#Inventory Extender
1 messages · Page 2 of 1
Huh
should never happen, that's actually impressive
you ran "reloadlua", right?
and didn't mess with your directories before doing it? I'd check openmw.log and if there's a crashdump - report it on the tracker
well, report anyway, but attach the crashdump if theres' one
Looks awesome. I do love the icons you made that are with it currently. Very clean
I cannot seem to get this to work despite being on 0.51
I went in and enabled it, but still no luck
small issue with sorting: items with the same sorting value will shuffle around when you remove items from your inventory, which is a little distracting. ideally they would stay in the same order.
that shouldn't be the case, it's supposed to be a stable sort, can you show an example?
post logs
watch the lockpick
tested and it seems to be an interaction with make a profit, it'll probably need an update as this mod is still in dev and prone to breaking changes
depending on how much it bothers you, you can stay on this build until MAP gets an update
oh ok, thanks
You can try this. It was just updated today in the Make a Profit channel
nvm, I managed to get it. For some reason it didn't seem to want to start until I made a new game, then loaded up an old save.
yeah i'm using the latest version
- By popular demand, left-click now uses/equips the hovered item, and a configurable keybind (default R) picks it up
- Added a config option to swap this to match old behavior
- Controller behavior remains unaffected, A to activate/Y to pick up
- Made search bar also match known effects on magic items, potions, and ingredients
- Added support for icon packs (make a top-level folder in icons/inventoryextender/ and add your icons, it'll be selectable in the script settings)
- Added new styling options including compact top bar and vanilla-style category buttons
- If you prefer the old style, change icon pack to Flat, and disable vanilla category icons and category bar borders
- Added Condition column to weapons, armor, and tools (hidden by default)
- Added Use button to bottom bar while dragging an item, click the button to use the item!
- Added option for enchant indicator type (swirl bgr, icon next to name, or both)
- Fixed broken invest button in Make a Profit (my bad lol)
- Fixed lag on every UI mode change
hotfix
so based
Thanks Ralts
Is this with the button you talked about? If so thank you a ton
yeah, i don't have a phone to test so lmk how well it works, you'll probably need to enable swap use/pickup in the settings
Will do
one more quick update, added item favoriting ^_^ should be getting close to release if no major bugs left
whats the next ui windows you want to moderenise
The newest version?
Just put out an update for make a profit here, I'll put it up on nexus when ralts uploads his too since it won't be backwards compatible with versions of inventory extender older than a day or two #1479838353556766851 message
- Fixed investments not getting reapplied under certain conditions
- Fixed an error with investment dialogue without IE,
- Fixed a bug that always applied 500g when trading with anyone for investing if IE is not installed
- Fixed being able to invest into non-merchant npcs if IE is not installed or mercantile is too low
- Probably not backwards compatible with versions of IE older than today xd
is there a way to make "Take All" take only items from current category?
question with the new version being Mouse click to equip item. how do you give items to your companions? Also how are u suppose to equip compannions with items you want them to use? i took this axe from companion and cant give it back now
press activate on the axe in your inventory
thank you. i can move it to her inventory now, but she wont actively equip it. is their any mod reccomended to equip companions that works well with IE?
yes, Actor Interactions allows you to force equip items on them
thank you. google searches kept bringing up old MWSE and like 5 yr old mods that was not sure were active with openmw
I can't sell item I just bought from trader back to them, but if I save-reload - I suddenly can again. Definitely reproduces for Creeper, haven't tested other merchants
I think that's my mod 
disenchanting?
Nvm yeah I was able to reproduce it too
I was so hyped for this when I finally got go find the link, but it doesn't have gamepad support (the same as magic extended)
😭
Wishing for gamepad support 🙏
I think disenchanting needs an update so click doesn't auto disenchant
I think a few things have changed since disenchanting was last updated a day or two ago lol, but yeah i'll see if he can update it. Might just have to do with the activation keybinds being different now
@quick wyvern so after trying your mod for awhile i have to say the performance of it isn't there yet. I noticed with all my other lua mods it significantly slowed my game down to unbearable levels whenever I had to interact with an inventory screen
Otherwise great mod
- Made companions auto-equip best items when giving them armor/weapons
- Made take-all button take only visible items if Shift is held
- Fixed some bought items not being resellable until reloading
- Fixed companion window triggering theft when taking items
- API: Fixed rowClick handlers being called when they shouldn't
- API: Renamed rowClick to rowUse, and rowActivate to rowPickup
this is awesome! Is this ready to use or just for preview now?
It's pretty close to being complete I think
great to hear that
I think I am running into an issue - when in a container and I hit alt+r it does nothing. I think it should be automatically moving the inventory to the container, correct?
I use quickloot as well I am an wondering if there is some interaction occurring. Also, I am on the latest version. Also, I think it was moving inventory correctly before the update to the left click functionality.
I will revert back to an older version and test
Everything is great
but sadly I still can't make Potion Thrower and OpenMW Poison Weapons work with it 😿 The respective mods keys do nothing when I'm trying to assing potions to certain actions
I think those mods will probably have to do something like Disenchanting did, either by adding modifiers or buttons
Toxicology works by detecting when you "drink" a potion with a negative effect and it asks if you want to apply it to the weapon you're holding or drink. (with optional config options to include alchol so you can alcohol poison someone and buff their str lol)
So it works with standard click and drag rather than say, hold Q, and click
Ah, so that's what your mod will do. Nice. I thought the whole time it was introducing a poisoning mechanic, so that players could only drink a certain number of potions without getting negative buffs based on their skill. 😂
Nah it's kind of (not really, but close enough in end result) a port of Poison Crafting. I've gone my own direction with it though, but it's roughly analogus
wow, it's even better. Though, I'd love having toxic after effects for drinking too much (potions) too eventually
Alchemical Hustle kind of has this. You can also check No More Excessive Healing mod.
yea, I have the latter
AH has an option for Fatigue or HP hits when consuming more than 1 potion
I see, yeah, the Hustle has it. I no longer want a toxicity in my game though, haha
(on second thought)
mind = changed
I dread the thought that I almost moved Kildozery to create a feature I discarded so lightly. I should learn gravity
Just use this 
https://www.nexusmods.com/morrowind/mods/52068
This is the best solution to the potions problem that I can think of
How do you transfer items from your inventory to a container? I have tried a number of key combinations but everytime I left click it equips vs transferring to the storage container
probably R key, or better ALT+R
I use reversed (old) control scheme that picks up by mouse, and rebound use to E
Yeah I am using alt+r and nothing is happing. Actaully it is pulling up nvidia statistics. I tried to change the keybind to E but it is still using R as the keybind. Something is obviously off in my setup...
Suggestion: make the Condition: and Charge: text toggleable. I understand the readability concern for newer players, but visually due to the offset the bars seem really off
I just think that when centered, they will look way better and still be distinguishable thanks to their colors
Here's an MWSE tooltip for comparison to illustrate it a little better
I’ve been informed that disenchanting has some things for enchant capacity on the tooltips in the settings 
He has an icon at the bottom for compact and text for not compact I think
I think making it toggleable is a good idea, I personally would toggle the text off.
- Added option to show enchant capacity in item tooltips
- Added option to show soul value in filled soul gem tooltips
- Added option to hide condition/charge bar labels
Not sure if its been mentioned but my active effects at the bottom right tool tips aren't appearing with this installed!
enable "tooltip compatibility mode" in settings > miscellaneous
I realize the paper doll is probably out
But has there been any thought to a slot-based UI? It would certainly streamline trying to get the right rings on.
Personally, the key-based equip thing is really awkward and often ends up with me accidentally eating a diamond or something
It seems to be changed since one of the latest updates
sure, but i don't consider it a 1.0 feature, and after what this ui api has put me through already i'm thoroughly unmotivated to pile anything else on right now
i'm not sure how or why this would happen tbh, do you mean you're hovering an item and a different one gets used?
The option to invert it works well to me
Yeah, I'm using the invert option, I'll still occasionally hit R and eat something I didn't want to. Not sure what it is exactly
Maybe having a hotkey to use in general is just way too easy to hit on accident
I made (whipped AI to create) a suuuuuuper hacky patch that basically renders both the inventory extender UI plus the vanilla UI.
Then add:
- A transparent 'overlay'
- And some 'locking' buttons (like pinning but just means you can't move the uis)
Then put the overlay over the paperdoll (so you can't click it and mess up the ordering) and the moved the inventory extender UI over the vanilla ui and locked them both in place.
It's immensely cursed but means you can see (but not interact with) the paper-doll while using the inventory-extender. It's not perfect as something the panels shower up on other interfaces when they shouldn't but it suits my needs.
hmm i liked mine better though.. btw i think you forgot some gmst for the capacity calculation
fuck
Cursed
i think the internal values for enchant capacity dont use fEnchantmentMult
Just as Todd intended 🤌
Seems like tooltips with Enchant Capacity field generate warnings in logs
[01:33:46.354 W] Warning generated while parsing layouts of a(n) LuaContainer named '@0x44fd'. Set 'lua debug=true' in the [Lua] section of settings.cfg to enable detailed warnings.
[01:33:46.370 W] Warning generated while parsing layouts of a(n) LuaContainer named '@0x44fc'. Set 'lua debug=true' in the [Lua] section of settings.cfg to enable detailed warnings.
[01:33:46.387 W] Warning generated while parsing layouts of a(n) LuaContainer named '0x700236c'. Set 'lua debug=true' in the [Lua] section of settings.cfg to enable detailed warnings.
can't reproduce
with the latest update
when right clicking to go into the stats screeen as well as the inventory screen nothing is popping up anymore except for the map
fixed ^ probably, fixed enchant capacity calculation, added empty soul gem capacity to tooltips, added option to show enchant swirl on filled soul gems to distinguish them, also you can use A/D now on keyboard to cycle through categories
I think it would be nice to have an option to remove the "stolen" icon from the inventory. And maybe an in-game button to switch back to the old grid-based inventory.
Other than that, I'm thrilled. After 24 years, I can finally mark my items as favorites.
i could add a stolen icon toggle. you can switch to a grid layout in the settings, or do you mean an actual button in the window to switch layout?
I would really appreciate an option to hide the stolen icon. Yes, I mean an actual button in the window to switch layouts. But that’s not essential—it would just be a nice-to-have feature.
I am sure this has been asked a lot already, but how do you drop something from your inventory? lol
Alt + R by default, as far as I remember
Or just press R while hovering the item, drag it to outside of the inventory window and press mouse 1, too
Alt + R didn't work for me, but just R did.
It put the item in my hand so I can drop it off the window like vanilla.
Thanks, that was helpful.
[03:47:31.201 W] Warning generated while parsing layouts of a(n) LuaContainer named '@0x136a44'. Set 'lua debug=true' in the [Lua] section of settings.cfg to enable detailed warnings. [03:47:31.256 W] Warning generated while parsing layouts of a(n) LuaContainer named '@0xf7fd1'. Set 'lua debug=true' in the [Lua] section of settings.cfg to enable detailed warnings. [03:47:31.369 W] Warning generated while parsing layouts of a(n) LuaContainer named '@0x136a44'. Set 'lua debug=true' in the [Lua] section of settings.cfg to enable detailed warnings.
when trying to use shift+R to disenchant arrows
something like API.refreshTooltip() would be cool if someone wanted to refresh the tooltip upon pressing shift
not super urgent though, i can just wrap my element into ui.create and only update mine
Thanks Ralts, the recent update solved the errors i was seeing. I am still unable to use alt+r to transfer items from my inventory to a container. I am not sure what may be causing this
It works and was on my side. My nvidia statistics shortcut was alt+r. These were evidently overlapping and did not allow the functionality in the mod. I change the shortcut in nvidia and not alt+r is working
is this in the openmw launcher? or settings in the scripts menu in-game for inventory extender?
im using .51 RC1 on windows
and i dont see it in settings > miscellaneous in the launcher
In game
do I need to disable tooltip compatbility stuff if I don't have that mod?
the tooltip extender whatever
Nope, no need to mess with it
hmm i do not see it
i willlllllllllllllll try to feeger this out
In the options menu > scripts
yup
no see it
im wondering if maybe
because i patch by replacing files instead of using the entirely new release that my menu in scripts isnt fully updated or something?
idk
ignore my shit framerate im also trying to figure that out
LOL
Yeah it's usually a good idea to make a new folder for updates. Especially for heavily scripted stuff
Yeah you need to make a completely new folder for updates or clear out the existing folder
Been loving the mod, especially since it tells me enchant capacity now. Wondering though, is this tooltip screen outside the scope of your mod? It's not the end of the world, but would be nice if this tooltip matched, especially since this is the part where you're using the enchant capacity.
Not possible without replacing the whole UI outright
Bummer, it's not too hard to swap the items around and checking the enchant screen anyways, just would have been a nice cheery on top.
If it's a hassle I wouldn't worry about it.
Yeah, definitely not in the scope of this mod
Loving the new update, everything works great! Thanks Ralts ^^
Using R to use from inventory will cause you to wield your lockpick if you have it equipped
This might be a strange request: But can you make a button to add all currently displayed/filtered items as a purchase when trading?
When buying big inventories the speed of adding items is sluggish. Adding them all at once would remedy that and saves me from carpal tunnel syndrome.
You could use https://www.nexusmods.com/morrowind/mods/54585
Had this error while trying to trade items with my companion
[20:07:10.933 E] L0x8016649[scripts/inventoryextender/autoequip.lua] onInit failed: Lua error: object0x8016649 (Creature, "PC_m1_Anv_PackDonkey") has no equipment slots
[20:07:10.933 E] stack traceback:
[20:07:10.933 E] [C]: in function 'setEquipment'
[20:07:10.933 E] [string "scripts/inventoryextender/autoequip.lua"]:276: in function 'autoEquip'
[20:07:10.933 E] [string "scripts/inventoryextender/autoequip.lua"]:286: in function <[string "scripts/inventoryextender/autoequip.lua"]:285>
[20:07:10.933 E] [C]: in ?
[20:07:10.933 E] [C]: in function 'addScript'
[20:07:10.933 E] [string "scripts/inventoryextender/global.lua"]:261: in function 'func'
[20:07:10.933 E] [string "scripts/inventoryextender/global.lua"]:340: in function <[string "scripts/inventoryextender/global.lua"]:335>
[20:07:10.933 E] [C]: in ?
We have fishing thank you ralts
does it have a fishing line? if not, couldnt it be possible to spawn a static line from a carefully chosen relative position if the rod doesnt move?
i know anything cool is cursed in this engine, that was just the only idea i had to fake it
Is it just my install or is this version lacking most customization options from the previous ones?
Did you update the mod correctly?
I guess... I installed it just like I do for other mods
Are you doing it manually or with MO2?
Manually
I have a folder for IE and I append it through the OpenMW launcher
I also checked and I have "content=InventoryExtender.omwscripts" on openmw.cfg
Make sure you’re not overwriting your file when installing it, you need to completely delete its contents and then install the new one
@quick wyvern
Another feature idea if you not already drowning in them:
Add a percentage field in the trading menu to permanently define a haggle percentage for every trade that you make instead of having to adjust the gold value everytime you make a new trade
I take care of that in #1479838353556766851
I can add that to the tooltips as a setting 🧐
Oh I wasn't aware. I need to take a look then 😄 Thank you.
Np
The ammo price bug...
Am I missunderstand something? I can't find an option for setting a haggle percentage in the setting or UI of Inventory Extender?
As I understand it Service cost a auto-haggled. But for actual trading I don't see the option.
I can add that to the tooltips as a setting
My formula for haggling is significantly different from Ralts’ regardless so yeah it would be a good idea for me to add that anyway
I've noticed (Vanilla issue) that when the durability of armor decreases, the armor value in the tooltip also drops. This isn't the case with weapons; while the damage does decrease, it isn't shown in the tooltip. Would it be possible to fix this with minimal effort?
Pretty sure I’ve seen it decrease
do you have the expanded tooltip on?
Well, there are a few settings to expand the tooltip
Do we already have that? Nice. I'll look at the settings.
It's already implemented. At least for armor 🧐
Not sure about weapons
Pretty sure I saw it for weapons too
Another feature idea: Use the Read/Unread marker for books from QuickLoot to display/sort by read/unread or maybe filter by it.
Does Inventory Extended tooltips option for Quick Loot work for anyone?
no they stopped working.. sorry
my mod was building an empty dummy layout and grabbing anything that was added at the end of it
seems to be working fine for me
How? I use newest versions of both mods and tooltip doesn't look like that
did you enable the support in settings, though?
Yes?
check and see if it's enabled in both mods, then check to see if quickloot is loaded after inventory extender
Will take a look, thanks
quick loot is after inventory extender both in data folders and order of omwscripts, inventory extender tooltips are enabled in quick loot
atill no IE tooltips in QL
what is the option I'm supposed to toggle in IE? I tried compatibility mode but that didn't fix this
i think thats an old version of quickloot. i didnt like ralt's tooltip style so i went back to my own style and only adding additional lines
is it mwse? how do you have effect icons on top of scrolls? seems like "ui expansion" from mwse
I think those are just icons
Looks like Descriptive Icons
https://www.nexusmods.com/morrowind/mods/57491?tab=description
probably icons from Morrowind Rebirth x_x (that probably used descriptive icons)
Hi! I found an encoding issue with InventoryExtender’s Tooltips Complete compatibility in OpenMW.
InventoryExtender scans mwse/*.lua files and extracts tooltip descriptions from files that use Tooltips Complete.interop. Some Russian localized mods, for example OAAB_Data, store these descriptions in Windows-1251, not UTF-8. InventoryExtender seems to pass those strings directly to the UI, so Cyrillic descriptions appear garbled, while the item name itself is displayed correctly.
Would it be possible to add Windows-1251 fallback/decoding for extracted Tooltips Complete descriptions, or otherwise handle non-UTF-8 tooltip files?
i seem to have an issue where vendors show no items withh IE on
Do you have 0.51?
no
That’s why, it’s 0.51 only
Am I just being silly or is there no way to increase the item icon size?
hi there im kinda new to morrowind modding and im having a bit of trouble getting this to work. i have the 0.51 build of openmw, but for some reason it doesnt work in game. are there any other requirements im missing for this mod?
How did you install it?
Did you activate InventoryExtender.omwscripts on your load order?
yes, i run openmw through mo2. it is enabled in both mo2 and openmw. i even tried making it the only mod active (besides tribunal, bloodmoon, and builtin.omwscripts). when in game i can even go to the scripts settings through options, yet my UI is unchanged
I can't remember for sure, but isn't there a setting to replace the default window?
Can this mod possibly adopt the background from Elven Interface ( https://www.nexusmods.com/morrowind/mods/57742 )?
SSQN did and it looks great (that process can be seen in EI's comment section). Ideally would get every UI mod on board (re: stats window extender).
Humbly, it makes reading easier when on android.
For stats window extender there is. Not for this one though.
Man could someone be a hero and make those ui patches 💪😜
They are not usable at all re: text dark.
so question: How does is the mod? I am contemplating a install but also evidently the mod is not on nexsus so still beta?
how usable is it?
almost seamless
Only issue I have with it is a recent update that dropped right mouse button with a keyboard key
Otherwise works great
Works great on touch screen.
Last time I used it, it was clunky for touch. Is that still the case?
Don't know. Im only using controllerless. Not checking again for a bit.
When I pick ingredients it now opens up a inventory window vs just picks the ingredients directly to my inventory. Am I missing a setting to enable this?
Sorry, when getting ingredients from plants
there's a setting in the launcher for 'graphic herbalism'
is that enabled?
It should be
iirc
move graphic herbalism down in your load order
it should be after any mod that updates or changes plant meshes
iirc
Was a very specific problem. I just did not test enough plants to know it was working most of the time
Do you mean the switch from left click to a button? Because that can be changed in the mod settings.
What has the right mouseclick done before?
before the update that changed it to use R to activate/equip, it was right mouse button; I think a renderer got changed
I recently noticed that the alchemy books are providing skill increases and not experience increases. I thought it was a unique interaction with toxicology but I removed the mod and tested again with the same effect. This happened with both A Game at Dinner and The Cake and the Diamond
Sorry to highjack IE thread but I could not find a thread dedicated to reading is good
The other skill books I have come across have been providing experience increases and have shown as 1/5 or 2/5 in the IE tooltips
I also enabled allow skill framework custom books in the script setting to test and no change
Might be an interaction then if it’s only alchemy books
Yeah, the only mods I have that may interact with Alchemy: Alchimcal Hustle / Tabletop Alchemy / Potions Refined / Smart Potions Hotkeys / Toxicology - I have been trying to pinpoint but to my knowledge non of these mods mess with the leveling of alchemy or the skill books
I’ll take a look then but it might need to go at the bottom of your load order
Yeah I also loaded it at the bottom to test as well
I am sure it is a unique interaction on my end
@low totem Tested on a fresh character and it is now working - sorry if you started to look into
Ok sure np
Getting this error while trying to inventory share a chestplate with my donkey from PC
[01:41:31.272 E] L0x7016649[scripts/inventoryextender/autoequip.lua] onInit failed: Lua error: object0x7016649 (Creature, "PC_m1_Anv_PackDonkey") has no equipment slots
[01:41:31.272 E] stack traceback:
[01:41:31.272 E] [C]: in function 'setEquipment'
[01:41:31.272 E] [string "scripts/inventoryextender/autoequip.lua"]:276: in function 'autoEquip'
[01:41:31.272 E] [string "scripts/inventoryextender/autoequip.lua"]:286: in function <[string "scripts/inventoryextender/autoequip.lua"]:285>
[01:41:31.272 E] [C]: in ?
[01:41:31.272 E] [C]: in function 'addScript'
[01:41:31.272 E] [string "scripts/inventoryextender/global.lua"]:261: in function 'func'
[01:41:31.272 E] [string "scripts/inventoryextender/global.lua"]:340: in function <[string "scripts/inventoryextender/global.lua"]:335>
[01:41:31.272 E] [C]: in ?
[20:11:02.934 E] Can't start Menu[scripts/inventoryextender/settings/player.lua]; Lua error: [string "scripts/inventoryextender/util/iconpack.lua"]:41: invalid order function for sorting
Wait, you can give creatures armors with this mod? xd
PC adds a pack mule companion for storing items, so technically...
Oooooh, nah,I knew that, I thought you tried to equip the chestplace on the mule
Man, mules are so cute
Tall donkeys heh
Anyways, maybe this is happening because the mule is actually trying to equip the chestplate? Isn't npcs just equipping random stuff in theri inventory a classic morrowind glitch
Oh yeah, autoequip .lua right there, sorry for saying the obvious -w-''
If you're still open to suggestions and this hasn't already been suggested. I think it could be really nice if there was an option to filter spells by schools and maybe some other filters. Like how we have to the inventory. Seems like the more spells I get, the more I wish I had that.
https://www.nexusmods.com/morrowind/mods/58064 is your friend
Do they play well together? I assumed 2 UI mods was a bad idea.
I was also interested in.
https://www.nexusmods.com/morrowind/mods/57727
use them all. its total gold
Is anyone playing on Android able to say if this is good for touchscreen
I have the other two ui mods already
no idea sorry
Oh hecks yeah, this is much better. Thanks.
I'm always interested in how people set up their menus, I usually leave it basically the default layout with some minor resizing😁
They are all ralt's mods, and fit really really nice together
I can't play the game without them anymore 
Is there a way to use Enter as a default key to make an offer when bartering?
that's a lot of free space wasted between the columns 🧐
I've been scrolling through here and Nexusmods trying to find the download link for this mod ... either I am tired or failed my investigate roll. Can someone link me the download pls? 8(
#1467920462767063232 message
fixed ^ probably, fixed enchant capacity calculation, added empty soul gem capacity to tooltips, added option to show enchant swirl on filled soul gems to distinguish them, also you can use A/D now on keyboard to cycle through categories
Yes I have them all and they are intended to work together ^^
It's always evolving and changing. I want it to take up most of the screen though, I also want to keep my minimap about that size (I pin it for main use)
You might like something like these more?
Without the big gaps between the columns I think it's easier to navigate 🧐
Mouseover highlights the row.
i wanna get buttons like that on mine, all that's showing currently are just the icons lol
this mod is life changing
I can't use it (yet, hopefully). Need some way to adjust the background to use it with Elven Interface (https://www.nexusmods.com/morrowind/mods/57742). The font darkness makes it impossible.
Elven Interface does look nice 👍 Hope you find a way!
Seem any elves?
Only the map menu remained untouched... Not for long, I hope.
What do you mean?
Character menu - remade (Stats Window Extender)
Magic menu - remade (Magic Window Extender)
Item menu - almost remade (Inventory Extender)
Only the map menu remains.
Yeah, I think this mad lad has plans to replace the default map with this mod eventually: https://www.nexusmods.com/morrowind/mods/57881
I don't have any issues with the default mini map tbh.
Most mods I have seen for the mini map don't look good to me.
I’d love a paper style map but none of the available options work for me. Especially because I have a couple mods that add additional islands
Dynamic Map's next update will also replace the default map
https://www.nexusmods.com/morrowind/mods/58683
Gosh darn I'd like to get rid of the mini map. And replace the dot and arrow player mapmarker.
what's wrong with it? using vanilla minimap?
You can remove it from your .layout files
And change the image of the dot and arrow
By changing the position? And found a good marker replacement.
Using better bars and buff timers. Removed the vanilla hud spell effects via adding a position line of code.
Please tell me how you did this, I’ve been trying to find a mod to do this forever
Wow, thank you so much!
Don't know if same can happen for the minimap.
How do you do this
hey 👋 I have recently tried out the inventory extender and so far I'm really happy with the features it offers and the visual overhaul. I did encounter one minor issue though. Whenever I want to trade with npcs I don't see their inventory or mine and the window doesn't close correctly.
according to the log this is what's causing it's:
attempt to call field 'getBarterGold' (a nil value)
Are you on 0.51?
Same instructions as what’s in the Buff Timers mod description that was sent
I'm on 0.50
That would be why. The mod only works on 0.51
🤦♂️ thanks! ^^
ah, I tried buff timers but I didn't like the way it looked and it didn't show constant effects, so I just edited better bars' layout file to shift the effect bar above a hotkey mod
I also ended up resizing the minimap and shoving it in the top right hand corner of my screen which was a royal pain
one thing I did was silence sandtext for cell transitions in favor of a mod that displays it on the screen dark souls/final fantasy tactics style
Hi there o/
I'm finally trying out this mod, thanks a lot for your work, it's very exciting
I noticed a minor "oddity" : the keybind doesn't account for non-qwerty keyboards. In this screenshot, I set my binding to "A", but the menu displays "Q" (I use an azerty keyboard). It's just a display issue of little consequence, but I thought I'd mention it.
While I'm at it : it would be cool if it was possible to assign a mouse button as well as keyboard key (I don't know if it's possible to implement. I'm guessing it's problematic, since the other control is hardcoded to LMB)
it doesn't bind for qwerty keyboards either as of the latest update, I've been trying to set it to E but the menu itself keeps using R, and reverts to R on the scripts menu when re-opening the game
I mean, on qwerty it shows the right keybind in the scripts menu itself unlike azerty, but it's like the setting doesn't stay saved on reboot and isn't taking the set value into consideration
ngl openmw could use a proper key binding option for the scripts menu instead of this text input bar
and maybe even a page gathering all custom keybinds, that way you could see at a glance which of them conflict
oh there it is 
For me it works. following your message, I tried binding to E, and E remained displayed and worked in the inventory. I quit the game and reloaded, and it was still the same.
Binding it to A displays Q, but it's the A key that works in inventory, so it all functions as expected. Only the displayed key in the menu is affected by having a non-QWERTY keyboard.
I use inverted controls, if it's of any relevance (the key is for equip/unequip)
I wonder if it's because I'm on this fork of omw, it's more than a month behind the latest RCs https://www.nexusmods.com/morrowind/mods/58699
No idea. Could be? I'm on RC2
One thing I've noticed : binding it to a key that's used for something else (that doesn't occur in inventory/trade menu, so I thought it wouldn't matter) produces varying results.
For example, if I use the same key as for spell casting (I have the mod "Quick Spell Casting", so I cast using my magic stance keybind), my character will cast immediately upon closing inventory menu.
If I use the same key as "toggle autorun" however, it doesn't activate autorunning upon closing inventory, so it's safe to bind.
Not sure if it's related to the spellcasting mod, or if it's related to different functions leading to different results. I'm guessing it's the mod.
This is one of my favorite mods. It is easily in the top 5 largest QoL fixes, thank you so much!
Question: why have you not uploaded this anywhere yet? It runs fine for me and honestly I don't see why you couldn't put it on Nexus or something. Maybe I'm just mistaken, but I've only seen it here (and got linked to here by someone in a forum)
I'm not ralts and this might be wrong but I think it's because the mod is still technically unfinished or because it requires 0.51 which hasn't been released yet
Yeah I suspect you're right - tons of other modders post unfinished stuff or require .51 already, but I respect wanting to post a finished project
He might just want to minimize the amount of people complaining about known bugs
Very very fair
That’s why we lost my beloved TR Preview
Hopefully Elven Interface becomes more popular and someone could figure out a patch. Especially android people because the text is easier to read.
Also also, if it could include an option for the tooltip to be shifted an inch right or left so not obscured by finger, that would be the coolest ever.
Ok this is my biggest gripe with this mod. For touch users there needs to be an option to do something about how when you touch an item it always gets selected it makes looking at tooltips a chore because I always have to make sure I don't unequip my gear by accident
And double even triple tap every item I touch
I should be able to just tap and hold an item look at its tooltip and nothing should be activated ya know what I mean
In opposed to vanilla inventory which just displays tooltip until unpressed, so you can move finger around looking at other tooltips?
Yeah that's what I meant sorry I was ranting a little
Just frustrated a little bit with the clunkiness
In vanilla I could usually look at a tooltip and be like huh ok and not have the item be activated
It literally happens every time I looked through the settings it isn't clear to me how to fix that
I even got the saucy tooltip extension so I could read the neat entries I've never seen before
I just don't want to now if I have to keep fiddling with my inventory. And damn I just remembered I wasted a couple of potions because of said problem
Can confirm this is the case.
Edit- I put this on the android channel to see if they may know more-
Did the touchscreen support (for duron's... though betting sisah's will have same condition) have to deal with tooltips in a specific way to only select item (in inventory) upon releasing (untouching?) so as to be able to look at other tooltips or not select anything at all by moving finger off any items?
Discovered Extended Inventory has condition where touching selects automatically so cannot not select.
Side note: Re: elven interface vs. Inventory extender
This mod won’t work with any mod which alters the xml/layout files other than interface reimagined which as a specific setting for it. Also I can’t say how much it’ll work on android or gamepads
proof of concept item compare:
Nice!
at the momen slot it compares with is hard-coded - need to figure out good way to get proper slot from current item
and to figure out good way of triggering showing comparison
Have you seen the Loadouts mod? I was thinking it would be cool to have an "equipment" button that brings up the slots ui
haven't seen it
probably best case is a mapping table for that one
I'll also need to display 2 tooltips for 2 rings...
does @quick wyvern have github/gitlab repo? I'd like to send PR if (when?) I finish my tweaks
I see Lute equipped - I assume this is from Bardcraft - does it occupy its own slot, or it uses one of vanilla slots?
According to the description it uses it's own slot. I don't use Bardcraft myself so I can't confirm.
oh, next screenshot answers my question - will look into how that mod checks slots and also will look into how to show it's UI
ideally, it is on that mod's author to use IE's API to add new button
like disenchanting and crafting framework do
It adds it as a vfx so no slots. The mod just accounts for it
Sun's Dusk backpacks are the same
Its in the engine for weapon sheathing to be possible
Oh sorry I didn't read far enough lol
Nvm I'll just let you cook
turns out, IE already had slot list for item function - it was in auto equip code
I can now do this:
I wonder if I should mark equipped items in some way? and if so - how?
Aren't they already marked in IE?
Yeah, they are, in your screenshot
They are nto within the tooltip, which I think is what they meant
My bad
I think this is good enough:
Damn, good drop
now with options:
not sure how to proceed from here - can I post results here? should I ask/wait for @quick wyvern's permission?
May I humbly request a space separator as an option? 
I tried it and it looked weird
but it is definitely possible
and I'm pretty sure I didn't add it to ALL relevant places
Looks fine to me, thanks for the option, kind modder!
lmao that heretical wapon
oops... found a bug - for some reason I can't equip items or pick them up - can only un-equip
no errors in console
found and fixed, but have no idea why that was happening
I need advice - can I post my tweaks here? Or it would be rude without asking @quick wyvern first?
Hard to tell, sometimes Ralts is here very often and sometimes he's missing week or more
Generally good form to get permission first. Especially since I don't know if Ralts has a public facing github/giitlab with an explicit license. But sometimes people, Ralts included, go missing for months at a time 🤷♂️ so may be tricky to do that. Maybe as long as reasonable effort is made tonreach out. I'd maybe message him on nexus too.
I've sent him a message on Nexus, will wait for a response, not sure how long
Got permission from @quick wyvern over on Nexus!
Here's tweaked version of the mod for anyone interested:
hope nothing explodes
too bad openmw does not seem to support thin spaces in its fonts - I wanted to use slightly thinner space for thousand separator
@keen summit Any issues so far with your tweaked version? I may also test out today as well
I'm playing with it - so far so good
Sometimes the thousand separators don't show up on the gold count on the bottom of the inventory window. A Lua reload fixes it, though
I haven't found any other issue so far
in specific context? like only normal inventory, or during trade? or can happen anywhere?
I'm not sure what can cause this, except maybe option not reading correctly?
I spotted it both in normal inventory and during trade. I'll test some more to see if it happens again
It looks like this is caused by entering the trade window. When I load a save, the separator works fine, but once I open and close the trade window, it stops working.
I think it's an issue with Make a Profit. I disabled it and the separator worked just fine.
oh, interesting
yeah, can reproduce, now i wonder what's wrong...
ah, found issue - Make a profit basically replaces piece of code that renders player and trader gold
not 100% sure yet WHY it does that - at least for player
I have a fix tha would require modifying Make a profit
@low totem the author of that mod, if I'm not mistaken?
#1479838353556766851 yeah, it's Hyacinth's
I’m not supposed to see the ragdoll with InvExtender right?
asked @low totem for changes or permission to distribute modified file from his mod to fix separators issue
In the mean time here's updated version of tweaks:
- added option to sort equipped items to the bottom while bartering
- added option to sort favourite items to the bottom when bartering
- exported helpers in the API, so that other mods (like Make a Profit) can access separator formatting
- fixed sorting by some columns being potentially not always consistent
Whats the tweak exactly? I play on android so I had some issues with the mod myself
Sounds awesome 💯 thank you
Could the exported helpers allow Make a Profit to use separator formatting on specialty prices? This is another issue that I've found
yes, I already told them about it
do you have Invest button when bartering? because I don't, even on non-tweaked IE + MaP
I'm using your tweaked version + MaP and it works
Maybe your character doesn't meet the lvl requirement for investing?
oh, Invest is missing if compact category switching is on
I wasn't aware of that
reported to that mod authors
I’ve had to do a lot of lua reloads.
is companion share possible at this point?
what do you mean companion share? like this?
yeah but I'm struggeling to see how to actually give items, unless I'm missing something
same as you transfer to storage?
without inventory extender it's drag and drop, with extender dragging doesn't work and clicking on anything just equips it
It's drag and drop, only not using the left click, instead it's a keyboard key (by default it's R, iirc)
(you can change the key, and you can also invert the controls so that the key is for equipping, and left mouse button is for drag and drop. It's all in the mod's settings ingame)
bold of you to assume i can read
ikr 😅
You can also alt-click to transfer - like in vanilla openmw
Would you believe I only discovered this feature after starting using IE? I genuinely thought it was added by the mod 
It really should be pinned or documented somewhere. There's like at least a couple people a week asking for a mod that does that
There is a mod conflict with Toxicology
Both of you change "\scripts\InventoryExtender\ui\templates\itemTable.lua". I guess nothing can be done here apart from merging the changes manually. Just wanted you to know.
Why Toxicology modifiee IE files?
It’s a crappy workaround, I’ve reached out to Ralts about it to see if he can resolve on his side further down the line
Somewhere in the coding/script there is instruction for the mod to utilize the default transparent background. Would it be possible to customize that to adopt the white parchment from Elven Interface instead?
What it wants to do? I'm not at PC right now?
IIRC it was for the poison applied icon to appear dynamically on weapons. But I’ll need to remind myself too as also not at PC haha
I may look at how to facilitate that tomorrow, if that's within my skill
It adds these functions:
local function applyCellContentModifiers(cellContent, row)
if ctx and ctx.modifiers and ctx.modifiers.cellContent then
for _, modifier in ipairs(ctx.modifiers.cellContent) do
cellContent = modifier.modifier(cellContent, row, ctx, props.parentWindow.type) or cellContent
end
end
return cellContent
end
local function normalizeWidgetContent(rendered, row)
if not rendered then return ui.content {} end
if rendered[1] then
local content = ui.content {}
for _, entry in ipairs(rendered) do
content:add(applyCellContentModifiers(entry, row))
end
return content
end
return ui.content { applyCellContentModifiers(rendered, row) }
end
And changes a few more lines. I guess it's easier to see for yourself. Nvm.
Looks like it adds new API then - will take a look tomorrow, now I have to sleep
Of course, thank you for taking a look. Have a good rest 🌃
@keen summit I must be missing something because I can not get the item comparison to show up on my side
Do you have Toxicology installed after IE?
Yes
New version:
- ported improvement from
Toxicology!byKildozery- this IE needs to be loaded AFTER Toxicology, unlike base IE that needs to be loaded before Toxicity - made barter amount + and - buttons change value by 5 if SHIFT is pressed
- option (on by default) to show item use cost in tooltip
- API fixes - fixed crash caused by
IE_SetDraggingObject
unlike base IE that needs to be loaded before Toxicity
Interface won't be availalbe, unless you run both original IE and this. Is that the idea?
oh, I didn't know that
I'm not sure what to do then - Toxicology straight up replaces one of the files from IE
Last script loaded takes precedence for handlers etc. But to access interfaces from other scripts it should load after them
and with my newest tweaks that replacement should not be needed, but how to account for people running base IE?
Toxicology shouldn't do that - that's a very nasty hack
And a bad move generally - distributing a version of of a script that overrides a scriptfile in another persons mod is a not a good look
In terms of how to account for that - coordinate with Kil, he should push out an update without the replacement file and mention it in the changelog, and add guards so that his mod doesn't plain breaks with IE hooks are absent. And then you and or ralts will update IE, or at the same time
I don't think there's a better way to handle that
in my current install in data folders I have Toxicology-> ``InventoryExtender->InventoryExtenderTweakeedin content I haveToxicology.omwscripts-> InventoryExtender.omwscripts` and everything seems to be working
May depends slightly on when Toxicology tries to access the interface, but can't tell you for sure why it works or doesn't
the only access to IE API in toxicology I can see is done in onUpdate - it checks doOnce-style flag and if false accesses API and registers hook
Then it may be fine. Slightly heavier onUpdate, but by the time onUpdate is running - all scripts are loaded and interface should be available
The issue I've described largely happens when interface access is done in the script body, which is nominally "correct way" but depends heavily on load order
Agreed, I did reach out to Ralts but I know he's busy with other stuff. In any case I'm updating on my side just now to test with TPABOPAP's tweaks
Surely we'd need Toxicology to always load after IE, since it requires it to function?
Are you not using the cell override/modifier?
It’s kinda WIP at the moment and tucked away in IE but you can use the existing API to change pretty anything in the window
Works perfectly with the updated Toxicology I've tested that's removed the dirty overwriting! 🥳
Now just trying to get the inventory "this weapon is poisoned" indicator to appear automatically without needing to change tabs or close/open
My crutch imploded when I tried to get it to do this -- could you elaborate a little?
Nvm i just realised that wouldn't work for everything you're trying to do. But there's something I do in make a profit which would work for you
Okay thanks mate, I was getting very confused 😛
Toxicology update live, thanks chaps
Sick! Working great!!!!!
i just gave kil the fix which didn't require any edits to Inventory Extender, but basically (for you or anyone else going forward who wants to do some fun stuff with the UI) there aren't any real APIs that need to be added to this mod since most everything can be done with userdata
I'm confused is the new version not from Raltz?
does that fix consist of waiting 1 frame after IE updates layouts and then get into the bowels of item table to modify layouts manually instead of using registerCellContentModifier?
new version of IE? it is tweaked by me in the absence of Ralts with hopes of merging these changes to his version when he returns
Ohh okay
Yes
Just to be sure do I have to load Raltz IE AND your enhanced version? Or only the enhanced?
only one
Am I the only one for whom items ownership doesn't show in container inventory?
is anyone running dynamic actors and not having their helmet taken off automatically when shealthing their weapon?
I am not certain that it is tied to inventory extender
I do
But I disabled that feature 
I turned it off on mine because I was having weird issues with unique helmets
Hi, can anyone help? My inventory won't open; here's what the logs say.
The mod is the last one in the load order list.
Huh, that's weird. No idea at the moment why that can happen
That's the occlusion culling fork, isn't it?
the "free fps" one
when was it last updated? I know it's techically 0.51 too, but it may be behind the real RC2
i have been using it with no issues. it was just pre RC1 afaik though
so it is getting a bit long in the tooth
i said that just before having to update to latest because my game wouldn't start
so uhh ymmv
Try putting this mod higher in your load order near the other window extender mods
still not working
I think it's an edited version of RC1
I was using it before updating to RC2
does this mod keep me from using scrolls
i hover the cursor above a scroll and press f and it just opens it but doesn't cast it
thats vanilla behavour huhu
you use scrolls like you cast spells
if you use them like you read books, it will just let you read the scrolls text instead
thanks
huh, that's weird, I use that fork too and don't have any issues with IE
what's your load order look like
Would it be possible to do a culminative weight column? It would be quite handy for ingredients, or potions, where individually the items are bugger all but the collective weight adds up
That would be great!
added Total Weight column, off by default
@sick tartanToxicology is listed above. I performed a full reinstallation of Toxicology, but it still isn't working.
It seems like the inventory stopped working after updating Toxicology; everything was working fine before.
This is causing errors to appear in the logs
https://www.nexusmods.com/morrowind/mods/58557?tab=files
Why are you running rubic0n?
Right. Then report it to either Dynamic Seasons, or Rubic0n authors. You can find Liam (Dynamic Seasons) here #1445658776198840491 . And S3ctor (Rubic0n) is generally around, but there's isn't a specific thread for rubicon. So probably get logs to Liam and go from there
Absolutely essential, love this feature 🙏 🔥
Would it technically possible to add a filter or sorting column for enchanted/non-enchanted?
Column should be possible, or some term in the search bar
Does anybody else experience massive framedrops when clicking very fast in the menu?
e.g. If you go to Jobasha and try to buy his whole book inventory. The faster you click the heavier the framedrops get. Down to a momentarely 3 FPS for me. It recovers about a second later but it makes the menu feel really sluggish.
Not sure if this is engine related though.
I've had to disable it, too many lua reloads. 8(
it does hitch a little but on my end even with that it's still faster than vanilla x_x
i tried the other bookstore with the master thief in the back. There it was way less notable. Maybe it depends on the inventory size?
I have a very similar performance drop when using Muckmaster-Kjar - Bulk Orders (OpenMW).
If I could only play with 1 mod, it would be this one. Not even close!
I'm not sure why, but left clicking items doesn't seem to work for me with this mod. I can pick up items with the default R keybind just fine.
Setting the option to swap left click and the keybind lets me equip things with R just fine, but left click to pick up doesn't work instead.
Has anyone else run into this?
seems intentional(left click/r). there was an update I think that made it usable for android users, that's when it changed to left click/r
oh okay. what's the intended way to equip stuff?
I use the swap setting and use left click to pick items up from inventory and r to use/equip
From what I understand, left click isn't doing anything (not picking items up and not equiping them either)
In this case, that's not the intended behavior. I don't know what could be causing this, though
Have you checked that everything is binded correctly?
Also, try pressing Alt when the menu is closed and try it again. OpenMW (or at least my installation
) has this weird bug where sometimes some inputs don't work correctly until you press Alt
unfortunately that wasn't the magic fix 😔
it seems to all be bound correctly as far as I can tell. Using pretty default binds
I could have sworn I had left click working at some point. It either stopped randomly, or I broke it by installing a newer version of the mod
tried clean installs of earlier versions of the mod but those seem to be doing the same thing
my inventory disappeared forever even in old saves and even after I turn off Inventory Extender. Anyone encountered this? I'm not saying that it's 100% IE's fault
maybe your windows sizes config got borked?
how can I fix them?
settings.cfg?
I never go there, is there something in particular I should tweak?
this seems to be the culprit but when I change it from true, it reverses back on game load
hm... seems like some mod disables the window?
probably, but can't figure out which one
Got a link to @quick wyvern 's repo for IE and merged my changes with his latest and sent a merge request
this version contains some new tweaks from @quick wyvern , not 100% sure what exactly is new, but seems like there's new button that can switch between grid and list
Do you have an idea of if/when he’ll release it?
no idea at the moment, I am not even 100% sure if Ralts would merge any of my tweaks
or did you mean release as in put it on nexus?
for this I have even less answers
If he has a repo and is willing to share, that would be nice though so I don't have to send ppl to his last discord message file xd
btw just for posterity's sake, yes it was because I was on that outdated fork of omw, updating to the latest rc fixed it
maybe instead of making a paper doll you could orbit the camera over to the front of the player when opening inventory so you can see your character equipping items
Yeah there are whole skyrim mods for that
Yeah that's where I saw it, some nolvus 6 showcase
Kinda like the fable camera mode that lets you see up close on your character
Mode not mod
It's a feature in the base game for people who haven't played fable
Hey @quick wyvern,
I have modified and use your Window Extender to help me with an actor control addon :
https://youtu.be/w4diH-_yUiM
Could i share the modified scripts of your?
A test to combine Ralts' Window Extenders and Yet Another HUD to my Actors Control.
OT but that looks great. Reminds me a lot of Gothics MARVIN mode that also allowed you to control other actors 
https://www.nexusmods.com/morrowind/mods/59205 and now i return to my slumber
Love the FAQ 🙏
Thank you so much
Not so fast.
If you update, may i suggest to add an interface to declare the actor concerned by the window.
That could help for if somebody want to make a future deep item management.
I think the inventory was the easier, just neeed to check the alchemy level for ingredients and potions.
And i think same for spell window.
Stats window is the harder because i haven't solved nicely the birthsign for npc. Don't show for creatures ofc.
May i post MRs?
(Beware, i'm jot really used to git)
You don’t need the Inventory Extender to see the current/last NPC the player is speaking to, or are you asking about something else ?
Also I’m not sure what you want to do with items but you don’t need this mod to add items to merchants, though you can hide items from the player by using filters in the Barter UI
I mean open windows for other actors like in my modified version :
#1467920462767063232 message
Hey @quick wyvern,
I have modified and use your Window Extender to help me with an actor control addon :
https://youtu.be/w4diH-_yUiM
Could i share the modified scripts of your?
That’s the same territory as being able to display quickloot while on a different actor haha, if not more cursed. But I mean you can force the UI to display whenever/however you want
I don't think you get it.
The idea is to open inventory/spells not for the player only, but for any actor.
You can probably already do that for the inventory extender since you can see the inventory of other actors (barter UI without filters) and can force the UI to be displayed
You have to tweak a bit the code. There is lot of references to self in player scripts
Have you tried to hide a window and apply filters to Trade yet ?
I don't think it's possible to equip/unequip/drop from the trade window
Personally I haven't tried but I've forced merchant gold display to be immediately updated from a separate UI rendered over the Barter window 🧐 but also, you could use this mod's templates to create your own inventories
Well, my suggestion is to modify/add 20/30 lines.
Whatever i already have what i need.
my king
The author has stated not wanting to spend time on android bugs, so if there is anyone else that could help that would be wonderful.
The issue is, when using full controllerless (only touch) when an item is first touched the selection is locked in so if you even slide your finger off the item and release it still selects/picks the item. Unlike vanilla inventory which only selects if released while on the item- allowing reading of tooltips and then moving finger away before releasing to not pick anything. Ya get what I'm sayin?
It means I can't use Inventory Extender even though the maker of Elven Interface went through all the effort to make a parchment background patch for it. Re: Custom BG support for UI Extenders (https://www.nexusmods.com/morrowind/mods/59213 ).
public release fixed my inventory 😊
Thank you Ralts!
hey guys i dont know if i downloaded an outdated version but when i tried to barter it didnt show any of the npc's wares or gold
You have to update your Openmw
sorry but i dont know how to update openmw without losing my mods (using mo2)
This happens when you try to use this mod with OpenMW version 0.50.
You need OpenMW 0.51 RC (Release Candidate) for it to work
You can just install 0.51 in a different folder, separate from 0.50. modlists are separate from the game version, so you can play the same modlist with any version
the openmw.cfg file in MyDocuments/MyGames/OpenMW folder is the one listing your mods
(and launcher.cfg I guess, but it's still in the MyDocument folder, not the .exe folder)
...Sorry, just saw your messages in general, it's been answered already
oh yeah its all okay dont worry
i appreciate the response anyway thanks
Hold on, the mod page says you can switch display modes? How???
The grid button in the top right corner
It was just uploaded on nexus a few days ago haha no worries
nah, I've just been replacing all the files... but now that I deleted the original folder and moved the new one, everything is way different 😄
I was missing like 90% of the settings menu lmao
that would've been embarassing for the showcase
Do all the people asking about the paper doll know they can just zoom out their camera?
Too big brain
I like having paper doll as opposed to needing to refer to the avatar. Because I have third person camera limits.
And I like the aesthetic of a "full screen" UI that takes the player from a "character management" mood to an "engage the game world" mode.
Thoughts?
The doll does not belong in this mod even if it was possible (engine limitation)
Boo
Is it normal that ownership is not visible in containers screen?
Like, in my inventory, theree's a "stolen" symbol. In the world, there's the tooltip background colour, but if I open a container, items inside never show ownership.
@quick wyvern Hello! I'm really glad this mod has been officially released! I've made a Chinese localization file for it. Would you be willing to include it in the mod?
yes, will add in the next release, thank you ❤️
items in containers don't really have owners, just the containers themselves do. i could show the stolen icon for everything in owned containers if that'd be helpful, though
they're not reading the faq to know why asking me to add it is a waste of time, so i'm going to go with no 😆
I've encountered containers showed as unowned (no red background) but as soon as I picked an item from it, NPC reacted like I'm a thief
I also left the room with plenty of stolen items, only noticing when I tried to empty my inventory later, despite avoiding carefully picking any red item, just from seemingly unmarked containers
oh weird, lmk if and where it happens again, maybe my theft logic is wrong somewhere
It happened several times, but the one time when there were quite a few containers like that was at the end of the Bal Foyen Temple final mission, in Omanys, when in the room of Ulmon Vathri. The temple NPC tells you to gather all the ||riches the other NPC had taken from the Temple||, and talk to her again. Since it's in someone else's home, there are containers ||the trator had brought there||, with the stuff you must collect, but there are also containers belonging to the owner of the house, that would count as stealing.
I had to quick save before every container, because half the time the Temple lady would attack me when I looted. It's likely an error that those containers weren't marked as owned, but all the same the items within did count as stealing.
It happened a few times before then, it wasn't a big deal because it was rare, but this is the one glaring instance I most recently encountered.
I think there was some furniture like that either in the guest room you are taken to when waiting to meet Tholer Andas in Bal Foyen (during the Temple quest Bal Foyen Charity), or in Treram Varalaryn's room in Bodrum's Tradehouse, or both (I don't remember for sure)
I also noticed later that some stuff I had unknowingly stolen weren't marked because some clothes ended up in my wardrobe in my player house (I use autosorter mod to automatically empty my inventory, so I hadn't noticed it was stolen goods right away).
At some point I take some clothes from my wardrobe and then notice they are marked as stolen once in my inventory, which wasn't visible when it was in my wardrobe.
Come to think of it, I'm pretty sure there were many items NOT in a container, that didn't appear as owned but that were marked as stolen once in inventory, in the house of Ulmon Vathri in Omanys (the house I mentioned earlier, during the final Bal Foyen Temple quest)
Stuff just lying around the house
That’s how the TR quest works though. The “riches” are a particular quest item, so looting anything other than that would aggro her. But in particular that quest is weird since I had a similar experience but without this mod 🧐
So all these instances of items or containers appearing "unowned" but being actually owned, are not related to Inventory Extender?
I had never encountered such a thing before, but I had never gone to these specific rooms before either, which is why I thought it was related (especially after the wardrobe thing I mentioned, with stolen items not being marked on my wardrobe). My bad.
It's not just the Temple quest in Omanys.
Yeah, try that part of the quest without this mod and see if the same thing happens. In general ownership and TR is weird, like there are beds that don’t have an owner/faction despite being in the Fighter’s Guild haha
The trader might be a different thing but yeah worth checking out
Do those bed get you attacked if you sleep in them ? I understand stuff being not owned when it should be is an error, but how can the game still behave like they were owned if they aren't?
They can attach scripts to items/containers, which I’m assuming is the case for most of that Bal Foyen quest
Scripts that make items count as stolen if you pick them, but don't appear as owned before you pick them up?
Talking about stuff lying around in the room
Not talking about the NPC reaction
Same for the stuff in Andas Manor. If I ended up with stolen items despite going out of my way to never steal anything, it means I didn't "get caught" at some point.
I mean they make certain NPCs “invisible” in mwscripts if MWSE is installed to appear for the Detect Invisibility spell and have quests centered around that, so I don’t think playing around with the ownership of items is beyond them. Again, not sure if that’s the situation but I did that questline last year and remember going through something similar to what you’re describing
Huhu interesting.
Nevermind then, Ralts, sorry for the false alert. Although I do think it's a good idea to have items show as owned in containers too (and, if possible, stolen items keeping their "stolen" icon when placed in a container, re: the wardrobe thing in my home)
It’s not impossible that this mod isn’t picking something up, but yeah worth investigating if the same thing happens without this mod
how come inventory extender doesnt have key to open it but the other 2 mod do
Posted a video about the mod, 50% of the comments are about the missing paper doll 😄
bruh... the paperdoll is literally the most useless UI element in Morrowind, it has always bothered me
It's a cool aesthetic thing
Useless? Yes
Implementation is meh? Yeah
But is it cool? Hell yeah
I mean, playing a 20 year old RPG is the most useless thing.
And utility bros always bothered me, but I don't judge you.
Yeah. It's inoffensive enough to not hate it
I sometimes don't get the like ... judging. There are people making this thing photorealistic ... and the character animations are so bad the char's don't bend their knees on slopes.
But you don't see low res fans dissing them and calling them smoothbrain. Usually.
Hell. I don't judge people for cheesing a game by min maxxing and then crying that it's too easy. Out loud. Usually.
I've really been interested in the design philosophies people here have.
The variance you get in how people design and mold their game is awesome.
I guess. It just bothers me how it resizes together with the inventory and there is no way to separate the two
Now this I can understand
Being able to separate them would be really cool.
I'd slap it in the middle and arrange the menus around it.
Bruh I’m saying
Like there are no less than 500 different Skyrim mods which implement something remotely similar
I'd love the game to actually zoom in on the character in the world when your inventory is open
kinda like Disco Elysium
(I'm sure other games do it as well, but that's the one which comes to mind)
like there is no need to show an extra model of my character which I can't even rotate
Yeah there are a bunch of Skyrim mods for that, I like being able to run around when the inventory is open haha
yep, that's a cool feature
also, I wouldn't mind being able to walk while dialoguing
Dynamic Actors is practically begging for that feature with how good it makes the dialogues look
It's such a great mod.
I think before that can happen someone needs to make smoothcam port 
I want Steadicam SO BAD
... what does it do?
I just hope whoever makes smoothcam will make all the settings/presets/whatever in a .json
so we can return to tradition
Should be entirely possible to do that with openmw 0.o
Though you might need to override the engine’s camera lua file which might be incompatible with other mods also overriding the engine’s lua file
Literally the one element that allows you to manage inventory one-handed and not in "gamer mode^tm".
You know there’s a button for that on inventory extender, right?
For the paperdoll?
and? It's either "use keyboard to pick up" or "use keyboard to equip"
I don't want to use keyboard
No … haha
There’s a button you can drag things onto to use them
Armor, weapons, whatever, so you don’t need to use your keyboard to equip an item or whatever
🤷♂️ may as well hide it better. But good to know
But yeah you can manage your inventory without using a keyboard

Useful for items that would normally be activated when dragged onto your character too, I think that was the case for disenchanting until he added the separate button. But now you can use both
Me when I bind equipping to mouse button 5 🧠
@quick wyvern, why pauldrons anf gloves don't say if they are right or left in the type column? is this intentional?
It looks like easy localization file tweak to change
that freelook looks so cool
I'm having an issue I think is linked to IE
When using items that open a question box (i.e. TR's Hlaalu amulet), I can't click on anything, exit menus, quicksave/load, etc.
My Ring of Azura mod also has a message box and works fine with IE. Might be something else that's causing this issue?
As far as I'm aware, IE shouldn't interfere with message box pop-ups
Hmmm
I'll try opening the console before using it to see if anything comes up, and check the logs
Hey, @quick wyvern , I'm really sorry to bother you. There is a bug in OpenMW they refuse to help us fix that is triggered by Rubic0n
I could help you resolve this in whatever way you prefer
You can replace the ipairs loop with a numeric for and that should be sufficient as well, but, it would sadly apply to all of your mods....
I could alternatively give you the fixed builtin script to package into your mods, or include it in my own
you started counting at 1, didn't you
I didn't do anything 😭
But... But... Yes...
This did just get merged so we're good for dev builds. I...
Might suggest we just take the easy way out and tell people not to use .51 release since .52 has clustered lighting anyway
(the fact that lua is 1 indexed and c is 0 indexed is bound to cause problems all over the place, I'm surprised it doesn't crop up more often)
You should see the tes3mp scripters
just via dev confusion I mean
Oh yeah
I also am surprised it doesn't come up more often
Cuz you totally can 0-base arrays
yeah, but you need to do that on purpose
I've noticed that for i=1, #array is faster anyway 
or 0
Yep. Always faster. JITs better and is not subject to cough bugs in the implementor's __ipairs
We could switch IE over to numeric for loops to resolve this issue for .51 players also
Don't matter much on 10 or 100 elements, but I've ran some silly tests and it was surprising
It's a bit old now but you can look up Tarantool's numerical computing performance guide
That's actually one of the first things Mike tells you to do
Just in general prefer array indexing and arrays all over
I'll check it out

