Inventory Management System v2 - a complete rebuild by IsharaMeradin What to expect from this mod: Items will be given to the player that when used/equipped will open a container (one container per item). Anything can be placed inside if desired. The intent of each container is made clear by its name and sometimes its category. Alchemy for alchemy ingredients, Cooking for uncooked/unprepared foods, Enchanting for items desired to be disenchanted, Smelter for anything needed at the smelter, Smithing for anything needed at the forge & temper stations, Tanning supplies for anything needed at the tanning rack, Building supplies for anything needed to build stuff at the Hearthfires homes, and Key Ring for keys, etc. Items added to each container will be registered by adding them to multiple formlists. One set of lists organizes the items by keyword, these are used when targeting merchants and favor job NPCs. Another list is simply a register of what has been added to the container. When using the Modify Activation Key (MAK), the crosshair target determines what items will be transferred. If it is an alchemy station, then alchemy ingredients. If it is a cookpot then cooking ingredients. After exiting the crafting station the lists of registered items will be used to transfer any remaining items back to their associated containers. The MAK behaves a little differently for the Key Ring. When you use the MAK on a locked object which has a key, the key will be retrieved from the Key Ring (if you have it). If you do not have the key, you will be informed that it cannot be found. In the early game, you may be doing a lot of pausing to transfer items where you wish store them. As you progress through the game and the various formlists become populated, the auto-store feature if activated will alleviate more and more the need to pause and deal with inventory. Compatibility Patch - a TES5Edit script is available to create a patch of sorts. This script will go through all mods you load into xEdit and populate various formlists. If this patch is present, these lists will be used in the following scenarios. Vendor item lists for transfering items from the containers to the player when using the MAK on a merchant or favor job NPC. The presence of these lists will bypass the need to build them as items are added to containers thus saving some precious processing time. Workstation recipe ingredient lists, these lists will be used to limit what items you can actually add to the containers associated with those workstations. Workstation lists for the MAK to recognize the workstation being targeted. The workstation lists are the only lists that are partially filled with stock workstations every other list is initially empty. Installation: Main file - use mod manager or manually install Files: Inventory Management System.esp Inventory Management System.bsa docs > InventoryManagementSystem_v2.txt Compatibility Patch - extract files and place them in your TES5Edit's "Edit Scripts" directory Files: IMS - Compatibility Patch.pas IMS - Vendor Items Patch.txt IMS - Workstation Patch.txt IMS - Recipe Item Patch.txt Build the patch absolutely last. It cannot be added to the bashed patch. It cannot be merged. It must be kept as its own separate plugin with its designated file name (IMS_Patch.esp). This plugin will be created when running the xEdit script. Adding new mods? Delete the IMS_Patch.esp and re-run the patch script. How to run the patch script: Load all plugins you intend to have active in the game in TES5Edit After it finishes loading, right click anywhere in the plugin list Select "Apply Script" In the box that appears, locate "IMS - Compatibility Patch" entry in the drop down and select it. Press OK and let it run. Accept any plugins it requests to use as parent masters. Press OK on the final window to create the "IMS_Patch.esp" Exit TES5Edit to save the plugin Customizing the compatibility patch: IMS - Vendor Items Patch.txt is a series of vendor item keywords associated with a formlist from the mod. If there is ever a new vendor item keyword, one can add an entry for it using an existing formlist. See file for syntax and available formlists IMS - Workstation Patch.txt is a series of workstation keywords associated with a formlist from the mod. (these lists are workstations themselves) Mod added workstations that are not instances of base game workstations (or already defined workstations) can be added to the list. See file for syntax and available formlists. IMS - Recipe Item Patch.txt is a series of workstation keywords associated with a formlist from the mod. (these lists are 'ingredients' used in recipes associated with the workstation) Mod added workstations that are not instances of base game workstations (or already defined workstations) can have their recipe ingredients added to existing formlists. See file for syntax and available formlists. Known issues: - Inventory weight changes when switching a container item between weighted and weightless are not always immediately updated in the inventory column display for that individual item. - When using the transfer and activate method, not all ore veins will recognize that you have the pickaxe. I am unsure if this is due to a check taking place before the pickaxe is fully transferred or something else. In any event, activating the ore vein a second time with the MAK will usually work correctly. - When using the MAK to transfer items for a merchant or favor NPC and that NPC is both a merchant and a favor NPC, the script stops at the first matching keyword (merchant or favor). Example, Hulda in the Bannered Mare is both a merchant and a favor NPC. The MAK finds the merchant keyword first and transfers those items. If one wishes to sell her stored firewood then one will need to manually retrieve them. - Quests that have you gather X items (Crimson Nirnroot, Bear Hides, etc): if you have previously stored these items, your quest counter will go up and down as items are auto-stored, transfered after using a workstation or transfered after interacting with a merchant. To prevent these situations retrieve the items from the container (if not already) and in the MCM select to rebuild the formlist of registered items for that container. - Weapons and armor can be stored in some of the containers, these however will not auto-store or transfer back after crafting or merchant use. The reason that they will not transfer is to help protect any equipped or favorited items from being removed by accident. Only weapons that will ever transfer are the wood axes and pick axes stored in the Tools container. - If you store items in a container that can be sold / given to favor job NPCs (i.e. cabbage, wheat, etc) and you have that container excluded from the merchant transfer, these items will not be available to sell / give to the favor job NPC. Either allow the merchant transfer for that container or manually retrieve the items you wish to sell / give to the favor job NPC. - Swapping weapons from bow to anything else sorts out all arrows / bolts. If using an arrow / bolt that was not assigned to a preferred use slot, such arrow / bolt will need to be retrieved manually once again. Tips: - How to open multiple containers within the same inventory session - Equip / Use the first container, add or remove as desired, switch to player side of inventory, locate another container item, equip / use, exit inventory and the container window for the recently equipped / used will open. Repeat process as much as desired. - While having a bow / crossbow equipped you may retrieve and use any arrow / bolt that was not assigned to a preferred use slot. MCM Walkthrough Page One: Global Options Modify Activation Key Purpose: Transfer items specific to a workstation, merchant, favor job NPC (i.e. those that buy firewood, crops, and ore) and even drinks for the drunks Usage: Move close enough to the NPC or object so that the "E to activate" text appears, press the MAK hotkey. Depending upon the crosshair target different actions will take place. Behavior Purpose: To specify the behavior of the Modify Activation Key Transfer and Activate: Transfers stored items from mod containers usable by the target object. Automatically activates the object. Returns objects to appropriate containers after use. Transfer only: Turns the Modify Activation Key into a transfer toggle. Press once to retrieve items for use. Press again to return the items. Items transferred are still dependent upon the crosshair target. Allow Making Saves Purpose: To give ability to create a sort of "quick" save without overwriting other save files Usage: When the crosshair is not pointing at anything, press the Modify Activation Key to save the game. Save Settings Purpose: Saves the current settings of the MCM menu Load Settings Purpose: Loads previously saved settings NOTE: All containers are for the most part identical. Exceptions will be detailed where necessary. Page Two: Ammo Containers Arrow Quiver Use Arrow Quiver Choices: Off -- Container will not be available for use Quest Item -- Container item will be a quest item and thus unable to be removed from player inventory under any circumstance Non-Quest Item -- Container item will not be a quest item and can be deposited into other containers. Scripting causes the container item to be returned to inventory under most circumstances. Usage: Equip / Use and the container inventory will open Inventory location: Armor Auto-Store Purpose: To automatically store items previously registered to the container Weightless Purpose: To bypass assigning a weight value to the container item based upon items stored in the container Merchant Exclude Purpose: To prevent this container's items from being transfered when interacting with some type of merchant Order of Preferred Arrow Use 24 sub entries. For each one select the desired ammo to be used. Ammo names include base damage in the choice list. You may have more ammo choices than entries. Bolt Quiver Indentical to Arrow Quiver except with Bolts Order of Preferred Bolt Use Indentical to Arrow Quiver except with Bolts Page Three: Bags of Holding Keepsakes Use Keepsakes Choices: Off -- Container will not be available for use Quest Item -- Container item will be a quest item and thus unable to be removed from player inventory under any circumstance Non-Quest Item -- Container item will not be a quest item and can be deposited into other containers. Scripting causes the container item to be returned to inventory under most circumstances. Usage: Equip / Use and the container inventory will open Inventory location: Armor Auto-Store Purpose: To automatically store items previously registered to the container Weightless Purpose: To bypass assigning a weight value to the container item based upon items stored in the container Merchant Exclude Purpose: To prevent this container's items from being transfered when interacting with some type of merchant Rebuild List Purpose: To rebuild the registered items list with only those items currently inside the container. The intention for this is to erase an item accidentally added. Sell Sack Identical to Keepsakes Page Four: Supply Containers Alchemy Supplies See Keepsakes Difference being that this is an "ingredient" item and is "consumed" when used. Will restore itself a few seconds later. Cooking Supplies See Keepsakes Difference being that this is a "food" item and is "consumed" when used. Will restore itself a few seconds later. Enchanting Supplies See Keepsakes Only difference being that this is a "armor" item. Smelter Supplies See Keepsakes Smithing Supplies See Keepsakes Tanning Supplies See Keepsakes Building Supplies See Keepsakes Only difference being that this is only available if Hearthfires.esm is present and active. Page Five: Utility Containers Key Ring See Keepsakes Difference being that keys and only keys can be stored in this container Utility Tools See Keepsakes Difference being that this is an "armor" item and is limited to items on the MineOreToolsList and WoodChoppingAxes formlists Page Six: Other Containers Legacy Relics See Keepsakes Differences are as follows: Cannot auto-store Accepts any item Only available if Legacy of the Dragonborn mod is installed and active Can point crosshair at the Display Prep Station 'chest' in the office as well as at the Armory Storage cabinet in the armory to have the entire contents transferred with the MAK. Potions See Keepsakes Difference is that this is a "potion" item and is "eaten". Will restore itself a few seconds later. Book Bag See Keepsakes Difference is that this is a "book" item and is "read". Poisons See Keepsakes Difference is that this is a "poison" item and is "eaten". Will restore itself a few seconds later.