Accidentally left a line that spams text to the log file
Version 0.3.1
Switch to `CommonLibSSE-NG` and `XMake`
Support both SE and AE with one `.dll`
Added `Clear` command to the Console
Version 0.3.0
Fixed locale
Added option `General.Locale` to override the locale
Added option `PluginExplorer.Plugin.Enable` to allow disabling plugins
Version 0.2.9
Updated GERMAN translation (thanks ousnius)
Version 0.2.8
Added `Enabled` configurations to allow disabling entire tools/hooks
Changed previous `StayAtSystemFix` to be configurable
Version 0.2.7
Rewrote xMenuEx hooks.
Added `StayAtSystemPage` fix.
Added ability to disable the AE banner.
Feature: HUD now hides itself when in `PluginExplorer`
Removed `Interface/StartMenuEx.swf`.
Version 0.2.6
Added missing scroll type.
Increased list sizes to 16 items.
Version 0.2.5
Added missing soulgem type.
Added ability to restore the current selection when returning from the container interface.
Version 0.2.4
Large codebase refactor.
Added support for a custom config file, allowing changes to persist between mod updates.
Added better documentation inside the default config file.
Added localization support. This still needs testing as I do not have access to the other language variants of the game.
Added new key binds to PluginExplorer.
Slight adjustments to the PluginExplorer interface.
Version 0.2.3
Fixed items getting flagged as stolen when inside an owned CELL (Tavern, Inn, etc).
Changed the papyrus Activate method to a native one.
Version 0.2.2
Fixed a crash caused by accessing an invalid TESObjectREFR (Chest).
Fixed chests ending up in save games by marking it as temporary.
Fixed soft-lock caused by pop-ups (like Survival Mode) taking over control by reducing interface depth.
Added missing ingredient type.
Added official Anniversary Edition support.
Version 0.2.1
No longer keeping raw TESForm pointers, now resolving from FormID when necessary.
Removed persistence flag from container.
Added missing count setting for the Spell type.
Version 0.2.0
Added MainMenu injection and editing.
Fixed menu not disabling POV switching
Version 0.1.4
Fixed plugin index 0 (Skyrim.esm) being considered invalid
Spell Books now have their own section (Spells)
Version 0.1.3
Re-added pause option
Fixed container not re-opening when the menu pauses the game
Refactored container/loop logic
Version 0.1.2
Removed pausing. This causes the container to not be able to open a second time.
Reverted input context. The previous context allowed looking around.
Version 0.1.1
Fixed Wait Menu showing up when pressing `T`
Added config option to enable pausing while in menu
Added held action to auto advance selection
Version 0.1.0
Release
This mod began as an attempt to create an AddItemMenu alternative for the Anniversary Update, but is growing to become a suite of UI tools, tweaks, and fixes. It is still in development an things are subject to change during the beta period. Everything in this was made by me for my own use, and as such I treat any suggestions or feature requests with caution.
Plugin Explorer
Open with F11 (can be configured)
Navigate a list of plugins in your load order and select from a variety of categories (Armor, Weapons, Ammo, etc).
Transfer items to your inventory
Main Menu
Show/Hide specific elements of the Main Menu.
Don't like the Creation Club banner nagging you? Want to remove buttons from the list? All can be yours for the low price of free!
Journal Menu
Includes the Stay at the System Page fix (can be configured to default to another page instead)
Console Menu
Adds a Clear command to clear the console history
What does QUI mean?
Nothing, or perhaps Qudix's User Interface, you decide.
How do I configure settings?
The default settings file is in `Data/SKSE/Plugins/QUI.toml` and can be opened with any text editor.
You can also create a `QUI_Custom.toml` file in the same location to save settings across updates.
Why do I get a "did not have a view due to missing dependencies" error?
You didn't install SkyUI correctly (or at all)
Can you add a search function?
I've been asked this question since day one, and the answer is still the same. Maybe.
Can you add (x) feature?
Maybe, if the stars align and I have the knowledge and free time.
Is it compatible with (x) mod?
This mod does not replace any files, vanilla or modded. It should work with everything. I think.