Inventory management system rebuild
库存管理系统重建
Screenshots 5 screenshots
About this mod Machine translation
Provides optional container classes for players to organize and manage their inventory.
Inventory management system rebuild
The inventory management system has been completely rebuilt from the previously released mod. The two are incompatible and cannot operate side by side. Upgrading mid-game is not recommended or supported.
Purpose:
Provides convenience and flexibility for using and manipulating items stored in the player's inventory.
Various containers are provided, accessible via gear. There are no visually equipped models for these containers. These are used to represent other categories in the inventory.
Require:
SKSE
SkyUI
Optional requirements:
FISS - Run recall is only needed if you wish to save settings on other characters.
What to expect from this mod:
Items will be provided to the player and when used/equipped a container will be opened (one container per item). Anything can be placed inside if needed. The intent of each container is made clear by its name and sometimes category. Alchemy ingredients for alchemy, cooking uncooked/uncooked food, enchanting items that need to be sterilized, anything needed for a smelter, anything needed for a forge and tempering station, tanning supplies, and anything needed for a tanning rack, buildings, anything needed to build things in the Hearthfires' homes, and keyrings for keys, etc. Items added to each container will be registered by adding them to multiple table lists.
A set of lists organizing items by keyword, these lists are used to locate merchants and support job NPCs.
The other list is just a register of the contents added to the container.
When using a modified activation key (MAK), the crosshair target determines which items will be transferred. If it's an alchemical station, then the alchemical ingredients. If it is a cooking pot, then cook the ingredients. After exiting the crafting station, the registered item list will be used to transfer any remaining items back to the relevant container.
MAK for keyring behaves slightly differently. When you use MAK on a locked object that has a key, the key is retrieved from the keyring (if there is one). If you do not have the key, you will be notified that the key cannot be found.
In the early game, you may make a lot of pauses to transfer items you wish to store them. As the game progresses and the various forms are filled, the autosave feature, if activated, will increasingly reduce the need to pause and deal with inventory.
Compatibility patches:
TES5Edit scripts can be used to create various types of patches. This script will go through all the mods you have loaded into xEdit and populate various forms. If this hotfix exists, these lists will be used in the following scenarios. List of vendor items used to transfer items from containers to players when using MAK on a merchant or support worker NPC. The presence of these lists will bypass the need to build items as they are added to the container, saving some valuable processing time. Workstation recipe ingredient lists that will be used to limit the items you can actually add to the containers associated with those workstations. Workstation list, MAK can identify target workstations. The workstation list is the only list that partially populates the inventory workstations, every other list is initially empty.
Install:
Main File - Use mod manager or install manually
File: Inventory Management System.esp
Inventory management system.bsa
docs> InventoryManagementSystem_v2.txt
Compatibility patch - Unzip the files and place them in the "Edit Scripts" directory of TES5Edit
File: IMS - Compatibility Patch.pas
IMS - Supplier Project Patch.txt
IMS - Workstation Patch.txt
IMS - Recipe Item Patch.txt
Absolutely build patches. It cannot be added to the bashed patch. It cannot be merged. It must be saved as its own separate plug-in with a specified file name (IMS_Patch.esp). This plugin is created when running the xE …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.