: itemtagmatch
  • added itemdata: reagenttraits
  • added function: reagenttrait
  • added function: reagenttraitmatch
  • minimum delay and timeout lowered

-Version 0.4.2 was initial release-
Archived Files (28)
File Name
Version
Size
Uploader
Date
2.15.2
42kB
TaxTalis
02/22/21 09:42 AM
2.15.1
42kB
TaxTalis
02/21/21 03:30 PM
2.10.3
39kB
TaxTalis
11/25/20 11:12 AM
2.10.0
38kB
TaxTalis
11/18/20 04:18 PM
2.9.2
38kB
TaxTalis
11/15/20 06:25 AM
2.8.0
38kB
TaxTalis
11/08/20 07:46 AM
2.7.0
38kB
TaxTalis
10/11/20 11:54 AM
2.6.0
38kB
TaxTalis
09/09/20 06:01 AM
2.5.0
38kB
TaxTalis
08/11/20 10:59 AM
2.4.0
38kB
TaxTalis
05/25/20 02:34 AM
2.3.0
37kB
TaxTalis
02/26/20 12:20 PM
2.2.1
37kB
TaxTalis
01/07/20 01:05 PM
2.2.0
37kB
TaxTalis
12/30/19 02:22 AM
2.1.0
37kB
TaxTalis
12/25/19 12:17 PM
2.0.0
35kB
TaxTalis
12/18/19 05:03 AM
1.6.2
920kB
TaxTalis
11/27/19 01:48 PM
1.6.1
920kB
TaxTalis
09/06/19 08:47 AM
1.6.0
920kB
TaxTalis
08/31/19 04:02 PM
1.5.2
922kB
TaxTalis
08/14/19 09:25 AM
1.5.1
920kB
TaxTalis
05/25/19 02:57 AM
1.5.0
920kB
TaxTalis
05/24/19 10:07 AM
1.4.2
914kB
TaxTalis
10/27/18 09:00 AM
1.4.1
914kB
TaxTalis
10/26/18 02:36 PM
1.2.2
911kB
TaxTalis
10/12/18 01:27 PM
0.10.1
910kB
TaxTalis
09/26/18 12:27 PM
0.8.0
911kB
TaxTalis
09/16/18 01:58 PM
0.6.1
909kB
TaxTalis
09/15/18 07:08 AM
0.4.2
903kB
TaxTalis
09/11/18 10:06 AM


Post A Reply Comment Options
Unread 02/24/21, 05:49 AM  
alechielke

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File comments: 8
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Re: Re: Currency

Fair enough, thank you!
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Unread 02/24/21, 05:46 AM  
TaxTalis
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Re: Currency

Originally Posted by alechielke
Hey, loving the addon. There is one rule that I'm having some issues with however. I would like to fill up the gold in my bag to a certain amount, say 30k. I can't quite figure out how to have a rule match currency however. Could you explain how I should do that?
Hi alechielke, thank you for using RbI!
I am sorry to tell you, but currency transfers is not the scope of RbI, please refer to addons like Scootworks Bank Savings.
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Unread 02/24/21, 05:42 AM  
alechielke

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Currency

Hey, loving the addon. There is one rule that I'm having some issues with however. I would like to fill up the gold in my bag to a certain amount, say 30k. I can't quite figure out how to have a rule match currency however. Could you explain how I should do that?
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Unread 02/24/21, 01:12 AM  
TaxTalis
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Re: Re: Re: Re: Re: ischaracter()

Originally Posted by Piperman123
Originally Posted by TaxTalis
Please check the Wiki on how to call the functions, most function don't allow for "greater/lesser than" except countbackpack/bank which are specialized. Most functions return a value of sorts (where you then can use a comparator behind the function call), some take an string input and additional inputs and some functions take an input from a specific list (you can see the inputs here). So, no lesser than for quality, but you can however place all qualities you want to allow into one function like
Code:
quality("trash", "epic")
to allow for trash and epic to pass. This works on most if not all functions taking an input.
For functions returning an integer like the skillLineLevel function it is totally viable to place an comparator behind it as stated before. Please check my own (a bit older) set of rules in the wiki for guidance.
Ah ok, that makes sense. That's what I was doing in the mean time so that's fine I was just hoping I could shorten it with those arguments. It's mostly the varying uses that I'm finding confusing currently; "("<", 50)" and "() > 50".

Aside from that I was wondering how you're supposed to deal with the likes of "RecipeKnown"? I was assuming it would simply be "RecipeKnown()" with 'true' allowing the rule to pass and 'false' not but it doesn't seem I understand this correctly. I guess this would apply to any of the functions that are either 'true/false'.

And the other thing I was wondering about is the "(type("tool") and level() == 50)", not sure what exactly that would cover, if you could give an example of what item might fall under "Tool". And if it's possible, though I'm guessing not, to comment out parts of the rule?
That countbackpack and countbank have this special case has a reason which I won't go into detail here but it has to do with the amount of items to transfer, these are the only ones where the syntax is like this, I think.

If a function has a return value of the type "bool" (true/false) you don't need any comparator behind it, if it however returns something else, an comparator should be used afterwards. That's why you have type() without, and level() with one behind it. Please use the test button to see which items of your backpack and bank fall under the rule you have written down. I cannot possibly tell you which items do fall under specific types. "weapons" does apply to weapons - what a coincidence, "tools" on the other hand I'm not sure with. I had thought it would be for lockpicks and stuff but it wasn't, when I recall correctly. Long time since I used that type.

recipeKnown returns a "bool" and specificly "true" if current character knows this recipe otherwise "false".

You can enable the context menu entry of RbI and use it to get a selection of values printed in chat to better understand how to filter for this item.

You cannot and should not try to comment part of rules out. Keep your rules small and simple and use the RuleSets (or directly below Tasks , you don't need to save it to a RuleSet, it will be an implicit one) to form more complex structures, where possible.

And please, if you have a problem, post your whole rule, a short description of your expectations / what you want to achieve and the outcome/message RbI gave you / a description of what happened instead. I cannot really make out what the problem you have with RecipeKnown is from your statement "but it doesn't seem I understand this correctly". Thank you!
Last edited by TaxTalis : 02/24/21 at 04:19 AM.
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Unread 02/23/21, 11:03 PM  
Piperman123
 
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Re: Re: Re: Re: ischaracter()

Originally Posted by TaxTalis
Please check the Wiki on how to call the functions, most function don't allow for "greater/lesser than" except countbackpack/bank which are specialized. Most functions return a value of sorts (where you then can use a comparator behind the function call), some take an string input and additional inputs and some functions take an input from a specific list (you can see the inputs here). So, no lesser than for quality, but you can however place all qualities you want to allow into one function like
Code:
quality("trash", "epic")
to allow for trash and epic to pass. This works on most if not all functions taking an input.
For functions returning an integer like the skillLineLevel function it is totally viable to place an comparator behind it as stated before. Please check my own (a bit older) set of rules in the wiki for guidance.
Ah ok, that makes sense. That's what I was doing in the mean time so that's fine I was just hoping I could shorten it with those arguments. It's mostly the varying uses that I'm finding confusing currently; "("<", 50)" and "() > 50".

Aside from that I was wondering how you're supposed to deal with the likes of "RecipeKnown"? I was assuming it would simply be "RecipeKnown()" with 'true' allowing the rule to pass and 'false' not but it doesn't seem I understand this correctly. I guess this would apply to any of the functions that are either 'true/false'.

And the other thing I was wondering about is the "(type("tool") and level() == 50)", not sure what exactly that would cover, if you could give an example of what item might fall under "Tool". And if it's possible, though I'm guessing not, to comment out parts of the rule?
Last edited by Piperman123 : 02/23/21 at 11:03 PM.
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Unread 02/23/21, 01:12 PM  
TaxTalis
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Re: Re: Re: ischaracter()

Originally Posted by Piperman123
Originally Posted by TaxTalis
Thank you for using RbI! Hope it can help you play more instead of rummaging in you inventory!
You have a typo in the first "isCharacter", it's missing the second "a". Otherwise the rule looks sound and should output all treasuremaps for Liete, and all surveys for Dar. Seems to be working for me, with other names of cause.
Thanks for the quick reply, and the patience with that silly mistake! So sorry for that btw can't believe I missed that, guess that's what I get for trying to set it up at 4am lol. It's fixed and working now thank you.
Trying to work out how to do greater than/less than arguments now though and I'm not sure what the correct way to format it is. Or if it's even possible with "quality()";
Code:
(
( traitinfo("intricate") OR (Not set() ) and quality(<="Superior") AND quality(>"Trash"))
)
AND
(item_enchanting() and (skilllinelevel("Enchanting") < 50))
Essentially the idea is to have all characters push anything worth breaking down for xp to bank if they are lvl 50 in the relevant crafting skill.
Please check the Wiki on how to call the functions, most function don't allow for "greater/lesser than" except countbackpack/bank which are specialized. Most functions return a value of sorts (where you then can use a comparator behind the function call), some take an string input and additional inputs and some functions take an input from a specific list (you can see the inputs here). So, no lesser than for quality, but you can however place all qualities you want to allow into one function like
Code:
quality("trash", "epic")
to allow for trash and epic to pass. This works on most if not all functions taking an input.
For functions returning an integer like the skillLineLevel function it is totally viable to place an comparator behind it as stated before. Please check my own (a bit older) set of rules in the wiki for guidance.
Last edited by TaxTalis : 02/23/21 at 01:19 PM.
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Unread 02/23/21, 11:53 AM  
Piperman123
 
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Re: Re: ischaracter()

Originally Posted by TaxTalis
Thank you for using RbI! Hope it can help you play more instead of rummaging in you inventory!
You have a typo in the first "isCharacter", it's missing the second "a". Otherwise the rule looks sound and should output all treasuremaps for Liete, and all surveys for Dar. Seems to be working for me, with other names of cause.
Thanks for the quick reply, and the patience with that silly mistake! So sorry for that btw can't believe I missed that, guess that's what I get for trying to set it up at 4am lol. It's fixed and working now thank you.
Trying to work out how to do greater than/less than arguments now though and I'm not sure what the correct way to format it is. Or if it's even possible with "quality()";
Code:
(
( traitinfo("intricate") OR (Not set() ) and quality(<="Superior") AND quality(>"Trash"))
)
AND
(item_enchanting() and (skilllinelevel("Enchanting") < 50))
Essentially the idea is to have all characters push anything worth breaking down for xp to bank if they are lvl 50 in the relevant crafting skill.
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Unread 02/23/21, 01:24 AM  
TaxTalis
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Re: ischaracter()

Originally Posted by Piperman123
Love the idea of this mod! Really appreciate you making this and I'm really looking forward to getting it set up correctly.

I'm having trouble with "ischaracter()" though. Not sure how I should be using it but my code isn't working.
Code:
(sType("treasuremap") and isCharcter("Liete Duskblossom"))
OR
(sType("survey") and isCharacter("Dar'Silthshir"))
Thank you for using RbI! Hope it can help you play more instead of rummaging in you inventory!
You have a typo in the first "isCharacter", it's missing the second "a". Otherwise the rule looks sound and should output all treasuremaps for Liete, and all surveys for Dar. Seems to be working for me, with other names of cause.



Originally Posted by Friday_The13_rus
Originally Posted by Friday_The13_rus
Found two small bugs:
1) Setting "Task start message" does not hide start message in chat
TaxTalis, this one still not fixed.
I think the fix should be
Lua Code:
  1. -- file Output.lua, line 73
  2. if testrun or RbI.account.settings.taskStartOutput then
  3.     PrintMessage(messages.Start, testrun, queueName, 'started...')
  4. end
Yes, that should fix it, thank you! I think I never startet to fix that one, did I? ...
Last edited by TaxTalis : 02/23/21 at 01:27 AM.
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Unread 02/23/21, 12:56 AM  
Friday_The13_rus

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Originally Posted by Friday_The13_rus
Found two small bugs:
1) Setting "Task start message" does not hide start message in chat
TaxTalis, this one still not fixed.
I think the fix should be
Lua Code:
  1. -- file Output.lua, line 73
  2. if testrun or RbI.account.settings.taskStartOutput then
  3.     PrintMessage(messages.Start, testrun, queueName, 'started...')
  4. end
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Unread 02/22/21, 08:26 PM  
Piperman123
 
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ischaracter()

Love the idea of this mod! Really appreciate you making this and I'm really looking forward to getting it set up correctly.

I'm having trouble with "ischaracter()" though. Not sure how I should be using it but my code isn't working.
Code:
(sType("treasuremap") and isCharcter("Liete Duskblossom"))
OR
(sType("survey") and isCharacter("Dar'Silthshir"))
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Unread 02/22/21, 01:56 PM  
Friday_The13_rus

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Originally Posted by TaxTalis
this should work now on any client language, does it for you?
Tested just now. Yes, it works on Russian.
Thank you very much for the addon it is really useful in inventory management hell.
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Unread 02/22/21, 10:02 AM  
TaxTalis
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Originally Posted by Friday_The13_rus
Thanks for extremely quick reaction! The issue is fixed.
Glad to hear that, you're very welcome, I try to do my best keeping my users happy!
Hope it doesn't introduce other problems though, wasn't much I could test without a controller, I wasn't even able to open the inventory other than the equipment page as I don't have an RB and LB and clicking the icons didn't work

By the way, you postet this some time ago
Originally Posted by Friday_The13_rus
2) Function "Level" does not work correctly for jewelry craft materials (I did not test other). I use Russian game language.
I have rule
Code:
material_jewelry() and level() >= 26
I expect that material Copper Ounce (level 26-50) and all CP materials match this rule, but only CP materials matched.
this should work now on any client language, does it for you?
Last edited by TaxTalis : 02/22/21 at 10:04 AM.
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Unread 02/22/21, 09:50 AM  
Friday_The13_rus

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Thanks for extremely quick reaction! The issue is fixed.
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Unread 02/22/21, 09:28 AM  
TaxTalis
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Yea, sorry, I'm working on the FCOIS issue!
I don't play with a controller, so it's hard to test, need to think of the logic behind it, also just noticed one could switch the controllerUI on and off any minute, there isn't even a reloadUI...

EDIT: pushed an update, think and hope that'll fix it. Thanks for reporting, please keep me updated if you run into issues and thank you for using RbI!
Last edited by TaxTalis : 02/22/21 at 09:43 AM.
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Unread 02/22/21, 08:32 AM  
Friday_The13_rus

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Have issue with using gamepad, addon does not work and prints message "FCOIS does not work properly with ControllerUI, as found by function Locked". I do not use FCOIS addon at all and any related to it functions.
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